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主程式碼.py
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主程式碼.py
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import pygame as pg
import random
#================ball=================
class BallSprite(pg.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pg.image.load('images/smallball.png')
self.rect = self.image.get_rect()
self.rect.center = [640,360]
self.xStep, self.yStep = (random.choice([20,15,13,7,10,-7,-10,-13,-15,-20]),random.choice([20,15,13,7,10,-7,-10,-13,-15,-20]))
def update(self):
# move the ball horizontally
self.rect.x += self.xStep
# and vertically
self.rect.y += self.yStep
if pg.sprite.spritecollideany(self, horiz_walls):
self.yStep = -self.yStep
bong.play()
if pg.sprite.spritecollideany(self, vert_walls):
self.xStep = -self.xStep
bong.play()
#偵測碰撞
def is_collided_with(self, sprite):
return self.rect.colliderect(sprite.rect)
#分裂球的新Sprite
class New_BallSprite(pg.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pg.image.load('images/smallball.png')
self.rect = self.image.get_rect()
self.rect.center = [ball.rect.x,ball.rect.y]
self.xStep, self.yStep = (random.randint(-10,10),random.randint(-10,10))
def update(self):
self.rect.x += self.xStep
self.rect.y += self.yStep
if pg.sprite.spritecollideany(self, horiz_walls):
self.yStep = -self.yStep
bong.play()
if pg.sprite.spritecollideany(self, vert_walls):
self.xStep = -self.xStep
bong.play()
#偵測碰撞
def is_collided_with(self, sprite):
return self.rect.colliderect(sprite.rect)
#===============wall====================
class BlockSprite(pg.sprite.Sprite):
def __init__(self, x, y, width, height):
super().__init__()
self.image = pg.Surface((width, height))
self.image.fill((255,255,255))
self.rect = self.image.get_rect()
self.rect.topleft = (x, y)
#===============player==================
class PlayerLeft(pg.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pg.image.load('images/block.png')
self.rect = self.image.get_rect()
self.rect.center = [240,360]
class PlayerRight(pg.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pg.image.load('images/block.png')
self.rect = self.image.get_rect()
self.rect.center = [1040,360]
#==============door====================
class DoorLeft(pg.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pg.image.load('images/door.png')
self.rect = self.image.get_rect()
self.rect.center = [10,360]
class DoorRight(pg.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pg.image.load('images/door.png')
self.rect = self.image.get_rect()
self.rect.center = [1270,360]
#字
pg.init()
font = pg.font.SysFont('AppleGothic', 30)
def show_text(x, y, text):
text = font.render(text, True, (255, 255, 0))
screen.blit(text, (x, y))
pg.init()
window_size = (1280,720)
screen = pg.display.set_mode(window_size)
screen.fill((0,0,0))
pg.display.set_caption('攻城獅')
pg.mixer.init()
bong =pg.mixer.Sound('images/bong.ogg')
pg.mixer.music.load('images/bg_music.mp3')
pg.mixer.music.play(10,0.0)
#球
ball = BallSprite()
#牆
bg_image = pg.image.load('images/wall.png')
WALL_SIZE = 10
top_line = BlockSprite(0, 0, window_size[0],WALL_SIZE)
bottom_line = BlockSprite(0, window_size[1]-WALL_SIZE,window_size[0], WALL_SIZE)
left_line = BlockSprite(0, 0, WALL_SIZE,window_size[1])
right_line = BlockSprite(window_size[0]-WALL_SIZE, 0,WALL_SIZE, window_size[1])
#門
doorleft = DoorLeft()
doorright = DoorRight()
new_balld = New_BallSprite()
new_ballc = New_BallSprite()
#player
playerleft = PlayerLeft()
playerright = PlayerRight()
#群組
horiz_walls = pg.sprite.Group(top_line, bottom_line)
vert_walls = pg.sprite.Group(left_line, right_line, playerleft, playerright)
balls = pg.sprite.Group(ball)
doors = pg.sprite.Group(doorleft,doorright)
sprites = pg.sprite.OrderedUpdates(horiz_walls,vert_walls, balls, playerleft, playerright, doors)
done = False
pause = False
pg.time.set_timer(pg.USEREVENT, 10)
scoreL = 0
scoreR = 0
#============主程式===============
while not done:
# read new event
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
if (event.type == pg.KEYUP and event.key == pg.K_ESCAPE):
done = True
#分裂球 空白鍵
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
new_balld = New_BallSprite()
new_balld.rect.center = [600,360]
new_balld.xStep,new_balld.yStep = (random.choice([7,6,5,-5,-6,-7]),random.choice([7,6,5,-5,-6,-7]))
new_ballc = New_BallSprite()
new_ballc.rect.center = [680,360]
new_ballc.xStep,new_ballc.yStep = (random.choice([7,6,5,-5,-6,-7]),random.choice([7,6,5,-5,-6,-7]))
balls = pg.sprite.Group(ball,new_balld,new_ballc)
sprites.add(balls)
#清除球 delete
if event.key == pg.K_DELETE:
for b in balls:
b.kill()
#讓版子上下動
keys=pg.key.get_pressed()
if keys[pg.K_w] and not pg.sprite.collide_rect(playerleft, top_line):
playerleft.rect.y -= 10
if keys[pg.K_s] and not pg.sprite.collide_rect(playerleft, bottom_line):
playerleft.rect.y += 10
if keys[pg.K_o] and not pg.sprite.collide_rect(playerright, top_line):
playerright.rect.y -= 10
if keys[pg.K_l] and not pg.sprite.collide_rect(playerright, bottom_line):
playerright.rect.y += 10
#碰撞球門後刪球
if ball.is_collided_with(doorleft):
for b in balls:
b.kill()
if event.type == pg.KEYDOWN:
if event.key == pg.K_c:
ball = BallSprite()
balls = pg.sprite.Group(ball)
sprites = pg.sprite.OrderedUpdates(horiz_walls,vert_walls, balls, playerleft, playerright, doors)
scoreR +=1
if ball.is_collided_with(doorright):
for b in balls:
b.kill()
if event.type == pg.KEYDOWN:
if event.key == pg.K_m:
ball = BallSprite()
balls = pg.sprite.Group(ball)
sprites = pg.sprite.OrderedUpdates(horiz_walls,vert_walls, balls, playerleft, playerright, doors)
scoreL +=1
if new_balld.is_collided_with(doorright):
for b in balls:
b.kill()
if event.type == pg.KEYDOWN:
if event.key == pg.K_m:
ball = BallSprite()
balls = pg.sprite.Group(ball)
sprites = pg.sprite.OrderedUpdates(horiz_walls,vert_walls, balls, playerleft, playerright, doors)
scoreL +=1
if new_balld.is_collided_with(doorleft):
for b in balls:
b.kill()
if event.type == pg.KEYDOWN:
if event.key == pg.K_c:
ball = BallSprite()
balls = pg.sprite.Group(ball)
sprites = pg.sprite.OrderedUpdates(horiz_walls,vert_walls, balls, playerleft, playerright, doors)
scoreR +=1
if new_ballc.is_collided_with(doorright):
for b in balls:
b.kill()
if event.type == pg.KEYDOWN:
if event.key == pg.K_m:
ball = BallSprite()
balls = pg.sprite.Group(ball)
sprites = pg.sprite.OrderedUpdates(horiz_walls,vert_walls, balls, playerleft, playerright, doors)
scoreL +=1
if new_ballc.is_collided_with(doorleft):
for b in balls:
b.kill()
if event.type == pg.KEYDOWN:
if event.key == pg.K_c:
ball = BallSprite()
balls = pg.sprite.Group(ball)
sprites = pg.sprite.OrderedUpdates(horiz_walls,vert_walls, balls, playerleft, playerright, doors)
scoreR +=1
#update game state
#redraw
#牆
screen.blit(bg_image, [0,0])
#門
balls.update()
sprites.draw(screen)
show_text(20,20,str(scoreL))
show_text(1250,20,str(scoreR))
if ball.is_collided_with(doorleft):
show_text(560,360,'Right Player Win')
if ball.is_collided_with(doorright):
show_text(560,360,'Left Player Win')
if new_balld.is_collided_with(doorright):
show_text(560,360,'Left Player Win')
if new_balld.is_collided_with(doorleft):
show_text(560,360,'Right Player Win')
if new_ballc.is_collided_with(doorright):
show_text(560,360,'Left Player Win')
if new_ballc.is_collided_with(doorleft):
show_text(560,360,'Right Player Win')
if scoreL > 6:
for b in balls:
b.kill()
show_text(560,330,'Game End')
show_text(560,360,'Left Player Win this Game!')
if scoreR > 6:
for b in balls:
b.kill()
show_text(560,330,'Game End')
show_text(560,360,'Right Player Win this Game!')
pg.display.update()
while pause:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
pause = False
pg.quit()