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3_ball_movement.py
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import pygame
import os
#################################################
# Basic Initialization (have to)
pygame.init() # Initialize
# Screen Set
screen_width = 640 # 가로
screen_height = 480 # 세로
screen = pygame.display.set_mode((screen_width, screen_height))
# Title
pygame.display.set_caption("Pang") # Game title
# FPS
clock = pygame.time.Clock()
##################################################
# 1. User Game Initialization (BackGround, Images, Graph, Speed, Font etc..)
current_path = os.path.dirname(__file__) # return current file path
image_path = os.path.join(current_path, "Images") # return Images folder file
# background
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]
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
character_to_x = 0
character_speed = 5
weapon = pygame.image.load(os.path.join(image_path, "weapon.png"))
weapon_size = weapon.get_rect().size
weapon_width = weapon_size[0]
# 무기는 한번에 여러발 발사 가능
weapons = []
weapon_speed = 10
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]
# 공의 정보
balls = []
balls.append({
"pos_x" : 50,
"pos_y" : 50,
"img_idx" : 0,
"to_x" : 3,
"to_y" : -6,
"init_spd_y" : ball_speed_y[0]})
running = True
while running:
dt = clock.tick(60) # Set Screen FPS
# print("FPS : " + str(clock.get_fps()))
# 2. Event Process (keyboard or mouse)
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. Character Position Def
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
# weapon position
weapons = [ [w[0], w[1] - weapon_speed] for w in weapons]
weapons = [ [w[0], w[1]] for w in weapons if w[1] > 0]
# ball position
for ball_idx, ball_val in enumerate(balls):
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 떄, 방향 반전
if ball_pos_x < 0 or ball_pos_x > screen_width - ball_width:
ball_val["to_x"] *= -1
# 세로 위치
if ball_pos_y >= screen_height - stage_height - ball_height:
ball_val["to_y"] = ball_val["init_spd_y"]
else:
ball_val["to_y"] += 0.5
ball_val["pos_x"] += ball_val["to_x"]
ball_val["pos_y"] += ball_val["to_y"]
# 4. Collision Check
# 5. Print on Screen
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(character, (character_x_pos, character_y_pos))
screen.blit(stage, (0, screen_height - stage_height))
pygame.display.update()
pygame.quit()