Pygame actual combat: the classic bubble dragon game popular all over the world is coming. Will you like it? (source code attached)

Posted by inztinkt on Sat, 11 Dec 2021 12:34:56 +0100

Introduction

There are still many elimination games in Python, and mumuzi has pushed many before~

🍒 Source base 🍒—— Click on my avatar in the upper right corner of the home page and get the source code for free 🍒 The source code of previous periods is also dropping 🍒

For example, the ever-changing Xiaole, remember? Today, I'll give you an elimination class - bubble dragon game. I hope you like it ~!

"Bubble fun" is a game suitable for all age players. It adopts the very classic "bubble dragon" style to eliminate bubbles. There are not many innovative playing methods in the game

Easy to use. When we are alone and no one is chatting, we can use it to pass the time. Come on, let's start playing bubble dragon with kimiko~

text

1, In preparation

1) Rules of the game:

The game play method is that players shoot colored beads from the marble launching pad in the center below. If three colored beads are connected, they will disappear. Until the same bubble on the interface is completely eliminated, i.e

But you can also compete with your little friends to see who uses fewer colored balls.

2) environmental installation

The environment used in this article: Python 3, pychar, Pygame and its own.

2, Start typing code

1) Import module

import math, pygame, sys, os, copy, time, random
import pygame.gfxdraw
from pygame.locals import *
Copy code

2) Main program

FPS          = 120
WINDOWWIDTH  = 640
WINDOWHEIGHT = 480
TEXTHEIGHT   = 20
BUBBLERADIUS = 20
BUBBLEWIDTH  = BUBBLERADIUS * 2
BUBBLELAYERS = 5
BUBBLEYADJUST = 5
STARTX = WINDOWWIDTH / 2
STARTY = WINDOWHEIGHT - 27
ARRAYWIDTH = 16
ARRAYHEIGHT = 14


RIGHT = 'right'
LEFT  = 'left'
BLANK = '.'

## COLORS ##

#            R    G    B
GRAY     = (100, 100, 100)
NAVYBLUE = ( 60,  60, 100)
WHITE    = (255, 255, 255)
RED      = (255,   0,   0)
GREEN    = (  0, 255,   0)
BLUE     = (  0,   0, 255)
YELLOW   = (255, 255,   0)
ORANGE   = (255, 128,   0)
PURPLE   = (255,   0, 255)
CYAN     = (  0, 255, 255)
BLACK    = (  0,   0,   0)
COMBLUE  = (233, 232, 255)

BGCOLOR    = WHITE
COLORLIST = [RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, CYAN]
     

class Bubble(pygame.sprite.Sprite):
    def __init__(self, color, row=0, column=0):
        pygame.sprite.Sprite.__init__(self)

        self.rect = pygame.Rect(0, 0, 30, 30)
        self.rect.centerx = STARTX
        self.rect.centery = STARTY
        self.speed = 10
        self.color = color
        self.radius = BUBBLERADIUS
        self.angle = 0
        self.row = row
        self.column = column
        
    def update(self):

        if self.angle == 90:
            xmove = 0
            ymove = self.speed * -1
        elif self.angle < 90:
            xmove = self.xcalculate(self.angle)
            ymove = self.ycalculate(self.angle)
        elif self.angle > 90:
            xmove = self.xcalculate(180 - self.angle) * -1
            ymove = self.ycalculate(180 - self.angle)
        

        self.rect.x += xmove
        self.rect.y += ymove


    def draw(self):
        pygame.gfxdraw.filled_circle(DISPLAYSURF, self.rect.centerx, self.rect.centery, self.radius, self.color)
        pygame.gfxdraw.aacircle(DISPLAYSURF, self.rect.centerx, self.rect.centery, self.radius, GRAY)
        


    def xcalculate(self, angle):
        radians = math.radians(angle)
        
        xmove = math.cos(radians)*(self.speed)
        return xmove

    def ycalculate(self, angle):
        radians = math.radians(angle)
        
        ymove = math.sin(radians)*(self.speed) * -1
        return ymove




class Arrow(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

        self.angle = 90
        arrowImage = pygame.image.load('Arrow.png')
        arrowImage.convert_alpha()
        arrowRect = arrowImage.get_rect()
        self.image = arrowImage
        self.transformImage = self.image
        self.rect = arrowRect
        self.rect.centerx = STARTX 
        self.rect.centery = STARTY
        


    def update(self, direction):
        
        if direction == LEFT and self.angle < 180:
            self.angle += 2
        elif direction == RIGHT and self.angle > 0:        
            self.angle -= 2

        self.transformImage = pygame.transform.rotate(self.image, self.angle)
        self.rect = self.transformImage.get_rect()
        self.rect.centerx = STARTX 
        self.rect.centery = STARTY

        
    def draw(self):
        DISPLAYSURF.blit(self.transformImage, self.rect)


class Score(object):
    def __init__(self):
        self.total = 0
        self.font = pygame.font.SysFont('Helvetica', 15)
        self.render = self.font.render('Score: ' + str(self.total), True, BLACK, WHITE)
        self.rect = self.render.get_rect()
        self.rect.left = 5
        self.rect.bottom = WINDOWHEIGHT - 5
        
        
    def update(self, deleteList):
        self.total += ((len(deleteList)) * 10)
        self.render = self.font.render('Score: ' + str(self.total), True, BLACK, WHITE)

    def draw(self):
        DISPLAYSURF.blit(self.render, self.rect)



def main():
    global FPSCLOCK, DISPLAYSURF, DISPLAYRECT, MAINFONT
    pygame.init()
    FPSCLOCK = pygame.time.Clock()
    pygame.display.set_caption('Bubble dragon games')
    MAINFONT = pygame.font.SysFont('Helvetica', TEXTHEIGHT)
    DISPLAYSURF, DISPLAYRECT = makeDisplay()
    
    

    while True:
        score, winorlose = runGame()
        endScreen(score, winorlose)



def runGame():
    musicList =['bgmusic.ogg', 'Utopian_Theme.ogg', 'Goofy_Theme.ogg']
    pygame.mixer.music.load(musicList[0])
    pygame.mixer.music.play()
    track = 0
    gameColorList = copy.deepcopy(COLORLIST)
    direction = None
    launchBubble = False
    newBubble = None
    
    
    
    arrow = Arrow()
    bubbleArray = makeBlankBoard()
    setBubbles(bubbleArray, gameColorList)
    
    nextBubble = Bubble(gameColorList[0])
    nextBubble.rect.right = WINDOWWIDTH - 5
    nextBubble.rect.bottom = WINDOWHEIGHT - 5

    score = Score()
    
    
    
   
    while True:
        DISPLAYSURF.fill(BGCOLOR)
        
        for event in pygame.event.get():
            if event.type == QUIT:
                terminate()
                
            elif event.type == KEYDOWN:
                if (event.key == K_LEFT):
                    direction = LEFT
                elif (event.key == K_RIGHT):
                    direction = RIGHT
                    
            elif event.type == KEYUP:
                direction = None
                if event.key == K_SPACE:
                    launchBubble = True
                elif event.key == K_ESCAPE:
                    terminate()

        if launchBubble == True:
            if newBubble == None:
                newBubble = Bubble(nextBubble.color)
                newBubble.angle = arrow.angle
                

            newBubble.update()
            newBubble.draw()
            
            
            if newBubble.rect.right >= WINDOWWIDTH - 5:
                newBubble.angle = 180 - newBubble.angle
            elif newBubble.rect.left <= 5:
                newBubble.angle = 180 - newBubble.angle


            launchBubble, newBubble, score = stopBubble(bubbleArray, newBubble, launchBubble, score)

            finalBubbleList = []
            for row in range(len(bubbleArray)):
                for column in range(len(bubbleArray[0])):
                    if bubbleArray[row][column] != BLANK:
                        finalBubbleList.append(bubbleArray[row][column])
                        if bubbleArray[row][column].rect.bottom > (WINDOWHEIGHT - arrow.rect.height - 10):
                            return score.total, 'lose'

            
            
            if len(finalBubbleList) < 1:
                return score.total, 'win'
                                        
                        
            
            gameColorList = updateColorList(bubbleArray)
            random.shuffle(gameColorList)
            
                    
                            
            if launchBubble == False:
                
                nextBubble = Bubble(gameColorList[0])
                nextBubble.rect.right = WINDOWWIDTH - 5
                nextBubble.rect.bottom = WINDOWHEIGHT - 5

        
        
                            
        nextBubble.draw()
        if launchBubble == True:
            coverNextBubble()
        
        arrow.update(direction)
        arrow.draw()


        
        setArrayPos(bubbleArray)
        drawBubbleArray(bubbleArray)

        score.draw()

        if pygame.mixer.music.get_busy() == False:
            if track == len(musicList) - 1:
                track = 0
            else:
                track += 1

            pygame.mixer.music.load(musicList[track])
            pygame.mixer.music.play()

            
        
        pygame.display.update()
        FPSCLOCK.tick(FPS)




def makeBlankBoard():
    array = []
    
    for row in range(ARRAYHEIGHT):
        column = []
        for i in range(ARRAYWIDTH):
            column.append(BLANK)
        array.append(column)

    return array




def setBubbles(array, gameColorList):
    for row in range(BUBBLELAYERS):
        for column in range(len(array[row])):
            random.shuffle(gameColorList)
            newBubble = Bubble(gameColorList[0], row, column)
            array[row][column] = newBubble 
            
    setArrayPos(array)





def setArrayPos(array):
    for row in range(ARRAYHEIGHT):
        for column in range(len(array[row])):
            if array[row][column] != BLANK:
                array[row][column].rect.x = (BUBBLEWIDTH * column) + 5
                array[row][column].rect.y = (BUBBLEWIDTH * row) + 5

    for row in range(1, ARRAYHEIGHT, 2):
        for column in range(len(array[row])):
            if array[row][column] != BLANK:
                array[row][column].rect.x += BUBBLERADIUS
                

    for row in range(1, ARRAYHEIGHT):
        for column in range(len(array[row])):
            if array[row][column] != BLANK:
                array[row][column].rect.y -= (BUBBLEYADJUST * row)

    deleteExtraBubbles(array)



def deleteExtraBubbles(array):
    for row in range(ARRAYHEIGHT):
        for column in range(len(array[row])):
            if array[row][column] != BLANK:
                if array[row][column].rect.right > WINDOWWIDTH:
                    array[row][column] = BLANK



def updateColorList(bubbleArray):
    newColorList = []

    for row in range(len(bubbleArray)):
        for column in range(len(bubbleArray[0])):
            if bubbleArray[row][column] != BLANK:
                newColorList.append(bubbleArray[row][column].color)

    colorSet = set(newColorList)

    if len(colorSet) < 1:
        colorList = []
        colorList.append(WHITE)
        return colorList

    else:

        return list(colorSet)
    
    



def checkForFloaters(bubbleArray):
    bubbleList = [column for column in range(len(bubbleArray[0]))
                         if bubbleArray[0][column] != BLANK]

    newBubbleList = []

    for i in range(len(bubbleList)):
        if i == 0:
            newBubbleList.append(bubbleList[i])
        elif bubbleList[i] > bubbleList[i - 1] + 1:
            newBubbleList.append(bubbleList[i])

    copyOfBoard = copy.deepcopy(bubbleArray)

    for row in range(len(bubbleArray)):
        for column in range(len(bubbleArray[0])):
            bubbleArray[row][column] = BLANK
    

    for column in newBubbleList:
        popFloaters(bubbleArray, copyOfBoard, column)



def popFloaters(bubbleArray, copyOfBoard, column, row=0):
    if (row < 0 or row > (len(bubbleArray)-1)
                or column < 0 or column > (len(bubbleArray[0])-1)):
        return
    
    elif copyOfBoard[row][column] == BLANK:
        return

    elif bubbleArray[row][column] == copyOfBoard[row][column]:
        return

    bubbleArray[row][column] = copyOfBoard[row][column]
    

    if row == 0:
        popFloaters(bubbleArray, copyOfBoard, column + 1, row    )
        popFloaters(bubbleArray, copyOfBoard, column - 1, row    )
        popFloaters(bubbleArray, copyOfBoard, column,     row + 1)
        popFloaters(bubbleArray, copyOfBoard, column - 1, row + 1)

    elif row % 2 == 0:
        popFloaters(bubbleArray, copyOfBoard, column + 1, row    )
        popFloaters(bubbleArray, copyOfBoard, column - 1, row    )
        popFloaters(bubbleArray, copyOfBoard, column,     row + 1)
        popFloaters(bubbleArray, copyOfBoard, column - 1, row + 1)
        popFloaters(bubbleArray, copyOfBoard, column,     row - 1)
        popFloaters(bubbleArray, copyOfBoard, column - 1, row - 1)

    else:
        popFloaters(bubbleArray, copyOfBoard, column + 1, row    )
        popFloaters(bubbleArray, copyOfBoard, column - 1, row    )
        popFloaters(bubbleArray, copyOfBoard, column,     row + 1)
        popFloaters(bubbleArray, copyOfBoard, column + 1, row + 1)
        popFloaters(bubbleArray, copyOfBoard, column,     row - 1)
        popFloaters(bubbleArray, copyOfBoard, column + 1, row - 1)
        


def stopBubble(bubbleArray, newBubble, launchBubble, score):
    deleteList = []
    popSound = pygame.mixer.Sound('popcork.ogg')
    
    for row in range(len(bubbleArray)):
        for column in range(len(bubbleArray[row])):
            
            if (bubbleArray[row][column] != BLANK and newBubble != None):
                if (pygame.sprite.collide_rect(newBubble, bubbleArray[row][column])) or newBubble.rect.top < 0:
                    if newBubble.rect.top < 0:
                        newRow, newColumn = addBubbleToTop(bubbleArray, newBubble)
                        
                    elif newBubble.rect.centery >= bubbleArray[row][column].rect.centery:

                        if newBubble.rect.centerx >= bubbleArray[row][column].rect.centerx:
                            if row == 0 or (row) % 2 == 0:
                                newRow = row + 1
                                newColumn = column
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow - 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn
                                
                            else:
                                newRow = row + 1
                                newColumn = column + 1
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow - 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn
                                                    
                        elif newBubble.rect.centerx < bubbleArray[row][column].rect.centerx:
                            if row == 0 or row % 2 == 0:
                                newRow = row + 1
                                newColumn = column - 1
                                if newColumn < 0:
                                    newColumn = 0
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow - 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn
                            else:
                                newRow = row + 1
                                newColumn = column
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow - 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn
                                
                            
                    elif newBubble.rect.centery < bubbleArray[row][column].rect.centery:
                        if newBubble.rect.centerx >= bubbleArray[row][column].rect.centerx:
                            if row == 0 or row % 2 == 0:
                                newRow = row - 1
                                newColumn = column
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow + 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn
                            else:
                                newRow = row - 1
                                newColumn = column + 1
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow + 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn
                            
                        elif newBubble.rect.centerx <= bubbleArray[row][column].rect.centerx:
                            if row == 0 or row % 2 == 0:
                                newRow = row - 1
                                newColumn = column - 1
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow + 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn
                                
                            else:
                                newRow = row - 1
                                newColumn = column
                                if bubbleArray[newRow][newColumn] != BLANK:
                                    newRow = newRow + 1
                                bubbleArray[newRow][newColumn] = copy.copy(newBubble)
                                bubbleArray[newRow][newColumn].row = newRow
                                bubbleArray[newRow][newColumn].column = newColumn


                    popBubbles(bubbleArray, newRow, newColumn, newBubble.color, deleteList)
                    
                    
                    if len(deleteList) >= 3:
                        for pos in deleteList:
                            popSound.play()
                            row = pos[0]
                            column = pos[1]
                            bubbleArray[row][column] = BLANK
                        checkForFloaters(bubbleArray)
                        
                        score.update(deleteList)

                    launchBubble = False
                    newBubble = None

    return launchBubble, newBubble, score

                    

def addBubbleToTop(bubbleArray, bubble):
    posx = bubble.rect.centerx
    leftSidex = posx - BUBBLERADIUS

    columnDivision = math.modf(float(leftSidex) / float(BUBBLEWIDTH))
    column = int(columnDivision[1])

    if columnDivision[0] < 0.5:
        bubbleArray[0][column] = copy.copy(bubble)
    else:
        column += 1
        bubbleArray[0][column] = copy.copy(bubble)

    row = 0
    

    return row, column
    
    


def popBubbles(bubbleArray, row, column, color, deleteList):
    if row < 0 or column < 0 or row > (len(bubbleArray)-1) or column > (len(bubbleArray[0])-1):
        return

    elif bubbleArray[row][column] == BLANK:
        return
    
    elif bubbleArray[row][column].color != color:
        return

    for bubble in deleteList:
        if bubbleArray[bubble[0]][bubble[1]] == bubbleArray[row][column]:
            return

    deleteList.append((row, column))

    if row == 0:
        popBubbles(bubbleArray, row,     column - 1, color, deleteList)
        popBubbles(bubbleArray, row,     column + 1, color, deleteList)
        popBubbles(bubbleArray, row + 1, column,     color, deleteList)
        popBubbles(bubbleArray, row + 1, column - 1, color, deleteList)

    elif row % 2 == 0:
        
        popBubbles(bubbleArray, row + 1, column,         color, deleteList)
        popBubbles(bubbleArray, row + 1, column - 1,     color, deleteList)
        popBubbles(bubbleArray, row - 1, column,         color, deleteList)
        popBubbles(bubbleArray, row - 1, column - 1,     color, deleteList)
        popBubbles(bubbleArray, row,     column + 1,     color, deleteList)
        popBubbles(bubbleArray, row,     column - 1,     color, deleteList)

    else:
        popBubbles(bubbleArray, row - 1, column,     color, deleteList)
        popBubbles(bubbleArray, row - 1, column + 1, color, deleteList)
        popBubbles(bubbleArray, row + 1, column,     color, deleteList)
        popBubbles(bubbleArray, row + 1, column + 1, color, deleteList)
        popBubbles(bubbleArray, row,     column + 1, color, deleteList)
        popBubbles(bubbleArray, row,     column - 1, color, deleteList)
            


def drawBubbleArray(array):
    for row in range(ARRAYHEIGHT):
        for column in range(len(array[row])):
            if array[row][column] != BLANK:
                array[row][column].draw()


                    

def makeDisplay():
    DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
    DISPLAYRECT = DISPLAYSURF.get_rect()
    DISPLAYSURF.fill(BGCOLOR)
    DISPLAYSURF.convert()
    pygame.display.update()

    return DISPLAYSURF, DISPLAYRECT
    
 
def terminate():
    pygame.quit()
    sys.exit()


def coverNextBubble():
    whiteRect = pygame.Rect(0, 0, BUBBLEWIDTH, BUBBLEWIDTH)
    whiteRect.bottom = WINDOWHEIGHT
    whiteRect.right = WINDOWWIDTH
    pygame.draw.rect(DISPLAYSURF, BGCOLOR, whiteRect)



def endScreen(score, winorlose):
    endFont = pygame.font.SysFont('Helvetica', 20)
    endMessage1 = endFont.render('You ' + winorlose + '! Your Score is ' + str(score) + '. Press Enter to Play Again.', True, BLACK, BGCOLOR)
    endMessage1Rect = endMessage1.get_rect()
    endMessage1Rect.center = DISPLAYRECT.center

    DISPLAYSURF.fill(BGCOLOR)
    DISPLAYSURF.blit(endMessage1, endMessage1Rect)
    pygame.display.update()

    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                terminate()
            elif event.type == KEYUP:
                if event.key == K_RETURN:
                    return
                elif event.key == K_ESCAPE:
                    terminate()
        
        
if __name__ == '__main__':
    main()
Copy code

3, Effect display

The space bar is the service, the direction key, and the left and right of the remote control arrow.

1) Operation interface

2) three of the same color can be eliminated

3) end page

A ball is 10 score points. I eliminated a total of 591 balls in the interface before ending the game! 2333, it's a little difficult

summary

well! The little game is over. Play it yourself. Ahaha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha 😀. The source code is free to take didi me!

 

to 🐟 The vast sea of people meet - thank you for reading! Meeting is fate. If it helps you, remember to connect three times~

I am mumuzi, a female code farmer who can not only program, but also teach you to play games, make Festival surprises, and even tease your little sister and brother's confession applet

Write at the end - there are many wonderful contents in the past, welcome to read! Follow me and update daily

Topics: Python Programmer pygame