import pygame
##############################################################################
#기본 초기화 (반드시)
pygame.init()
#화면크기설정
screen_width = 640
screen_height = 480
screen = pygame.display.set_mode((screen_width, screen_height))
#화면 타이틀 설정
pygame.display.set_caption("pang game")
# FPS
clock = pygame.time.Clock()
##############################################################################
#배경 만들기
background = pygame.image.load("C:\\Users\\w10\\Desktop\\python work space\\pygame_basic\\pygame_project\\images\\background.png")
#스테이지 만들기
stage = pygame.image.load("C:\\Users\\w10\\Desktop\\python work space\\pygame_basic\\pygame_project\\images\\stage.png")
stage_size = stage.get_rect().size
stage_height = stage_size[1]
#캐릭터 만들기
character = pygame.image.load("C:\\Users\\w10\\Desktop\\python work space\\pygame_basic\\pygame_project\\images\\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 - character_height - stage_height
#캐릭터 이동 방향
character_to_x_LEFT = 0
character_to_x_RIGHT = 0
#캐릭터 이동 속도
character_speed = 5
#무기 만들기
weapon = pygame.image.load("C:\\Users\\w10\\Desktop\\python work space\\pygame_basic\\pygame_project\\images\\weapon.png")
weapon_size = weapon.get_rect().size
weapon_width = weapon_size[0]
#무기는 한 번에 여러 발 발사 가능
weapons = []
#무기 이동 속도
weapon_speed = 10
#공 만들기 (4개 크기에 대해 따로 처리)
ball_images = [
pygame.image.load("C:\\Users\\w10\\Desktop\\python work space\\pygame_basic\\pygame_project\\images\\balloon1.png"),
pygame.image.load("C:\\Users\\w10\\Desktop\\python work space\\pygame_basic\\pygame_project\\images\\balloon2.png"),
pygame.image.load("C:\\Users\\w10\\Desktop\\python work space\\pygame_basic\\pygame_project\\images\\balloon3.png"),
pygame.image.load("C:\\Users\\w10\\Desktop\\python work space\\pygame_basic\\pygame_project\\images\\balloon4.png")]
#공 크기에 따른 최초 스피드
ball_speed_y = [-18, -15, -12, -9]
#공들
balls = []
#최초 발생하는 큰 공 추가
balls.append({
"pos_x" : 50,
"pos_y" : 50,
"img_idx" : 0,
"to_x": 3,
"to_y": -6,
"init_spd_y": ball_speed_y[0]})
#사라질 무기, 공 정보 저장 변수
weapon_to_remove = -1
ball_to_remove = -1
#Font 정의
game_font = pygame.font.Font(None, 40)
total_time = 100
start_ticks = pygame.time.get_ticks()
#게임 종료 메시지
game_result = "Game Over"
#이벤트 루프
running = True
while running:
dt = clock.tick(30)
#키보드 이벤트
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_LEFT -= character_speed
elif event.key == pygame.K_RIGHT:
character_to_x_RIGHT += 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:
character_to_x_LEFT = 0
elif event.key == pygame.K_RIGHT:
character_to_x_RIGHT = 0
#게임 캐릭터 위치 정의
character_x_pos += character_to_x_LEFT + character_to_x_RIGHT
if character_x_pos < 0:
character_x_pos = 0
elif character_x_pos > screen_width - character_width:
character_x_pos = screen_width - character_width
#무기 위치 조정
weapons = [ [w[0], w[1] - weapon_speed] for w in weapons]
#천장에 닿은 무기 없애기
weapons = [ [w[0], w[1]] for w in weapons if w[1] > 0]
#공 위치 정의
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]
#가로 벽에 닿았을 때 공 이동 위치 변경 (튕겨 나오는 효과)
if ball_pos_x < 0 or ball_pos_x > screen_width - ball_width:
ball_val["to_x"] = ball_val["to_x"] * -1
#세로 위치
#스테이지에 튕겨서 올라가는 처리
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"]
#충돌 처리
#캐릭터 rect 정보 업데이트
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"]
#공 rect 정보 업데이트
ball_rect = ball_images[ball_img_idx].get_rect()
ball_rect.left = ball_pos_x
ball_rect.top = ball_pos_y
#공과 캐릭터 충돌 체크
if character_rect.colliderect(ball_rect):
running = False
break
#공과 무기들 충돌 처리
for weapon_idx, weapon_val in enumerate(weapons):
weapon_x_pos = weapon_val[0]
weapon_y_pos = weapon_val[1]
#무기 rect 정보 업데이트
weapon_rect = weapon.get_rect()
weapon_rect.left = weapon_x_pos
weapon_rect.top = weapon_y_pos
#충돌체크
if weapon_rect.colliderect(ball_rect):
weapon_to_remove = weapon_idx
ball_to_remove = ball_idx
#가장 작은 크기의 공이 아니라면 다음 단계의 공으로 나눠주기
if ball_img_idx < 3:
#현재 공 크기 정보를 가지고 옴
ball_width = ball_rect.size[0]
ball_height = ball_rect.size[1]
#나눠진 공 정보
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]
#왼쪽으로 튕겨나가는 작은 공
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_y[ball_img_idx + 1]})
#오른쪽으로 튕겨나가는 작은 공
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_y[ball_img_idx + 1]})
break
else:
continue
break
#충돌된 공 or 무기 없애기
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
# 화면에 그리기
screen.blit(background, (0, 0))
for weapon_x_pos, weapon_y_pos in weapons:
screen.blit(weapon, (weapon_x_pos, weapon_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))
screen.blit(stage, (0, screen_height - stage_height))
screen.blit(character, (character_x_pos, character_y_pos))
#경과 시간 계산
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, 0, 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)
#파이게임 종료
pygame.quit()