# 第七章:遊戲結束與重置
## 紀錄最高分數
* ### 程式碼
```python=
max_score = 0
while running:
...
# 更新遊戲
...
if len(balls) == 0:
max_score = max(max_score, score)
```
* ### 說明
當沒有球留在場中時,表示遊戲結束,紀錄當前的最高分數。
## 遊戲結束
* ### 主程式
* #### 介紹
當遊戲結束時,呼叫 `show_game_over()` 顯示結束畫面。
跳過原先的更新遊戲流程,以及畫面顯示。
* #### 程式碼
```python=
game_over = False
while running:
...
if game_over:
show_game_over()
continue
# 更新遊戲
...
if len(balls) == 0:
...
game_over = True
```
* ### 遊戲結束畫面
* #### 介紹
1. 畫出結束時最後的畫面
2. 利用半透明黑色遮罩讓畫面變暗
3. 在畫面中央畫一個視窗
4. 在視窗上面寫「遊戲結束」,並寫上本次遊玩的分數以及最高分數
5. 在視窗下面畫一個按鈕,上面寫著「再玩一次」
* #### 程式碼
```python=
# 遊戲結束視窗
game_over_img = pygame.image.load(os.path.join('img', 'game_over.png')).convert()
game_over_img = pygame.transform.scale(game_over_img, (GAME_OVER_LEN, GAME_OVER_LEN))
game_over_img.set_colorkey(BLACK)
# 半透明黑色遮罩
black_surface = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA)
black_surface.fill((0, 0, 0, 128))
# 再玩一次按鈕
again_button = pygame.Surface((BUTTON_WIDTH, BUTTON_HEIGHT))
again_button.fill(WHITE)
draw_text(again_button, "再玩一次", 32, BUTTON_WIDTH // 2, BUTTON_HEIGHT // 2, BLACK)
button_rect = again_button.get_rect()
button_rect.center = (WIDTH // 2, HEIGHT // 2 + 130)
def show_game_over():
screen.blit(background_img, (0, 0))
draw_text(screen, f"分數: {score}", 32, WIDTH // 2, 35)
all_sprites.draw(screen)
screen.blit(black_surface, (0, 0))
screen.blit(game_over_img, (WIDTH // 2 - GAME_OVER_LEN // 2, HEIGHT // 2 - GAME_OVER_LEN // 2))
draw_text(screen, "遊戲結束", 48, WIDTH // 2, HEIGHT // 2 - 130)
draw_text(screen, "本次分數", 32, WIDTH // 2 - 90, HEIGHT // 2 - 25)
draw_text(screen, str(score), 32, WIDTH // 2 - 90, HEIGHT // 2 + 25)
draw_text(screen, "最高分數", 32, WIDTH // 2 + 90, HEIGHT // 2 - 25)
draw_text(screen, str(max_score), 32, WIDTH // 2 + 90, HEIGHT // 2 + 25)
screen.blit(again_button, button_rect)
pygame.display.update()
```
## 重新開始遊戲
* ### 按按鈕
* #### 介紹
判斷是否按下「再完一次」按鈕,若按下則呼叫 `start_game()` 重新開始遊戲。
* #### 程式碼
```python=
while running:
...
if game_over:
...
if event.type == pygame.MOUSEBUTTONDOWN:
if button_rect.collidepoint(event.pos):
start_game()
continue
```
* ### `start_game()` 函式
* #### 介紹
1. 將原先的初始設定搬到 `start_game()` 函式中
1. 將全域變數設為 `global`
1. 將球速變回初始速度
* #### 程式碼
```python=
def start_game():
global all_sprites, board, balls, bricks, score, game_over
score = 0
game_over = False
Ball.speed = 7
# 初始宣告遊戲物件
all_sprites = pygame.sprite.Group()
# 板子
board = Board((WIDTH // 2, HEIGHT - 40 * t))
all_sprites.add(board)
# 球
balls = pygame.sprite.Group()
ball = Ball(math.pi / 4, (WIDTH // 2, HEIGHT - 100 * t))
balls.add(ball)
all_sprites.add(ball)
# 磚塊
bricks = pygame.sprite.Group()
for r in range(BRICK_ROWS):
for c in range(BRICK_COLS):
x = BRICK_MARGIN + c * (BRICK_WIDTH + BRICK_SPACING) + BRICK_SPACING / 2
y = BRICK_MARGIN + r * (BRICK_HEIGHT + BRICK_SPACING)
brick = Brick(x, y)
bricks.add(brick)
all_sprites.add(bricks)
```
---
:::spoiler 完整程式碼
```python=
import pygame
import math
import random
import os
t = 1.5
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 - BRICK_MARGIN * 2) // BRICK_COLS - BRICK_SPACING
BRICK_HEIGHT = 45
BOARD_SIZE = (150, 30)
BALL_RADIUS = 15
GAME_OVER_LEN = 400
BUTTON_WIDTH = 160
BUTTON_HEIGHT = 60
# 顏色設定
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
BLACK = (0, 0, 0)
# 遊戲初始化
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()
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()
brick_img = pygame.transform.scale(brick_img, (BRICK_WIDTH, BRICK_HEIGHT))
brick_img.set_colorkey(BLACK)
# 板子圖片
board_img = pygame.image.load(os.path.join('img', 'wood.png')).convert()
board_img = pygame.transform.scale(board_img, BOARD_SIZE)
board_img.set_colorkey(BLACK)
# 球圖片
ball_img = pygame.image.load(os.path.join('img', 'ball.png')).convert()
ball_img = pygame.transform.scale(ball_img, (BALL_RADIUS * 2, BALL_RADIUS * 2))
ball_img.set_colorkey(BLACK)
# 視窗圖示
icon_img = pygame.image.load(os.path.join('img', 'icon.jpg')).convert()
pygame.display.set_icon(icon_img)
# 遊戲結束視窗
game_over_img = pygame.image.load(os.path.join('img', 'game_over.png')).convert()
game_over_img = pygame.transform.scale(game_over_img, (GAME_OVER_LEN, GAME_OVER_LEN))
game_over_img.set_colorkey(BLACK)
# 載入音效
hit_sound = pygame.mixer.Sound(os.path.join('sound', 'hit.wav'))
font_path = 'font.ttf'
def draw_text(surf, text, size, x, y, color=WHITE):
font = pygame.font.Font(font_path, size)
text_surface = font.render(text, True, color)
text_rect = text_surface.get_rect()
text_rect.center = (x, y)
surf.blit(text_surface, text_rect)
# 半透明黑色遮罩
black_surface = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA)
black_surface.fill((0, 0, 0, 128))
# 再玩一次按鈕
again_button = pygame.Surface((BUTTON_WIDTH, BUTTON_HEIGHT))
again_button.fill(WHITE)
draw_text(again_button, "再玩一次", 32, BUTTON_WIDTH // 2, BUTTON_HEIGHT // 2, BLACK)
button_rect = again_button.get_rect()
button_rect.center = (WIDTH // 2, HEIGHT // 2 + 130)
def circle_rect_collision(rectangle, circle):
cx, cy = circle.rect.center
r = circle.radius
rx, ry = rectangle.rect.topleft
w, h = rectangle.rect.size
# 找出最近點
closest_x = max(rx, min(cx, rx + w))
closest_y = max(ry, min(cy, ry + h))
# 計算距離
distance = math.sqrt((closest_x - cx) ** 2 + (closest_y - cy) ** 2)
# 判斷碰撞
return distance < r
def show_game_over():
screen.blit(background_img, (0, 0))
draw_text(screen, f"分數: {score}", 32, WIDTH // 2, 35)
all_sprites.draw(screen)
screen.blit(black_surface, (0, 0))
screen.blit(game_over_img, (WIDTH // 2 - GAME_OVER_LEN // 2, HEIGHT // 2 - GAME_OVER_LEN // 2))
draw_text(screen, "遊戲結束", 48, WIDTH // 2, HEIGHT // 2 - 130)
draw_text(screen, "本次分數", 32, WIDTH // 2 - 90, HEIGHT // 2 - 25)
draw_text(screen, str(score), 32, WIDTH // 2 - 90, HEIGHT // 2 + 25)
draw_text(screen, "最高分數", 32, WIDTH // 2 + 90, HEIGHT // 2 - 25)
draw_text(screen, str(max_score), 32, WIDTH // 2 + 90, HEIGHT // 2 + 25)
screen.blit(again_button, button_rect)
pygame.display.update()
def start_game():
global all_sprites, board, balls, bricks, score, game_over
score = 0
game_over = False
Ball.speed = 7
# 初始宣告遊戲物件
all_sprites = pygame.sprite.Group()
# 板子
board = Board((WIDTH // 2, HEIGHT - 40 * t))
all_sprites.add(board)
# 球
balls = pygame.sprite.Group()
ball = Ball(math.pi / 4, (WIDTH // 2, HEIGHT - 100 * t))
balls.add(ball)
all_sprites.add(ball)
# 磚塊
bricks = pygame.sprite.Group()
for r in range(BRICK_ROWS):
for c in range(BRICK_COLS):
x = BRICK_MARGIN + c * (BRICK_WIDTH + BRICK_SPACING) + BRICK_SPACING / 2
y = BRICK_MARGIN + r * (BRICK_HEIGHT + BRICK_SPACING)
brick = Brick(x, y)
bricks.add(brick)
all_sprites.add(bricks)
# 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
# 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 = 10 * t
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
# 球類別
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.cos(angle)
self.dy = -Ball.speed * math.sin(angle)
self.speed_factor = 1.03
def update(self):
self.rect.x += self.dx
self.rect.y += self.dy
# 邊界反彈
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
offset = (self.rect.centerx - board_rect.centerx) / (board_rect.width / 2)
angle = max_angle * offset
# 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
# 計算四個方向的重疊量
overlap_left = abs(self.rect.right - brick_rect.left)
overlap_right = abs(self.rect.left - brick_rect.right)
overlap_top = abs(self.rect.bottom - brick_rect.top)
overlap_bottom = abs(self.rect.top - brick_rect.bottom)
min_overlap = min(overlap_left, overlap_right, overlap_top, overlap_bottom)
# 判斷反彈方向
if min_overlap == overlap_left and self.dx > 0:
self.dx = -self.dx
elif min_overlap == overlap_right and self.dx < 0:
self.dx = -self.dx
else:
self.dy = -self.dy
# 隨機產生新球
if random.random() < 0.1:
self.create_new_ball()
def create_new_ball(self):
new_ball = Ball(math.pi * 3 / 4, self.rect.center)
balls.add(new_ball)
all_sprites.add(new_ball)
start_game()
max_score = 0
# 主迴圈
running = True
while running:
clock.tick(FPS)
# 輸入處理
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if game_over:
show_game_over()
if event.type == pygame.MOUSEBUTTONDOWN:
if button_rect.collidepoint(event.pos):
start_game()
continue
# 更新遊戲
all_sprites.update()
if len(balls) == 0:
max_score = max(max_score, score)
game_over = True
# 球碰板子
hits = pygame.sprite.spritecollide(board, balls, False, circle_rect_collision)
for ball in hits:
ball.hit_board(board.rect)
# 球碰磚塊
hits = pygame.sprite.groupcollide(bricks, balls, True, False, circle_rect_collision)
for brick, hit_balls in hits.items():
hit_balls[0].hit_brick(brick.rect)
score += 1
# 畫面顯示
screen.blit(background_img, (0, 0))
draw_text(screen, f"分數: {score}", 32, WIDTH // 2, 35)
all_sprites.draw(screen)
pygame.display.update()
pygame.quit()
```
:::