注:以下程序为本人原创,写的不好,若有好的建议,望留言告知。而若能帮助一二访客,幸甚!
最近搞“科研”搞的蛋都碎了。。。
思吾之理想是将计算机玩弄于股掌之上(将计算机组成原理、操作系统、程序运行机理、程序设计语言、计算机网络、算法数据结构学扎实了…呃,理想而已,至今所以这些选项都学得不达标。。),而如今却为了毕业在跟着一群数学家“搞科研”,而实验又做来做去都那个样,一点效果也没有,真是蛋疼啊。
昨晚照着Andre LaMothe大师《Windows游戏编程大师技巧》一书第一章示例程序,略作修改做了一个打砖块游戏以学习Win32 程序组织技巧,略有所得。今晚决定尝试使用Python + pyGame 实现一个类似的程序,以学习Python,聊以解闷。
当然实现一个几乎相同的要简单些,但为了更有成就感,决定功能上略作修改:昨晚实现的程序,按照书上的实现,当小球落地没接住,会减100分,但不会死亡,今晚决定实现一个更普遍的打砖块,即小球落地,会生命减1,生命没了就Game over。
1.功能划分
俗话说大事化小,小事化无;又曰天下难事,必作于易。
虽然写个打砖块并非太难的事,但将它分解开来,分解的足够简单还是有必要的。
现将一个打砖块的主要功能分解如下:
1)实现一个小球在屏幕上移动
2)碰到边缘要能够反弹
3)挡板绘制和移动
4)砖块的绘制
5)游戏流程和控制逻辑
6)绘制文字显示游戏信息
7)加个背景音乐
这几个功能应该都是在一定时间内能够实现的简单功能,而只要将他们合理的组合起来就是一个完整的打砖块游戏了~
2. 小球的绘制和移动
画个小球?怎么画来?忘了……
好吧,把古老的pyGame 做的 Hello World 找出来看看吧,看来积累还是很重要的,毕竟一个打砖块最终划分成了若干个Hello world 嘛~~
连上注释30几行代码,先做出一个游戏界面框架来:
'''
功能:使用pyGame实现一个简单的打砖块游戏
Created on Nov 30, 2012
@author: liury_lab
'''import pygame, sys, time #@UnusedImport
from pygame.locals import * #@UnusedWildImport# 一些关于宽度和高度的常量定义
WINDOWWIDTH = 640
WINDOWHEIGHT = 480# 一些颜色常量定义
BACKGROUNDCOLOR = (0, 0, 0)# 游戏的初始化
pygame.init()
mainClock = pygame.time.Clock()windowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT), 0, 32)
pygame.display.set_caption('打砖块')# 游戏主循环
while True:# 事件监听for event in pygame.event.get():if event.type == QUIT:pygame.quit()exit()windowSurface.fill(BACKGROUNDCOLOR)pygame.display.update()mainClock.tick(30)
下面画个会动的小球吧:
# 游戏主循环
while True:# 事件监听for event in pygame.event.get():if event.type == QUIT:pygame.quit()exit()if game_state == GAME_STATE_INIT:# 初始化游戏ball_x = random.randint(8, WINDOW_WIDTH-8)ball_y = BALL_START_Yball_dx = random.randint(-4, 4)ball_dy = random.randint( 6, 8)game_state = GAME_STATE_START_LEVELelif game_state == GAME_STATE_START_LEVEL:# 新的一关game_state = GAME_STATE_RUNelif game_state == GAME_STATE_RUN:# 游戏运行ball_x += ball_dx;ball_y += ball_dy;windowSurface.fill(BACKGROUND_COLOR)pygame.draw.circle(windowSurface, BALL_COLOR, (ball_x, ball_y), BALL_SIZE, 0)elif game_state == GAME_STATE_SHUTDOWN:game_state = GAME_STATE_EXITpygame.display.update()mainClock.tick(30)
1)会动的小球画好了,但很快它就跑到屏幕外头再也不会来了…
2)我不得不承认小球跑的太快,我无法抓图抓住它,只好做了个不会动的小球截了个图…
3)呃,没按计划办事,游戏的流程在这里就写好了,当然,有昨晚大师的Win32 程序做基础,这个流程还是很容易写的
3. 碰撞检测
小球一出来就开始跑,一会儿就不见了。这一步要让它碰到边界就反弹回去。
这个速度的改变有点类似于光的反射。
只需要添加下面几行代码就好了:
elif game_state == GAME_STATE_RUN:# 游戏运行ball_x += ball_dx;ball_y += ball_dy;if ball_x > (WINDOW_WIDTH-BALL_SIZE) or ball_x < BALL_SIZE:ball_dx = -ball_dxball_x += ball_dx;elif ball_y > (WINDOW_HEIGHT-BALL_SIZE) or ball_y < BALL_SIZE:ball_dy = -ball_dyball_y += ball_dy
现在球不会跑出屏幕外头了,可以很轻松地截图了,但和前面的几乎一模一样,就不贴了吧~
4. 挡板绘制和移动
然后就是实现一个能够根据玩家输入移动的挡板,来阻挡小球。
当然上面的代码需要修改,若小球超出了下边界而没有被挡板挡住,则损失一条生命,此是后话,此处值实现绘制和移动,先不检测与球的碰撞。
# 游戏主循环
while True:# 事件监听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 = Trueif event.key == K_RIGHT:paddle_move_right = Trueif event.type == KEYUP:if event.key == K_LEFT:paddle_move_left = Falseif event.key == K_RIGHT:paddle_move_right = False# 游戏控制流程 if game_state == GAME_STATE_INIT:# 初始化游戏ball_x = random.randint(8, WINDOW_WIDTH-8)ball_y = BALL_START_Yball_dx = random.randint(-4, 4)ball_dy = random.randint( 6, 8)paddle['rect'].left = PADDLE_START_Xpaddle['rect'].top = PADDLE_START_Ypaddle_move_left = Falsepaddle_move_right = Falsegame_state = GAME_STATE_START_LEVELelif game_state == GAME_STATE_START_LEVEL:# 新的一关game_state = GAME_STATE_RUNelif game_state == GAME_STATE_RUN:# 游戏运行# 球的运动ball_x += ball_dx;ball_y += ball_dy;if ball_x > (WINDOW_WIDTH-BALL_SIZE) or ball_x < BALL_SIZE:ball_dx = -ball_dxball_x += ball_dx;elif ball_y > (WINDOW_HEIGHT-BALL_SIZE) or ball_y < BALL_SIZE:ball_dy = -ball_dyball_y += ball_dy# 挡板的运动if paddle_move_left:paddle['rect'].left -= 8if paddle['rect'].left < 0:paddle['rect'].left = 0if paddle_move_right:paddle['rect'].left += 8if paddle['rect'].left > WINDOW_WIDTH-PADDLE_WIDTH:paddle['rect'].left = WINDOW_WIDTH-PADDLE_WIDTH# 绘制过程windowSurface.fill(BACKGROUND_COLOR)pygame.draw.rect(windowSurface, paddle['color'], paddle['rect'])pygame.draw.circle(windowSurface, BALL_COLOR, (ball_x, ball_y), BALL_SIZE, 0)elif game_state == GAME_STATE_SHUTDOWN:game_state = GAME_STATE_EXITpygame.display.update()mainClock.tick(30)
5. 砖块的绘制
首先要有个数组记录砖块是否已经被打掉了,然后把未被打掉的绘制在窗口上部
初始化砖块二维数组:
# 初始化砖块数组
def InitBlocks():blocks = [[1] * NUM_BLOCK_COLUMNS] * NUM_BLOCK_ROWSreturn blocks
砖块的绘制:
elif game_state == GAME_STATE_START_LEVEL:# 新的一关blocks = InitBlocks()game_state = GAME_STATE_RUNelif game_state == GAME_STATE_RUN:# 游戏运行# 球的运动ball_x += ball_dx;ball_y += ball_dy;if ball_x > (WINDOW_WIDTH-BALL_SIZE) or ball_x < BALL_SIZE:ball_dx = -ball_dxball_x += ball_dx;elif ball_y > (WINDOW_HEIGHT-BALL_SIZE) or ball_y < BALL_SIZE:ball_dy = -ball_dyball_y += ball_dy# 挡板的运动if paddle_move_left:paddle['rect'].left -= 8if paddle['rect'].left < 0:paddle['rect'].left = 0if paddle_move_right:paddle['rect'].left += 8if 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_Xcur_y = BLOCK_ORIGIN_Yfor row in range(NUM_BLOCK_ROWS):cur_x = BLOCK_ORIGIN_Xfor 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_GAPcur_y += BLOCK_Y_GAP
随便写了个RGB,好鲜亮的砖块颜色,很合我意,最起码比昨晚蒙的那个Win32 版的好……
6. 游戏流程和控制逻辑
边角的工作都做完了,只差游戏的逻辑了,正所谓万事俱备,只欠东风。
1)把砖块打破
2)被挡板挡住才返回,落没挡住则要减少一条生命
3)生命用完了则Game Over
4)砖块打完了要进入下一关或宣告胜利
elif game_state == GAME_STATE_RUN:# 游戏运行# 球的运动ball_x += ball_dx;ball_y += ball_dy;if ball_x > (WINDOW_WIDTH-BALL_SIZE) or ball_x < BALL_SIZE:ball_dx = -ball_dxball_x += ball_dx;elif ball_y < BALL_SIZE:ball_dy = -ball_dyball_y += ball_dyelif ball_y > WINDOW_HEIGHT-BALL_SIZE:if life_left == 0:game_state = GAME_STATE_GAMEOVERelse:life_left -= 1# 初始化游戏ball_x = paddle['rect'].left + PADDLE_WIDTH // 2ball_y = BALL_START_Yball_dx = random.randint(-4, 5)ball_dy = random.randint( 6, 9)# 检测球是否与挡板碰撞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):ball_dy = - ball_dyball_y += ball_dyif paddle_move_left:ball_dx -= random.randint(0, 2)elif paddle_move_right:ball_dx += random.randint(0, 2)else:ball_dx += random.randint(-1, 2)# 检测球是否与砖块碰撞cur_x = BLOCK_ORIGIN_Xcur_y = BLOCK_ORIGIN_Yfor row in range(NUM_BLOCK_ROWS):cur_x = BLOCK_ORIGIN_Xfor col in range(NUM_BLOCK_COLUMNS):if blocks[row][col] != 0:if (ball_x+BALL_SIZE >= cur_x and \ball_x-BALL_SIZE <= cur_x+BLOCK_WIDTH and \ball_y+BALL_SIZE >= cur_y and \ball_y-BALL_SIZE <= cur_y+BLOCK_HEIGHT):blocks[row][col] = 0blocks_hit += 1ball_dy = -ball_dyball_dx += random.randint(-1, 2)score += 5 * (level + abs(ball_dx))cur_x += BLOCK_X_GAPcur_y += BLOCK_Y_GAPif blocks_hit == NUM_BLOCK_ROWS * NUM_BLOCK_COLUMNS:level += 1game_state = GAME_STATE_START_LEVEL# 挡板的运动if paddle_move_left:paddle['rect'].left -= 8if paddle['rect'].left < 0:paddle['rect'].left = 0if paddle_move_right:paddle['rect'].left += 8if 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_Xcur_y = BLOCK_ORIGIN_Yfor row in range(NUM_BLOCK_ROWS):cur_x = BLOCK_ORIGIN_Xfor col in range(NUM_BLOCK_COLUMNS):if blocks[row][col] != 0:pygame.draw.rect(windowSurface, BLOCK_COLOR, (cur_x, cur_y, BLOCK_WIDTH, BLOCK_HEIGHT))cur_x += BLOCK_X_GAPcur_y += BLOCK_Y_GAPelif game_state == GAME_STATE_GAMEOVER:continueelif game_state == GAME_STATE_SHUTDOWN:game_state = GAME_STATE_EXITpygame.display.update()mainClock.tick(30)
7. 绘制文字显示游戏信息
# 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)
# 游戏主循环
while True:# 事件监听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 = Trueif event.key == K_RIGHT:paddle_move_right = Trueif event.type == KEYUP:if event.key == K_LEFT:paddle_move_left = Falseif event.key == K_RIGHT:paddle_move_right = False# 游戏控制流程 if game_state == GAME_STATE_INIT:# 初始化游戏ball_x = random.randint(8, WINDOW_WIDTH-8)ball_y = BALL_START_Yball_dx = random.randint(-3, 4)ball_dy = random.randint( 5, 8)paddle['rect'].left = PADDLE_START_Xpaddle['rect'].top = PADDLE_START_Ypaddle_move_left = Falsepaddle_move_right = Falselife_left = TOTAL_LIFEgame_over = Falseblocks_hit = 0score = 0level = 1game_state = GAME_STATE_START_LEVELelif game_state == GAME_STATE_START_LEVEL:# 新的一关blocks = InitBlocks()game_state = GAME_STATE_RUNelif game_state == GAME_STATE_RUN:# 游戏运行# 球的运动ball_x += ball_dx;ball_y += ball_dy;if ball_x > (WINDOW_WIDTH-BALL_SIZE) or ball_x < BALL_SIZE:ball_dx = -ball_dxball_x += ball_dx;elif ball_y < BALL_SIZE:ball_dy = -ball_dyball_y += ball_dyelif ball_y > WINDOW_HEIGHT-BALL_SIZE:if life_left == 0:game_state = GAME_STATE_GAMEOVERelse:life_left -= 1# 初始化游戏ball_x = paddle['rect'].left + PADDLE_WIDTH // 2ball_y = BALL_START_Yball_dx = random.randint(-4, 5)ball_dy = random.randint( 6, 9)# 检测球是否与挡板碰撞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):ball_dy = - ball_dyball_y += ball_dyif paddle_move_left:ball_dx -= random.randint(0, 2)elif paddle_move_right:ball_dx += random.randint(0, 2)else:ball_dx += random.randint(-1, 2)# 检测球是否与砖块碰撞cur_x = BLOCK_ORIGIN_Xcur_y = BLOCK_ORIGIN_Yfor row in range(NUM_BLOCK_ROWS):cur_x = BLOCK_ORIGIN_Xfor col in range(NUM_BLOCK_COLUMNS):if blocks[row][col] != 0:if (ball_x+BALL_SIZE >= cur_x and \ball_x-BALL_SIZE <= cur_x+BLOCK_WIDTH and \ball_y+BALL_SIZE >= cur_y and \ball_y-BALL_SIZE <= cur_y+BLOCK_HEIGHT):blocks[row][col] = 0blocks_hit += 1ball_dy = -ball_dyball_dx += random.randint(-1, 2)score += 5 * (level + abs(ball_dx))cur_x += BLOCK_X_GAPcur_y += BLOCK_Y_GAPif blocks_hit == NUM_BLOCK_ROWS * NUM_BLOCK_COLUMNS:level += 1blocks_hit = 0score += 1000game_state = GAME_STATE_START_LEVEL# 挡板的运动if paddle_move_left:paddle['rect'].left -= 8if paddle['rect'].left < 0:paddle['rect'].left = 0if paddle_move_right:paddle['rect'].left += 8if 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_Xcur_y = BLOCK_ORIGIN_Yfor row in range(NUM_BLOCK_ROWS):cur_x = BLOCK_ORIGIN_Xfor col in range(NUM_BLOCK_COLUMNS):if blocks[row][col] != 0:pygame.draw.rect(windowSurface, BLOCK_COLOR, (cur_x, cur_y, BLOCK_WIDTH, BLOCK_HEIGHT))cur_x += BLOCK_X_GAPcur_y += BLOCK_Y_GAP# 绘制文字描述信息message = 'Level: ' + str(level) + ' Life: ' + str(life_left) + ' Score: ' + str(score)DrawText(message, text_font, windowSurface, 8, (WINDOW_HEIGHT - 16))elif game_state == GAME_STATE_GAMEOVER:DrawText('GAME OVER', game_over_font, windowSurface, (WINDOW_WIDTH / 3), (WINDOW_HEIGHT / 3))DrawText('Score: ' + str(score), game_over_font, windowSurface, (WINDOW_WIDTH / 3)+20, (WINDOW_HEIGHT / 3) + 50)elif game_state == GAME_STATE_SHUTDOWN:game_state = GAME_STATE_EXITpygame.display.update()mainClock.tick(25 + level*2)
8. 增加个背景音乐及GameOver声音
game_over_sound = pygame.mixer.Sound('gameover.wav')
game_hit_sound = pygame.mixer.Sound('hit.wav')
pygame.mixer.music.load('background.mp3')
开始及停止播放:
# 播放背景音乐
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.stop()
game_over_sound.play()
9. 增加个开始画面
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()
这样就会在开始时显示上面的画面等待用户按下一个键后再开始,游戏结束后问用户按下一个键重新开始,若按下Esc则退出游戏。
10. 完整代码
'''
功能:使用pyGame实现一个简单的打砖块游戏
Created on Nov 30, 2012
@author: liury_lab
'''import pygame, sys, time, random #@UnusedImport
from pygame.locals import * #@UnusedWildImport# 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_ROWSblocks = []for i in range(NUM_BLOCK_ROWS): #@UnusedVarialbeblocks.append([i+1] * NUM_BLOCK_COLUMNS)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 = 1game_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('gameover.wav')
game_hit_sound = pygame.mixer.Sound('hit.wav')
pygame.mixer.music.load('background.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:# 事件监听for event in pygame.event.get():if event.type == QUIT:Terminate()if event.type == KEYDOWN:if event.key == K_LEFT:paddle_move_left = Trueif event.key == K_RIGHT:paddle_move_right = Trueif event.key == K_ESCAPE:Terminate()if event.type == KEYUP:if event.key == K_LEFT:paddle_move_left = Falseif event.key == K_RIGHT:paddle_move_right = False# 游戏控制流程 if game_state == GAME_STATE_INIT:# 初始化游戏ball_x = random.randint(8, WINDOW_WIDTH-8)ball_y = BALL_START_Yball_dx = random.randint(-3, 4)ball_dy = random.randint( 5, 8)paddle['rect'].left = PADDLE_START_Xpaddle['rect'].top = PADDLE_START_Ypaddle_move_left = Falsepaddle_move_right = Falselife_left = TOTAL_LIFEgame_over = Falseblocks_hit = 0score = 0level = 1game_state = GAME_STATE_START_LEVELelif game_state == GAME_STATE_START_LEVEL:# 新的一关blocks = InitBlocks()game_state = GAME_STATE_RUNelif game_state == GAME_STATE_RUN:# 游戏运行# 球的运动ball_x += ball_dx;ball_y += ball_dy;if ball_x > (WINDOW_WIDTH-BALL_SIZE) or ball_x < BALL_SIZE:ball_dx = -ball_dxball_x += ball_dx;elif ball_y < BALL_SIZE:ball_dy = -ball_dyball_y += ball_dyelif ball_y > WINDOW_HEIGHT-BALL_SIZE:if life_left == 0:game_state = GAME_STATE_GAMEOVERelse:life_left -= 1# 初始化游戏ball_x = paddle['rect'].left + PADDLE_WIDTH // 2ball_y = BALL_START_Yball_dx = random.randint(-4, 5)ball_dy = random.randint( 6, 9)# 检测球是否与挡板碰撞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):ball_dy = - ball_dyball_y += ball_dygame_hit_sound.play()if paddle_move_left:ball_dx -= random.randint(0, 3)elif paddle_move_right:ball_dx += random.randint(0, 3)else:ball_dx += random.randint(-1, 2)# 检测球是否与砖块碰撞cur_x = BLOCK_ORIGIN_Xcur_y = BLOCK_ORIGIN_Yfor row in range(NUM_BLOCK_ROWS):cur_x = BLOCK_ORIGIN_Xfor col in range(NUM_BLOCK_COLUMNS):if blocks[row][col] != 0:if (ball_x+BALL_SIZE >= cur_x and \ball_x-BALL_SIZE <= cur_x+BLOCK_WIDTH and \ball_y+BALL_SIZE >= cur_y and \ball_y-BALL_SIZE <= cur_y+BLOCK_HEIGHT):blocks[row][col] = 0blocks_hit += 1ball_dy = -ball_dyball_dx += random.randint(-1, 2)score += 5 * (level + abs(ball_dx))game_hit_sound.play()cur_x += BLOCK_X_GAPcur_y += BLOCK_Y_GAPif blocks_hit == NUM_BLOCK_ROWS * NUM_BLOCK_COLUMNS:level += 1blocks_hit = 0score += 1000game_state = GAME_STATE_START_LEVEL# 挡板的运动if paddle_move_left:paddle['rect'].left -= 8if paddle['rect'].left < 0:paddle['rect'].left = 0if paddle_move_right:paddle['rect'].left += 8if 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_Xcur_y = BLOCK_ORIGIN_Yfor row in range(NUM_BLOCK_ROWS):cur_x = BLOCK_ORIGIN_Xfor col in range(NUM_BLOCK_COLUMNS):if blocks[row][col] != 0:pygame.draw.rect(windowSurface, BLOCK_COLOR, (cur_x, cur_y, BLOCK_WIDTH, BLOCK_HEIGHT))cur_x += BLOCK_X_GAPcur_y += BLOCK_Y_GAP# 绘制文字描述信息message = 'Level: ' + str(level) + ' Life: ' + str(life_left) + ' Score: ' + str(score)DrawText(message, text_font, windowSurface, 8, (WINDOW_HEIGHT - 16))elif game_state == GAME_STATE_GAMEOVER:DrawText('GAME OVER', game_over_font, windowSurface, (WINDOW_WIDTH / 3), (WINDOW_HEIGHT / 3))DrawText('Level: ' + str(level), game_over_font, windowSurface, (WINDOW_WIDTH / 3)+20, (WINDOW_HEIGHT / 3) + 50)DrawText('Score: ' + str(score), game_over_font, windowSurface, (WINDOW_WIDTH / 3)+20, (WINDOW_HEIGHT / 3) + 100)DrawText('Press any key to play again.', game_over_font, windowSurface, (WINDOW_WIDTH / 3)-80, (WINDOW_HEIGHT / 3) + 150)pygame.display.update()pygame.mixer.music.stop()game_over_sound.play()WaitForPlayerToPressKey()game_state = GAME_STATE_INITelif game_state == GAME_STATE_SHUTDOWN:game_state = GAME_STATE_EXITpygame.display.update()mainClock.tick(FPS + level*2)