공이 가장 처음 쪼개질 때에는 문제 없는데, 이 후에 공격하면 한 번에 한 공만 쪼개집니다...
예를 들어 Ball을 B라고 가정하면, B1->B2,B'2 로 쪼개지고, 각 공에 공격을 가하면 쪼개져야 하는데, B1만 쪼개지고 B'2는 아무리 공격해도 안 없어지더라고요...이후에 B2가 다시 쪼개져도 B3에서 같은 현상이 벌어집니다ㅠㅠ
#1. 사용자 게임 초기화 (배경 이미지, 캐릭터, 좌표, 폰트, 속도 등)
current_path = os.path.dirname(__file__)
image_path = os.path.join(current_path, 'images')
background = pygame.image.load(os.path.join(image_path, 'background.png' ))
stage = pygame.image.load(os.path.join(image_path, 'stage.png' ))
stage_size = stage.get_rect().size
stage_height = stage_size[1]
character = pygame.image.load(os.path.join(image_path, 'character.png' ))
character_size = character.get_rect().size
character_width = character_size[0]
character_height = character_size[1]
character_x_pos = (screen_width / 2) - (character_width / 2)
character_y_pos = screen_height - stage_height - character_height
character_to_x = 0
character_speed = 5
weapon = pygame.image.load(os.path.join(image_path, 'weapon.png' ))
weapon_size = weapon.get_rect().size
weapon_width = weapon_size[0]
weapons = []
weapon_speed = 10
ball_images = [
pygame.image.load(os.path.join(image_path, 'balloon1.png')),
pygame.image.load(os.path.join(image_path, 'balloon2.png')),
pygame.image.load(os.path.join(image_path, 'balloon3.png')),
pygame.image.load(os.path.join(image_path, 'balloon4.png'))]
ball_speed = [-18, -15, -12, -9]
balls = []
balls.append({
"pos_x" : 50,
"pos_y" : 50,
"img_idx": 0,
"to_x": 3,
"to_y": -6,
"init_spd_y": ball_speed[0]
})
weapon_to_remove = -1
ball_to_remove = -1
game_font = pygame.font.Font(None, 40)
total_time = 100
start_ticks = pygame.time.get_ticks()
game_result = "Game Over"
##############################
running = True
while running:
dt = clock.tick(60)
#2. 이벤트 처리(키보드, 마우스 등)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
character_to_x -= character_speed
elif event.key == pygame.K_RIGHT:
character_to_x += character_speed
elif event.key == pygame.K_SPACE:
weapon_x_pos = character_x_pos + (character_width/2) - (weapon_width / 2)
weapon_y_pos = character_y_pos
weapons.append([weapon_x_pos, weapon_y_pos])
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
character_to_x = 0
#3. 게임 캐릭터 위치 정의 -> 경계값도
character_x_pos += character_to_x
if character_x_pos < 0:
character_x_pos = 0
elif character_x_pos > screen_width - character_width:
character_x_pos = screen_width - character_width
weapons = [[w[0], w[1] - weapon_speed] for w in weapons]
weapons = [[w[0], w[1]] for w in weapons if w[1]>0]
for ball_idx, ball_val in enumerate(balls):
ball_pos_x = ball_val["pos_x"]
ball_pos_y = ball_val["pos_y"]
ball_img_idx = ball_val["img_idx"]
ball_size = ball_images[ball_img_idx].get_rect().size
ball_width = ball_size[0]
ball_height = ball_size[1]
if ball_pos_x < 0 or ball_pos_x > screen_width - ball_width:
ball_val['to_x'] = ball_val['to_x'] * -1
if ball_pos_y >= screen_height - stage_height - ball_height:
ball_val["to_y"] = ball_val['init_spd_y']
else:
ball_val['to_y'] += 0.5
ball_val['pos_x'] += ball_val['to_x']
ball_val['pos_y'] += ball_val['to_y']
#4. 충돌 처리
character_rect = character.get_rect()
character_rect.left = character_x_pos
character_rect.top = character_y_pos
for ball_idx, ball_val in enumerate(balls):
ball_pos_x = ball_val["pos_x"]
ball_pos_y = ball_val["pos_y"]
ball_img_idx = ball_val["img_idx"]
ball_rect = ball_images[ball_img_idx].get_rect()
ball_rect.left = ball_pos_x
ball_rect.top = ball_pos_y
if character_rect.colliderect(ball_rect):
running = False
break
for weapon_idx, weapon_val in enumerate(weapons):
weapon_pos_x = weapon_val[0]
weapon_pos_y = weapon_val[1]
weapon_rect = weapon.get_rect()
weapon_rect.left = weapon_pos_x
weapon_rect.top = weapon_pos_y
if weapon_rect.colliderect(ball_rect):
weapon_to_remove = weapon_idx
ball_to_remove = ball_idx
if ball_img_idx < 3:
ball_width = ball_rect.size[0]
ball_height = ball_rect.size[1]
small_ball_rect = ball_images[ball_img_idx + 1].get_rect()
small_ball_width = small_ball_rect.size[0]
small_ball_height = small_ball_rect.size[1]
balls.append({
"pos_x" : ball_pos_x + (ball_width / 2) - (small_ball_width / 2),
"pos_y" : ball_pos_y + (ball_height / 2) - (small_ball_height / 2),
"img_idx": ball_img_idx + 1,
"to_x": -3,
"to_y": -6,
"init_spd_y": ball_speed[ball_img_idx + 1]})
balls.append({
"pos_x" : ball_pos_x + (ball_width / 2) - (small_ball_width / 2),
"pos_y" : ball_pos_y + (ball_height / 2) - (small_ball_height / 2),
"img_idx": ball_img_idx + 1,
"to_x": 3,
"to_y": -6,
"init_spd_y": ball_speed[ball_img_idx + 1]})
break
if ball_to_remove > -1:
del balls[ball_to_remove]
ball_to_remove = -1
if weapon_to_remove > -1:
del weapons[weapon_to_remove]
weapon_to_remove = -1
if len(balls) == 0:
game_result = "Mission Complete"
running = False
#5. 회면에 그리기
screen.blit(background, (0,0))
for weapon_x_pos, weapon_y_pos in weapons:
screen.blit(weapon, (weapon_x_pos, weapon_y_pos))
screen.blit(stage, (0, screen_height - stage_height))
screen.blit(character, (character_x_pos, character_y_pos))
for idx, val in enumerate(balls):
ball_pos_x = val['pos_x']
ball_pos_y = val['pos_y']
ball_img_idx = val['img_idx']
screen.blit(ball_images[ball_img_idx], (ball_pos_x, ball_pos_y))
elapsed_time = (pygame.time.get_ticks() - start_ticks) / 1000
timer = game_font.render("Time : {}".format(int(total_time - elapsed_time)), True, (255,255,255))
screen.blit(timer, (10,10))
if total_time - elapsed_time <= 0:
game_result = "Time Over"
running = False
pygame.display.update()
msg = game_font.render(game_result, True, (255,255,0))
msg_rect = msg.get_rect(center = (int(screen_width / 2), int(screen_height / 2)))
screen.blit(msg, msg_rect)
pygame.display.update()
pygame.time.delay(2000)
pygame.quit()