# 第五章:加入圖片和音效
## 圖片
1. ### 載入圖片
* #### 程式碼:
```python=
import os
# 背景圖片
background_img = pygame.image.load(os.path.join("img", "background.jpg")).convert_alpha()
# 磚塊圖片
brick_img = pygame.image.load(os.path.join("img", "chocolate.png")).convert_alpha()
# 板子圖片
board_img = pygame.image.load(os.path.join("img", "wood.png")).convert_alpha()transform.scale(board_img, BOARD_SIZE)
# 球圖片
ball_img = pygame.image.load(os.path.join("img", "ball.png")).convert_alpha()
```
* #### 語法說明:
* `pygame.image.load(filepath)`:回傳路徑中的圖片
* `os.path.join(name1, name2, ...)`:
* 不同作業系統的路徑分隔符不同,假如要取得 img 資料夾中的 ball.png:
* Windows $\Rightarrow$ `img\\ball.png`
* macOS/Linus $\Rightarrow$ `img/ball.png`
* 用 `os.path.join()` 可以自動處理這些分隔符
* 須先導入 `os` 模組
* `convert_alpha()`:轉換圖片格式,提升 pygame 繪製圖片效率,並支援透明度。
[圖片檔案](https://github.com/NTPUCSIE12-ChoCodeLate/NTPUCSIE_CAMP/tree/7100b921e60076b1fa40ccf759ae529f7f1f2b41/img)
1. ### 圖片修正
* #### 程式碼:
```python=
...
background_img = pygame.transform.scale(background_img, (WIDTH, HEIGHT))
...
brick_img = pygame.transform.scale(brick_img, (BRICK_WIDTH, BRICK_HEIGHT))
...
board_img = pygame.transform.scale(board_img, BOARD_SIZE)
...
ball_img = pygame.transform.scale(ball_img, (BALL_RADIUS * 2, BALL_RADIUS * 2))
```
* #### 語法說明:
* `pygame.transform.scale(image, size)`:調整圖片大小
1. ### 圖片配置
* #### 程式碼:
```python=
class Brick(pygame.sprite.Sprite):
def __init__(self, x, y):
...
self.image = brick_img
...
class Board(pygame.sprite.Sprite):
def __init__(self, center):
...
self.image = board_img
...
class Ball(pygame.sprite.Sprite):
def __init__(self, angle, center):
...
self.image = ball_img
...
while running:
...
# 畫面顯示
screen.blit(background_img, (0, 0))
...
```
* #### 語法說明:
* `surface.blit(image, (x, y))`:將 image 畫在另一個 surface 上,(x, y) 表示畫的位置。
## 音效
1. ### 音效初始設定
```python=
pygame.mixer.init()
```
1. ### 載入音效
```python=
hit_sound = pygame.mixer.Sound(os.path.join('sound', 'hit.wav'))
```
[音效檔案](https://github.com/NTPUCSIE12-ChoCodeLate/NTPUCSIE_CAMP/tree/7100b921e60076b1fa40ccf759ae529f7f1f2b41/sound)
1. ### 播放音效
```python=
class Ball(pygame.sprite.Sprite):
def hit_brick(self, brick_rect):
hit_sound.play() # 播放音效
...
```
---
:::spoiler 完整程式碼
```python=
import pygame
import math
import random
import os
FPS = 60
# 大小設定
WIDTH, HEIGHT = 800, 700
BRICK_ROWS = 5
BRICK_COLS = 8
BRICK_MARGIN = 70
BRICK_SPACING = 8
BRICK_WIDTH = (WIDTH - 2 * BRICK_MARGIN) // BRICK_COLS - BRICK_SPACING
BRICK_HEIGHT = 40
BOARD_SIZE = (150, 30)
BALL_RADIUS = 15
# 顏色設定
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLACK = (0, 0, 0)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("打磚塊遊戲")
clock = pygame.time.Clock()
# 載入圖片
# 背景圖片
background_img = pygame.image.load(os.path.join("img", "background.jpg")).convert_alpha()
background_img = pygame.transform.scale(background_img, (WIDTH, HEIGHT))
# 磚塊圖片
brick_img = pygame.image.load(os.path.join("img", "chocolate.png")).convert_alpha()
brick_img = pygame.transform.scale(brick_img, (BRICK_WIDTH, BRICK_HEIGHT))
# 板子圖片
board_img = pygame.image.load(os.path.join("img", "wood.png")).convert_alpha()
board_img = pygame.transform.scale(board_img, BOARD_SIZE)
# 球圖片
ball_img = pygame.image.load(os.path.join("img", "ball.png")).convert_alpha()
ball_img = pygame.transform.scale(ball_img, (BALL_RADIUS * 2, BALL_RADIUS * 2))
# 載入音效
hit_sound = pygame.mixer.Sound(os.path.join("sound", "hit.wav"))
# 矩形和圓形碰撞判斷
def rect_circle_collision(rectangle, circle):
cx, cy = circle.rect.center
r = circle.radius
rx, ry = rectangle.rect.topleft
w, h = rectangle.rect.size
closest_x = max(rx, min(cx, rx + w))
closest_y = max(ry, min(cy, ry + h))
distance = math.sqrt((cx - closest_x) ** 2 + (cy - closest_y) ** 2)
return distance < r
# 定義磚塊類別
class Brick(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = brick_img
self.rect = self.image.get_rect()
self.rect.topleft = x, y
# 定義板子類別
class Board(pygame.sprite.Sprite):
def __init__(self, center):
super().__init__()
self.image = board_img
self.rect = self.image.get_rect()
self.rect.center = center
self.speed = 15
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.rect.x -= self.speed
if self.rect.left < 0:
self.rect.left = 0
if keys[pygame.K_RIGHT]:
self.rect.x += self.speed
if self.rect.right > WIDTH:
self.rect.right = WIDTH
class Ball(pygame.sprite.Sprite):
speed = 7
def __init__(self, angle, center):
super().__init__()
self.radius = BALL_RADIUS
self.image = ball_img
self.rect = self.image.get_rect()
self.rect.center = center
self.dx = Ball.speed * math.sin(angle)
self.dy = -Ball.speed * math.cos(angle)
self.speed_factor = 1.03
def update(self):
self.rect.x += self.dx
self.rect.y += self.dy
if self.rect.left <= 0:
self.rect.left = 0
self.dx = -self.dx
elif self.rect.right >= WIDTH:
self.rect.right = WIDTH
self.dx = -self.dx
if self.rect.top <= 0:
self.rect.top = 0
self.dy = -self.dy
elif self.rect.top >= HEIGHT:
self.kill()
def hit_board(self, board_rect):
# 計算角度
max_angle = math.pi / 3 # 60 度
offset = (self.rect.centerx - board_rect.centerx) / (board_rect.width / 2)
angle = offset * max_angle
# 計算 dx, dy
self.dx = Ball.speed * math.sin(angle)
self.dy = -Ball.speed * math.cos(angle)
def hit_brick(self, brick_rect):
hit_sound.play()
# 加速
self.dx *= self.speed_factor
self.dy *= self.speed_factor
Ball.speed *= self.speed_factor
# 反彈方向判斷
if self.rect.centerx - brick_rect.right > 0 and self.dx < 0:
self.dx = -self.dx
elif brick_rect.left - self.rect.centerx > 0 and self.dx > 0:
self.dx = -self.dx
else:
self.dy = -self.dy
# 隨機產生新球
if random.random() < 0.:
self.create_new_ball()
def create_new_ball(self):
angle = random.uniform(-math.pi / 3, math.pi / 3)
new_ball = Ball(angle, self.rect.center)
all_sprites.add(new_ball)
balls.add(new_ball)
all_sprites = pygame.sprite.Group()
# 磚塊
bricks = pygame.sprite.Group()
for r in range(BRICK_ROWS):
for c in range(BRICK_COLS):
x = c * (BRICK_WIDTH + BRICK_SPACING) + BRICK_SPACING // 2 + BRICK_MARGIN
y = r * (BRICK_HEIGHT + BRICK_SPACING) + BRICK_MARGIN
brick = Brick(x, y)
all_sprites.add(brick)
bricks.add(brick)
# 板子
board = Board((WIDTH // 2, HEIGHT - 60))
all_sprites.add(board)
# 球
balls = pygame.sprite.Group()
ball = Ball(math.pi / 4, (WIDTH // 2, HEIGHT - 150))
all_sprites.add(ball)
balls.add(ball)
running = True
while running:
clock.tick(FPS)
# 輸入處理
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# 更新遊戲
all_sprites.update()
# 球碰板子
hits = pygame.sprite.spritecollide(board, balls, False, rect_circle_collision)
for hit_ball in hits:
hit_ball.hit_board(board.rect)
# 球碰磚塊
hits = pygame.sprite.groupcollide(bricks, balls, True, False, rect_circle_collision)
for brick, hit_balls in hits.items():
hit_balls[0].hit_brick(brick.rect)
# 畫面顯示
screen.blit(background_img, (0, 0))
all_sprites.draw(screen)
pygame.display.update()
pygame.quit()
```
:::