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source Code/Python

Python | weapon_game.py

2022. 8. 25. 01:16

[weapon_game.py]

 
from math import gamma
from multiprocessing import current_process
from selectors import EVENT_WRITE
from signal import pthread_sigmask
from tracemalloc import start
from unittest import runner
import pygame

#################################################################################################################################
# 0.기본 화면 초기화 부분

pygame.init()   #초기화

#화면 크기 조정하기
screen_width = 640
screen_height = 480
screen = pygame.display.set_mode((screen_width,screen_height))

#화면 타이틀 설정
pygame.display.set_caption("Weapon Game")


#FPS
clock = pygame.time.Clock()



#################################################################################################################################
# 1.사용자화 게임 초기화 (배경이미지, 게임캐릭터 불러오기, 좌표이동, 폰트, )


#배경이미지 파일경로 설정
# current_path = os.path.dirname(__file__)
# image_path = os.path.join(current_path, "images")
# background = pygame.image.load(os.path.join(image_path, "background.PNG"))

background = pygame.image.load("/Users/dlgpdnjs_99/Desktop/VSCode/pygame/pygame_project/images/background_w.PNG")

stage = pygame.image.load("/Users/dlgpdnjs_99/Desktop/VSCode/pygame/pygame_project/images/stage.png")
stage_size = stage.get_rect().size
stage_height = stage_size[1]



# 게임 캐릭터 불러오기
character = pygame.image.load("/Users/dlgpdnjs_99/Desktop/VSCode/pygame/pygame_project/images/character.png")
character_size = character.get_rect().size    #이미지의 크기를 가져와
character_width = character_size[0]     #가로
character_height = character_size[1]    #세로
character_x_pos = (screen_width / 2) - (character_width / 2)     # 캐릭터가 처음 위치하는 엑스 좌표 (중앙에 위치)
character_y_pos = screen_height - character_height - stage_height       # 캐릭터가 처음 위치하는 와이 좌표

character_to_x = 0
character_speed = 8


weapon = pygame.image.load("/Users/dlgpdnjs_99/Desktop/VSCode/pygame/pygame_project/images/weapon.png")
weapon_size = weapon.get_rect().size    #이미지의 크기를 가져와
weapon_width = weapon_size[0]     #가로

weapons = []

weapon_speed = 10



ball_images = [
    pygame.image.load("/Users/dlgpdnjs_99/Desktop/VSCode/pygame/pygame_project/images/ballon1.png"),
    pygame.image.load("/Users/dlgpdnjs_99/Desktop/VSCode/pygame/pygame_project/images/ballon2.png"),
    pygame.image.load("/Users/dlgpdnjs_99/Desktop/VSCode/pygame/pygame_project/images/ballon3.png"),
    pygame.image.load("/Users/dlgpdnjs_99/Desktop/VSCode/pygame/pygame_project/images/ballon4.png")
]

ball_speed_y =  [-18, -15, -12, -9]

balls = []

balls.append({
    "pos_x" : 50,
    "pos_y" : 50,
    "img_index" : 0,
    "to_x" : 3,
    "to_y" : -6,
    "init_spd_y" : ball_speed_y[0]
})

weapon_to_remove = -1
ball_to_remove = -1


game_font = pygame.font.Font(None, 40)
total_time = 100
start_ticks = pygame.time.get_ticks()

game_result = "Game Over"


#################################################################################################################################
# 2.이벤트 처리 (키보드,  마우스 등)


running = True   # 게임이 실행 중이라면 이후 모든 이벤트를 실행
while running :  # 게임이 실행중인동안 이벤트 실행

    dt = clock.tick(60) # 게임화면의 초당 프레임 설정
    # print("FPS : " + str(clock.get_fps()))

    for event in pygame.event.get() :
        if event.type == pygame.QUIT :    # 창에서 엑스를 눌러 종료 시켰을때 이벤트 실행
            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 (while 문 안에서)
    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

    weapons = [ [w[0], w[1] - weapon_speed] for w in weapons]       # x값은 그대로 , y 값은 점점 줄어들다가 사라져야 하므로 스피드만큼 빠짐
    weapons = [[w[0], w[1]] for w in weapons if w[1] > 0 ]          # 무기가 천장에 닿으면 없어져

    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_index"]

        ball_size = ball_images[ball_img_idx].get_rect().size
        ball_width = ball_size[0]
        ball_height = ball_size[1]

        if ball_pos_x < 0 or ball_pos_x > screen_width - ball_width : 
            ball_val["to_x"] = ball_val["to_x"] * -1

        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.적과 캐릭터의 충돌 처리를 위한 rect 정보 업데이트 (while 문 안에서)
    character_rect = character.get_rect()   # 캐릭터
    character_rect.left = character_x_pos
    character_rect.top = character_y_pos

    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_index"]

        ball_rect = ball_images[ball_img_idx].get_rect()
        ball_rect.left = ball_pos_x
        ball_rect.top = ball_pos_y

        if character_rect.colliderect(ball_rect) :  # 충돌시
            print('충돌!충돌!')
            running = False
            break



        for weapon_idx, weapon_val in enumerate(weapons) :
            weapon_x_pos = weapon_val[0]
            weapon_y_pos = weapon_val[1]

            weapon_rect = weapon.get_rect()
            weapon_rect.left = weapon_x_pos
            weapon_rect.top = weapon_y_pos

            if weapon_rect.colliderect(ball_rect) :
                weapon_to_remove = weapon_idx
                ball_to_remove = ball_idx

                if ball_img_idx < 3 :

                    ball_width = ball_rect.size[0]
                    ball_height = ball_rect.size[1]

                    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]

                    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_index" : ball_img_idx + 1,
                        "to_x" : -3,
                        "to_y" : -6,
                        "init_spd_y" : ball_speed_y[ball_img_idx + 1]
                    })

                    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_index" : ball_img_idx + 1,
                        "to_x" : 3,
                        "to_y" : -6,
                        "init_spd_y" : ball_speed_y[ball_img_idx + 1]
                    })

                break
        else :
            continue
        break



    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


    if len(balls) == 0 :
        game_result = "Mission Success!"
        running = False




    # 5.화면 그리기 (while 문 안에서)
    screen.blit(background, (0,0))  # 변수,(위치)

    for weapon_x_pos, weapon_y_pos in weapons :
        screen.blit(weapon, (weapon_x_pos, weapon_y_pos))

    for index, val in enumerate(balls) : 
        ball_pos_x = val["pos_x"]
        ball_pos_y = val["pos_y"]
        ball_img_idx = val["img_index"]
        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))
    
    
    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))

    if total_time - elapsed_time <= 0 :
        game_result = "Time Out!"
        running = False


    # 6.화면 업데이트 : 무조건 실행 (while 문 안에서)
    pygame.display.update()  


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

# 7.종료      
pygame.quit()

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