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main.py
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main.py
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# coding:utf-8
from cocos.menu import *
from cocos.scene import Scene
from cocos.layer import Layer
from cocos.text import Label
from cocos.director import director
from pyglet.window.key import symbol_string
from cocos.sprite import Sprite
from src.ball import Ball
from src.paddle import Paddle
from src.tools import collised
from src.level import Level
from src.hud import HUD
from cocos.scenes import SplitColsTransition
import editor
def create_scene(layer):
return Scene(layer)
def font_set(size, color=(255, 255, 255, 150)):
font_setting = {
'font_size': size,
'color': color,
'font_name': 'Ubuntu Mono',
'anchor_x': 'center',
'anchor_y': 'center',
}
return font_setting
class GameLayer(Layer):
is_event_handler = True
def __init__(self, hud):
super(GameLayer, self).__init__()
# 添加板子和球
self.is_on_exiting = True
self.paddle = Paddle('images/paddle.png')
self.add(self.paddle.sprite)
self.ball = Ball('images/ball.png')
self.ball.reset_position = (320, self.paddle.sprite.height + self.ball.sprite.height / 2)
self.add(self.ball.sprite)
# hud 用于记录,更新关卡,死亡,金币数据
self.hud = hud
# 生成关卡
self.level = Level()
self.level.levels = self.hud.levels
self.add(self.hud.gold_hud)
self.add(self.hud.level_hud)
self.add(self.hud.death_hud)
# 添加按键状态
self.key_pressed_left = False
self.key_pressed_right = False
self.key_pressed_up = False
self.key_pressed_down = False
self.reset()
# 定期调用 self.update 函数
# FPS frame per second 每秒帧数
self.schedule(self.update)
def reset(self):
self.paddle.reset()
self.ball.reset()
# 清空界面上的block
for b in self.level.blocks:
self.remove(b.sprite)
# 再初始化新的砖块
self.level.reset()
for b in self.level.blocks:
self.add(b.sprite)
def game_over(self):
self.hud.death += 1
self.is_on_exiting = False
scene = create_scene(GameOver(self.hud))
director.replace(scene)
def update_hud(self):
self.hud.update()
def update_blocks(self):
for b in self.level.blocks:
if collised(b.sprite, self.ball.sprite):
print(1)
self.ball.hit()
b.live -= 1
if b.live < 0:
self.level.blocks.remove(b)
self.remove(b.sprite)
else:
b.reset()
self.hud.gold += 1
self.update_hud()
print('金币:', self.hud.gold)
break
def update_ball(self):
if self.ball.fired:
self.ball.update()
else:
bx, by = self.ball.sprite.position
px, py = self.paddle.sprite.position
self.ball.sprite.position = (px, by)
collide = collised(self.ball.sprite, self.paddle.sprite)
if collide:
xisu = 1
bx, by = self.ball.sprite.position
px, py = self.paddle.sprite.position
offect_scale = (bx - px) / (self.paddle.sprite.width / 2)
ball_speedx_change = offect_scale * xisu
self.ball.speedx += ball_speedx_change
self.ball.hit()
if self.ball.dead():
self.game_over()
def update_paddle(self):
self.paddle.update()
def update_input(self):
self.paddle.move_right = self.key_pressed_right
self.paddle.move_left = self.key_pressed_left
if self.key_pressed_up:
self.ball.fire()
def update_newlevel(self):
if len(self.level.blocks) == 0:
self.is_on_exiting = False
if self.level.next():
print(self.level.levels)
self.hud.levels += 1
scene = create_scene(GuoCangDongHua(self.hud))
else:
scene = create_scene(GameComplite(self.hud))
director.replace(scene)
def update(self, dt):
if self.is_on_exiting:
self.update_newlevel()
self.update_ball()
self.update_paddle()
self.update_input()
self.update_blocks()
self.update_hud()
def on_key_press(self, key, modifiers):
k = symbol_string(key)
status = True
if k == 'LEFT':
self.key_pressed_left = status
elif k == 'RIGHT':
self.key_pressed_right = status
elif k == 'UP':
self.key_pressed_up = status
def on_key_release(self, key, modifiers):
k = symbol_string(key)
status = False
if k == 'LEFT':
self.key_pressed_left = status
elif k == 'RIGHT':
self.key_pressed_right = status
elif k == 'UP':
self.key_pressed_up = status
class GameComplite(Layer):
is_event_handler = True
def __init__(self, hud):
super(GameComplite, self).__init__()
self.hud = hud
self.is_on_exiting = True
levels = self.hud.levels
gold = self.hud.gold
death = self.hud.death
label = Label('Game Complete', **font_set(42))
centerx = director.get_window_size()[0] / 2
label.position = (centerx, 300)
info = 'Level: ' + str(levels) + 'Gold: ' + str(gold) + ' Death: ' + str(death)
label2 = Label(info, **font_set(22))
label2.position = (centerx, 150)
label3 = Label('press any key to continue', **font_set(18))
label3.position = (centerx, 120)
self.add(label)
self.add(label2)
self.add(label3)
def on_key_press(self, key, mi):
if self.is_on_exiting:
self.is_on_exiting = False
scene = create_scene(Start())
director.replace(scene)
class GameOver(Layer):
is_event_handler = True
def __init__(self, hud):
super(GameOver, self).__init__()
self.hud = hud
self.is_on_exiting = True
levels =self.hud.levels
gold = self.hud.gold
death = self.hud.death
label = Label('Game Over', **font_set(42))
centerx = director.get_window_size()[0] / 2
label.position = (centerx, 300)
info = 'Level: ' + str(levels) + ' Gold: ' + str(gold) + ' Death: ' + str(death)
label2 = Label(info, **font_set(22))
label2.position = (centerx, 150)
label3 = Label('press R to restart, press C to continue', **font_set(18))
label3.position = (centerx, 120)
self.add(label)
self.add(label2)
self.add(label3)
def on_key_press(self, key, mi):
if self.is_on_exiting:
k = symbol_string(key)
if (k == 'R') or (k == 'C'):
self.is_on_exiting = False
if k == 'R':
scene = create_scene(Start())
elif k == 'C':
scene = create_scene(GameLayer(self.hud))
director.replace(SplitColsTransition(scene))
class GuoCangDongHua(Layer):
is_event_handler = True
def __init__(self, hud):
super(GuoCangDongHua, self).__init__()
self.hud = hud
levels = self.hud.levels
gold = self.hud.gold
death = self.hud.death
ll = 'Level ' + str(levels)
gdl = 'Gold: ' + str(gold) + ' Death: ' + str(death)
color = (164, 164, 164, 200)
label = Label(ll, **font_set(42, color))
label2 = Label(gdl, **font_set(22, color))
label3 = Label('press any key to continue', **font_set(18, color))
self.is_on_exiting = True
centerx = director.get_window_size()[0]/2
label.position = (centerx, 300)
label2.position = (centerx, 200)
label3.position = (centerx, 150)
self.add(label)
self.add(label2)
self.add(label3)
def on_key_press(self, key, mi):
if self.is_on_exiting:
self.is_on_exiting = False
scene = create_scene(GameLayer(self.hud))
director.replace(SplitColsTransition(scene))
class Background(Layer):
def __init__(self):
super(Background, self).__init__()
image = Sprite('images/back.jpg', anchor=(0, 0))
# window_size = director.get_window_size()
# width, height = window_size
# wscale = width / image.width
# hscale = height / image.height
# image.scale = max(wscale, hscale)
self.add(image)
class Start(Menu):
'''开始界面'''
is_event_handler = True
def __init__(self):
super(Start, self).__init__()
self.is_on_exiting = True
font_item = {'font_name': 'Ubuntu Mono', 'font_size': 42, 'color': (220,87, 18, 180)}
font_item_selected = {'font_name': 'Ubuntu Mono', 'font_size': 60, 'color': (244, 208, 0, 180)}
font_title ={
'font_name': 'Arial',
'font_size': 56,
'color': (229, 131, 8, 200),
'bold': True,
'italic': False,
'anchor_y': 'center',
'anchor_x': 'center',
'dpi': 96,
'x': 0, 'y': 0,
}
play = MenuItem('Play', self.on_play)
editor = MenuItem('Edit Levels', self.on_editor)
quit = MenuItem('Quit', self.on_quit)
items = []
items.append(play)
items.append(editor)
items.append(quit)
self.title = 'Arkanoid'
for key in font_title:
self.font_title[key] = font_title.get(key)
for key in font_item:
self.font_item[key] = font_item.get(key)
self.font_item_selected = font_item_selected
self.create_menu(items, shake(), shake_back())
def on_test(self):
pass
def on_quit(self):
quit()
def on_play(self):
if self.is_on_exiting:
self.is_on_exiting = False
scenes = create_scene(GuoCangDongHua(HUD()))
director.replace(SplitColsTransition(scenes))
def on_editor(self):
if self.is_on_exiting:
self.is_on_exiting = False
scenes = create_scene(editor.Editor())
director.replace(SplitColsTransition(scenes))
if __name__ == '__main__':
director.init()
director.run(create_scene(Start()))