import pygame,random,os from pygame.locals import * from pygame.sprite import Sprite,Group,spritecollide def load_image(name): fullname=os.path.join(os.path.join(os.path.split(os.path.abspath(__file__))[0],"filedata"),name) image=pygame.image.load(fullname) return image class Surface: def __init__(self,screen): self.screen=screen self.screenrect=self.screen.get_rect() self.surfacetype=1 self.image=load_image("surface"+str(self.surfacetype)+".png") self.rect=self.image.get_rect() self.rect.center=self.screenrect.center self.speed=3.5 self.moveUp=False self.moveDown=False self.moveLeft=False self.moveRight=False def update(self): if self.moveUp and self.rect.top>0: self.rect.centery-=self.speed if self.moveDown and self.rect.bottom0: self.rect.centerx-=self.speed if self.moveRight and self.rect.right3: self.surfacetype=1 self.image=load_image("surface"+str(self.surfacetype)+".png") class Trap(Sprite): def __init__(self,screen,traptyper): super(Trap,self).__init__() self.screen=screen self.screenrect=self.screen.get_rect() self.traptype=traptyper self.image=load_image("trap"+str(self.traptype)+".png") self.rect=self.image.get_rect() self.rectat=random.choice(["top","left","right","bottom"]) self.__updatespeed() def __updatespeed(self): self.xspeed=round(random.uniform(1,3),2) self.yspeed=round(random.uniform(1,3),2) if self.rectat=="top": self.rect.center=(random.randint(0,WIDTH),0) elif self.rectat=="bottom": self.rect.center=(random.randint(0,WIDTH),HEIGHT) self.yspeed=-self.yspeed elif self.rectat=="left": self.xspeed=-self.xspeed self.rect.center=(0,random.randint(0,HEIGHT)) elif self.rectat=="right": self.rect.center=(WIDTH,random.randint(0,HEIGHT)) def update(self): global traptype self.traptype=traptype self.image=load_image("trap"+str(self.traptype)+".png") self.rect.centerx+=self.xspeed self.rect.centery+=self.yspeed if self.rect.top>self.screenrect.height or self.rect.bottom<0: self.kill() elif self.rect.left>self.screenrect.width or self.rect.right<0: self.kill() WIDTH=1200 HEIGHT=850 traptype=1 def initmain(): global traptype traptype=1 pygame.init() screen=pygame.display.set_mode((WIDTH,HEIGHT)) pygame.display.set_caption("泡泡王国") bgcolorlist=((0,255,255),(255,128,0),(128,0,255)) colortype=0 bgcolor=bgcolorlist[colortype] rates=0 gamestart=True fpstime=pygame.time.Clock() fps=100 gameFont=pygame.font.SysFont("黑体",26,True) surface=Surface(screen) traps=Group() while gamestart: fpstime.tick(fps) screen.fill(bgcolor) surface.blit() rates+=1 if rates%20==0: newtrap=Trap(screen,traptype) traps.add(newtrap) if rates%1000==0 and rates!=0: colortype+=1 traptype+=1 if colortype>2: colortype=0 if traptype>3: traptype=1 bgcolor=bgcolorlist[colortype] surface.addtype() if spritecollide(surface,traps,True): screen.fill(bgcolor) gamestart=False break screen.blit(gameFont.render("Score: "+str(rates),True,(0,0,0)),(2,2)) surface.update() traps.update() traps.draw(screen) for event in pygame.event.get(): if event.type==QUIT: gamestart=False elif event.type==KEYDOWN: if event.key==K_RIGHT: surface.moveRight=True elif event.key==K_LEFT: surface.moveLeft=True elif event.key==K_UP: surface.moveUp=True elif event.key==K_DOWN: surface.moveDown=True elif event.key==K_SPACE: surface.speed=4.5 elif event.type==KEYUP: if event.key==K_RIGHT: surface.moveRight=False elif event.key==K_LEFT: surface.moveLeft=False elif event.key==K_UP: surface.moveUp=False elif event.key==K_DOWN: surface.moveDown=False elif event.key==K_SPACE: surface.speed=3.5 pygame.display.flip() screen.fill(bgcolor) screen.blit(gameFont.render("Score: "+str(rates//30),True,(0,0,0)),(2,2)) screen.blit(gameFont.render("Press enter to retry ; Press ESC to exit",True,(0,0,0)),(6,32)) screen.blit(gameFont.render("Rules:",True,(0,0,0)),(6,82)) screen.blit(gameFont.render("Press the arrow keys to control the bubbles to avoid touching the stinging ball and press the space bar to speed up.", True,(0,0,0)),(66,112)) pygame.display.flip() while True: for event in pygame.event.get(): if event.type==QUIT: pygame.quit() __import__("sys").exit() elif event.type==KEYDOWN: if event.key==K_RETURN: pygame.quit() initmain() elif event.key==K_ESCAPE: pygame.quit() __import__("sys").exit() if __name__=="__main__": initmain()