Introduction:

The Python version of the elimination class of the game is still a lot of, Mukiko before is also pushed a lot ~

πŸ’ source base πŸ’ — home page left information free source code πŸ’ previous source code is also dropping πŸ’

For example: A variety of fun, remember? Today a elimination class – bubble dragon small game, I hope you like ha ~!

“Bubble music” is a game suitable for all ages, using the very classic “bubble dragon” style to eliminate bubbles, the game does not have too many innovative gameplay, let

Easy to get started. It can be used to pass the time when we are alone and have no one to talk to.Come on, follow Mumuko and start playing The game of Bubbles

​

The body of the

One, under preparation

1) Rules of the game:

The game is played by the player from the bottom of the central pinball launcher shot beads, equal to three of the same color beads will disappear when connected. Until completely eliminate the interface of the same bubble

Can win, but also can compete with small partners, to see who uses fewer balls.

2) Environment installation

The environments used in this article: Python3, Pycharm, Pygame, and native.

Two, start typing code

1) Import modules

import math, pygame, sys, os, copy, time, random
import pygame.gfxdraw
from pygame.locals import *
Copy the code

2) Main program

FPS          = 120
WINDOWWIDTH  = 640
WINDOWHEIGHT = 480
TEXTHEIGHT   = 20
BUBBLERADIUS = 20
BUBBLEWIDTH  = BUBBLERADIUS * 2
BUBBLELAYERS = 5
BUBBLEYADJUST = 5
STARTX = WINDOWWIDTH / 2
STARTY = WINDOWHEIGHT - 27
ARRAYWIDTH = 16
ARRAYHEIGHT = 14


RIGHT = 'right'
LEFT  = 'left'
BLANK = '.'

## COLORS ##

#            R    G    B
GRAY     = (100, 100, 100)
NAVYBLUE = ( 60,  60, 100)
WHITE    = (255, 255, 255)
RED      = (255,   0,   0)
GREEN    = (  0, 255,   0)
BLUE     = (  0,   0, 255)
YELLOW   = (255, 255,   0)
ORANGE   = (255, 128,   0)
PURPLE   = (255,   0, 255)
CYAN     = (  0, 255, 255)
BLACK    = (  0,   0,   0)
COMBLUE  = (233, 232, 255)

BGCOLOR    = WHITE
COLORLIST = [RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, CYAN]
     

class Bubble(pygame.sprite.Sprite):
    def __init__(self, color, row=0, column=0):
        pygame.sprite.Sprite.__init__(self)

        self.rect = pygame.Rect(0, 0, 30, 30)
        self.rect.centerx = STARTX
        self.rect.centery = STARTY
        self.speed = 10
        self.color = color
        self.radius = BUBBLERADIUS
        self.angle = 0
        self.row = row
        self.column = column
        
    def update(self):

        if self.angle == 90:
            xmove = 0
            ymove = self.speed * -1
        elif self.angle < 90:
            xmove = self.xcalculate(self.angle)
            ymove = self.ycalculate(self.angle)
        elif self.angle > 90:
            xmove = self.xcalculate(180 - self.angle) * -1
            ymove = self.ycalculate(180 - self.angle)
        

        self.rect.x += xmove
        self.rect.y += ymove


    def draw(self):
        pygame.gfxdraw.filled_circle(DISPLAYSURF, self.rect.centerx, self.rect.centery, self.radius, self.color)
        pygame.gfxdraw.aacircle(DISPLAYSURF, self.rect.centerx, self.rect.centery, self.radius, GRAY)
        


    def xcalculate(self, angle):
        radians = math.radians(angle)
        
        xmove = math.cos(radians)*(self.speed)
        return xmove

    def ycalculate(self, angle):
        radians = math.radians(angle)
        
        ymove = math.sin(radians)*(self.speed) * -1
        return ymove




class Arrow(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

        self.angle = 90
        arrowImage = pygame.image.load('Arrow.png')
        arrowImage.convert_alpha()
        arrowRect = arrowImage.get_rect()
        self.image = arrowImage
        self.transformImage = self.image
        self.rect = arrowRect
        self.rect.centerx = STARTX 
        self.rect.centery = STARTY
        


    def update(self, direction):
        
        if direction == LEFT and self.angle < 180:
            self.angle += 2
        elif direction == RIGHT and self.angle > 0:        
            self.angle -= 2

        self.transformImage = pygame.transform.rotate(self.image, self.angle)
        self.rect = self.transformImage.get_rect()
        self.rect.centerx = STARTX 
        self.rect.centery = STARTY

        
    def draw(self):
        DISPLAYSURF.blit(self.transformImage, self.rect)


class Score(object):
    def __init__(self):
        self.total = 0
        self.font = pygame.font.SysFont('Helvetica', 15)
        self.render = self.font.render('Score: ' + str(self.total), True, BLACK, WHITE)
        self.rect = self.render.get_rect()
        self.rect.left = 5
        self.rect.bottom = WINDOWHEIGHT - 5
        
        
    def update(self, deleteList):
        self.total += ((len(deleteList)) * 10)
        self.render = self.font.render('Score: ' + str(self.total), True, BLACK, WHITE)

    def draw(self):
        DISPLAYSURF.blit(self.render, self.rect)



def main():
    global FPSCLOCK, DISPLAYSURF, DISPLAYRECT, MAINFONT
    pygame.init()
    FPSCLOCK = pygame.time.Clock()
    pygame.display.set_caption('ζ³‘ζ³‘ιΎ™ε°ζΈΈζˆ')
    MAINFONT = pygame.font.SysFont('Helvetica', TEXTHEIGHT)
    DISPLAYSURF, DISPLAYRECT = makeDisplay()
    
    

    while True:
        score, winorlose = runGame()
        endScreen(score, winorlose)



def runGame():
    musicList =['bgmusic.ogg', 'Utopian_Theme.ogg', 'Goofy_Theme.ogg']
    pygame.mixer.music.load(musicList[0])
    pygame.mixer.music.play()
    track = 0
    gameColorList = copy.deepcopy(COLORLIST)
    direction = None
    launchBubble = False
    newBubble = None
    
    
    
    arrow = Arrow()
    bubbleArray = makeBlankBoard()
    setBubbles(bubbleArray, gameColorList)
    
    nextBubble = Bubble(gameColorList[0])
    nextBubble.rect.right = WINDOWWIDTH - 5
    nextBubble.rect.bottom = WINDOWHEIGHT - 5

    score = Score()
    
    
    
   
    while True:
        DISPLAYSURF.fill(BGCOLOR)
        
        for event in pygame.event.get():
            if event.type == QUIT:
                terminate()
                
            elif event.type == KEYDOWN:
                if (event.key == K_LEFT):
                    direction = LEFT
                elif (event.key == K_RIGHT):
                    direction = RIGHT
                    
            elif event.type == KEYUP:
                direction = None
                if event.key == K_SPACE:
                    launchBubble = True
                elif event.key == K_ESCAPE:
                    terminate()

        if launchBubble == True:
            if newBubble == None:
                newBubble = Bubble(nextBubble.color)
                newBubble.angle = arrow.angle
                

            newBubble.update()
            newBubble.draw()
            
            
            if newBubble.rect.right >= WINDOWWIDTH - 5:
                newBubble.angle = 180 - newBubble.angle
            elif newBubble.rect.left <= 5:
                newBubble.angle = 180 - newBubble.angle


            launchBubble, newBubble, score = stopBubble(bubbleArray, newBubble, launchBubble, score)

            finalBubbleList = []
            for row in range(len(bubbleArray)):
                for column in range(len(bubbleArray[0])):
                    if bubbleArray[row][column] != BLANK:
                        finalBubbleList.append(bubbleArray[row][column])
                        if bubbleArray[row][column].rect.bottom > (WINDOWHEIGHT - arrow.rect.height - 10):
                            return score.total, 'lose'

            
            
            if len(finalBubbleList) < 1:
                return score.total, 'win'
                                        
                        
            
            gameColorList = updateColorList(bubbleArray)
            random.shuffle(gameColorList)
            
                    
                            
            if launchBubble == False:
                
                nextBubble = Bubble(gameColorList[0])
                nextBubble.rect.right = WINDOWWIDTH - 5
                nextBubble.rect.bottom = WINDOWHEIGHT - 5

        
        
                            
        nextBubble.draw()
        if launchBubble == True:
            coverNextBubble()
        
        arrow.update(direction)
        arrow.draw()


        
        setArrayPos(bubbleArray)
        drawBubbleArray(bubbleArray)

        score.draw()

        if pygame.mixer.music.get_busy() == False:
            if track == len(musicList) - 1:
                track = 0
            else:
                track += 1

            pygame.mixer.music.load(musicList[track])
            pygame.mixer.music.play()

            
        
        pygame.display.update()
        FPSCLOCK.tick(FPS)




def makeBlankBoard():
    array = []
    
    for row in range(ARRAYHEIGHT):
        column = []
        for i in range(ARRAYWIDTH):
            column.append(BLANK)
        array.append(column)

    return array




def setBubbles(array, gameColorList):
    for row in range(BUBBLELAYERS):
        for column in range(len(array[row])):
            random.shuffle(gameColorList)
            newBubble = Bubble(gameColorList[0], row, column)
            array[row][column] = newBubble 
            
    setArrayPos(array)





def setArrayPos(array):
    for row in range(ARRAYHEIGHT):
        for column in range(len(array[row])):
            if array[row][column] != BLANK:
                array[row][column].rect.x = (BUBBLEWIDTH * column) + 5
                array[row][column].rect.y = (BUBBLEWIDTH * row) + 5

    for row in range(1, ARRAYHEIGHT, 2):
        for column in range(len(array[row])):
            if array[row][column] != BLANK:
                array[row][column].rect.x += BUBBLERADIUS
                

    for row in range(1, ARRAYHEIGHT):
        for column in range(len(array[row])):
            if array[row][column] != BLANK:
                array[row][column].rect.y -= (BUBBLEYADJUST * row)

    deleteExtraBubbles(array)



def deleteExtraBubbles(array):
    for row in range(ARRAYHEIGHT):
        for column in range(len(array[row])):
            if array[row][column] != BLANK:
                if array[row][column].rect.right > WINDOWWIDTH:
                    array[row][column] = BLANK



def updateColorList(bubbleArray):
    newColorList = []

    for row in range(len(bubbleArray)):
        for column in range(len(bubbleArray[0])):
            if bubbleArray[row][column] != BLANK:
                newColorList.append(bubbleArray[row][column].color)

    colorSet = set(newColorList)

    if len(colorSet) < 1:
        colorList = []
        colorList.append(WHITE)
        return colorList

    else:

        return list(colorSet)
    
    



def checkForFloaters(bubbleArray):
    bubbleList = [column for column in range(len(bubbleArray[0]))
                         if bubbleArray[0][column] != BLANK]

    newBubbleList = []

    for i in range(len(bubbleList)):
        if i == 0:
            newBubbleList.append(bubbleList[i])
        elif bubbleList[i] > bubbleList[i - 1] + 1:
            newBubbleList.append(bubbleList[i])

    copyOfBoard = copy.deepcopy(bubbleArray)

    for row in range(len(bubbleArray)):
        for column in range(len(bubbleArray[0])):
            bubbleArray[row][column] = BLANK
    

    for column in newBubbleList:
        popFloaters(bubbleArray, copyOfBoard, column)



def popFloaters(bubbleArray, copyOfBoard, column, row=0):
    if (row < 0 or row > (len(bubbleArray)-1)
                or column < 0 or column > (len(bubbleArray[0])-1)):
        return
    
    elif copyOfBoard[row][column] == BLANK:
        return

    elif bubbleArray[row][column] == copyOfBoard[row][column]:
        return

    bubbleArray[row][column] = copyOfBoard[row][column]
    

    if row == 0:
        popFloaters(bubbleArray, copyOfBoard, column + 1, row    )
        popFloaters(bubbleArray, copyOfBoard, column - 1, row    )
        popFloaters(bubbleArray, copyOfBoard, column,     row + 1)
        popFloaters(bubbleArray, copyOfBoard, column - 1, row + 1)

    elif row % 2 == 0:
        popFloaters(bubbleArray, copyOfBoard, column + 1, row    )
        popFloaters(bubbleArray, copyOfBoard, column - 1, row    )
        popFloaters(bubbleArray, copyOfBoard, column,     row + 1)
        popFloaters(bubbleArray, copyOfBoard, column - 1, row + 1)
        popFloaters(bubbleArray, copyOfBoard, column,     row - 1)
        popFloaters(bubbleArray, copyOfBoard, column - 1, row - 1)

    else:
        popFloaters(bubbleArray, copyOfBoard, column + 1, row    )
        popFloaters(bubbleArray, copyOfBoard, column - 1, row    )
        popFloaters(bubbleArray, copyOfBoard, column,     row + 1)
        popFloaters(bubbleArray, copyOfBoard, column + 1, row + 1)
        popFloaters(bubbleArray, copyOfBoard, column,     row - 1)
        popFloaters(bubbleArray, copyOfBoard, column + 1, row - 1)
        


def stopBubble(bubbleArray, newBubble, launchBubble, score):
    deleteList = []
    popSound = pygame.mixer.Sound('popcork.ogg')
    
    for row in range(len(bubbleArray)):
        for column in range(len(bubbleArray[row])):
            
            if (bubbleArray[row][column] != BLANK and newBubble != None):
                if (pygame.sprite.collide_rect(newBubble, bubbleArray[row][column])) or newBubble.rect.top < 0:
                    if newBubble.rect.top < 0:
                        newRow, newColumn = addBubbleToTop(bubbleArray, newBubble)
                        
                    elif newBubble.rect.centery >= bubbleArray[row][column].rect.centery:

                        if newBubble.rect.centerx >= bubbleArray[row][column].rect.centerx:
                            if row == 0 or (row) % 2 == 0:
                                newRow = row + 1
                                newColumn = column
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow - 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn
                                
                            else:
                                newRow = row + 1
                                newColumn = column + 1
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow - 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn
                                                    
                        elif newBubble.rect.centerx < bubbleArray[row][column].rect.centerx:
                            if row == 0 or row % 2 == 0:
                                newRow = row + 1
                                newColumn = column - 1
                                if newColumn < 0:
                                    newColumn = 0
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow - 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn
                            else:
                                newRow = row + 1
                                newColumn = column
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow - 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn
                                
                            
                    elif newBubble.rect.centery < bubbleArray[row][column].rect.centery:
                        if newBubble.rect.centerx >= bubbleArray[row][column].rect.centerx:
                            if row == 0 or row % 2 == 0:
                                newRow = row - 1
                                newColumn = column
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow + 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn
                            else:
                                newRow = row - 1
                                newColumn = column + 1
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow + 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn
                            
                        elif newBubble.rect.centerx <= bubbleArray[row][column].rect.centerx:
                            if row == 0 or row % 2 == 0:
                                newRow = row - 1
                                newColumn = column - 1
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow + 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn
                                
                            else:
                                newRow = row - 1
                                newColumn = column
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow + 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn


                    popBubbles(bubbleArray, newRow, newColumn, newBubble.color, deleteList)
                    
                    
                    if len(deleteList) >= 3:
                        for pos in deleteList:
                            popSound.play()
                            row = pos[0]
                            column = pos[1]
                            bubbleArray[row][column] = BLANK
                        checkForFloaters(bubbleArray)
                        
                        score.update(deleteList)

                    launchBubble = False
                    newBubble = None

    return launchBubble, newBubble, score

                    

def addBubbleToTop(bubbleArray, bubble):
    posx = bubble.rect.centerx
    leftSidex = posx - BUBBLERADIUS

    columnDivision = math.modf(float(leftSidex) / float(BUBBLEWIDTH))
    column = int(columnDivision[1])

    if columnDivision[0] < 0.5:
        bubbleArray[0][column] = copy.copy(bubble)
    else:
        column += 1
        bubbleArray[0][column] = copy.copy(bubble)

    row = 0
    

    return row, column
    
    


def popBubbles(bubbleArray, row, column, color, deleteList):
    if row < 0 or column < 0 or row > (len(bubbleArray)-1) or column > (len(bubbleArray[0])-1):
        return

    elif bubbleArray[row][column] == BLANK:
        return
    
    elif bubbleArray[row][column].color != color:
        return

    for bubble in deleteList:
        if bubbleArray[bubble[0]][bubble[1]] == bubbleArray[row][column]:
            return

    deleteList.append((row, column))

    if row == 0:
        popBubbles(bubbleArray, row,     column - 1, color, deleteList)
        popBubbles(bubbleArray, row,     column + 1, color, deleteList)
        popBubbles(bubbleArray, row + 1, column,     color, deleteList)
        popBubbles(bubbleArray, row + 1, column - 1, color, deleteList)

    elif row % 2 == 0:
        
        popBubbles(bubbleArray, row + 1, column,         color, deleteList)
        popBubbles(bubbleArray, row + 1, column - 1,     color, deleteList)
        popBubbles(bubbleArray, row - 1, column,         color, deleteList)
        popBubbles(bubbleArray, row - 1, column - 1,     color, deleteList)
        popBubbles(bubbleArray, row,     column + 1,     color, deleteList)
        popBubbles(bubbleArray, row,     column - 1,     color, deleteList)

    else:
        popBubbles(bubbleArray, row - 1, column,     color, deleteList)
        popBubbles(bubbleArray, row - 1, column + 1, color, deleteList)
        popBubbles(bubbleArray, row + 1, column,     color, deleteList)
        popBubbles(bubbleArray, row + 1, column + 1, color, deleteList)
        popBubbles(bubbleArray, row,     column + 1, color, deleteList)
        popBubbles(bubbleArray, row,     column - 1, color, deleteList)
            


def drawBubbleArray(array):
    for row in range(ARRAYHEIGHT):
        for column in range(len(array[row])):
            if array[row][column] != BLANK:
                array[row][column].draw()


                    

def makeDisplay():
    DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
    DISPLAYRECT = DISPLAYSURF.get_rect()
    DISPLAYSURF.fill(BGCOLOR)
    DISPLAYSURF.convert()
    pygame.display.update()

    return DISPLAYSURF, DISPLAYRECT
    
 
def terminate():
    pygame.quit()
    sys.exit()


def coverNextBubble():
    whiteRect = pygame.Rect(0, 0, BUBBLEWIDTH, BUBBLEWIDTH)
    whiteRect.bottom = WINDOWHEIGHT
    whiteRect.right = WINDOWWIDTH
    pygame.draw.rect(DISPLAYSURF, BGCOLOR, whiteRect)



def endScreen(score, winorlose):
    endFont = pygame.font.SysFont('Helvetica', 20)
    endMessage1 = endFont.render('You ' + winorlose + '! Your Score is ' + str(score) + '. Press Enter to Play Again.', True, BLACK, BGCOLOR)
    endMessage1Rect = endMessage1.get_rect()
    endMessage1Rect.center = DISPLAYRECT.center

    DISPLAYSURF.fill(BGCOLOR)
    DISPLAYSURF.blit(endMessage1, endMessage1Rect)
    pygame.display.update()

    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                terminate()
            elif event.type == KEYUP:
                if event.key == K_RETURN:
                    return
                elif event.key == K_ESCAPE:
                    terminate()
        
        
if __name__ == '__main__':
    main()
Copy the code

3. Effect display

The space bar is to serve, the direction key is about the remote control arrow.

1) Operation interface

​2) The same color three can be eliminated

3) Close the page

One ball is 10 score points, and I eliminated a total of 591 balls before ending the game! 2333, it’s a little difficult

conclusion

Hey! Small game write this end, oneself begin to play a play acridhahaha πŸ˜€. Source code is free to take drops I!

Meet at 🐟 – Thank you for reading! Meet is fate, if there is help to you, remember three even oh ~

I am mu mu son, a female code farmer that can program more than, still can teach you to play a game, make festival surprise, even hold up little elder sister, little elder brother’s profession small procedure oh……

Write last – there’s a lot of good stuff in the past, too, so read on! Follow me daily at πŸ’–πŸ’–

πŸ‘‘ Article summary —

Python 1.1-2021 | for the article summary | continuously updated, direct look at this article is enough ~

The complete project source code collection center —

Source code to get a private letter small make up 06 or click this line of blue font can!

​

​

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