python实现的“打砖块”游戏
jerryfleming
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1#
jerryfleming 发表于 2006-04-19 17:13
python实现的“打砖块”游戏python实现的“打砖块”游戏。根据摩托罗拉C289手机上的同名游戏写成。
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CODE:
#!/usr/bin/python
# # Brick & Ball in Python # by Jerry Fleming # # This is a small game adapted from that in Motorola Mobile C289, and my first game in python :) # # This progrma is best run under linux. Since Windows port of Python has poor curses support, # play it under Windows is not recommended. If you have no linux box available, try Cygwin, # though it too has poor curses support. # # As I am a newbie to python, please tell me if you have a better implementation or any suggestions. # # TODO: # re-implemente it with wxPython, so one does not have to rely on the ugly curses. # session support. # pausing, especially when confirming # resize terminal at run time # # HISTORY # 2006-04-19: first version # # import curses import _curses import thread from time import sleep from string import split from random import randint # parameters: adjust them to fit you terminal brick_width = 7 brick_gap_x = 1 brick_gap_y = 1 speed = 0.1 # sleep time to control moving speed of the ball # terminal initialization stdscr = curses.initscr() curses.noecho() curses.cbreak() curses.curs_set(0) stdscr.keypad(1) screen_height, screen_width = stdscr.getmaxyx() screen_height = screen_height - 1 screen_width = screen_width - 1 brick_rows = screen_height / 4 if brick_rows > 7: brick_rows = 7 brick_cols = (screen_width + brick_gap_x) / (brick_width + brick_gap_x) brick_margin = (screen_width - brick_cols * (brick_width + brick_gap_x) + brick_gap_x)/2 pad_position = randint(0, screen_width - brick_width) ball_position = [screen_height - 3, randint(0, screen_width - brick_width)] ball_direction = [-1, 1] # abs(tan(a)) must be 1 pad_direction = '' bricks = [] game_score = 0 tStart = ''' ______ _ _ ___ ______ _ _ _ ______ _ (____ \ (_) | | / _ \ (____ \ | | | (_) (_____ \ _ | | ____) ) ____ _ ____| | _ ( (_) ) ____) )_____| | | _ ____ _____) ) _ _| |_| |__ ___ ____ | __ ( / ___) |/ ___) |_/ ) ) _ ( | __ ((____ | | | | | _ \ | ____/ | | (_ _) _ \ / _ \| _ \ | |__) ) | | ( (___| _ ( ( (/ \ | |__) ) ___ | | | | | | | | | | | |_| | | |_| | | | |_| | | | | |______/|_| |_|\____)_| \_) \__/\_) |______/\_____|\_)_) |_|_| |_| |_| \__ | \__)_| |_|\___/|_| |_| (____/ by Jerry Fleming GAME STARTING ... (this assumes that your terminal be larger that 130x40) ''' tExit = ''' 88888 88888 88888888888 88 ad88888ba 88 8b d8 d8 88 88 "" ,d d8" "8b 88 Y8, ,8P ,8P' 88 88 88 "" a8P 88 Y8, ,8P d8" 88 88aaaaa 8b, ,d8 88 MM88MMM ,a8P" 88 "8aa8" ,8P' 8b,dPPYba, 88 88""""" `Y8, ,8P' 88 88 d8" 88 `88' d8" 88P' `"8a 88 88 )888( 88 88 "" 88 88 ,8P' 88 88 88 88 ,d8" "8b, 88 88, aa 88 88 d8" 88 88 88 88888888888 8P' `Y8 88 "Y888 88 88 88 8P' 88 88 88 88888 88888 ''' tOver = ''' ,ad8888ba, 88 d8"' `"8b 88 d8' 88 88 ,adPPYYba, 88,dPYba,,adPYba, ,adPPYba, ,adPPYba, 8b d8 ,adPPYba, 8b,dPPYba, 88 88 88888 "" `Y8 88P' "88" "8a a8P_____88 a8" "8a `8b d8' a8P_____88 88P' "Y8 88 Y8, 88 ,adPPPPP88 88 88 88 8PP""""""" 8b d8 `8b d8' 8PP""""""" 88 "" Y8a. .a88 88, ,88 88 88 88 "8b, ,aa "8a, ,a8" `8b,d8' "8b, ,aa 88 aa `"Y88888P" `"8bbdP"Y8 88 88 88 `"Ybbd8"' `"YbbdP"' "8" `"Ybbd8"' 88 88 ''' tGoon = ''' 88888 88888 ,ad8888ba, ad88888ba 88 8b d8 d8 88 d8"' `"8b d8" "8b 88 Y8, ,8P ,8P' 88 d8' "" a8P 88 Y8, ,8P d8" 88 88 ,adPPYba, ,adPPYba, 8b,dPPYba, ,a8P" 88 "8aa8" ,8P' 8b,dPPYba, 88 88 88888 a8" "8a a8" "8a 88P' `"8a d8" 88 `88' d8" 88P' `"8a 88 Y8, 88 8b d8 8b d8 88 88 "" 88 88 ,8P' 88 88 88 Y8a. .a88 "8a, ,a8" "8a, ,a8" 88 88 aa 88 88 d8" 88 88 88 `"Y88888P" `"YbbdP"' `"YbbdP"' 88 88 88 88 88 8P' 88 88 88 88888 88888 ''' def init_game(): global bricks # display the bricks for row in range(brick_rows): y = row * (1 + brick_gap_y) for col in range(brick_cols): x = col * (brick_gap_x + brick_width) + brick_margin stdscr.addstr(y, x, ' ' * brick_width, curses.A_REVERSE) bricks.append([y, x]) # move the pad to center of bottom at starting up stdscr.addstr(screen_height - 1, pad_position, ' ' * brick_width, curses.A_REVERSE) # move the ball to left bottom side at starting up stdscr.addstr(ball_position[0], ball_position[1], ' ', curses.A_REVERSE) # display score board stdscr.addstr(screen_height, 0, ' SCORE: '+ ('%03d' % game_score) + ' '* 4, curses.A_REVERSE) stdscr.addstr(screen_height, 15, 'USE q to quit' + ' '* (screen_width - 28), curses.A_REVERSE) # final step to init display stdscr.refresh() # move the pad to catch the ball def move_pad(lock): global pad_position char = stdscr.getch() if char == ord('q'): quit_game(lock) else: if char == curses.KEY_LEFT: pad_position = pad_position - 1; pad_direction = 'left' if char == curses.KEY_RIGHT: pad_position = pad_position + 1; pad_direction = 'right' if pad_position = screen_width - brick_width: pad_position = screen_width - brick_width stdscr.addstr(screen_height - 1, 0, ' ' * screen_width) stdscr.addstr(screen_height - 1, pad_position, ' ' * brick_width, curses.A_REVERSE) stdscr.refresh() move_pad(lock) # move the ball to a direction def move_ball(lock): global ball_position, ball_direction # clear the old position, do not if in pad if ball_position[0] != screen_height - 1: stdscr.addstr(ball_position[0], ball_position[1], ' ') ball_position[0] = ball_position[0] + ball_direction[0] ball_position[1] = ball_position[1] + ball_direction[1] stdscr.addstr(ball_position[0], ball_position[1], ' ', curses.A_REVERSE) detect_collision(lock) stdscr.refresh() sleep(speed) move_ball(lock) # detect whether the ball has hit something, change direction if yes def detect_collision(lock): global bricks, ball_direction, game_score # hit upper wall if ball_position[0] == 0 : ball_direction = [- ball_direction[0], ball_direction[1]] # hit left and right wall if ball_position[1] == 0 or ball_position[1] == screen_width: ball_direction = [ball_direction[0], - ball_direction[1]] # hit brick for brick in bricks: # hit from bottom or upper direction if brick[1] <= ball_position[1] + ball_direction[1] <= brick[1] + brick_width \ and ball_position[0] + ball_direction[0] == brick[0]: ball_direction[0] = - ball_direction[0] stdscr.addstr(brick[0], brick[1], ' '* brick_width) game_score = game_score + 10 stdscr.addstr(screen_height, 8, '%03d' % game_score, curses.A_REVERSE) bricks.remove(brick) # another level to continue the game if not len(bricks): another_level() # hit body of pad if ball_position[0] == screen_height - 2 and pad_position <= ball_position[1] <= pad_position + brick_width: ball_direction[0] = - ball_direction[0] # hit bottom elif ball_position[0] == screen_height - 1: ball_direction[0] = - ball_direction[0] # hit left side of pad (hit bottom already) if ball_position[1] == pad_position and pad_direction == 'left' and ball_direction[1]: ball_direction[1] = - ball_direction[1] # hit right side of pad (hit bottom already) if ball_position[1] == pad_position + brick_width and pad_direction == 'right' and not ball_direction[1]: ball_direction[1] = - ball_direction[1] # hit bottom wall, game over if ball_position[0] == screen_height - 1 and not pad_position <= ball_position[1] <= pad_position + brick_width: line_num = 0 for line in split(tOver, "\n"): stdscr.addstr(screen_height / 2 + line_num, 10, line) line_num = line_num + 1 stdscr.refresh() curses.flash() sleep(1) curses.flash() sleep(1) lock.release() # confirm quit the game def quit_game(lock): line_num = 0 for line in split(tExit, "\n"): stdscr.addstr(screen_height / 2 + line_num, 10, line) line_num = line_num + 1 stdscr.refresh() char = stdscr.getch() if char == ord('N') or char == ord('n'): line_num = 0 for line in split(tExit, "\n"): stdscr.addstr(screen_height / 2 + line_num, 10, ' ' * len(line) ) line_num = line_num + 1 stdscr.refresh() else: lock.release() # confirm another level of the game def another_level(): line_num = 0 for line in split(tGoon, "\n"): stdscr.addstr(screen_height / 2 + line_num, 10, line) line_num = line_num + 1 stdscr.refresh() char = stdscr.getch() if char == ord('N') or char == ord('n'): lock.release() else: line_num = 0 for line in split(tGoon, "\n"): stdscr.addstr(screen_height / 2 + line_num, 10, ' ' * len(line) ) line_num = line_num + 1 stdscr.refresh() init_game() # main loop starts here if __name__ == "__main__": try: line_num = 0 for line in split(tStart, "\n"): stdscr.addstr(screen_height /4 + line_num, 10, line) line_num = line_num + 1 stdscr.refresh() sleep(1) stdscr.erase() running = 1 init_game() locks = [] for i in range(2): lock = thread.allocate_lock() lock.acquire() locks.append(lock) thread.start_new_thread(move_ball, (locks[0],)) thread.start_new_thread(move_pad, (locks[1],)) except _curses.error, diag: msg = 'Your terminal is too small: ' + str(diag) running = 0 except: msg = 'An unknown error occured.' running = 0 else: msg = 'Game stopped.' while running: for i in range(len(locks)): if locks[i].locked()==False: running = 0 if running == 0: for i in range(len(locks)): if locks[i].locked(): locks[i].release() curses.curs_set(1) stdscr.keypad(0) curses.nocbreak() curses.echo() curses.endwin() print msg |