以下の私のコードで、レベルを制御するゲームの状態を実装する最も簡単で最も簡単な方法は何でしょうか?タイトル画面から始めたい場合は、レベルをロードし、完了時に次のレベルに進みますか?誰かがこれを処理する最も簡単な方法を説明できたら素晴らしいでしょう!
import pygame
from pygame import *
WIN_WIDTH = 1120 - 320
WIN_HEIGHT = 960 - 320
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 0
FLAGS = 0
CAMERA_SLACK = 30
def main():
global level
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
timer = pygame.time.Clock()
level = 0
bg = Surface((32,32))
bg.convert()
bg.fill(Color("#0094FF"))
up = left = right = False
entities = pygame.Sprite.Group()
player = Player(32, 32)
enemy = Enemy(32,32)
platforms = []
x = 0
y = 0
if level == 0:
level = [
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" E ",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPP PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPP P",
" PPPP P",
" PPPP PPPPPPP",
" PPPPPPPPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
"PPPPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPPP PPPP PPPPPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",]
#background = pygame.image.load("Untitled.png")
total_level_width = len(level[0]) * 32
total_level_height = len(level) * 32
# build the level
for row in level:
for col in row:
if col == "P":
p = Platform(x, y)
platforms.append(p)
entities.add(p)
if col == "E":
e = ExitBlock(x, y)
platforms.append(e)
entities.add(e)
x += 32
y += 32
x = 0
camera = Camera(complex_camera, total_level_width, total_level_height)
entities.add(player)
entities.add(enemy)
while 1:
timer.tick(60)
for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"
if e.type == KEYDOWN and e.key == K_UP:
up = True
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True
if e.type == KEYUP and e.key == K_UP:
up = False
if e.type == KEYUP and e.key == K_LEFT:
left = False
if e.type == KEYUP and e.key == K_RIGHT:
right = False
# draw background
for y in range(20):
for x in range(25):
screen.blit(bg, (x * 32, y * 32))
# draw background
#screen.blit(background, camera.apply((0,0)))
#draw entities
for e in entities:
screen.blit(e.image, camera.apply(e))
# update player, update camera, and refresh
player.update(up, left, right, platforms)
enemy.update(platforms)
camera.update(player)
pygame.display.flip()
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)
def apply(self, target):
try:
return target.rect.move(self.state.topleft)
except AttributeError:
return map(sum, Zip(target, self.state.topleft))
def update(self, target):
self.state = self.camera_func(self.state, target.rect)
def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l + HALF_WIDTH, -t +HALF_HEIGHT, w, h
l = min(0, l) # stop scrolling left
l = max(-(camera.width - WIN_WIDTH), l) # stop scrolling right
t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom
return Rect(l, t, w, h)
class Entity(pygame.Sprite.Sprite):
def __init__(self):
pygame.Sprite.Sprite.__init__(self)
class Player(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.xvel = 0
self.yvel = 0
self.onGround = False
self.image = Surface((32,32))
self.image.fill(Color("#0000FF"))
self.image.convert()
self.rect = Rect(200, 1200, 32, 32)
def update(self, up, left, right, platforms):
if self.rect.top > 1440 or self.rect.top < 0:
main()
if self.rect.left > 1408 or self.rect.right < 0:
main()
if up:
if self.onGround:
self.yvel = 0
self.yvel -= 10 # only jump if on the ground
if left:
self.xvel = -10
if right:
self.xvel = 10
if not self.onGround:
self.yvel += 0.3 # only accelerate with gravity if in the air
if self.yvel > 80: self.yvel = 80 # max falling speed
if not(left or right):
self.xvel = 0
self.rect.left += self.xvel # increment in x direction
self.collide(self.xvel, 0, platforms) # do x-axis collisions
self.rect.top += self.yvel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yvel, platforms) # do y-axis collisions
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.Sprite.collide_rect(self, p):
if isinstance(p, ExitBlock):
pygame.event.post(pygame.event.Event(QUIT))
if xvel > 0: self.rect.right = p.rect.left
if xvel < 0: self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
if yvel < 0:
self.rect.top = p.rect.bottom
class Enemy(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.yVel = 0
self.xVel = 0
self.image = Surface((32,32))
self.image.fill(Color("#00FF00"))
self.image.convert()
self.rect = Rect(300, 1200, 32, 32)
self.onGround = False
self.right_dis = False
def update(self, platforms):
if not self.onGround:
self.yVel += 0.3
if self.rect.left == 96:
self.right_dis = False
if self.rect.right == 480:
self.right_dis = True
if not self.right_dis:
self.xVel = 2
if self.right_dis:
self.xVel = -2
self.rect.left += self.xVel # increment in x direction
self.collide(self.xVel, 0, platforms) # do x-axis collisions
self.rect.top += self.yVel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yVel, platforms) # do y-axis collisions
def collide(self, xVel, yVel, platforms):
for p in platforms:
if pygame.Sprite.collide_rect(self, p):
if xVel > 0: self.rect.right = p.rect.left
if xVel < 0: self.rect.left = p.rect.right
if yVel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
if yVel < 0:
self.rect.top = p.rect.bottom
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
#self.image = Surface([32, 32], pygame.SRCALPHA, 32) #makes blocks invisible for much better artwork
self.image = Surface((32,32)) #makes blocks visible for building levels
self.image.convert()
self.rect = Rect(x, y, 32, 32)
def update(self):
pass
class ExitBlock(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image = pygame.image.load("end.png")
if __name__ == "__main__":
main()
また、ゲームメニュー、レベルメニュー、ローディングパーツ、プレイングパーツがあるゲームも作成しました。
メインのゲームループでのやり方
ゲームの「モード」を決定するために一連のElifステートメントを調べ、適切なアクションを実行しました。
これは非常にうまく機能しているようで、同じことを試すことをお勧めします。
私のコードは本当に長いのに気づきましたが、それが言うところに行くと#game loop
(ctrl + fを使用して検索)、elifを見てモードを判別できます。お役に立てれば。
#basic stuff
import pygame, sys, random
pygame.init()
window=pygame.display.set_mode((1500, 800), pygame.FULLSCREEN)
winrect=window.get_rect()
#colors
GREEN=(19, 225, 30)
BLUE=(41, 2, 245)
YELLOW=(251, 240, 32)
WHITE=(255, 255, 255)
BLACK=(0, 0, 0)
RED=(255, 0, 0)
#text
bigfont=pygame.font.SysFont('calibri', 75)
font=pygame.font.SysFont('calibri', 40)
texts={}
so=bigfont.render('Ball Bounce', True, BLUE)
rect=so.get_rect()
rect.top=winrect.top+100
rect.centerx=winrect.centerx
texts['title']=[so, rect]
so=font.render('Start', True, BLUE)
rect=so.get_rect()
so1=pygame.Surface((400, 50))
so2=pygame.Surface((400, 50))
rect1=so1.get_rect()
so1.fill(YELLOW)
so2.fill(RED)
pygame.draw.rect(so1, BLACK, rect1, 5)
pygame.draw.rect(so2, BLACK, rect1, 5)
rect.center=rect1.center
so1.blit(so, rect)
so2.blit(so, rect)
rect1.centerx=winrect.centerx
rect1.top=texts['title'][1].top+300
texts['start']=[so1, rect1, so2]
so=bigfont.render('Levels', True, BLUE)
rect=so.get_rect()
rect.centerx=winrect.centerx
rect.top=winrect.top+100
texts['levels']=[so, rect]
#levels [locked, unlocked, completed/mouseover, rect, state(locked, unlocked, completed)]
levels=[]
lock=pygame.image.load('images/lock.png').convert()
lock=pygame.transform.scale(lock, (100, 100))
lock.set_colorkey(lock.get_at((1, 1)))
for i in range(1, 21):
so=pygame.Surface((100, 100))
so.fill(YELLOW)
rect=so.get_rect()
pygame.draw.rect(so, BLACK, rect, 5)
so1=pygame.Surface((100, 100))
so1.fill(RED)
pygame.draw.rect(so1, BLACK, rect, 5)
text=font.render(str(i), True, BLUE)
textrect=text.get_rect()
textrect.center=rect.center
so.blit(text, textrect)
so1.blit(text, textrect)
locked=pygame.Surface((100, 100))
locked.blit(so, rect)
locked.blit(lock, lock.get_rect())
if i<=5:
rect.top=texts['levels'][1].bottom+25
Elif i<=10:
rect.top=levels[0][3].bottom+50
Elif i<=15:
rect.top=levels[7][3].bottom+50
else:
rect.top=levels[12][3].bottom+50
if i==1 or i==6 or i==11 or i==16:
rect.right=winrect.centerx-200
Elif i==2 or i==7 or i==12 or i==17:
rect.right=winrect.centerx-75
Elif i==3 or i==8 or i==13 or i==18:
rect.centerx=winrect.centerx
Elif i==4 or i==9 or i==14 or i==19:
rect.left=winrect.centerx+75
else:
rect.left=winrect.centerx+200
if i==1:
levels.append([locked, so, so1, rect, 1])
else:
levels.append([locked, so, so1, rect, 1])
#Wall class (0=horizontal, 1=vertical)
class cwall(pygame.Rect):
'orientation (hor, vert), location, holesize, winrect'
def __init__(self, orientation, location, holesize, winrect):
self.orientation=orientation
if orientation==0:
self.height=5
self.width=winrect.width
self.centery=location
if orientation==1:
self.width=5
self.height=winrect.height
self.centerx=location
self.holesize=holesize
self.bbottomright=round(pygame.mouse.get_pos()[self.orientation]+self.holesize/2)
self.ttopleft=round(pygame.mouse.get_pos()[self.orientation]-self.holesize/2)
def update(self):
self.bbottomright=round(pygame.mouse.get_pos()[self.orientation]+self.holesize/2)
self.ttopleft=round(pygame.mouse.get_pos()[self.orientation]-self.holesize/2)
if self.bbottomright<self.holesize:
self.bbottomright=self.holesize
if self.ttopleft>self.right-self.holesize and self.orientation==0:
self.ttopleft=self.right-self.holesize
if self.ttopleft>self.bottom-self.holesize and self.orientation==1:
self.ttopleft=self.bottom-self.holesize
#Ball Class
class cball(pygame.Rect):
'diameter, speed, color, winrect'
def __init__(self, diameter, speed, color, winrect):
self.width=diameter
self.height=diameter
self.speed=speed
self.color=color
self.direction=random.randint(1, 4)
self.center=(random.randint(round(diameter/2), round(winrect.right-diameter/2)), random.randint(round(diameter/2), round(winrect.bottom-diameter/2)))
def update(self, winrect, walls):
if self.direction/2==round(self.direction/2):
self.right+=self.speed
else:
self.right-=self.speed
if self.direction<=2:
self.top+=self.speed
else:
self.top-=self.speed
for wall in walls:
if wall.collidepoint(self.center):
if wall.orientation==0 and (self.centerx<wall.ttopleft or self.centerx>wall.bbottomright):
if self.direction==1:
self.direction=3
self.bottom=wall.top
Elif self.direction==2:
self.direction=4
self.bottom=wall.top
Elif self.direction==3:
self.direction=1
self.top=wall.bottom
else:
self.direction=2
self.top=wall.bottom
Elif wall.orientation==1 and (self.centery<wall.ttopleft or self.centery>wall.bbottomright):
if self.direction==1:
self.direction=2
self.left=wall.right
Elif self.direction==2:
self.direction=1
self.right=wall.left
Elif self.direction==3:
self.direction=4
self.left=wall.right
else:
self.direction=3
self.right=wall.left
Elif wall.orientation==0:
if self.bottom>wall.top and self.centery<wall.top and (self.centerx<wall.ttopleft or self.centerx>wall.bbottomright):
if self.direction==1:
self.direction=3
self.bottom=wall.top
Elif self.direction==2:
self.direction=4
self.bottom=wall.top
Elif self.top<wall.bottom and self.centery>wall.bottom and (self.centerx<wall.ttopleft or self.centerx>wall.bbottomright):
if self.direction==3:
self.direction=1
self.top=wall.bottom
if self.direction==4:
self.direction=2
self.top=wall.bottom
else:
if self.left<wall.right and self.centerx>wall.right and (self.centery<wall.ttopleft or self.centery>wall.bbottomright):
if self.direction==1:
self.direction=2
self.left=wall.right
Elif self.direction==3:
self.direction=4
self.left=wall.right
Elif self.right>wall.left and self.centerx<wall.left and (self.centery<wall.ttopleft or self.centery>wall.bbottomright):
if self.direction==2:
self.direction=1
self.right=wall.left
if self.direction==4:
self.direction=3
self.right=wall.left
if self.top<0:
if self.direction==3:
self.direction=1
self.top=0
Elif self.direction==4:
self.direction=2
self.topn=0
if self.bottom>winrect.bottom:
if self.direction==1:
self.direction=3
self.bottom=winrect.bottom
Elif self.direction==2:
self.direction=4
self.bottom=winrect.bottom
if self.left<0:
if self.direction==1:
self.direction=2
self.left=0
Elif self.direction==3:
self.direction=4
self.left=0
if self.right>winrect.right:
if self.direction==2:
self.direction=1
self.right=winrect.right
if self.direction==4:
self.direction=3
self.right=winrect.right
for box in boxes:
if box[0].collidepoint(self.center) and self.color==box[1]:
return True
return False
#Game loop setup
mode='title'
#Game loop
while True:
if mode=='title':
#event loop
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
sys.exit()
if event.type==pygame.MOUSEBUTTONDOWN:
if texts['start'][1].collidepoint(event.pos):
mode='levels'
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_ESCAPE:
pygame.quit()
sys.exit()
#screen update
window.fill(GREEN)
mouse=pygame.mouse.get_pos()
if texts['start'][1].collidepoint(mouse):
window.blit(texts['start'][2], texts['start'][1])
else:
window.blit(texts['start'][0], texts['start'][1])
window.blit(texts['title'][0], texts['title'][1])
pygame.display.update()
Elif mode=='levels':
#event loop
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
sys.exit()
if event.type==pygame.MOUSEBUTTONDOWN:
for level in levels:
if level[3].collidepoint(event.pos) and level[4]!=0:
mode='loading'
loadinglevel=levels.index(level)+1
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_ESCAPE:
pygame.quit()
sys.exit()
#screen update
window.fill(GREEN)
for level in levels:
if level[3].collidepoint(pygame.mouse.get_pos()) and level[4]==1:
window.blit(level[2], level[3])
else:
window.blit(level[level[4]], level[3])
window.blit(texts['levels'][0], texts['levels'][1])
pygame.display.update()
Elif mode=='loading':
if loadinglevel==1:
walls=[cwall(1, winrect.width/2, 100, winrect)]
balls=[]
for i in range(2):
balls.append(cball(20, 3, GREEN, winrect))
for i in range(2):
balls.append(cball(20, 3, YELLOW, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/2), winrect.height), GREEN), (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), YELLOW))
Elif loadinglevel==2:
walls=[cwall(1, winrect.width/2, 100, winrect)]
balls=[]
for i in range(4):
balls.append(cball(20, 3, GREEN, winrect))
for i in range(4):
balls.append(cball(20, 3, YELLOW, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/2), winrect.height), GREEN), (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), YELLOW))
Elif loadinglevel==3:
walls=[cwall(1, winrect.width/3, 100, winrect), cwall(1, 2*winrect.width/3, 100, winrect)]
balls=[]
for i in range(2):
balls.append(cball(20, 3, GREEN, winrect))
for i in range(2):
balls.append(cball(20, 3, YELLOW, winrect))
for i in range(2):
balls.append(cball(20, 3, BLUE, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/3), winrect.height), GREEN), (pygame.Rect(round(winrect.width/3), 0, round(winrect.width/3), winrect.height), YELLOW),
(pygame.Rect(round(2*winrect.width/3), 0, round(winrect.width/3), winrect.height), BLUE))
Elif loadinglevel==4:
walls=[cwall(1, winrect.width/3, 100, winrect), cwall(1, 2*winrect.width/3, 100, winrect)]
balls=[]
for i in range(4):
balls.append(cball(20, 3, GREEN, winrect))
for i in range(4):
balls.append(cball(20, 3, YELLOW, winrect))
for i in range(4):
balls.append(cball(20, 3, BLUE, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/3), winrect.height), GREEN), (pygame.Rect(round(winrect.width/3), 0, round(winrect.width/3), winrect.height), YELLOW),
(pygame.Rect(round(2*winrect.width/3), 0, round(winrect.width/3), winrect.height), BLUE))
Elif loadinglevel==7:
walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
balls=[]
for i in range(2):
balls.append(cball(20, 3, GREEN, winrect))
for i in range(2):
balls.append(cball(20, 3, YELLOW, winrect))
for i in range(2):
balls.append(cball(20, 3, BLUE, winrect))
for i in range(2):
balls.append(cball(20, 3, RED, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), GREEN),
(pygame.Rect(0, round(winrect.height/2), round(winrect.width/2), round(winrect.height/2)), RED),
(pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), round(winrect.height/2)), YELLOW),
(pygame.Rect(round(winrect.width/2), round(winrect.height/2), round(winrect.width/2), round(winrect.height/2)), BLUE))
Elif loadinglevel==8:
walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
balls=[]
for i in range(4):
balls.append(cball(20, 3, GREEN, winrect))
for i in range(4):
balls.append(cball(20, 3, YELLOW, winrect))
for i in range(4):
balls.append(cball(20, 3, BLUE, winrect))
for i in range(4):
balls.append(cball(20, 3, RED, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), GREEN),
(pygame.Rect(0, round(winrect.height/2), round(winrect.width/2), round(winrect.height/2)), RED),
(pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), round(winrect.height/2)), YELLOW),
(pygame.Rect(round(winrect.width/2), round(winrect.height/2), round(winrect.width/2), round(winrect.height/2)), BLUE))
Elif loadinglevel==5:
walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
balls=[]
for i in range(10):
balls.append(cball(20, 3, RED, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), RED),
(pygame.Rect(0, round(winrect.height/2), winrect.width, round(winrect.height/2)), WHITE),
(pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), WHITE))
Elif loadinglevel==6:
walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
balls=[]
for i in range(20):
balls.append(cball(20, 3, RED, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), RED),
(pygame.Rect(0, round(winrect.height/2), winrect.width, round(winrect.height/2)), WHITE),
(pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), WHITE))
mode='playing'
Elif mode=='playing':
while True:
#event loop
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
sys.exit()
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_ESCAPE:
pygame.quit()
sys.exit()
#updates
updates=[]
for wall in walls:
wall.update()
for ball in balls:
updates.append(ball.update(winrect, walls))
#Seeing if won
won=True
for update in updates:
if not update:
won=False
break
if won:
if levels[loadinglevel][4]==0:
levels[loadinglevel][4]=1
levels[loadinglevel-1][4]=2
mode='levels'
break
#blitting
window.fill(WHITE)
for box in boxes:
pygame.draw.rect(window, box[1], box[0])
for wall in walls:
if wall.orientation==0:
pygame.draw.rect(window, BLACK, (wall.left, wall.top, wall.ttopleft, wall.height))
pygame.draw.rect(window, BLACK, (wall.bbottomright, wall.top, wall.right-wall.bbottomright, wall.height))
else:
pygame.draw.rect(window, BLACK, (wall.left, wall.top, wall.width, wall.ttopleft))
pygame.draw.rect(window, BLACK, (wall.left, wall.bbottomright, wall.width, wall.bottom-wall.holesize))
for ball in balls:
pygame.draw.circle(window, ball.color, ball.center, round(ball.width/2))
pygame.draw.circle(window, BLACK, ball.center, round(ball.width/2), 2)
pygame.display.update()
pygame.time.Clock().tick(100)