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무기를 쓰고 0.5초 정도 기다리게 하고 싶어요

21.03.10 17:45 작성 조회수 185

0

전체코드:

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(None40)
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, (00))

    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, (255255255))
    screen.blit(timer, (1010))

    if total_time - elapsed_time <= 0:
        game_result = "Time Over"
        running = False

    pygame.display.update()

msg = game_font.render(game_result, True, (25500))
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()

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