跟着一个博主做的,前面的变量的定义全是内个哥们的,没带任何改动,就做了个界面,背景音乐,绘制了个小球,绘制了挡板

小球可以撞到边界反弹,然后做了砖块,定义了一个存放砖块的列表,,,就没有下文了

原博主链接  Python+pyGame 打砖块游戏 - Python知识库  http://lib.csdn.net/article/python/1817

import pygame,sys,time
from pygame.locals import *
import random #游戏界面
WINDOWWIDTH=640
WINDOWHEIGHT=480 # 一些关于窗口的常量定义
WINDOW_WIDTH = 640
WINDOW_HEIGHT = 480 # 游戏状态常量定义
GAME_STATE_INIT = 0
GAME_STATE_START_LEVEL = 1
GAME_STATE_RUN = 2
GAME_STATE_GAMEOVER = 3
GAME_STATE_SHUTDOWN = 4
GAME_STATE_EXIT = 5 # 小球的常量定义
BALL_START_Y = (WINDOW_HEIGHT // 2)
BALL_SIZE = 4 # 挡板的常量定义
PADDLE_START_X = (WINDOW_WIDTH / 2 - 16)
PADDLE_START_Y = (WINDOW_HEIGHT - 32);
PADDLE_WIDTH = 32
PADDLE_HEIGHT = 8 # 砖块的常量定义
NUM_BLOCK_ROWS = 6
NUM_BLOCK_COLUMNS = 8
BLOCK_WIDTH = 64
BLOCK_HEIGHT = 16
BLOCK_ORIGIN_X = 8
BLOCK_ORIGIN_Y = 8
BLOCK_X_GAP = 80
BLOCK_Y_GAP = 32 # 一些颜色常量定义
BACKGROUND_COLOR = (0, 0, 0)
BALL_COLOR = (0, 0, 255)
PADDLE_COLOR = (128, 64, 64)
BLOCK_COLOR = (255, 128, 0)
TEXT_COLOR = (255, 255, 255) # 游戏的一些属性信息
TOTAL_LIFE = 5
FPS = 25 # # 初始化砖块数组
# def InitBlocks():
# # blocks = [[1] * NUM_BLOCK_COLUMNS] * NUM_BLOCK_ROWS
# blocks = []
# for i in range(NUM_BLOCK_ROWS): # @UnusedVarialbe
# blocks.append([i + 1] * NUM_BLOCK_COLUMNS)
# return blocks
# 初始化砖块数组
def InitBlocks():
blocks = [[1] * NUM_BLOCK_COLUMNS] * NUM_BLOCK_ROWS
return blocks # 检测小球是否与挡板或者砖块碰撞
def ProcessBall(blocks, ball_x, ball_y, paddle):
if (ball_y > WINDOW_HEIGHT // 2):
if (ball_x + BALL_SIZE >= paddle['rect'].left and \
ball_x - BALL_SIZE <= paddle['rect'].left + PADDLE_WIDTH and \
ball_y + BALL_SIZE >= paddle['rect'].top and \
ball_y - BALL_SIZE <= paddle['rect'].top + PADDLE_HEIGHT):
return None # 显示文字
def DrawText(text, font, surface, x, y):
text_obj = font.render(text, 1, TEXT_COLOR)
text_rect = text_obj.get_rect()
text_rect.topleft = (x, y)
surface.blit(text_obj, text_rect) # 退出游戏
def Terminate():
pygame.quit()
sys.exit() # 等待用户输入
def WaitForPlayerToPressKey():
while True:
for event in pygame.event.get():
if event.type == QUIT:
Terminate()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
Terminate()
return # 游戏界面的初始化
pygame.init()
mainClock = pygame.time.Clock() # 小球的位置和速度
ball_x = 0
ball_y = 0
ball_dx = 0
ball_dy = 0 # 挡板的运动控制
paddle_move_left = False
paddle_move_right = False # 挡板的位置和颜色
paddle = {'rect': pygame.Rect(0, 0, PADDLE_WIDTH, PADDLE_HEIGHT),
'color': PADDLE_COLOR} # 游戏状态
game_state = GAME_STATE_INIT
blocks = []
life_left = TOTAL_LIFE
game_over = False
blocks_hit = 0
score = 0
level = 1 game_start_font = pygame.font.SysFont(None, 48)
game_over_font = pygame.font.SysFont(None, 48)
text_font = pygame.font.SysFont(None, 20) game_over_sound = pygame.mixer.Sound('game_over.wav')
game_hit_sound = pygame.mixer.Sound('get_point.wav')
pygame.mixer.music.load('bg_music.mp3') windowSurface = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32)
pygame.display.set_caption('打砖块') DrawText('pyFreakOut', game_start_font, windowSurface,
(WINDOW_WIDTH / 3), (WINDOW_HEIGHT / 3 + 50))
DrawText('Press any key to start.', game_start_font, windowSurface,
(WINDOW_WIDTH / 3) - 60, (WINDOW_HEIGHT) / 3 + 100)
pygame.display.update()
WaitForPlayerToPressKey() # 播放背景音乐
pygame.mixer.music.play(-1, 0.0) #游戏主循环
while True:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
exit()
if event.type == KEYDOWN:
if event.key == K_LEFT:
paddle_move_left = True
if event.key == K_RIGHT:
paddle_move_right = True
if event.type == KEYUP:
if event.key == K_LEFT:
paddle_move_left = False
if event.key == K_RIGHT:
paddle_move_right = False if game_state==GAME_STATE_INIT:
ball_x=random.randint(8,WINDOW_WIDTH-8)
ball_y=BALL_START_Y
ball_dx=random.randint(-4,4)
ball_dy=random.randint(6,8) paddle['rect'].left = PADDLE_START_X
paddle['rect'].top = PADDLE_START_Y paddle_move_left = False
paddle_move_right = False game_state=GAME_STATE_START_LEVEL
elif game_state==GAME_STATE_START_LEVEL:
#新的一关
blocks = InitBlocks()
game_state=GAME_STATE_RUN
elif game_state==GAME_STATE_RUN:
ball_x += ball_dx
ball_y += ball_dy if ball_x > (WINDOW_WIDTH - BALL_SIZE) or ball_x < BALL_SIZE:
ball_dx = -ball_dx
ball_x += ball_dx;
elif ball_y > (WINDOW_HEIGHT - BALL_SIZE) or ball_y < BALL_SIZE:
ball_dy = -ball_dy
ball_y += ball_dy # 挡板的运动
if paddle_move_left:
paddle['rect'].left -= 8
if paddle['rect'].left < 0:
paddle['rect'].left = 0
if paddle_move_right:
paddle['rect'].left += 8
if paddle['rect'].left > WINDOW_WIDTH - PADDLE_WIDTH:
paddle['rect'].left = WINDOW_WIDTH - PADDLE_WIDTH
#绘制过程
windowSurface.fill(BACKGROUND_COLOR)
#绘制挡板
pygame.draw.rect(windowSurface, paddle['color'], paddle['rect'])
#绘制小球
pygame.draw.circle(windowSurface, BALL_COLOR, (ball_x, ball_y), BALL_SIZE, 0)
#绘制砖块
cur_x = BLOCK_ORIGIN_X
cur_y = BLOCK_ORIGIN_Y
for row in range(NUM_BLOCK_ROWS):
cur_x = BLOCK_ORIGIN_X
for col in range(NUM_BLOCK_COLUMNS):
#print(blocks[row][col])
if (blocks[row][col] == 1):
pygame.draw.rect(windowSurface, BLOCK_COLOR,
(cur_x, cur_y, BLOCK_WIDTH, BLOCK_HEIGHT))
cur_x += BLOCK_X_GAP
cur_y += BLOCK_Y_GAP elif game_state == GAME_STATE_SHUTDOWN:
game_state = GAME_STATE_EXIT pygame.display.update()
mainClock.tick(30)
05-11 15:19