Pygame级别/菜单状态

时间:2013-02-05 05:40:37

标签: pygame

使用下面的代码,实现游戏状态控制级别的最简单,最简单的方法是什么?如果我想从标题屏幕开始然后加载一个级别,并在完成后继续进入下一级别?如果有人能够解释最简单的方法来解决这个问题就很棒!

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()

2 个答案:

答案 0 :(得分:33)

首先,让我们摆脱这些丑陋的if-blocks:

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

我们可以将它们改写为:

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)]

这将在以后派上用场。


回到主题:我们想要的是一堆不同的场景。每个场景都必须负责自己的屏幕渲染和事件处理。

让我们尝试将现有代码提取到游戏场景中,以便稍后可以添加其他场景。我们首先创建一个空的Scene类,它将成为我们场景的基类:

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

我们的计划是覆盖每个子类中的每个方法,因此我们在基类中引发NotImplementedError,以便我们轻松发现是否忘记这样做(我们也可以使用ABCs,但让我们保留它简单)。

现在让我们把与运行游戏状态相关的所有内容(基本上都是一切)放到一个新的GameScene类中。

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

还不完美,但是一个好的开始。与实际游戏玩法相关的所有内容都被提取到自己的类中。一些变量必须是实例变量,因此必须通过self访问它们。

现在我们需要改变main - 函数来实际使用这个类:

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()

请注意,我更改了两件小事:我使用pygame.event.get(QUIT)来获取可能的QUIT - 事件,因为这是我们在主循环中唯一的事件。所有其他事件将直接传递到当前场景:scene.handle_events(pygame.event.get())

此时,我们可以考虑将一些类提取到自己的文件中,但让我们继续。

让我们创建一个标题菜单:

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))

这只显示绿色背景和一些文字。如果玩家按 SPACE ,我们想要开始第一级。请注意这一行:

self.manager.go_to(GameScene(0))

这里我将参数0传递给GameScene类,所以让我们改变它以便它接受这个参数:

class GameScene(Scene):
    def __init__(self, level):
        ...

可以删除行level = 0,正如您已经猜到的那样。

那是什么self.manager?这只是一个小帮手类,为我们管理场景。

class SceneMananger(object):
    def __init__(self):
        self.go_to(TitleScene())

    def go_to(self, scene):
        self.scene = scene
        self.scene.manager = self

从标题场景开始,将每个场景manager字段设置为自身,以允许更改当前场景。如何实现这样的场景管理器有很多可能性,这是最简单的方法。缺点是每个场景必须知道它后面的场景,但现在不应该打扰我们。

让我们使用新的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()

简单。让我们快速添加第二级和赢/输屏幕,我们就完成了。

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())

以下是完整的代码。请注意Player类的更改:它不是再次调用main函数,而是调用场景上的方法来指示玩家到达出口或死亡。

另外,我改变了玩家和敌人的位置。现在,您可以指定实体在关卡中的显示位置。例如。 Player(5, 40)将在级别的第5行第40行创建播放器。作为奖励,敌人进行适当的碰撞检测。

我将级别的描述提取到名为levels的字典中,因此可以根据需要轻松更改和添加级别(稍后,您可能需要每个级别一个文件,因此这是一个好的开始) 。它可以扩展为保持玩家的起始位置,但您也可以创建一个特殊的图块,例如*作为起始位置,并在级别描述中为敌人创建E

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()

答案 1 :(得分:1)

我还制作了一个游戏,其中包含游戏菜单,关卡菜单,加载部分和游戏部分。
我这样做的方式是在主游戏循环中,
我经历了一系列的elif陈述,以确定游戏所处的“模式”,并采取适当的行动 它看起来效果很好,我建议你尝试一下。

我意识到我的代码真的很长,但是如果你去#game loop(使用ctrl + f找到它),你可以看到elifs确定模式。希望这会有所帮助。

#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)