unknown 6 months ago
parent b732e74a9f
commit b3134bdf72

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# 默认忽略的文件
/shelf/
/workspace.xml
# 基于编辑器的 HTTP 客户端请求
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

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<component name="InspectionProjectProfileManager">
<settings>
<option name="USE_PROJECT_PROFILE" value="false" />
<version value="1.0" />
</settings>
</component>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Black">
<option name="sdkName" value="Python 3.12 (paopao)" />
</component>
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.12 (paopao)" project-jdk-type="Python SDK" />
<component name="PyPackaging">
<option name="earlyReleasesAsUpgrades" value="true" />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/paopao.iml" filepath="$PROJECT_DIR$/.idea/paopao.iml" />
</modules>
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<module type="PYTHON_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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import math, pygame, sys,copy,random
import pygame.gfxdraw
from pygame.locals import *
FPS = 120
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
TEXTHEIGHT = 20
BUBBLERADIUS = 20
BUBBLEWIDTH = BUBBLERADIUS * 2
BUBBLELAYERS = 5
BUBBLEYADJUST = 5
STARTX = WINDOWWIDTH / 2
STARTY = WINDOWHEIGHT - 27
ARRAYWIDTH = 16
ARRAYHEIGHT = 14
RIGHT = 'right'
LEFT = 'left'
BLANK = '.'
## COLORS ##
# R G B
GRAY = (100, 100, 100)
NAVYBLUE = (60, 60, 100)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
ORANGE = (255, 128, 0)
PURPLE = (255, 0, 255)
CYAN = (0, 255, 255)
BLACK = (0, 0, 0)
COMBLUE = (233, 232, 255)
BGCOLOR = WHITE
COLORLIST = [RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, CYAN]
class Bubble(pygame.sprite.Sprite):
def __init__(self, color, row=0, column=0):
pygame.sprite.Sprite.__init__(self)
self.rect = pygame.Rect(0, 0, 30, 30)
self.rect.centerx = STARTX
self.rect.centery = STARTY
self.speed = 10
self.color = color
self.radius = BUBBLERADIUS
self.angle = 0
self.row = row
self.column = column
def update(self):
if self.angle == 90:
xmove = 0
ymove = self.speed * -1
elif self.angle < 90:
xmove = self.xcalculate(self.angle)
ymove = self.ycalculate(self.angle)
elif self.angle > 90:
xmove = self.xcalculate(180 - self.angle) * -1
ymove = self.ycalculate(180 - self.angle)
self.rect.x += xmove
self.rect.y += ymove
def draw(self):
pygame.gfxdraw.filled_circle(DISPLAYSURF, self.rect.centerx, self.rect.centery, self.radius, self.color)
pygame.gfxdraw.aacircle(DISPLAYSURF, self.rect.centerx, self.rect.centery, self.radius, GRAY)
def xcalculate(self, angle):
radians = math.radians(angle)
xmove = math.cos(radians) * (self.speed)
return xmove
def ycalculate(self, angle):
radians = math.radians(angle)
ymove = math.sin(radians) * (self.speed) * -1
return ymove
class Arrow(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.angle = 90
arrowImage = pygame.image.load('Arrow.png')
arrowImage.convert_alpha()
arrowRect = arrowImage.get_rect()
self.image = arrowImage
self.transformImage = self.image
self.rect = arrowRect
self.rect.centerx = STARTX
self.rect.centery = STARTY
def update(self, direction):
if direction == LEFT and self.angle < 180:
self.angle += 2
elif direction == RIGHT and self.angle > 0:
self.angle -= 2
self.transformImage = pygame.transform.rotate(self.image, self.angle)
self.rect = self.transformImage.get_rect()
self.rect.centerx = STARTX
self.rect.centery = STARTY
def draw(self):
DISPLAYSURF.blit(self.transformImage, self.rect)
class Score(object):
def __init__(self):
self.total = 0
self.font = pygame.font.SysFont('Helvetica', 15)
self.render = self.font.render('Score: ' + str(self.total), True, BLACK, WHITE)
self.rect = self.render.get_rect()
self.rect.left = 5
self.rect.bottom = WINDOWHEIGHT - 5
def update(self, deleteList):
self.total += ((len(deleteList)) * 10)
self.render = self.font.render('Score: ' + str(self.total), True, BLACK, WHITE)
def draw(self):
DISPLAYSURF.blit(self.render, self.rect)
def main():
global FPSCLOCK, DISPLAYSURF, DISPLAYRECT, MAINFONT
pygame.init()
FPSCLOCK = pygame.time.Clock()
pygame.display.set_caption('泡泡天堂小游戏')
MAINFONT = pygame.font.SysFont('Helvetica', TEXTHEIGHT)
DISPLAYSURF, DISPLAYRECT = makeDisplay()
while True:
score, winorlose = runGame()
endScreen(score, winorlose)
def runGame():
musicList = ['知更鸟 _ HOYO-MiX _ Chevy - 使一颗心免于哀伤.ogg', '知更鸟 _ HOYO-MiX _ Chevy - 希望有羽毛和翅膀.ogg', '知更鸟 _ HOYO-MiX _ Chevy - 在银河中孤独摇摆.ogg']
pygame.mixer.music.load(musicList[0])
pygame.mixer.music.play()
track = 0
gameColorList = copy.deepcopy(COLORLIST)
direction = None
launchBubble = False
newBubble = None
arrow = Arrow()
bubbleArray = makeBlankBoard()
setBubbles(bubbleArray, gameColorList)
nextBubble = Bubble(gameColorList[0])
nextBubble.rect.right = WINDOWWIDTH - 5
nextBubble.rect.bottom = WINDOWHEIGHT - 5
score = Score()
while True:
DISPLAYSURF.fill(BGCOLOR)
for event in pygame.event.get():
if event.type == QUIT:
terminate()
elif event.type == KEYDOWN:
if (event.key == K_LEFT):
direction = LEFT
elif (event.key == K_RIGHT):
direction = RIGHT
elif event.type == KEYUP:
direction = None
if event.key == K_SPACE:
launchBubble = True
elif event.key == K_ESCAPE:
terminate()
if launchBubble == True:
if newBubble == None:
newBubble = Bubble(nextBubble.color)
newBubble.angle = arrow.angle
newBubble.update()
newBubble.draw()
if newBubble.rect.right >= WINDOWWIDTH - 5:
newBubble.angle = 180 - newBubble.angle
elif newBubble.rect.left <= 5:
newBubble.angle = 180 - newBubble.angle
launchBubble, newBubble, score = stopBubble(bubbleArray, newBubble, launchBubble, score)
finalBubbleList = []
for row in range(len(bubbleArray)):
for column in range(len(bubbleArray[0])):
if bubbleArray[row][column] != BLANK:
finalBubbleList.append(bubbleArray[row][column])
if bubbleArray[row][column].rect.bottom > (WINDOWHEIGHT - arrow.rect.height - 10):
return score.total, 'lose'
if len(finalBubbleList) < 1:
return score.total, 'win'
gameColorList = updateColorList(bubbleArray)
random.shuffle(gameColorList)
if launchBubble == False:
nextBubble = Bubble(gameColorList[0])
nextBubble.rect.right = WINDOWWIDTH - 5
nextBubble.rect.bottom = WINDOWHEIGHT - 5
nextBubble.draw()
if launchBubble == True:
coverNextBubble()
arrow.update(direction)
arrow.draw()
setArrayPos(bubbleArray)
drawBubbleArray(bubbleArray)
score.draw()
if pygame.mixer.music.get_busy() == False:
if track == len(musicList) - 1:
track = 0
else:
track += 1
pygame.mixer.music.load(musicList[track])
pygame.mixer.music.play()
pygame.display.update()
FPSCLOCK.tick(FPS)
def makeBlankBoard():
array = []
for row in range(ARRAYHEIGHT):
column = []
for i in range(ARRAYWIDTH):
column.append(BLANK)
array.append(column)
return array
def setBubbles(array, gameColorList):
for row in range(BUBBLELAYERS):
for column in range(len(array[row])):
random.shuffle(gameColorList)
newBubble = Bubble(gameColorList[0], row, column)
array[row][column] = newBubble
setArrayPos(array)
def setArrayPos(array):
for row in range(ARRAYHEIGHT):
for column in range(len(array[row])):
if array[row][column] != BLANK:
array[row][column].rect.x = (BUBBLEWIDTH * column) + 5
array[row][column].rect.y = (BUBBLEWIDTH * row) + 5
for row in range(1, ARRAYHEIGHT, 2):
for column in range(len(array[row])):
if array[row][column] != BLANK:
array[row][column].rect.x += BUBBLERADIUS
for row in range(1, ARRAYHEIGHT):
for column in range(len(array[row])):
if array[row][column] != BLANK:
array[row][column].rect.y -= (BUBBLEYADJUST * row)
deleteExtraBubbles(array)
def deleteExtraBubbles(array):
for row in range(ARRAYHEIGHT):
for column in range(len(array[row])):
if array[row][column] != BLANK:
if array[row][column].rect.right > WINDOWWIDTH:
array[row][column] = BLANK
def updateColorList(bubbleArray):
newColorList = []
for row in range(len(bubbleArray)):
for column in range(len(bubbleArray[0])):
if bubbleArray[row][column] != BLANK:
newColorList.append(bubbleArray[row][column].color)
colorSet = set(newColorList)
if len(colorSet) < 1:
colorList = []
colorList.append(WHITE)
return colorList
else:
return list(colorSet)
def checkForFloaters(bubbleArray):
bubbleList = [column for column in range(len(bubbleArray[0]))
if bubbleArray[0][column] != BLANK]
newBubbleList = []
for i in range(len(bubbleList)):
if i == 0:
newBubbleList.append(bubbleList[i])
elif bubbleList[i] > bubbleList[i - 1] + 1:
newBubbleList.append(bubbleList[i])
copyOfBoard = copy.deepcopy(bubbleArray)
for row in range(len(bubbleArray)):
for column in range(len(bubbleArray[0])):
bubbleArray[row][column] = BLANK
for column in newBubbleList:
popFloaters(bubbleArray, copyOfBoard, column)
def popFloaters(bubbleArray, copyOfBoard, column, row=0):
if (row < 0 or row > (len(bubbleArray) - 1)
or column < 0 or column > (len(bubbleArray[0]) - 1)):
return
elif copyOfBoard[row][column] == BLANK:
return
elif bubbleArray[row][column] == copyOfBoard[row][column]:
return
bubbleArray[row][column] = copyOfBoard[row][column]
if row == 0:
popFloaters(bubbleArray, copyOfBoard, column + 1, row)
popFloaters(bubbleArray, copyOfBoard, column - 1, row)
popFloaters(bubbleArray, copyOfBoard, column, row + 1)
popFloaters(bubbleArray, copyOfBoard, column - 1, row + 1)
elif row % 2 == 0:
popFloaters(bubbleArray, copyOfBoard, column + 1, row)
popFloaters(bubbleArray, copyOfBoard, column - 1, row)
popFloaters(bubbleArray, copyOfBoard, column, row + 1)
popFloaters(bubbleArray, copyOfBoard, column - 1, row + 1)
popFloaters(bubbleArray, copyOfBoard, column, row - 1)
popFloaters(bubbleArray, copyOfBoard, column - 1, row - 1)
else:
popFloaters(bubbleArray, copyOfBoard, column + 1, row)
popFloaters(bubbleArray, copyOfBoard, column - 1, row)
popFloaters(bubbleArray, copyOfBoard, column, row + 1)
popFloaters(bubbleArray, copyOfBoard, column + 1, row + 1)
popFloaters(bubbleArray, copyOfBoard, column, row - 1)
popFloaters(bubbleArray, copyOfBoard, column + 1, row - 1)
def stopBubble(bubbleArray, newBubble, launchBubble, score):
deleteList = []
popSound = pygame.mixer.Sound('popcork.ogg')
for row in range(len(bubbleArray)):
for column in range(len(bubbleArray[row])):
if (bubbleArray[row][column] != BLANK and newBubble != None):
if (pygame.sprite.collide_rect(newBubble, bubbleArray[row][column])) or newBubble.rect.top < 0:
if newBubble.rect.top < 0:
newRow, newColumn = addBubbleToTop(bubbleArray, newBubble)
elif newBubble.rect.centery >= bubbleArray[row][column].rect.centery:
if newBubble.rect.centerx >= bubbleArray[row][column].rect.centerx:
if row == 0 or (row) % 2 == 0:
newRow = row + 1
newColumn = column
if bubbleArray[newRow][newColumn] != BLANK:
newRow = newRow - 1
bubbleArray[newRow][newColumn] = copy.copy(newBubble)
bubbleArray[newRow][newColumn].row = newRow
bubbleArray[newRow][newColumn].column = newColumn
else:
newRow = row + 1
newColumn = column + 1
if bubbleArray[newRow][newColumn] != BLANK:
newRow = newRow - 1
bubbleArray[newRow][newColumn] = copy.copy(newBubble)
bubbleArray[newRow][newColumn].row = newRow
bubbleArray[newRow][newColumn].column = newColumn
elif newBubble.rect.centerx < bubbleArray[row][column].rect.centerx:
if row == 0 or row % 2 == 0:
newRow = row + 1
newColumn = column - 1
if newColumn < 0:
newColumn = 0
if bubbleArray[newRow][newColumn] != BLANK:
newRow = newRow - 1
bubbleArray[newRow][newColumn] = copy.copy(newBubble)
bubbleArray[newRow][newColumn].row = newRow
bubbleArray[newRow][newColumn].column = newColumn
else:
newRow = row + 1
newColumn = column
if bubbleArray[newRow][newColumn] != BLANK:
newRow = newRow - 1
bubbleArray[newRow][newColumn] = copy.copy(newBubble)
bubbleArray[newRow][newColumn].row = newRow
bubbleArray[newRow][newColumn].column = newColumn
elif newBubble.rect.centery < bubbleArray[row][column].rect.centery:
if newBubble.rect.centerx >= bubbleArray[row][column].rect.centerx:
if row == 0 or row % 2 == 0:
newRow = row - 1
newColumn = column
if bubbleArray[newRow][newColumn] != BLANK:
newRow = newRow + 1
bubbleArray[newRow][newColumn] = copy.copy(newBubble)
bubbleArray[newRow][newColumn].row = newRow
bubbleArray[newRow][newColumn].column = newColumn
else:
newRow = row - 1
newColumn = column + 1
if bubbleArray[newRow][newColumn] != BLANK:
newRow = newRow + 1
bubbleArray[newRow][newColumn] = copy.copy(newBubble)
bubbleArray[newRow][newColumn].row = newRow
bubbleArray[newRow][newColumn].column = newColumn
elif newBubble.rect.centerx <= bubbleArray[row][column].rect.centerx:
if row == 0 or row % 2 == 0:
newRow = row - 1
newColumn = column - 1
if bubbleArray[newRow][newColumn] != BLANK:
newRow = newRow + 1
bubbleArray[newRow][newColumn] = copy.copy(newBubble)
bubbleArray[newRow][newColumn].row = newRow
bubbleArray[newRow][newColumn].column = newColumn
else:
newRow = row - 1
newColumn = column
if bubbleArray[newRow][newColumn] != BLANK:
newRow = newRow + 1
bubbleArray[newRow][newColumn] = copy.copy(newBubble)
bubbleArray[newRow][newColumn].row = newRow
bubbleArray[newRow][newColumn].column = newColumn
popBubbles(bubbleArray, newRow, newColumn, newBubble.color, deleteList)
if len(deleteList) >= 3:
for pos in deleteList:
popSound.play()
row = pos[0]
column = pos[1]
bubbleArray[row][column] = BLANK
checkForFloaters(bubbleArray)
score.update(deleteList)
launchBubble = False
newBubble = None
return launchBubble, newBubble, score
def addBubbleToTop(bubbleArray, bubble):
posx = bubble.rect.centerx
leftSidex = posx - BUBBLERADIUS
columnDivision = math.modf(float(leftSidex) / float(BUBBLEWIDTH))
column = int(columnDivision[1])
if columnDivision[0] < 0.5:
bubbleArray[0][column] = copy.copy(bubble)
else:
column += 1
bubbleArray[0][column] = copy.copy(bubble)
row = 0
return row, column
def popBubbles(bubbleArray, row, column, color, deleteList):
if row < 0 or column < 0 or row > (len(bubbleArray) - 1) or column > (len(bubbleArray[0]) - 1):
return
elif bubbleArray[row][column] == BLANK:
return
elif bubbleArray[row][column].color != color:
return
for bubble in deleteList:
if bubbleArray[bubble[0]][bubble[1]] == bubbleArray[row][column]:
return
deleteList.append((row, column))
if row == 0:
popBubbles(bubbleArray, row, column - 1, color, deleteList)
popBubbles(bubbleArray, row, column + 1, color, deleteList)
popBubbles(bubbleArray, row + 1, column, color, deleteList)
popBubbles(bubbleArray, row + 1, column - 1, color, deleteList)
elif row % 2 == 0:
popBubbles(bubbleArray, row + 1, column, color, deleteList)
popBubbles(bubbleArray, row + 1, column - 1, color, deleteList)
popBubbles(bubbleArray, row - 1, column, color, deleteList)
popBubbles(bubbleArray, row - 1, column - 1, color, deleteList)
popBubbles(bubbleArray, row, column + 1, color, deleteList)
popBubbles(bubbleArray, row, column - 1, color, deleteList)
else:
popBubbles(bubbleArray, row - 1, column, color, deleteList)
popBubbles(bubbleArray, row - 1, column + 1, color, deleteList)
popBubbles(bubbleArray, row + 1, column, color, deleteList)
popBubbles(bubbleArray, row + 1, column + 1, color, deleteList)
popBubbles(bubbleArray, row, column + 1, color, deleteList)
popBubbles(bubbleArray, row, column - 1, color, deleteList)
def drawBubbleArray(array):
for row in range(ARRAYHEIGHT):
for column in range(len(array[row])):
if array[row][column] != BLANK:
array[row][column].draw()
def makeDisplay():
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
DISPLAYRECT = DISPLAYSURF.get_rect()
DISPLAYSURF.fill(BGCOLOR)
DISPLAYSURF.convert()
pygame.display.update()
return DISPLAYSURF, DISPLAYRECT
def terminate():
pygame.quit()
sys.exit()
def coverNextBubble():
whiteRect = pygame.Rect(0, 0, BUBBLEWIDTH, BUBBLEWIDTH)
whiteRect.bottom = WINDOWHEIGHT
whiteRect.right = WINDOWWIDTH
pygame.draw.rect(DISPLAYSURF, BGCOLOR, whiteRect)
def endScreen(score, winorlose):
endFont = pygame.font.SysFont('Helvetica', 20)
endMessage1 = endFont.render('You ' + winorlose + '! Your Score is ' + str(score) + '. Press Enter to Play Again.',
True, BLACK, BGCOLOR)
endMessage1Rect = endMessage1.get_rect()
endMessage1Rect.center = DISPLAYRECT.center
DISPLAYSURF.fill(BGCOLOR)
DISPLAYSURF.blit(endMessage1, endMessage1Rect)
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
elif event.type == KEYUP:
if event.key == K_RETURN:
return
elif event.key == K_ESCAPE:
terminate()
if __name__ == '__main__':
main()
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