Nivel de Pygame/estados del menú
Con mi código a continuación, ¿cuál sería la forma más sencilla y sencilla de implementar estados del juego para controlar los niveles? Si quisiera comenzar con una pantalla de título, cargar un nivel y pasar al siguiente al finalizar. Si alguien pudiera explicar la forma más fácil de manejar esto, ¡sería genial!
import pygame
from pygame import *
WIN_WIDTH = 1120 - 320
WIN_HEIGHT = 960 - 320
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 0
FLAGS = 0
CAMERA_SLACK = 30
def main():
global level
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
timer = pygame.time.Clock()
level = 0
bg = Surface((32,32))
bg.convert()
bg.fill(Color("#0094FF"))
up = left = right = False
entities = pygame.sprite.Group()
player = Player(32, 32)
enemy = Enemy(32,32)
platforms = []
x = 0
y = 0
if level == 0:
level = [
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" E ",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPP PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPP P",
" PPPP P",
" PPPP PPPPPPP",
" PPPPPPPPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
"PPPPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPPP PPPP PPPPPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",]
#background = pygame.image.load("Untitled.png")
total_level_width = len(level[0]) * 32
total_level_height = len(level) * 32
# build the level
for row in level:
for col in row:
if col == "P":
p = Platform(x, y)
platforms.append(p)
entities.add(p)
if col == "E":
e = ExitBlock(x, y)
platforms.append(e)
entities.add(e)
x += 32
y += 32
x = 0
camera = Camera(complex_camera, total_level_width, total_level_height)
entities.add(player)
entities.add(enemy)
while 1:
timer.tick(60)
for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"
if e.type == KEYDOWN and e.key == K_UP:
up = True
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True
if e.type == KEYUP and e.key == K_UP:
up = False
if e.type == KEYUP and e.key == K_LEFT:
left = False
if e.type == KEYUP and e.key == K_RIGHT:
right = False
# draw background
for y in range(20):
for x in range(25):
screen.blit(bg, (x * 32, y * 32))
# draw background
#screen.blit(background, camera.apply((0,0)))
#draw entities
for e in entities:
screen.blit(e.image, camera.apply(e))
# update player, update camera, and refresh
player.update(up, left, right, platforms)
enemy.update(platforms)
camera.update(player)
pygame.display.flip()
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)
def apply(self, target):
try:
return target.rect.move(self.state.topleft)
except AttributeError:
return map(sum, zip(target, self.state.topleft))
def update(self, target):
self.state = self.camera_func(self.state, target.rect)
def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l + HALF_WIDTH, -t +HALF_HEIGHT, w, h
l = min(0, l) # stop scrolling left
l = max(-(camera.width - WIN_WIDTH), l) # stop scrolling right
t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom
return Rect(l, t, w, h)
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Player(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.xvel = 0
self.yvel = 0
self.onGround = False
self.image = Surface((32,32))
self.image.fill(Color("#0000FF"))
self.image.convert()
self.rect = Rect(200, 1200, 32, 32)
def update(self, up, left, right, platforms):
if self.rect.top > 1440 or self.rect.top < 0:
main()
if self.rect.left > 1408 or self.rect.right < 0:
main()
if up:
if self.onGround:
self.yvel = 0
self.yvel -= 10 # only jump if on the ground
if left:
self.xvel = -10
if right:
self.xvel = 10
if not self.onGround:
self.yvel += 0.3 # only accelerate with gravity if in the air
if self.yvel > 80: self.yvel = 80 # max falling speed
if not(left or right):
self.xvel = 0
self.rect.left += self.xvel # increment in x direction
self.collide(self.xvel, 0, platforms) # do x-axis collisions
self.rect.top += self.yvel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yvel, platforms) # do y-axis collisions
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, ExitBlock):
pygame.event.post(pygame.event.Event(QUIT))
if xvel > 0: self.rect.right = p.rect.left
if xvel < 0: self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
if yvel < 0:
self.rect.top = p.rect.bottom
class Enemy(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.yVel = 0
self.xVel = 0
self.image = Surface((32,32))
self.image.fill(Color("#00FF00"))
self.image.convert()
self.rect = Rect(300, 1200, 32, 32)
self.onGround = False
self.right_dis = False
def update(self, platforms):
if not self.onGround:
self.yVel += 0.3
if self.rect.left == 96:
self.right_dis = False
if self.rect.right == 480:
self.right_dis = True
if not self.right_dis:
self.xVel = 2
if self.right_dis:
self.xVel = -2
self.rect.left += self.xVel # increment in x direction
self.collide(self.xVel, 0, platforms) # do x-axis collisions
self.rect.top += self.yVel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yVel, platforms) # do y-axis collisions
def collide(self, xVel, yVel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if xVel > 0: self.rect.right = p.rect.left
if xVel < 0: self.rect.left = p.rect.right
if yVel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
if yVel < 0:
self.rect.top = p.rect.bottom
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
#self.image = Surface([32, 32], pygame.SRCALPHA, 32) #makes blocks invisible for much better artwork
self.image = Surface((32,32)) #makes blocks visible for building levels
self.image.convert()
self.rect = Rect(x, y, 32, 32)
def update(self):
pass
class ExitBlock(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image = pygame.image.load("end.png")
if __name__ == "__main__":
main()
En primer lugar, deshagámonos de estos feos bloques if:
for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"
if e.type == KEYDOWN and e.key == K_UP:
up = True
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True
if e.type == KEYUP and e.key == K_UP:
up = False
if e.type == KEYUP and e.key == K_LEFT:
left = False
if e.type == KEYUP and e.key == K_RIGHT:
right = False
Podemos reescribirlos como:
for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"
pressed = pygame.key.get_pressed()
up, left, right = [pressed[key] for key in (K_UP, K_LEFT, K_RIGHT)]
Esto será útil más adelante.
Volver al tema: Lo que queremos es un montón de escenas diferentes . Cada escena debe ser responsable de su propia representación de la pantalla y del manejo de eventos.
Intentemos extraer el código existente en una escena del juego , para que sea posible agregar otras escenas más adelante. Empezamos creando una Scene
clase vacía que será la clase base de nuestras escenas:
class Scene(object):
def __init__(self):
pass
def render(self, screen):
raise NotImplementedError
def update(self):
raise NotImplementedError
def handle_events(self, events):
raise NotImplementedError
Nuestro plan es sobrescribir cada método en cada subclase, por lo que generamos NotImplementedError
s en la clase base para que podamos descubrirlo fácilmente si nos olvidamos de hacerlo (también podríamos usar ABC, pero mantengámoslo simple).
Ahora pongamos todo lo relacionado con el estado del juego en ejecución (que es básicamente todo) en una nueva GameScene
clase.
class GameScene(Scene):
def __init__(self):
super(GameScene, self).__init__()
level = 0
self.bg = Surface((32,32))
self.bg.convert()
self.bg.fill(Color("#0094FF"))
up = left = right = False
self.entities = pygame.sprite.Group()
self.player = Player(32, 32)
self.enemy = Enemy(32,32)
self.platforms = []
x = 0
y = 0
if level == 0:
level = [
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" E ",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPP PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPP P",
" PPPP P",
" PPPP PPPPPPP",
" PPPPPPPPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
"PPPPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPPP PPPP PPPPPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",]
#background = pygame.image.load("Untitled.png")
total_level_width = len(level[0]) * 32
total_level_height = len(level) * 32
# build the level
for row in level:
for col in row:
if col == "P":
p = Platform(x, y)
self.platforms.append(p)
self.entities.add(p)
if col == "E":
e = ExitBlock(x, y)
self.platforms.append(e)
self.entities.add(e)
x += 32
y += 32
x = 0
self.camera = Camera(complex_camera, total_level_width, total_level_height)
self.entities.add(self.player)
self.entities.add(self.enemy)
def render(self, screen):
for y in range(20):
for x in range(25):
screen.blit(self.bg, (x * 32, y * 32))
for e in self.entities:
screen.blit(e.image, self.camera.apply(e))
def update(self):
pressed = pygame.key.get_pressed()
up, left, right = [pressed[key] for key in (K_UP, K_LEFT, K_RIGHT)]
self.player.update(up, left, right, self.platforms)
self.enemy.update(self.platforms)
self.camera.update(self.player)
def handle_events(self, events):
for e in events:
if e.type == KEYDOWN and e.key == K_ESCAPE:
pass #somehow go back to menu
Aún no es perfecto, pero es un buen comienzo. Todo lo relacionado con el juego real se extrae a su propia clase. Algunas variables deben ser variables de instancia, por lo que se debe acceder a ellas a través de self
.
Ahora necesitamos modificar la main
función para usar esta clase:
def main():
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
timer = pygame.time.Clock()
running = True
scene = GameScene()
while running:
timer.tick(60)
if pygame.event.get(QUIT):
running = False
return
scene.handle_events(pygame.event.get())
scene.update()
scene.render(screen)
pygame.display.flip()
Tenga en cuenta que cambié dos pequeñas cosas: solía pygame.event.get(QUIT)
obtener solo un QUIT
evento posible primero, ya que este es el único evento que nos interesa en nuestro bucle principal. Todos los demás eventos pasan directamente a la escena actual: scene.handle_events(pygame.event.get())
.
En este punto, podríamos pensar en extraer algunas clases a sus propios archivos, pero sigamos adelante.
Creemos un menú de título:
class TitleScene(object):
def __init__(self):
super(TitleScene, self).__init__()
self.font = pygame.font.SysFont('Arial', 56)
self.sfont = pygame.font.SysFont('Arial', 32)
def render(self, screen):
# beware: ugly!
screen.fill((0, 200, 0))
text1 = self.font.render('Crazy Game', True, (255, 255, 255))
text2 = self.sfont.render('> press space to start <', True, (255, 255, 255))
screen.blit(text1, (200, 50))
screen.blit(text2, (200, 350))
def update(self):
pass
def handle_events(self, events):
for e in events:
if e.type == KEYDOWN and e.key == K_SPACE:
self.manager.go_to(GameScene(0))
Esto solo muestra un fondo verde y algo de texto. Si el jugador presiona SPACE, queremos comenzar el primer nivel. Tenga en cuenta esta línea:
self.manager.go_to(GameScene(0))
Aquí paso el argumento 0
a la GameScene
clase, así que modifiquémoslo para que acepte este parámetro:
class GameScene(Scene):
def __init__(self, level):
...
la línea level = 0
se puede eliminar, como ya habrás adivinado.
Entonces, ¿qué es self.manager
? Es sólo una pequeña clase de ayuda que gestiona las escenas por nosotros.
class SceneMananger(object):
def __init__(self):
self.go_to(TitleScene())
def go_to(self, scene):
self.scene = scene
self.scene.manager = self
Comienza con la escena del título y establece cada manager
campo de escena para permitir el cambio de la escena actual. Hay muchas posibilidades sobre cómo implementar dicho administrador de escenas, y este es el enfoque más simple. Una desventaja es que cada escena tiene que saber qué escena viene después, pero eso no debería molestarnos ahora mismo.
Usemos nuestro nuevo SceneMananger
:
def main():
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
timer = pygame.time.Clock()
running = True
manager = SceneMananger()
while running:
timer.tick(60)
if pygame.event.get(QUIT):
running = False
return
manager.scene.handle_events(pygame.event.get())
manager.scene.update()
manager.scene.render(screen)
pygame.display.flip()
directo. Agreguemos rápidamente un segundo nivel y una pantalla de ganar/perder y listo.
class CustomScene(object):
def __init__(self, text):
self.text = text
super(CustomScene, self).__init__()
self.font = pygame.font.SysFont('Arial', 56)
def render(self, screen):
# ugly!
screen.fill((0, 200, 0))
text1 = self.font.render(self.text, True, (255, 255, 255))
screen.blit(text1, (200, 50))
def update(self):
pass
def handle_events(self, events):
for e in events:
if e.type == KEYDOWN:
self.manager.go_to(TitleScene())
A continuación se muestra el código completo. Tenga en cuenta los cambios en la Player
clase: en lugar de llamar a la main
función nuevamente, llama a métodos en la escena para indicar que el jugador llegó a la salida o murió.
Además, cambié la ubicación del jugador y los enemigos. Ahora, especifica dónde aparecerá la entidad en el nivel. Por ejemplo, Player(5, 40)
creará el jugador en la columna 5, fila 40 del nivel. Como beneficio adicional, los enemigos pueden detectar adecuadamente las colisiones.
Extraje la descripción de los niveles a un diccionario llamado levels
, por lo que será fácil modificar y agregar niveles según sea necesario (más adelante, probablemente querrás un archivo por nivel, así que este es un buen comienzo). Podría ampliarse para mantener la posición inicial del jugador, pero también podrías crear un mosaico especial, como *
para la posición inicial y E
para el enemigo en la descripción del nivel.
import pygame
from pygame import *
WIN_WIDTH = 1120 - 320
WIN_HEIGHT = 960 - 320
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 0
FLAGS = 0
CAMERA_SLACK = 30
levels = {0: {'level': [
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" E ",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPP PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPP P",
" PPPP P",
" PPPP PPPPPPP",
" PPPPPPPPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
"PPPPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPPP PPPP PPPPPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",],
'enemies': [(9, 38)]},
1: {'level': [
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" E ",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPP PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPP P",
" PPPP P",
" PPPP PPPPPPP",
" PPPPPPPPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
"PPPPP PPPP PPPPPPP",
"PPP PPPPPPPPPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPPPPPP PPPP PPPPPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPPP PPPP",
"PPP P PPPPPPPPPPPPPPPPPP",
"PPP P PPPPPPPPPPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",],
'enemies': [(9, 38), (18, 38), (15, 15)]}}
class Scene(object):
def __init__(self):
pass
def render(self, screen):
raise NotImplementedError
def update(self):
raise NotImplementedError
def handle_events(self, events):
raise NotImplementedError
class GameScene(Scene):
def __init__(self, levelno):
super(GameScene, self).__init__()
self.bg = Surface((32,32))
self.bg.convert()
self.bg.fill(Color("#0094FF"))
up = left = right = False
self.entities = pygame.sprite.Group()
self.player = Player(5, 40)
self.player.scene = self
self.platforms = []
self.levelno = levelno
levelinfo = levels[levelno]
self.enemies = [Enemy(*pos) for pos in levelinfo['enemies']]
level = levelinfo['level']
total_level_width = len(level[0]) * 32
total_level_height = len(level) * 32
# build the level
x = 0
y = 0
for row in level:
for col in row:
if col == "P":
p = Platform(x, y)
self.platforms.append(p)
self.entities.add(p)
if col == "E":
e = ExitBlock(x, y)
self.platforms.append(e)
self.entities.add(e)
x += 32
y += 32
x = 0
self.camera = Camera(complex_camera, total_level_width, total_level_height)
self.entities.add(self.player)
for e in self.enemies:
self.entities.add(e)
def render(self, screen):
for y in range(20):
for x in range(25):
screen.blit(self.bg, (x * 32, y * 32))
for e in self.entities:
screen.blit(e.image, self.camera.apply(e))
def update(self):
pressed = pygame.key.get_pressed()
up, left, right = [pressed[key] for key in (K_UP, K_LEFT, K_RIGHT)]
self.player.update(up, left, right, self.platforms)
for e in self.enemies:
e.update(self.platforms)
self.camera.update(self.player)
def exit(self):
if self.levelno+1 in levels:
self.manager.go_to(GameScene(self.levelno+1))
else:
self.manager.go_to(CustomScene("You win!"))
def die(self):
self.manager.go_to(CustomScene("You lose!"))
def handle_events(self, events):
for e in events:
if e.type == KEYDOWN and e.key == K_ESCAPE:
self.manager.go_to(TitleScene())
class CustomScene(object):
def __init__(self, text):
self.text = text
super(CustomScene, self).__init__()
self.font = pygame.font.SysFont('Arial', 56)
def render(self, screen):
# ugly!
screen.fill((0, 200, 0))
text1 = self.font.render(self.text, True, (255, 255, 255))
screen.blit(text1, (200, 50))
def update(self):
pass
def handle_events(self, events):
for e in events:
if e.type == KEYDOWN:
self.manager.go_to(TitleScene())
class TitleScene(object):
def __init__(self):
super(TitleScene, self).__init__()
self.font = pygame.font.SysFont('Arial', 56)
self.sfont = pygame.font.SysFont('Arial', 32)
def render(self, screen):
# ugly!
screen.fill((0, 200, 0))
text1 = self.font.render('Crazy Game', True, (255, 255, 255))
text2 = self.sfont.render('> press space to start <', True, (255, 255, 255))
screen.blit(text1, (200, 50))
screen.blit(text2, (200, 350))
def update(self):
pass
def handle_events(self, events):
for e in events:
if e.type == KEYDOWN and e.key == K_SPACE:
self.manager.go_to(GameScene(0))
class SceneMananger(object):
def __init__(self):
self.go_to(TitleScene())
def go_to(self, scene):
self.scene = scene
self.scene.manager = self
def main():
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
timer = pygame.time.Clock()
running = True
manager = SceneMananger()
while running:
timer.tick(60)
if pygame.event.get(QUIT):
running = False
return
manager.scene.handle_events(pygame.event.get())
manager.scene.update()
manager.scene.render(screen)
pygame.display.flip()
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)
def apply(self, target):
try:
return target.rect.move(self.state.topleft)
except AttributeError:
return map(sum, zip(target, self.state.topleft))
def update(self, target):
self.state = self.camera_func(self.state, target.rect)
def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l + HALF_WIDTH, -t +HALF_HEIGHT, w, h
l = min(0, l) # stop scrolling left
l = max(-(camera.width - WIN_WIDTH), l) # stop scrolling right
t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom
return Rect(l, t, w, h)
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Player(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.xvel = 0
self.yvel = 0
self.onGround = False
self.image = Surface((32,32))
self.image.fill(Color("#0000FF"))
self.image.convert()
self.rect = Rect(x*32, y*32, 32, 32)
def update(self, up, left, right, platforms):
if self.rect.top > 1440 or self.rect.top < 0:
self.scene.die()
if self.rect.left > 1408 or self.rect.right < 0:
self.scene.die()
if up:
if self.onGround:
self.yvel = 0
self.yvel -= 10 # only jump if on the ground
if left:
self.xvel = -10
if right:
self.xvel = 10
if not self.onGround:
self.yvel += 0.3 # only accelerate with gravity if in the air
if self.yvel > 80: self.yvel = 80 # max falling speed
if not(left or right):
self.xvel = 0
self.rect.left += self.xvel # increment in x direction
if self.collide(self.xvel, 0, platforms): # do x-axis collisions
self.rect.top += self.yvel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yvel, platforms) # do y-axis collisions
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, ExitBlock):
self.scene.exit()
return False
if xvel > 0: self.rect.right = p.rect.left
if xvel < 0: self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
if yvel < 0:
self.rect.top = p.rect.bottom
return True
class Enemy(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.yVel = 0
self.xVel = 2 # start moving immediately
self.image = Surface((32,32))
self.image.fill(Color("#00FF00"))
self.image.convert()
self.rect = Rect(x*32, y*32, 32, 32)
self.onGround = False
def update(self, platforms):
if not self.onGround:
self.yVel += 0.3
# no need for right_dis to be a member of the class,
# since we know we are moving right if self.xVel > 0
right_dis = self.xVel > 0
# create a point at our left (or right) feet
# to check if we reached the end of the platform
m = (1, 1) if right_dis else (-1, 1)
p = self.rect.bottomright if right_dis else self.rect.bottomleft
fp = map(sum, zip(m, p))
# if there's no platform in front of us, change the direction
collide = any(p for p in platforms if p.rect.collidepoint(fp))
if not collide:
self.xVel *= -1
self.rect.left += self.xVel # increment in x direction
self.collide(self.xVel, 0, platforms) # do x-axis collisions
self.rect.top += self.yVel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yVel, platforms) # do y-axis collisions
def collide(self, xVel, yVel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if xVel > 0:
self.rect.right = p.rect.left
self.xVel *= -1 # hit wall, so change direction
if xVel < 0:
self.rect.left = p.rect.right
self.xVel *= -1 # hit wall, so change direction
if yVel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
if yVel < 0:
self.rect.top = p.rect.bottom
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
#self.image = Surface([32, 32], pygame.SRCALPHA, 32) #makes blocks invisible for much better artwork
self.image = Surface((32,32)) #makes blocks visible for building levels
self.image.convert()
self.rect = Rect(x, y, 32, 32)
def update(self):
pass
class ExitBlock(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image = Surface((32,32)) #makes blocks visible for building levels
self.image.convert()
self.rect = Rect(x, y, 32, 32)
if __name__ == "__main__":
main()
También hice un juego en el que tengo un menú de juego, un menú de niveles, una parte de carga y una parte de juego.
La forma en que lo hice fue en el bucle principal del juego,
revisé un montón de declaraciones elif para determinar en qué "modo" se encuentra el juego y realizo las acciones apropiadas.
Pareció funcionar muy bien y te sugiero que pruebes lo mismo.
Me doy cuenta de que Mi código es muy largo, pero si vas a donde dice #game loop
(usa Ctrl+f para encontrarlo), puedes ver los elifs para determinar el modo. Espero que esto ayude.
#basic stuff
import pygame, sys, random
pygame.init()
window=pygame.display.set_mode((1500, 800), pygame.FULLSCREEN)
winrect=window.get_rect()
#colors
GREEN=(19, 225, 30)
BLUE=(41, 2, 245)
YELLOW=(251, 240, 32)
WHITE=(255, 255, 255)
BLACK=(0, 0, 0)
RED=(255, 0, 0)
#text
bigfont=pygame.font.SysFont('calibri', 75)
font=pygame.font.SysFont('calibri', 40)
texts={}
so=bigfont.render('Ball Bounce', True, BLUE)
rect=so.get_rect()
rect.top=winrect.top+100
rect.centerx=winrect.centerx
texts['title']=[so, rect]
so=font.render('Start', True, BLUE)
rect=so.get_rect()
so1=pygame.Surface((400, 50))
so2=pygame.Surface((400, 50))
rect1=so1.get_rect()
so1.fill(YELLOW)
so2.fill(RED)
pygame.draw.rect(so1, BLACK, rect1, 5)
pygame.draw.rect(so2, BLACK, rect1, 5)
rect.center=rect1.center
so1.blit(so, rect)
so2.blit(so, rect)
rect1.centerx=winrect.centerx
rect1.top=texts['title'][1].top+300
texts['start']=[so1, rect1, so2]
so=bigfont.render('Levels', True, BLUE)
rect=so.get_rect()
rect.centerx=winrect.centerx
rect.top=winrect.top+100
texts['levels']=[so, rect]
#levels [locked, unlocked, completed/mouseover, rect, state(locked, unlocked, completed)]
levels=[]
lock=pygame.image.load('images/lock.png').convert()
lock=pygame.transform.scale(lock, (100, 100))
lock.set_colorkey(lock.get_at((1, 1)))
for i in range(1, 21):
so=pygame.Surface((100, 100))
so.fill(YELLOW)
rect=so.get_rect()
pygame.draw.rect(so, BLACK, rect, 5)
so1=pygame.Surface((100, 100))
so1.fill(RED)
pygame.draw.rect(so1, BLACK, rect, 5)
text=font.render(str(i), True, BLUE)
textrect=text.get_rect()
textrect.center=rect.center
so.blit(text, textrect)
so1.blit(text, textrect)
locked=pygame.Surface((100, 100))
locked.blit(so, rect)
locked.blit(lock, lock.get_rect())
if i<=5:
rect.top=texts['levels'][1].bottom+25
elif i<=10:
rect.top=levels[0][3].bottom+50
elif i<=15:
rect.top=levels[7][3].bottom+50
else:
rect.top=levels[12][3].bottom+50
if i==1 or i==6 or i==11 or i==16:
rect.right=winrect.centerx-200
elif i==2 or i==7 or i==12 or i==17:
rect.right=winrect.centerx-75
elif i==3 or i==8 or i==13 or i==18:
rect.centerx=winrect.centerx
elif i==4 or i==9 or i==14 or i==19:
rect.left=winrect.centerx+75
else:
rect.left=winrect.centerx+200
if i==1:
levels.append([locked, so, so1, rect, 1])
else:
levels.append([locked, so, so1, rect, 1])
#Wall class (0=horizontal, 1=vertical)
class cwall(pygame.Rect):
'orientation (hor, vert), location, holesize, winrect'
def __init__(self, orientation, location, holesize, winrect):
self.orientation=orientation
if orientation==0:
self.height=5
self.width=winrect.width
self.centery=location
if orientation==1:
self.width=5
self.height=winrect.height
self.centerx=location
self.holesize=holesize
self.bbottomright=round(pygame.mouse.get_pos()[self.orientation]+self.holesize/2)
self.ttopleft=round(pygame.mouse.get_pos()[self.orientation]-self.holesize/2)
def update(self):
self.bbottomright=round(pygame.mouse.get_pos()[self.orientation]+self.holesize/2)
self.ttopleft=round(pygame.mouse.get_pos()[self.orientation]-self.holesize/2)
if self.bbottomright<self.holesize:
self.bbottomright=self.holesize
if self.ttopleft>self.right-self.holesize and self.orientation==0:
self.ttopleft=self.right-self.holesize
if self.ttopleft>self.bottom-self.holesize and self.orientation==1:
self.ttopleft=self.bottom-self.holesize
#Ball Class
class cball(pygame.Rect):
'diameter, speed, color, winrect'
def __init__(self, diameter, speed, color, winrect):
self.width=diameter
self.height=diameter
self.speed=speed
self.color=color
self.direction=random.randint(1, 4)
self.center=(random.randint(round(diameter/2), round(winrect.right-diameter/2)), random.randint(round(diameter/2), round(winrect.bottom-diameter/2)))
def update(self, winrect, walls):
if self.direction/2==round(self.direction/2):
self.right+=self.speed
else:
self.right-=self.speed
if self.direction<=2:
self.top+=self.speed
else:
self.top-=self.speed
for wall in walls:
if wall.collidepoint(self.center):
if wall.orientation==0 and (self.centerx<wall.ttopleft or self.centerx>wall.bbottomright):
if self.direction==1:
self.direction=3
self.bottom=wall.top
elif self.direction==2:
self.direction=4
self.bottom=wall.top
elif self.direction==3:
self.direction=1
self.top=wall.bottom
else:
self.direction=2
self.top=wall.bottom
elif wall.orientation==1 and (self.centery<wall.ttopleft or self.centery>wall.bbottomright):
if self.direction==1:
self.direction=2
self.left=wall.right
elif self.direction==2:
self.direction=1
self.right=wall.left
elif self.direction==3:
self.direction=4
self.left=wall.right
else:
self.direction=3
self.right=wall.left
elif wall.orientation==0:
if self.bottom>wall.top and self.centery<wall.top and (self.centerx<wall.ttopleft or self.centerx>wall.bbottomright):
if self.direction==1:
self.direction=3
self.bottom=wall.top
elif self.direction==2:
self.direction=4
self.bottom=wall.top
elif self.top<wall.bottom and self.centery>wall.bottom and (self.centerx<wall.ttopleft or self.centerx>wall.bbottomright):
if self.direction==3:
self.direction=1
self.top=wall.bottom
if self.direction==4:
self.direction=2
self.top=wall.bottom
else:
if self.left<wall.right and self.centerx>wall.right and (self.centery<wall.ttopleft or self.centery>wall.bbottomright):
if self.direction==1:
self.direction=2
self.left=wall.right
elif self.direction==3:
self.direction=4
self.left=wall.right
elif self.right>wall.left and self.centerx<wall.left and (self.centery<wall.ttopleft or self.centery>wall.bbottomright):
if self.direction==2:
self.direction=1
self.right=wall.left
if self.direction==4:
self.direction=3
self.right=wall.left
if self.top<0:
if self.direction==3:
self.direction=1
self.top=0
elif self.direction==4:
self.direction=2
self.topn=0
if self.bottom>winrect.bottom:
if self.direction==1:
self.direction=3
self.bottom=winrect.bottom
elif self.direction==2:
self.direction=4
self.bottom=winrect.bottom
if self.left<0:
if self.direction==1:
self.direction=2
self.left=0
elif self.direction==3:
self.direction=4
self.left=0
if self.right>winrect.right:
if self.direction==2:
self.direction=1
self.right=winrect.right
if self.direction==4:
self.direction=3
self.right=winrect.right
for box in boxes:
if box[0].collidepoint(self.center) and self.color==box[1]:
return True
return False
#Game loop setup
mode='title'
#Game loop
while True:
if mode=='title':
#event loop
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
sys.exit()
if event.type==pygame.MOUSEBUTTONDOWN:
if texts['start'][1].collidepoint(event.pos):
mode='levels'
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_ESCAPE:
pygame.quit()
sys.exit()
#screen update
window.fill(GREEN)
mouse=pygame.mouse.get_pos()
if texts['start'][1].collidepoint(mouse):
window.blit(texts['start'][2], texts['start'][1])
else:
window.blit(texts['start'][0], texts['start'][1])
window.blit(texts['title'][0], texts['title'][1])
pygame.display.update()
elif mode=='levels':
#event loop
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
sys.exit()
if event.type==pygame.MOUSEBUTTONDOWN:
for level in levels:
if level[3].collidepoint(event.pos) and level[4]!=0:
mode='loading'
loadinglevel=levels.index(level)+1
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_ESCAPE:
pygame.quit()
sys.exit()
#screen update
window.fill(GREEN)
for level in levels:
if level[3].collidepoint(pygame.mouse.get_pos()) and level[4]==1:
window.blit(level[2], level[3])
else:
window.blit(level[level[4]], level[3])
window.blit(texts['levels'][0], texts['levels'][1])
pygame.display.update()
elif mode=='loading':
if loadinglevel==1:
walls=[cwall(1, winrect.width/2, 100, winrect)]
balls=[]
for i in range(2):
balls.append(cball(20, 3, GREEN, winrect))
for i in range(2):
balls.append(cball(20, 3, YELLOW, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/2), winrect.height), GREEN), (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), YELLOW))
elif loadinglevel==2:
walls=[cwall(1, winrect.width/2, 100, winrect)]
balls=[]
for i in range(4):
balls.append(cball(20, 3, GREEN, winrect))
for i in range(4):
balls.append(cball(20, 3, YELLOW, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/2), winrect.height), GREEN), (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), YELLOW))
elif loadinglevel==3:
walls=[cwall(1, winrect.width/3, 100, winrect), cwall(1, 2*winrect.width/3, 100, winrect)]
balls=[]
for i in range(2):
balls.append(cball(20, 3, GREEN, winrect))
for i in range(2):
balls.append(cball(20, 3, YELLOW, winrect))
for i in range(2):
balls.append(cball(20, 3, BLUE, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/3), winrect.height), GREEN), (pygame.Rect(round(winrect.width/3), 0, round(winrect.width/3), winrect.height), YELLOW),
(pygame.Rect(round(2*winrect.width/3), 0, round(winrect.width/3), winrect.height), BLUE))
elif loadinglevel==4:
walls=[cwall(1, winrect.width/3, 100, winrect), cwall(1, 2*winrect.width/3, 100, winrect)]
balls=[]
for i in range(4):
balls.append(cball(20, 3, GREEN, winrect))
for i in range(4):
balls.append(cball(20, 3, YELLOW, winrect))
for i in range(4):
balls.append(cball(20, 3, BLUE, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/3), winrect.height), GREEN), (pygame.Rect(round(winrect.width/3), 0, round(winrect.width/3), winrect.height), YELLOW),
(pygame.Rect(round(2*winrect.width/3), 0, round(winrect.width/3), winrect.height), BLUE))
elif loadinglevel==7:
walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
balls=[]
for i in range(2):
balls.append(cball(20, 3, GREEN, winrect))
for i in range(2):
balls.append(cball(20, 3, YELLOW, winrect))
for i in range(2):
balls.append(cball(20, 3, BLUE, winrect))
for i in range(2):
balls.append(cball(20, 3, RED, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), GREEN),
(pygame.Rect(0, round(winrect.height/2), round(winrect.width/2), round(winrect.height/2)), RED),
(pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), round(winrect.height/2)), YELLOW),
(pygame.Rect(round(winrect.width/2), round(winrect.height/2), round(winrect.width/2), round(winrect.height/2)), BLUE))
elif loadinglevel==8:
walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
balls=[]
for i in range(4):
balls.append(cball(20, 3, GREEN, winrect))
for i in range(4):
balls.append(cball(20, 3, YELLOW, winrect))
for i in range(4):
balls.append(cball(20, 3, BLUE, winrect))
for i in range(4):
balls.append(cball(20, 3, RED, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), GREEN),
(pygame.Rect(0, round(winrect.height/2), round(winrect.width/2), round(winrect.height/2)), RED),
(pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), round(winrect.height/2)), YELLOW),
(pygame.Rect(round(winrect.width/2), round(winrect.height/2), round(winrect.width/2), round(winrect.height/2)), BLUE))
elif loadinglevel==5:
walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
balls=[]
for i in range(10):
balls.append(cball(20, 3, RED, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), RED),
(pygame.Rect(0, round(winrect.height/2), winrect.width, round(winrect.height/2)), WHITE),
(pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), WHITE))
elif loadinglevel==6:
walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
balls=[]
for i in range(20):
balls.append(cball(20, 3, RED, winrect))
boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), RED),
(pygame.Rect(0, round(winrect.height/2), winrect.width, round(winrect.height/2)), WHITE),
(pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), WHITE))
mode='playing'
elif mode=='playing':
while True:
#event loop
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
sys.exit()
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_ESCAPE:
pygame.quit()
sys.exit()
#updates
updates=[]
for wall in walls:
wall.update()
for ball in balls:
updates.append(ball.update(winrect, walls))
#Seeing if won
won=True
for update in updates:
if not update:
won=False
break
if won:
if levels[loadinglevel][4]==0:
levels[loadinglevel][4]=1
levels[loadinglevel-1][4]=2
mode='levels'
break
#blitting
window.fill(WHITE)
for box in boxes:
pygame.draw.rect(window, box[1], box[0])
for wall in walls:
if wall.orientation==0:
pygame.draw.rect(window, BLACK, (wall.left, wall.top, wall.ttopleft, wall.height))
pygame.draw.rect(window, BLACK, (wall.bbottomright, wall.top, wall.right-wall.bbottomright, wall.height))
else:
pygame.draw.rect(window, BLACK, (wall.left, wall.top, wall.width, wall.ttopleft))
pygame.draw.rect(window, BLACK, (wall.left, wall.bbottomright, wall.width, wall.bottom-wall.holesize))
for ball in balls:
pygame.draw.circle(window, ball.color, ball.center, round(ball.width/2))
pygame.draw.circle(window, BLACK, ball.center, round(ball.width/2), 2)
pygame.display.update()
pygame.time.Clock().tick(100)