Introduction:
The Python version of the elimination class of the game is still a lot of, Mukiko before is also pushed a lot ~
π source base π — home page left information free source code π previous source code is also dropping π
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
β
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('泑泑ιΎε°ζΈΈζ')
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
β2) 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 π. Source code is free to take drops I!
Meet at π – 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 ππ
π 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!
β
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