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Python game development, pyGame module, python implementation of angry birds

2022-01-30 05:27:57 Dai mubai

This article has participated in 「 Digging force Star Program

Preface

This time I'll take you to write a little angry bird game that was popular for a while .

I don't say much nonsense , Let's start happily ~

 Angry birds

development tool

**Python edition :**3.6.4

Related modules :

pygame modular ;

As well as some python Built in modules .

Environment building

install Python And add to environment variable ,pip Install the relevant modules required .

Introduction of the principle

Here is a brief introduction to the implementation principle of the game . The first is the start interface of the game , It looks like this , It's simple :

 Start interface

There are two main parts , That is, the title of the game and the start and exit buttons of the game , The code implementation of these two parts is as follows :

''' Button class '''
class Button(pygame.sprite.Sprite):
    def __init__(self, screen, x, y, width, height, action=None, color_not_active=(189, 195, 199), color_active=(189, 195, 199)):
        pygame.sprite.Sprite.__init__(self)
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.action = action
        self.screen = screen
        self.color_active = color_active
        self.color_not_active = color_not_active
    ''' Add text '''
    def addtext(self, text, size=20, font='Times New Roman', color=(0, 0, 0)):
        self.font = pygame.font.Font(font, size)
        self.text = self.font.render(text, True, color)
        self.text_pos = self.text.get_rect()
        self.text_pos.center = (self.x + self.width / 2, self.y + self.height / 2)
    ''' Whether it is selected by the mouse '''
    def selected(self):
        pos = pygame.mouse.get_pos()
        if (self.x < pos[0] < self.x + self.width) and (self.y < pos[1] < self.y + self.height):
            return True
        return False
    ''' Draw it on the screen '''
    def draw(self):
        if self.selected():
            pygame.draw.rect(self.screen, self.color_active, (self.x, self.y, self.width, self.height))
        else:
            pygame.draw.rect(self.screen, self.color_not_active, (self.x, self.y, self.width, self.height))
        if hasattr(self, 'text'):
            self.screen.blit(self.text, self.text_pos)


''' Text label class '''
class Label(pygame.sprite.Sprite):
    def __init__(self, screen, x, y, width, height):
        pygame.sprite.Sprite.__init__(self)
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.screen = screen
    ''' Add text '''
    def addtext(self, text, size=20, font='Times New Roman', color=(0, 0, 0)):
        self.font = pygame.font.Font(font, size)
        self.text = self.font.render(text, True, color)
        self.text_pos = self.text.get_rect()
        self.text_pos.center = (self.x + self.width / 2, self.y + self.height / 2)
    ''' Draw it on the screen '''
    def draw(self):
        if hasattr(self, 'text'):
            self.screen.blit(self.text, self.text_pos)
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In fact, they are relatively simple to implement , A button class is one more button that is selected by the mouse ( That is, when the position of the mouse falls within the area of the button ) Change the color to visually tell the player that the button has been selected .

If the player clicks the exit button (QUIT), Then quit the game :

def quitgame():
    pygame.quit()
    sys.exit()
 If you click the start game button , Then start the game :

def startgame():
    game_levels = GameLevels(cfg, screen)
    game_levels.start()
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The game interface looks like this :

 Game interface

The way for players to win is to operate a limited number of birds to kill all invading pigs , In other words, use a catapult to launch birds , Let the bird hit all the pigs on the field . If there are still pigs on the field after all the birds are fired, they are not hit , Then the player fails . The code for judging the winning and losing relationship of the game is actually quite simple , It looks something like this :

''' Game status '''
def status(self, pigs, birds):
    status_codes = {
        'gaming': 0,
        'failure': 1,
        'victory': 2,
    }
    if len(pigs) == 0: return status_codes['victory']
    elif len(birds) == 0: return status_codes['failure']
    else: return status_codes['gaming']
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next , In order to realize the game , Let's first define all the game sprite classes we need . First , It's our main character , Angry birds :

''' Little bird '''
class Bird(pygame.sprite.Sprite):
    def __init__(self, screen, imagepaths, loc_info, velocity=None, color=(255, 255, 255), **kwargs):
        pygame.sprite.Sprite.__init__(self)
        assert len(loc_info) == 3
        assert len(imagepaths) == 1
        #  Set the necessary property constants 
        self.color = color
        self.screen = screen
        self.loc_info = list(loc_info)
        self.imagepaths = imagepaths
        self.velocity = VelocityVector() if velocity is None else velocity
        self.type = 'bird'
        self.fly_path = []
        self.is_dead = False
        self.elasticity = 0.8
        self.is_loaded = False
        self.is_selected = False
        self.inverse_friction = 0.99
        self.gravity = VelocityVector(0.2, math.pi)
        #  The screen size 
        self.screen_size = screen.get_rect().size
        self.screen_size = (self.screen_size[0], self.screen_size[1] - 50)
        #  Import images 
        self.image = pygame.image.load(imagepaths[0])
    ''' Draw it on the screen '''
    def draw(self):
        if not self.is_loaded:
            for point in self.fly_path:
                pygame.draw.ellipse(self.screen, self.color, (point[0], point[1], 3, 3), 1)
        position = self.loc_info[0] - self.loc_info[2], self.loc_info[1] - self.loc_info[2]
        self.screen.blit(self.image, position)
    ''' Judge whether it is selected by the mouse '''
    def selected(self):
        pos = pygame.mouse.get_pos()
        dx, dy = pos[0] - self.loc_info[0], pos[1] - self.loc_info[1]
        dist = math.hypot(dy, dx)
        if dist < self.loc_info[2]:
            return True
        return False
    ''' Load on slingshot '''
    def load(self, slingshot):
        self.loc_info[0], self.loc_info[1] = slingshot.x, slingshot.y
        self.is_loaded = True
    ''' Reset position '''
    def reposition(self, slingshot):
        pos = pygame.mouse.get_pos()
        if self.selected:
            self.loc_info[0], self.loc_info[1] = pos[0], pos[1]
            dx, dy = slingshot.x - self.loc_info[0], slingshot.y - self.loc_info[1]
            self.velocity.magnitude = min(int(math.hypot(dx, dy) / 2), 80)
            self.velocity.angle = math.pi / 2 + math.atan2(dy, dx)
    ''' Show the path to launch the bird '''
    def projectpath(self):
        if self.is_loaded:
            path = []
            bird = Bird(self.screen, self.imagepaths, self.loc_info, velocity=self.velocity)
            for i in range(30):
                bird.move()
                if i % 5 == 0: path.append((bird.loc_info[0], bird.loc_info[1]))
            for point in path:
                pygame.draw.ellipse(self.screen, self.color, (point[0], point[1], 2, 2))
    ''' Move the bird '''
    def move(self):
        #  Change the bird's velocity vector according to gravity 
        self.velocity = VectorAddition(self.velocity, self.gravity)
        self.loc_info[0] += self.velocity.magnitude * math.sin(self.velocity.angle)
        self.loc_info[1] -= self.velocity.magnitude * math.cos(self.velocity.angle)
        self.velocity.magnitude *= self.inverse_friction
        #  The width exceeds the screen 
        if self.loc_info[0] > self.screen_size[0] - self.loc_info[2]:
            self.loc_info[0] = 2 * (self.screen_size[0] - self.loc_info[2]) - self.loc_info[0]
            self.velocity.angle *= -1
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[0] < self.loc_info[2]:
            self.loc_info[0] = 2 * self.loc_info[2] - self.loc_info[0]
            self.velocity.angle *= -1
            self.velocity.magnitude *= self.elasticity
        #  The height exceeds the screen 
        if self.loc_info[1] > self.screen_size[1] - self.loc_info[2]:
            self.loc_info[1] = 2 * (self.screen_size[1] - self.loc_info[2]) - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[1] < self.loc_info[2]:
            self.loc_info[1] = 2 * self.loc_info[2] - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity
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The main consideration to realize it is that birds actually exist in five states :

Queue status , That is, the state of waiting to enter the catapult in the lower left corner , Just stay still ;

Ready state , That is, enter the state where the slingshot is ready to be launched , It needs to keep moving with the mouse , What makes game player know what kind of angle and path it will be when he has adjusted the location of the bird? ;

Flight status , That is, the state after being launched by a slingshot , We need to calculate the bird's flight path and move constantly according to gravity and the bird's initial velocity ;

Collision status , That is, when it hits other objects during flight, such as pigs and wooden piles , The state of motion has changed ;

Stationary state , That is, the state when the bird finally stands still after completing the flight state .

Then let's realize piggy :

''' The pig '''
class Pig(pygame.sprite.Sprite):
    def __init__(self, screen, imagepaths, loc_info, velocity=None, **kwargs):
        pygame.sprite.Sprite.__init__(self)
        assert len(loc_info) == 3
        assert len(imagepaths) == 3
        #  Set the necessary property constants 
        self.screen = screen
        self.loc_info = list(loc_info)
        self.imagepaths = imagepaths
        self.velocity = VelocityVector() if velocity is None else velocity
        self.type = 'pig'
        self.is_dead = False
        self.elasticity = 0.8
        self.switch_freq = 20
        self.animate_count = 0
        self.inverse_friction = 0.99
        self.gravity = VelocityVector(0.2, math.pi)
        #  The screen size 
        self.screen_size = screen.get_rect().size
        self.screen_size = (self.screen_size[0], self.screen_size[1] - 50)
        #  Import images 
        self.pig_images = []
        for imagepath in imagepaths: self.pig_images.append(pygame.image.load(imagepath))
        #  Set the current image 
        self.image = random.choice(self.pig_images[:2])
    ''' Draw it on the screen '''
    def draw(self):
        self.animate_count += 1
        if (self.animate_count % self.switch_freq == 0) and (not self.is_dead):
            self.animate_count = 0
            self.image = random.choice(self.pig_images[:2])
        position = self.loc_info[0] - self.loc_info[2], self.loc_info[1] - self.loc_info[2]
        self.screen.blit(self.image, position)
    ''' Mobile pig '''
    def move(self):
        #  Change the pig's velocity vector according to gravity 
        self.velocity = VectorAddition(self.velocity, self.gravity)
        self.loc_info[0] += self.velocity.magnitude * math.sin(self.velocity.angle)
        self.loc_info[1] -= self.velocity.magnitude * math.cos(self.velocity.angle)
        self.velocity.magnitude *= self.inverse_friction
        #  The width exceeds the screen 
        if self.loc_info[0] > self.screen_size[0] - self.loc_info[2]:
            self.loc_info[0] = 2 * (self.screen_size[0] - self.loc_info[2]) - self.loc_info[0]
            self.velocity.angle *= -1
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[0] < self.loc_info[2]:
            self.loc_info[0] = 2 * self.loc_info[2] - self.loc_info[0]
            self.velocity.angle *= -1
            self.velocity.magnitude *= self.elasticity
        #  The height exceeds the screen 
        if self.loc_info[1] > self.screen_size[1] - self.loc_info[2]:
            self.loc_info[1] = 2 * (self.screen_size[1] - self.loc_info[2]) - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[1] < self.loc_info[2]:
            self.loc_info[1] = 2 * self.loc_info[2] - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity
    ''' The pig died '''
    def setdead(self):
        self.is_dead = True
        self.image = self.pig_images[-1]
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Pigs mainly include three states in the game :

Stationary state , That is, the state of being stationary somewhere when you are not hit ;

The state of motion after being hit , That is, after being hit by other objects, it also runs together according to the principle of momentum conservation ;

The static state after being hit , That is, the state in which motion is caused by being hit and then returns to rest 、

The implementation principle of wood blocks in the game is similar to that of pigs :

''' The wood in the map '''
class Block(pygame.sprite.Sprite):
    def __init__(self, screen, imagepaths, loc_info, velocity=None, **kwargs):
        pygame.sprite.Sprite.__init__(self)
        assert len(loc_info) == 3
        assert len(imagepaths) == 2
        #  Set the necessary property constants 
        self.type = 'block'
        self.screen = screen
        self.loc_info = list(loc_info)
        self.imagepaths = imagepaths
        self.velocity = VelocityVector() if velocity is None else velocity
        self.elasticity = 0.7
        self.is_destroyed = False
        self.inverse_friction = 0.99
        self.gravity = VelocityVector(0.2, math.pi)
        #  Import images 
        self.block_images = []
        for imagepath in imagepaths: self.block_images.append(pygame.transform.scale(pygame.image.load(imagepath), (100, 100)))
        #  The screen size 
        self.screen_size = screen.get_rect().size
        self.screen_size = (self.screen_size[0], self.screen_size[1] - 50)
        #  Set the current image 
        self.image = self.block_images[0]
        self.rect = self.image.get_rect()
        self.rotate_angle = math.radians(0)
    ''' Draw it on the screen '''
    def draw(self):
        pygame.transform.rotate(self.image, self.rotate_angle)
        self.screen.blit(self.image, (self.loc_info[0] - self.rect.width // 2, self.loc_info[1]))
    ''' Set to damaged state '''
    def setdestroy(self):
        self.is_destroyed = True
        self.image = self.block_images[1]
    ''' Move the wooden block '''
    def move(self):
        #  Change the velocity vector of the wood block according to gravity 
        self.velocity = VectorAddition(self.velocity, self.gravity)
        self.loc_info[0] += self.velocity.magnitude * math.sin(self.velocity.angle)
        self.loc_info[1] -= self.velocity.magnitude * math.cos(self.velocity.angle)
        self.velocity.magnitude *= self.inverse_friction
        #  The width exceeds the screen 
        if self.loc_info[0] > self.screen_size[0] - self.rect.width:
            self.loc_info[0] = 2 * (self.screen_size[0] - self.rect.width) - self.loc_info[0]
            self.velocity.angle *= -1
            self.rotate_angle = -self.velocity.angle
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[0] < self.rect.width:
            self.loc_info[0] = 2 * self.rect.width - self.loc_info[0]
            self.velocity.angle *= -1
            self.rotate_angle = -self.velocity.angle
            self.velocity.magnitude *= self.elasticity
        #  The height exceeds the screen 
        if self.loc_info[1] > self.screen_size[1] - self.rect.height:
            self.loc_info[1] = 2 * (self.screen_size[1] - self.rect.height) - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.rotate_angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[1] < self.rect.height:
            self.loc_info[1] = 2 * self.rect.height - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.rotate_angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity
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Last , Let's just implement the wall and slingshot :

''' Slingshot '''
class Slingshot(pygame.sprite.Sprite):
    def __init__(self, screen, x, y, width, height, color=(66, 73, 73), line_color=(100, 30, 22), **kwargs):
        pygame.sprite.Sprite.__init__(self)
        self.x = x
        self.y = y
        self.color = color
        self.width = width
        self.height = height
        self.screen = screen
        self.line_color = line_color
        self.type = 'slingshot'
    ''' Draw it on the screen '''
    def draw(self, bird=None):
        pygame.draw.rect(self.screen, self.color, (self.x, self.y + self.height * 1 / 3, self.width, self.height * 2 / 3))
        if bird is not None and bird.is_loaded:
            pygame.draw.line(self.screen, self.line_color, (self.x, self.y + self.height / 6), (bird.loc_info[0], bird.loc_info[1] + bird.loc_info[2] / 2), 10)
            pygame.draw.line(self.screen, self.line_color, (self.x + self.width, self.y + self.height / 6), (bird.loc_info[0] + bird.loc_info[2], bird.loc_info[1] + bird.loc_info[2] / 2), 10)
        pygame.draw.rect(self.screen, self.color, (self.x - self.width / 4, self.y, self.width / 2, self.height / 3), 5)
        pygame.draw.rect(self.screen, self.color, (self.x + self.width * 3 / 4, self.y, self.width / 2, self.height / 3), 5)


''' wall '''
class Slab(pygame.sprite.Sprite):
    def __init__(self, screen, imagepaths, x, y, width, height, color=(255, 255, 255)):
        pygame.sprite.Sprite.__init__(self)
        self.x = x
        self.y = y
        self.color = color
        self.width = width
        self.height = height
        self.screen = screen
        self.imagepaths = imagepaths
        if self.width > self.height:
            self.image = pygame.image.load(self.imagepaths[0])
        else:
            self.image = pygame.image.load(self.imagepaths[1])
        self.image = pygame.transform.scale(self.image, (self.width, self.height))
        self.type = 'wall'
    ''' Draw it on the screen '''
    def draw(self):
        self.screen.blit(self.image, (self.x, self.y))
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thus , We have completed the definition of all game elves , You can start to realize the main cycle of the game , The specific code implementation is as follows :

''' Start the game '''
def start(self):
    #  Import all game sprites 
    game_sprites = self.loadlevelmap()
    birds, pigs, blocks, walls = game_sprites['birds'], game_sprites['pigs'], game_sprites['blocks'], game_sprites['walls']
    slingshot = Slingshot(self.screen, 200, self.screen_size[1] - 200, 30, 200)
    birds[0].load(slingshot)
    score_label = Label(self.screen, 50, 10, 100, 50)
    score_label.addtext(f'SCORE: {self.score}', 25, self.cfg.FONTPATH['Comic_Kings'], (236, 240, 241))
    birds_remaining_label = Label(self.screen, 120, 50, 100, 50)
    birds_remaining_label.addtext(f"BIRDS REMAINING: {len(birds)}", 25, self.cfg.FONTPATH['Comic_Kings'], (236, 240, 241))
    pigs_remaining_label = Label(self.screen, 110, 90, 100, 50)
    pigs_remaining_label.addtext(f"PIGS REMAINING: {len(pigs)}", 25, self.cfg.FONTPATH['Comic_Kings'], (236, 240, 241))
    carles_label = Label(self.screen, self.screen_size[0] - 270, self.screen_size[1] - 20, 300, 100)
    carles_label.addtext('CARLES', 60, self.cfg.FONTPATH['arfmoochikncheez'], (113, 125, 126))
    #  The main cycle of the game 
    clock = pygame.time.Clock()
    blocks_to_remove, pigs_to_remove = [], []
    while True:
        # -- Key detection 
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.quitgame()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_q:
                    self.quitgame()
                elif event.key == pygame.K_r:
                    self.start()
                elif event.key == pygame.K_p or event.key == pygame.K_ESCAPE:
                    self.pauseinterface()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if birds[0].selected():
                    birds[0].is_selected = True
            elif event.type == pygame.MOUSEBUTTONUP:
                if birds[0].is_selected:
                    birds[0].is_selected = False
                    birds[0].start_flying = True
        # -- Background color fill 
        color = self.cfg.BACKGROUND_COLOR
        for i in range(3):
            color = (color[0] + 5, color[1] + 5, color[2] + 5)
            pygame.draw.rect(self.screen, color, (0, i * 300, self.screen_size[0], 300))
        pygame.draw.rect(self.screen, (77, 86, 86), (0, self.screen_size[1], self.screen_size[0], 50))
        # -- Determine if the game is over , If not, import a new bird 
        if (not birds[0].is_loaded) and self.still(pigs + birds + blocks):
            birds.pop(0)
            if self.status(pigs, birds) == 2:
                self.score += len(birds) * 100
                self.switchlevelinterface()
            elif self.status(pigs, birds) == 1:
                self.failureinterface()
            birds[0].load(slingshot)
            birds[0].start_flying = False
        # -- Reset the bird's position 
        if birds[0].is_selected:
            birds[0].reposition(slingshot)
        if hasattr(birds[0], 'start_flying') and birds[0].start_flying:
            birds[0].is_loaded = False
        # -- Slingshot 
        slingshot.draw(birds[0])
        # -- Judge whether the pig hit a stake 
        for i in range(len(pigs)):
            for j in range(len(blocks)):
                pig_magnitude_1, block_magnitude_1 = pigs[i].velocity.magnitude, blocks[j].velocity.magnitude
                pigs[i], blocks[j], is_collision = self.collision(pigs[i], blocks[j])
                pig_magnitude_2, block_magnitude_2 = pigs[i].velocity.magnitude, blocks[j].velocity.magnitude
                if is_collision:
                    if abs(pig_magnitude_2 - pig_magnitude_2) > 2:
                        blocks_to_remove.append(blocks[j])
                        blocks[j].setdestroy()
                    if abs(block_magnitude_2 - block_magnitude_1) > 2:
                        pigs_to_remove.append(pigs[i])
                        pigs[i].setdead()
        # -- Judge whether the bird hit the stake 
        for i in range(len(birds)):
            if not (birds[i].is_loaded or birds[i].velocity.magnitude == 0):
                for j in range(len(blocks)):
                    bird_magnitude_1, block_magnitude_1 = birds[i].velocity.magnitude, blocks[j].velocity.magnitude
                    birds[i], blocks[j], is_collision = self.collision(birds[i], blocks[j])
                    bird_magnitude_2, block_magnitude_2 = birds[i].velocity.magnitude, blocks[j].velocity.magnitude
                    if is_collision:
                        if abs(bird_magnitude_1 - bird_magnitude_2) > 2:
                            if blocks[j] not in blocks_to_remove:
                                blocks_to_remove.append(blocks[j])
                                blocks[j].setdestroy()
        # -- Judge whether the pig hit the pig or the pig hit the wall 
        for i in range(len(pigs)):
            pigs[i].move()
            for j in range(i+1, len(pigs)):
                pig1_magnitude_1, pig2_magnitude_1 = pigs[i].velocity.magnitude, pigs[j].velocity.magnitude
                pigs[i], pigs[j], is_collision = self.collision(pigs[i], pigs[j])
                pig1_magnitude_2, pig2_magnitude_2 = pigs[i].velocity.magnitude, pigs[j].velocity.magnitude
                if abs(pig1_magnitude_1 - pig1_magnitude_2) > 2:
                    if pigs[j] not in pigs_to_remove:
                        pigs_to_remove.append(pigs[j])
                        pigs[j].setdead()
                if abs(pig2_magnitude_1 - pig2_magnitude_2) > 2:
                    if pigs[i] not in pigs_to_remove:
                        pigs_to_remove.append(pigs[i])
                        pigs[i].setdead()
            for wall in walls: pigs[i] = self.collision(pigs[i], wall)[0]
            pigs[i].draw()
        # -- Judge whether the bird hit the pig or the bird hit the wall 
        for i in range(len(birds)):
            if (not birds[i].is_loaded) and (birds[i].velocity.magnitude):
                birds[i].move()
                for j in range(len(pigs)):
                    bird_magnitude_1, pig_magnitude_1 = birds[i].velocity.magnitude, pigs[j].velocity.magnitude
                    birds[i], pigs[j], is_collision = self.collision(birds[i], pigs[j])
                    bird_magnitude_2, pig_magnitude_2 = birds[i].velocity.magnitude, pigs[j].velocity.magnitude
                    if is_collision:
                        if abs(bird_magnitude_2 - bird_magnitude_1) > 2:
                            if pigs[j] not in pigs_to_remove:
                                pigs_to_remove.append(pigs[j])
                                pigs[j].setdead()
            if birds[i].is_loaded: birds[i].projectpath()
            for wall in walls: birds[i] = self.collision(birds[i], wall)[0]
            birds[i].draw()
        # -- Judge whether the stake hit the stake or the stake hit the wall 
        for i in range(len(blocks)):
            for j in range(i+1, len(blocks)):
                block1_magnitude_1, block2_magnitude_1 = blocks[i].velocity.magnitude, blocks[j].velocity.magnitude
                blocks[i], blocks[j], is_collision = self.collision(blocks[i], blocks[j])
                block1_magnitude_2, block2_magnitude_2 = blocks[i].velocity.magnitude, blocks[j].velocity.magnitude
                if is_collision:
                    if abs(block1_magnitude_2 - block1_magnitude_1) > 2:
                        if blocks[j] not in blocks_to_remove:
                            blocks_to_remove.append(blocks[j])
                            blocks[j].setdestroy()
                    if abs(block2_magnitude_2 - block2_magnitude_1) > 2:
                        if blocks[i] not in blocks_to_remove:
                            blocks_to_remove.append(blocks[i])
                            blocks[i].setdestroy()
            blocks[i].move()
            for wall in walls: blocks[i] = self.collision(blocks[i], wall)[0]
            blocks[i].draw()
        # -- wall 
        for wall in walls: wall.draw()
        # -- According to the text 
        score_label.addtext(f'SCORE: {self.score}', 25, self.cfg.FONTPATH['Comic_Kings'], (236, 240, 241))
        score_label.draw()
        birds_remaining_label.addtext(f"BIRDS REMAINING: {len(birds)}", 25, self.cfg.FONTPATH['Comic_Kings'], (236, 240, 241))
        birds_remaining_label.draw()
        pigs_remaining_label.addtext(f"PIGS REMAINING: {len(pigs)}", 25, self.cfg.FONTPATH['Comic_Kings'], (236, 240, 241))
        pigs_remaining_label.draw()
        carles_label.draw()
        # -- Screen refresh 
        pygame.display.update()
        clock.tick(self.cfg.FPS)
        # -- Delete invalid element 
        if self.still(birds + pigs + blocks):
            for pig in pigs_to_remove:
                if pig in pigs:
                    pigs.remove(pig)
                    self.score += 100
            for block in blocks_to_remove:
                if block in blocks:
                    blocks.remove(block)
                    self.score += 50
            pigs_to_remove = []
            blocks_to_remove = []
 Copy code 

Key detection, collision detection and real-time update of game status such as some scores

This is the end of the article , Thanks for watching ,Python27 A series of small games , Share the next article Python Memory flop games

To thank readers , I want to share with you some of my recent collections of programming dry goods , Give back to every reader , I hope I can help you .

For the complete source code, see the relevant documents of the introduction to the home page ~

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author[Dai mubai],Please bring the original link to reprint, thank you.
https://en.pythonmana.com/2022/01/202201300527561629.html

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