-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy path4_collision.py
200 lines (147 loc) · 5.77 KB
/
4_collision.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
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]})
# 사라질 무기와 공 정보 변서
weapon_to_remove = -1
ball_to_remove = -1
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
# 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):
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
if character_rect.colliderect(ball_rect):
running = False
break
for weapon_idx, weapon_val in enumerate(weapons):
weapon_pos_x = weapon_val[0]
weapon_pos_y = weapon_val[1]
weapon_rect = weapon.get_rect()
weapon_rect.left = weapon_pos_x
weapon_rect.top = weapon_pos_y
if weapon_rect.colliderect(ball_rect):
weapon_to_remove = weapon_idx
ball_to_remove = ball_idx
break
# 충돌된 공이나 무기를 삭제
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
# 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()