PROJECT

정말 작은 첫 프로젝트 - 공 쏘기 게임

세코 2021. 3. 11. 21:39

import os

import pygame

##############################################################

# 기본 초기화 (반드시 해야 하는 것들)

pygame.init()

 

# 화면 크기 설정

screen_width = 640 # 가로 크기

screen_height = 480 # 세로 크기

screen = pygame.display.set_mode((screen_width, screen_height))

 

# 화면 타이틀 설정

pygame.display.set_caption("Sehee Pang")

 

# FPS

clock = pygame.time.Clock()

##############################################################

 

# 1. 사용자 게임 초기화 (배경 화면, 게임 이미지, 좌표, 속도, 폰트 등)

current_path = os.path.dirname(__file__# 현재 파일의 위치 반환

image_path = os.path.join(current_path, "image"# image 폴더 위치 반환

 

#배경 만들기

background = pygame.image.load(os.path.join(image_path,"background.png"))

stage = pygame.image.load(os.path.join(image_path,"stage.png"))

stage_size = stage.get_rect().size

stage_height = stage_size[1#stage 높이 위에 캐릭터를 두기 위해

 

#캐릭터 만들기

character = pygame.image.load(os.path.join(image_path,"character.png"))

character_size = character.get_rect().size

character_width = character_size[0]

character_height = character_size[1]

character_x_pos = (screen_width - character_width) / 2

character_y_pos = screen_height - character_height - stage_height

 

#캐릭터 이동 방향

character_to_x = 0

 

#캐릭터 이동 속도

character_speed = 5

 

#무기 만들기

weapon = pygame.image.load(os.path.join(image_path,"weapon.png"))

weapon_size = weapon.get_rect().size

weapon_width = weapon_size[0]

 

#무기는 한번에 여러 발 발사 가능

weapons = [] # weapon list

 

#무기 이동 속도

weapon_speed = 10

 

#공 만들기 (4개 크기에 대해 따로 처리)

ball_images = [

    pygame.image.load(os.path.join(image_path,"balloon1.png")),

    pygame.image.load(os.path.join(image_path,"balloon2.png")),

    pygame.image.load(os.path.join(image_path,"balloon3.png")),

    pygame.image.load(os.path.join(image_path,"balloon4.png")) ]

 

#공 크기에 따른 최초 스피드

ball_speed_y = [-18, -15, -12, -9# index 0,1,2,3 에 해당하는 값

 

#공 list

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] })#y 최초 속도

 

#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() #시작 시간 정의

 

game_result = "Game Over" #게임 종료 메세지

 

running = True

while running:

    dt = clock.tick(30)

    

    # 2. 이벤트 처리 (키보드, 마우스 등)

    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 -= character_speed

            elif event.key == pygame.K_RIGHT:

                character_to_x += 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 or event.key == pygame.K_RIGHT:

                character_to_x = 0



    # 3. 게임 캐릭터 위치 정의

    character_x_pos += character_to_x

 

    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] # 무기 위치를 위로

 

    #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): #balls list에 있는것을 하나씩 몇번째 인덱스인지, 인텍스에 해당하는 값 보여줌

        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]

 

        #벽에 닿았을 때 공 이동 위치 변경

        if ball_pos_x < 0 or ball_pos_x > screen_width - ball_width:

            ball_val["to_x"] = ball_val["to_x"] * -1

        

        #stage에 닿았을 때 공 위치 변경

        if ball_pos_y >= screen_height - stage_height - ball_height:

            ball_val["to_y"] = ball_val["init_spd_y"]

        else# 포물선 운동

            ball_val["to_y"] += 0.5

 

        ball_val["pos_x"] += ball_val["to_x"]

        ball_val["pos_y"] += ball_val["to_y"]

 

    

    # 4. 충돌 처리

 

    #캐릭터 rect 정보 저장

    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): #balls list에 있는것을 하나씩 몇번째 인덱스인지, 인텍스에 해당하는 값 보여줌

        ball_pos_x = ball_val["pos_x"]

        ball_pos_y = ball_val["pos_y"]

        ball_img_idx = ball_val["img_idx"]

 

        ball_rect = ball_images[ball_img_idx].get_rect()

        ball_rect.left = ball_pos_x

        ball_rect.top = ball_pos_y

 

        #공과 캐릭터 충돌 처리

        if character_rect.colliderect(ball_rect):

            running = False

            break

 

        #공과 무기들 충돌 체크

        for weapon_idx, weapon_val in enumerate(weapons):

            weapon_pos_x = weapon_val[0]

            weapon_pos_y = weapon_val[1]

 

            #무기 rect 정보 업데이트

            weapon_rect = weapon.get_rect()

            weapon_rect.left = weapon_pos_x

            weapon_rect.top = weapon_pos_y

 

            #충돌 체크

            if weapon_rect.colliderect(ball_rect):

                weapon_to_remove = weapon_idx # 해당 index 무기 없애기 위한 설정

                ball_to_remove = ball_idx

 

                #가장 작은 공이 아니면 다음 단계의 공으로 나누기

                if ball_img_idx < 3:

                    #현재 공 크기 정보

                    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 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 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#계속 for 문 진행

            continue #안쪽 for 문 조건 맞지 않으면 continue. 바깥 for문 계속 수행

        break #안쪽 for문에서 break 만나면 여기로 진입. 2중 for문 탈출

                

    #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

    

    #모든 공을 없앤 경우 게임 종료

    if len(balls) == 0:

        game_result = "Mission Complete!"

        running = False

 

    # 5. 화면에 그리기

    screen.blit(background,(0,0))

 

    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, (255,255,255))

    screen.blit(timer, (10,10))

 

    #시간 초과

    if total_time - elapsed_time <= 0:

        game_result = "Time Over"

        running = False

    

    pygame.display.update()

 

msg = game_font.render(game_result, True, (255,255,0)) #노란색

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(1000)

 

pygame.quit()