parent
bb9427ac80
commit
f2170497f7
@ -0,0 +1,596 @@
|
||||
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()
|
Loading…
Reference in new issue