pang game source (팡 게임) 소스 - 카피해서 vusual basic에서 파이썬으로 run하면 됩니다.

import os

import pygame
###################################################################################################
# 기본 초기화 (반드시 해야 하는 것들)
pygame.init() # 초기화

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

# 화면 타이틀 설정
pygame.display.set_caption("PengSu PengSu"# 게임 이름

# FPS
clock = pygame.time.Clock()
###################################################################################################

# 1. 사용자 게임 초기화 (배경 화면, 게임 이미지, 좌표, 속도, 폰트 등)
current_path = os.path.dirname(__file__# 현재 파일의 위치 반환
image_path = os.path.join(current_path, "images"# images 폴더 위치 반환

# 배경 만들기
background = pygame.image.load(os.path.join(image_path, "background.png")) 

# 스테이지 만들기
stage = pygame.image.load(os.path.join(image_path, "stage.png")) 
stage_size = stage.get_rect().size
stage_height = stage_size[1# 스테이지의 높이 위에 캐릭터를 두기 위해 사용(Height)

# 캐릭터 만들기
character = pygame.image.load(os.path.join(image_path, "pengSu-cutout.png"))
character_size = character.get_rect().size      # 이미지의 크기를 구해옴
character_width = character_size[0]        # 캐릭터의 가로 크기
character_height = character_size[1]        # 캐릭터의 세로 크기
character_x_pos = screen_width / 2  - (character_width / 2)      # 화면 가로의 절반 크기에 해당하는 곳에 위치 (가로)
character_y_pos = screen_height - character_height - stage_height                # 화면 세로 크기 가장 아래에 해당하는 곳에 위치 (세로)

# 캐릭터 이동 방향
character_to_x = 0

# 이동 속도
character_speed = 0.5

# 무기 만들기
weapon = pygame.image.load(os.path.join(image_path, "weapon_bucket.png"))
weapon_size = weapon.get_rect().size      # 이미지의 크기를 구해옴
weapon_width = weapon_size[0]        # 캐릭터의 가로 크기


# 무기는 한 번에 여러 발 발사 가능
weapons =    []

# 무기 이동 속도
weapon_speed = 10

# 공 만들기 (4개 크기에 대해 따로 처리)
ball_images = [
    pygame.image.load(os.path.join(image_path, "poop-cutout_1.png")),
    pygame.image.load(os.path.join(image_path, "poop-cutout_2.png")),
    pygame.image.load(os.path.join(image_path, "poop-cutout_3.png")),
    pygame.image.load(os.path.join(image_path, "poop-cutout_4.png"))
]

# 공 크기에 따른 최초 스피드
ball_speed_y = [-18, -15, -12, -9# index 0, 1, 2, 3에 해당하는 값

# 공들
balls = []

# 최초 발생하는 큰 공 추가
balls.append({
    "pos_x" : 50,                           # 공의 x 좌표
    "pos_y" : 50,                           # 공의 y 좌표
    "img_idx" : 0,                          # 공의 이미지 인덱스
    "to_x" : 3,                             # x축 이동방향, -3 이면 왼쪽으로, 3 이면 오른쪽으로
    "to_y" : -6,                            # y축 이동방향,
    "init_spd_y" : ball_speed_y[0]          # y 최초 속도
})

# 사라질 무기, 공 정보 저장 변수
weapon_to_remove = -1
ball_to_remove = -1 

# # 폰트 정의
game_font = pygame.font.Font(None40# 폰트 객체 생성 (폰트, 크기)
total_time = 100                       # 게임의 전체 시간 
start_ticks = pygame.time.get_ticks() # 시작 시간 정의

# 게임 종료 메세지 ? Timeout(시간 초과 실패), 
# Mission Complete(성공: 공 다 없앰), 
# Game Over(캐릭터가 공에 맞음, 실패)

game_result = "Game Over"

# 이벤트 루프: pygame에서는 이벤트 루프가 있어야 화면이 유지된다.
running = True # 게임이 진행중인가?

while running:                         # 게임이 진행되는 동안 

    dt = clock.tick(60)                # 게임화면의 초당 프레임 수를 설정

    # 2. 이벤트 처리 (키보드, 마우스 등)
    for event in pygame.event.get():   # 사용자로 부터 어떤 이벤트가 오는지 감시
        if event.type == pygame.QUIT:  # 창이 닫히는 이벤트가 발생하였는가?
            running = False            # 게임이 진행중이 아님

        if event.type == pygame.KEYDOWN:                   # 키가 눌러졌는지 확인
            if event.key == pygame.K_LEFT:                 # 캐릭터를 왼쪽으로
                character_to_x -= character_speed
            elif event.key == pygame.K_RIGHT:              # 캐릭터를 오른쪽으로
                character_to_x += character_speed
            elif event.key == pygame.K_SPACE:              # 무기 발사
                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: # 방향키를 떼면 멈춤
            if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                character_to_x = 0

    # 3. 게임 캐릭터 위치 정의
    character_x_pos += character_to_x * dt       # frp에 따른 캐릭터 속도를 일정하게 해주기 * dt
 
    # 가로 경계값 처리
    if character_x_pos < 0:
        character_x_pos = 0
    elif character_x_pos > screen_width - character_width:
        character_x_pos = screen_width - character_width

    # 무기 위치 조정
    # 100, 200 -> 180, 160, 140, ...
    # 500, 200 -> 180, 160, 140, ...
    weapons = [ [w[0], w[1] - weapon_speed] for w in weapons] # 무기 위치를 위로 올림

    # 천장에 닿은 무기 없애기
    weapons = [ [w[0], w[1]] for w in weapons if w[1] > 0]

    # 공 위치 정의
    for ball_idx, ball_val in enumerate(balls):  # 인덱스 정보도 필요해서 enumerate를 사용한다.
        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]

        # 가로벽에 닿았을 때 공 이동 위치 변경 (튕겨 나오는 효과)
        if ball_pos_x < 0 or ball_pos_x > screen_width - ball_width:
            ball_val["to_x"] = 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# 그외의 모든 경우에는 속도를 증가
            ball_val["to_y"] += 0.4

        ball_val["pos_x"] += ball_val["to_x"]
        ball_val["pos_y"] += ball_val["to_y"]

    # 4. 충돌 처리

    # 캐릭터 rect 정보 업데이트
    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):  # 인덱스 정보도 필요해서 enumerate를 사용한다.
        ball_pos_x = ball_val["pos_x"]
        ball_pos_y = ball_val["pos_y"]
        ball_img_idx = ball_val["img_idx"]

        # 공 rect 정보 업데이트
        ball_rect = ball_images[ball_img_idx].get_rect()
        ball_rect.left = ball_pos_x
        ball_rect.top = ball_pos_y
        
        # 공과 캐릭터 충돌 처리
        if character_rect.colliderect(ball_rect):
            running = False
            break
        
        # 공과 무기들 충돌 처리
        for weapon_idx, weapon_val in enumerate(weapons):
            weapon_pos_x = weapon_val[0]
            weapon_pos_y = weapon_val[1]

            # 무기 rect 정보 업데이트
            weapon_rect = weapon.get_rect()
            weapon_rect.left = weapon_pos_x
            weapon_rect.top = weapon_pos_y

            # 충돌 체크
            if weapon_rect.colliderect(ball_rect):
                weapont_to_remove = weapon_idx     #  해당 무기 없애기 위한 값 설정
                ball_to_remove = ball_idx          # 해당 공 없애기 위한 값 설정

                # 가장 작은 크기의 공이 아니라면 다음 단계의 공으로 나눠주기
                if ball_img_idx < 3:
                     #  현재 공 크기 정보를 가지고 옴
                    ball_width = ball_rect.size[0]
                    ball_height = ball_rect.size[1]

                    # 나눠진 공 정보
                    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]

                    # 왼쪽으로 튕겨나가는 작은 공
                    balls.append({
                        "pos_x" : ball_pos_x + (ball_width  / 2) - (small_ball_width / 2),                           # 공의 x 좌표
                        "pos_y" : ball_pos_y + (ball_height /2 ) - (small_ball_height /2),                           # 공의 y 좌표
                        "img_idx" : ball_img_idx + 1,                          # 공의 이미지 인덱스
                        "to_x" : -3,                             # x축 이동방향, -3 이면 왼쪽으로, 3 이면 오른쪽으로
                        "to_y" : -6,                            # y축 이동방향,
                        "init_spd_y" : ball_speed_y[ball_img_idx + 1]          # y 최초 속도
                     }) 
                    
                    # 왼쪽으로 튕겨나가는 작은 공
                    balls.append({
                        "pos_x" : ball_pos_x + (ball_width  / 2) - (small_ball_width / 2),                           # 공의 x 좌표
                        "pos_y" : ball_pos_y + (ball_height /2 ) - (small_ball_height /2),                           # 공의 y 좌표
                        "img_idx" : ball_img_idx + 1,                          # 공의 이미지 인덱스
                        "to_x" : 3,                             # x축 이동방향, -3 이면 왼쪽으로, 3 이면 오른쪽으로
                        "to_y" : -6,                            # y축 이동방향,
                        "init_spd_y" : ball_speed_y[ball_img_idx + 1]          # y 최초 속도
                     }) 
                break
        else# 계속 게임을 진행
            continue
        break # 안쪽 for 문에서 break를 만나면 여기로 진입 가능. 2중 for 문을 한번에 탈출  

    # 충돌된 공 or 무기 없애기
    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
    
    # 모든 공을 없앤 경우 게임 종료 (성공)
    if len(balls) == 0:
        game_result = "Mission Complete"
        #running = False

        # 공을 모두 없애면 다음 게임 시작
        pygame.time.delay(2000# 2초 정도 대기(ms)
        
        # 최초 발생하는 큰 공 추가
        balls.append({
            "pos_x" : 50,                           # 공의 x 좌표
            "pos_y" : 50,                           # 공의 y 좌표
            "img_idx" : 0,                          # 공의 이미지 인덱스
            "to_x" : 3,                             # x축 이동방향, -3 이면 왼쪽으로, 3 이면 오른쪽으로
            "to_y" : -6,                            # y축 이동방향,
            "init_spd_y" : ball_speed_y[0]          # y 최초 속도
        })            # 모든 똥을 없애면 다시 시작

    # 5. 화면에 그리기
    
    screen.blit(background, (00))     # blit을 함으로써 배경을 "그려준다"

    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(stage, (0, screen_height - stage_height))
    screen.blit(character, (character_x_pos, character_y_pos))
 
    # 경과 시간 계산
        # (밀리 세컨드 이기 때문에 1000으로 나누어서 초단위로 표시)
    elapsed_time = (pygame.time.get_ticks() - start_ticks) / 1000  # 밀리 세컨드 이기 때문에

        # render는 글자를 표시해주는 함수
    timer = game_font.render("Time : {}".format(int(total_time - elapsed_time)), True, (255255255)) # 흰색
    
        # 출력할 글자, True, 글자 색상
    screen.blit(timer, (1010)) # 10, 10 위치에 그려 주기

    # 시간 초과했다면
    if total_time - elapsed_time <= 0:
        game_result = "Time Over"
        running = False
  
    pygame.display.update()            # 게임 화면을 다시 그리기!

# 게임 오버 메시지
msg = game_font.render(game_result, True, (2552550)) # 노란색
msg_rect = msg.get_rect(center=(int(screen_width / 2), int(screen_height / 2)))

screen.blit(msg, msg_rect)        # msg 를 화면에 출력하는데 위치는 msg_rect 이다 --> 출력할 콘텐츠 , 출력할 위치
pygame.display.update() # 업데이트 해줘야 위의 메세지 출력됨. 

# 잠시 대기
pygame.time.delay(2000# 2초 정도 대기(ms)

pygame.quit()

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