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main.py
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main.py
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import pygame
import sys
import os
import random
FPS = 60
WIDTH = 650
HEIGHT = 750
BLACK = (0,0,0)
RED = (204,109,96)
'''
初始化
'''
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH,HEIGHT)) #畫面長寬
clock = pygame.time.Clock()
pygame.display.set_caption("仙仙接水果")#標題
'''
img
'''
background_img = pygame.image.load(os.path.join("img","background.jpg")).convert()
background_init_img = pygame.image.load(os.path.join("img","background_init.jpg")).convert()
cactus_img = pygame.image.load(os.path.join("img","1.png")).convert()
cactus_mini_img = pygame.image.load(os.path.join("img","1.png")).convert()
cactus_mini_img = pygame.transform.scale(cactus_img,(40,60))
cactus_mini_img.set_colorkey(BLACK)
pygame.display.set_icon(cactus_mini_img)
boom_img = pygame.image.load(os.path.join("img","boom.png")).convert()
fruit_imgs = [] #載入多種水果
for i in range (1,5,1):
fruit_imgs.append(pygame.image.load(os.path.join("img",f"fruit{i}.png")).convert())
'''
music
'''
fruit_sound = pygame.mixer.Sound(os.path.join("sound","fruit.mp3"))
boom_sound = pygame.mixer.Sound(os.path.join("sound","boom.mp3"))
pygame.mixer.music.load(os.path.join("sound","bgm.mp3"))
pygame.mixer.music.set_volume(0.2) #音量
'''
字體
'''
font_name = os.path.join("font.ttf")
def draw_text(surf ,text, size , x , y):
font = pygame.font.Font(font_name , size) #文字物件
text_surface = font.render(text, True, BLACK)
text_rect = text_surface.get_rect()
text_rect.centerx = x
text_rect.top = y
surf.blit(text_surface , text_rect)
'''
生命
'''
def draw_lives(surf , lives , img , x , y ):
for i in range(lives):
img_rect = img.get_rect()
img_rect.x = x + 45 * i #間格畫出
img_rect.y = y
surf.blit(img,img_rect)
'''
初始畫面
'''
def draw_init():
screen.blit(background_init_img , (0,0))
draw_text(screen , '仙仙接水果', 70 , WIDTH/2,HEIGHT/4)
draw_text(screen , '方向鍵移動', 40 , WIDTH/2,355)
draw_text(screen , '生命歸零 遊戲結束', 40 , WIDTH/2,HEIGHT/2+23)
draw_text(screen , '按下任意鍵開始遊戲', 40 , WIDTH/2,HEIGHT*3/4)
pygame.display.update()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get(): # 按叉叉關掉
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYUP:
waiting = False
'''
end 畫面
'''
def draw_end():
screen.blit(background_img , (0,0))
draw_text(screen , "score : " + str(score) , 70 , WIDTH/2,HEIGHT/4)
draw_text(screen , '點擊螢幕回到初始畫面', 50 , WIDTH/2,HEIGHT*3/4)
pygame.display.update()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get(): # 按叉叉關掉
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONUP:
draw_init()
waiting = False
'''
物件
'''
class Player(pygame.sprite.Sprite): #仙人掌player
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(cactus_img,(70,100)) #設置圖片大小
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect() #image距形大小
self.mask = pygame.mask.from_surface(self.image)
self.rect.x = WIDTH/2-35 #定位
self.rect.y = HEIGHT/2+250
self.speedx = 8
self.lives = 3
self.hidden = False
self.hide_time = 0
def update(self):
key_pressed = pygame.key.get_pressed() # return布林
if key_pressed[pygame.K_RIGHT]:
self.rect.x += self.speedx
if key_pressed[pygame.K_LEFT]:
self.rect.x -= self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
if self.hidden and pygame.time.get_ticks() - self.hide_time > 1000:
self.hidden = False
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
def hide(self):
self.hidden = True
self.hide_time = pygame.time.get_ticks()
self.rect.center = (WIDTH/2 , HEIGHT +500)
class Fruit(pygame.sprite.Sprite): #水果
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_ori = random.choice(fruit_imgs) #原本的圖片(未失真)
self.image_ori = pygame.transform.scale(self.image_ori,(40,40))#set size 40*40
self.image_ori.set_colorkey(BLACK) #去黑色背 (png)
self.image = self.image_ori.copy() #存轉動過後的圖片
self.rect = self.image.get_rect() #image 距形大小
self.mask = pygame.mask.from_surface(self.image) #適用在去背圖片
self.rect.x = random.randrange(0,WIDTH - self.rect.width)
self.rect.y = random.randrange(-100,-40)
self.speedy = random.randrange(3,8)
self.speedx = random.randrange(-1,1)
self.total_degree = 0
self.rot_degree = random.randrange(-3,3)
def rotate(self):
self.total_degree += self.rot_degree
self.total_degree = self.total_degree % 360 #轉超過一圈沒有意義
self.image = pygame.transform.rotate(self.image_ori, self.total_degree) #單純使用此函示會失真 所以需要用原本的圖片進行轉動
center = self.rect.center
self.rect = self.image.get_rect() #對轉動過後的圖片 重新定位
self.rect.center = center
def update(self):
self.rotate()
self.rect.y += self.speedy
self.rect.x += self.speedx
if self.rect.top > HEIGHT or self.rect.left > WIDTH or self.rect.right < 0: #超出外框就重新
self.rect.x = random.randrange(0,WIDTH - self.rect.width)
self.rect.y = random.randrange(-100,-40)
self.speedy = random.randrange(2,10)
self.speedx = random.randrange(-1,1)
class Boom(pygame.sprite.Sprite): #貓咪炸彈
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_ori = boom_img #原本的圖片(未失真)
self.image_ori = pygame.transform.scale(boom_img,(40,40))#set size 40*40
self.image_ori.set_colorkey((0,0,0)) #去黑色背 (png)
self.image = self.image_ori.copy() #存轉動過後的圖片
self.rect = self.image.get_rect() #image 距形大小
self.mask = pygame.mask.from_surface(self.image) #適用在去背圖片
self.rect.x = random.randrange(0,WIDTH - self.rect.width)
self.rect.y = random.randrange(-100,-45)
self.speedy = random.randrange(3,8)
self.speedx = random.randrange(-1,1)
self.total_degree = 0
self.rot_degree = random.randrange(-3,3)
def rotate(self):
self.total_degree += self.rot_degree
self.total_degree = self.total_degree % 360 #轉超過一圈沒有意義
self.image = pygame.transform.rotate(self.image_ori, self.total_degree) #單純使用此函示會失真 所以需要用原本的圖片進行轉動
center = self.rect.center
self.rect = self.image.get_rect() #對轉動過後的圖片 重新定位
self.rect.center = center
def update(self):
self.rotate()
self.rect.y += self.speedy
self.rect.x += self.speedx
if self.rect.top > HEIGHT or self.rect.left > WIDTH or self.rect.right < 0: #超出外框就重新
self.rect.x = random.randrange(0,WIDTH - self.rect.width)
self.rect.y = random.randrange(-100,-40)
self.speedy = random.randrange(5,10)
self.speedx = random.randrange(-1,1)
all_sprites = pygame.sprite.Group()
fruits = pygame.sprite.Group() #水果群組
player_hit = pygame.sprite.Group() #player_hit群組
booms = pygame.sprite.Group()
player = Player() #生成玩家
all_sprites.add(player) #在all_sprites群組新增player
player_hit.add(player) #在player_hit群組新增 player
for i in range (10): #生成水果
f = Fruit()
all_sprites.add(f)
fruits.add(f)
for i in range (4): #生成炸彈
b = Boom()
all_sprites.add(b)
booms.add(b)
score = 0
pygame.mixer.music.play(-1) #無限重複撥放
'''
loop
'''
show_init = True
show_end = False
while True :
if show_end:
draw_end()
show_end = False
show_init = True
if show_init:
draw_init()
show_init = False
all_sprites = pygame.sprite.Group()
fruits = pygame.sprite.Group() #水果群組
player_hit = pygame.sprite.Group() #player_hit群組
booms = pygame.sprite.Group()
player = Player() #生成玩家
all_sprites.add(player) #在all_sprites群組新增player
player_hit.add(player) #在player_hit群組新增 player
for i in range (10): #生成水果
f = Fruit()
all_sprites.add(f)
fruits.add(f)
for i in range (4): #生成炸彈
b = Boom()
all_sprites.add(b)
booms.add(b)
score = 0
clock.tick(FPS)
'''
get input
'''
for event in pygame.event.get(): # 按叉叉關掉
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
'''
update
'''
all_sprites.update() #更新all_sprites
hits = pygame.sprite.groupcollide(player_hit, fruits ,False , True , pygame.sprite.collide_mask) #傳群組進去 回傳碰撞的字典 #mask>>真實碰撞
for hit in hits:#碰到水果 就消失 並重生水果
score += 7
f = Fruit()
all_sprites.add(f)
fruits.add(f)
fruit_sound.play()
b_hits = pygame.sprite.groupcollide(player_hit, booms ,False , True , pygame.sprite.collide_mask) #傳群組進去 回傳碰撞的字典 #mask>>真實碰撞
for hit in b_hits: #碰到炸彈 就消失 並重生炸彈
score -= 5
player.lives -= 1
b = Boom()
all_sprites.add(b)
booms.add(b)
player.hide()
boom_sound.play()
if player.lives == 0 :
show_end = True
'''
畫面顯示
'''
# screen.fill((183, 183, 220))
screen.blit(background_img , (0,0))
all_sprites.draw(screen)
draw_text(screen , "score : " + str(score) , 50 , WIDTH/2 , 10)
draw_lives(screen , player.lives , cactus_mini_img , WIDTH-150 , 15 )
pygame.display.update() #更新畫面