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Python实现打砖块小游戏代码实例

2019-11-25 12:52:19
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这次用Python实现的是一个接球打砖块的小游戏,需要导入pygame模块,有以下两条经验总结:

1.多父类的继承2.碰撞检测的数学模型

知识点稍后再说,我们先看看游戏的效果和实现:

一、游戏效果

二、游戏代码

#导入模块import pygamefrom pygame.locals import *import sys,random,time,mathclass GameWindow(object):	'''创建游戏窗口类'''	def __init__(self,*args,**kw):				self.window_length = 600		self.window_wide = 500		#绘制游戏窗口,设置窗口尺寸		self.game_window = pygame.display.set_mode((self.window_length,self.window_wide))		#设置游戏窗口标题		pygame.display.set_caption("CatchBallGame")		#定义游戏窗口背景颜色参数		self.window_color = (135,206,250)	def backgroud(self):		#绘制游戏窗口背景颜色		self.game_window.fill(self.window_color)class Ball(object):	'''创建球类'''	def __init__(self,*args,**kw):		#设置球的半径、颜色、移动速度参数		self.ball_color = (255,215,0)				self.move_x = 1		self.move_y = 1		self.radius = 10	def ballready(self):		#设置球的初始位置、		self.ball_x = self.mouse_x		self.ball_y = self.window_wide-self.rect_wide-self.radius		#绘制球,设置反弹触发条件					pygame.draw.circle(self.game_window,self.ball_color,(self.ball_x,self.ball_y),self.radius)	def ballmove(self):		#绘制球,设置反弹触发条件					pygame.draw.circle(self.game_window,self.ball_color,(self.ball_x,self.ball_y),self.radius)				self.ball_x += self.move_x		self.ball_y -= self.move_y		#调用碰撞检测函数		self.ball_window()		self.ball_rect()		#每接5次球球速增加一倍		if self.distance < self.radius:			self.frequency += 1			if self.frequency == 5:				self.frequency = 0				self.move_x += self.move_x				self.move_y += self.move_y				self.point += self.point		#设置游戏失败条件		if self.ball_y > 520:			self.gameover = self.over_font.render("Game Over",False,(0,0,0))			self.game_window.blit(self.gameover,(100,130))			self.over_sign = 1class Rect(object):	'''创建球拍类'''	def __init__(self,*args,**kw):		#设置球拍颜色参数		self.rect_color = (255,0,0)		self.rect_length = 100		self.rect_wide = 10	def rectmove(self):		#获取鼠标位置参数		self.mouse_x,self.mouse_y = pygame.mouse.get_pos()		#绘制球拍,限定横向边界							if self.mouse_x >= self.window_length-self.rect_length//2:			self.mouse_x = self.window_length-self.rect_length//2		if self.mouse_x <= self.rect_length//2:			self.mouse_x = self.rect_length//2		pygame.draw.rect(self.game_window,self.rect_color,((self.mouse_x-self.rect_length//2),(self.window_wide-self.rect_wide),self.rect_length,self.rect_wide))class Brick(object):	def __init__(self,*args,**kw):		#设置砖块颜色参数		self.brick_color = (139,126,102)		self.brick_list = [[1,1,1,1,1,1],[1,1,1,1,1,1],[1,1,1,1,1,1],[1,1,1,1,1,1],[1,1,1,1,1,1]]		self.brick_length = 80		self.brick_wide = 20	def brickarrange(self):				for i in range(5):			for j in range(6):				self.brick_x = j*(self.brick_length+24)				self.brick_y = i*(self.brick_wide+20)+40				if self.brick_list[i][j] == 1:					#绘制砖块					pygame.draw.rect(self.game_window,self.brick_color,(self.brick_x,self.brick_y,self.brick_length,self.brick_wide))										#调用碰撞检测函数					self.ball_brick()															if self.distanceb < self.radius:						self.brick_list[i][j] = 0						self.score += self.point		#设置游戏胜利条件		if self.brick_list == [[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0]]:			self.win = self.win_font.render("You Win",False,(0,0,0))			self.game_window.blit(self.win,(100,130))			self.win_sign = 1class Score(object):	'''创建分数类'''	def __init__(self,*args,**kw):				#设置初始分数		self.score = 0		#设置分数字体		self.score_font = pygame.font.SysFont('arial',20)		#设置初始加分点数		self.point = 1		#设置初始接球次数		self.frequency = 0	def countscore(self):		#绘制玩家分数					my_score = self.score_font.render(str(self.score),False,(255,255,255))		self.game_window.blit(my_score,(555,15))class GameOver(object):	'''创建游戏结束类'''	def __init__(self,*args,**kw):		#设置Game Over字体		self.over_font = pygame.font.SysFont('arial',80)		#定义GameOver标识		self.over_sign = 0class Win(object):	'''创建游戏胜利类'''	def __init__(self,*args,**kw):		#设置You Win字体		self.win_font = pygame.font.SysFont('arial',80)		#定义Win标识		self.win_sign = 0class Collision(object):	'''碰撞检测类'''	#球与窗口边框的碰撞检测	def ball_window(self):		if self.ball_x <= self.radius or self.ball_x >= (self.window_length-self.radius):			self.move_x = -self.move_x		if self.ball_y <= self.radius:			self.move_y = -self.move_y	#球与球拍的碰撞检测	def ball_rect(self):		#定义碰撞标识		self.collision_sign_x = 0		self.collision_sign_y = 0		if self.ball_x < (self.mouse_x-self.rect_length//2):			self.closestpoint_x = self.mouse_x-self.rect_length//2			self.collision_sign_x = 1		elif self.ball_x > (self.mouse_x+self.rect_length//2):			self.closestpoint_x = self.mouse_x+self.rect_length//2			self.collision_sign_x = 2		else:			self.closestpoint_x = self.ball_x			self.collision_sign_x = 3		if self.ball_y < (self.window_wide-self.rect_wide):			self.closestpoint_y = (self.window_wide-self.rect_wide)			self.collision_sign_y = 1		elif self.ball_y > self.window_wide:			self.closestpoint_y = self.window_wide			self.collision_sign_y = 2		else:			self.closestpoint_y = self.ball_y			self.collision_sign_y = 3		#定义球拍到圆心最近点与圆心的距离		self.distance = math.sqrt(math.pow(self.closestpoint_x-self.ball_x,2)+math.pow(self.closestpoint_y-self.ball_y,2))		#球在球拍上左、上中、上右3种情况的碰撞检测		if self.distance < self.radius and self.collision_sign_y == 1 and (self.collision_sign_x == 1 or self.collision_sign_x == 2):			if self.collision_sign_x == 1 and self.move_x > 0:				self.move_x = - self.move_x				self.move_y = - self.move_y			if self.collision_sign_x == 1 and self.move_x < 0:				self.move_y = - self.move_y			if self.collision_sign_x == 2 and self.move_x < 0:				self.move_x = - self.move_x				self.move_y = - self.move_y			if self.collision_sign_x == 2 and self.move_x > 0:				self.move_y = - self.move_y		if self.distance < self.radius and self.collision_sign_y == 1 and self.collision_sign_x == 3:			self.move_y = - self.move_y		#球在球拍左、右两侧中间的碰撞检测		if self.distance < self.radius and self.collision_sign_y == 3:			self.move_x = - self.move_x	#球与砖块的碰撞检测	def ball_brick(self):		#定义碰撞标识		self.collision_sign_bx = 0		self.collision_sign_by = 0		if self.ball_x < self.brick_x:			self.closestpoint_bx = self.brick_x			self.collision_sign_bx = 1		elif self.ball_x > self.brick_x+self.brick_length:			self.closestpoint_bx = self.brick_x+self.brick_length			self.collision_sign_bx = 2		else:			self.closestpoint_bx = self.ball_x			self.collision_sign_bx = 3		if self.ball_y < self.brick_y:			self.closestpoint_by = self.brick_y			self.collision_sign_by = 1		elif self.ball_y > self.brick_y+self.brick_wide:			self.closestpoint_by = self.brick_y+self.brick_wide			self.collision_sign_by = 2		else:			self.closestpoint_by = self.ball_y			self.collision_sign_by = 3		#定义砖块到圆心最近点与圆心的距离		self.distanceb = math.sqrt(math.pow(self.closestpoint_bx-self.ball_x,2)+math.pow(self.closestpoint_by-self.ball_y,2))		#球在砖块上左、上中、上右3种情况的碰撞检测		if self.distanceb < self.radius and self.collision_sign_by == 1 and (self.collision_sign_bx == 1 or self.collision_sign_bx == 2):			if self.collision_sign_bx == 1 and self.move_x > 0:				self.move_x = - self.move_x				self.move_y = - self.move_y			if self.collision_sign_bx == 1 and self.move_x < 0:				self.move_y = - self.move_y			if self.collision_sign_bx == 2 and self.move_x < 0:				self.move_x = - self.move_x				self.move_y = - self.move_y			if self.collision_sign_bx == 2 and self.move_x > 0:				self.move_y = - self.move_y		if self.distanceb < self.radius and self.collision_sign_by == 1 and self.collision_sign_bx == 3:			self.move_y = - self.move_y		#球在砖块下左、下中、下右3种情况的碰撞检测		if self.distanceb < self.radius and self.collision_sign_by == 2 and (self.collision_sign_bx == 1 or self.collision_sign_bx == 2):			if self.collision_sign_bx == 1 and self.move_x > 0:				self.move_x = - self.move_x				self.move_y = - self.move_y			if self.collision_sign_bx == 1 and self.move_x < 0:				self.move_y = - self.move_y			if self.collision_sign_bx == 2 and self.move_x < 0:				self.move_x = - self.move_x				self.move_y = - self.move_y			if self.collision_sign_bx == 2 and self.move_x > 0:				self.move_y = - self.move_y		if self.distanceb < self.radius and self.collision_sign_by == 2 and self.collision_sign_bx == 3:			self.move_y = - self.move_y		#球在砖块左、右两侧中间的碰撞检测		if self.distanceb < self.radius and self.collision_sign_by == 3:			self.move_x = - self.move_xclass Main(GameWindow,Rect,Ball,Brick,Collision,Score,Win,GameOver):	'''创建主程序类'''	def __init__(self,*args,**kw):				super(Main,self).__init__(*args,**kw)		super(GameWindow,self).__init__(*args,**kw)		super(Rect,self).__init__(*args,**kw)		super(Ball,self).__init__(*args,**kw)		super(Brick,self).__init__(*args,**kw)		super(Collision,self).__init__(*args,**kw)				super(Score,self).__init__(*args,**kw)		super(Win,self).__init__(*args,**kw)		#定义游戏开始标识		start_sign = 0		while True:						self.backgroud()			self.rectmove()			self.countscore()									if self.over_sign == 1 or self.win_sign == 1:				break			#获取游戏窗口状态			for event in pygame.event.get():				if event.type == pygame.QUIT:					sys.exit()				if event.type == MOUSEBUTTONDOWN:					pressed_array = pygame.mouse.get_pressed()					if pressed_array[0]:						start_sign = 1			if start_sign == 0:				self.ballready()			else:				self.ballmove()			self.brickarrange()			#更新游戏窗口			pygame.display.update()			#控制游戏窗口刷新频率			time.sleep(0.010)if __name__ == '__main__':	pygame.init()	pygame.font.init()	catchball = Main()

三、知识点1.多父类的继承

Python的继承方式分为深度优先和广度优先,Python2分经典类的深度优先搜索继承方式(class A:)、 新式类的广度优先搜索继承方式(class A(object):)2种,Python3经典类与新式类的继承方式与python2的新式类继承方式一致,都为广度优先的继承方式。

经典类的深度优先搜索继承方式:


如图所示
class B(A)
class C(A)
class D(B,C)

(1)若D类有构造函数,则重写所有父类的继承
(2)若D类没有构造函数,B类有构造函数,则D类会继承B类的构造函数
(3)若D类没有构造函数,B类也没有构造函数,则D类会继承 A类的构造函数,而不是C类的构造函数
(4)若D类没有构造函数,B类也没有构造函数,A类也没有构造函数,则D类才会继承C类的构造函数

新式类的广度优先搜索继承方式:



如图所示
class B(A)
class C(A)
class D(B,C)

(1)若D类有构造函数,则重写所有父类的继承
(2)若D类没有构造函数,B类有构造函数,则D类会继承B类的构造函数
(3)若D类没有构造函数,B类也没有构造函数,则D类会继承 C类的构造函数,而不是A类的构造函数
(4)若D类没有构造函数,B类也没有构造函数,C类也没有构造函数,则D类才会继承A类的构造函数

通过上面的分析,大家应该清楚了Python中类的继承顺序,那么问题来了,如果我不想重写父类的构造函数,要子类和父类的构造函数都生效怎么办?解决办法需要用到super关键字,对直接父类对象的引用,可以通过super来访问父类中被子类覆盖的方法或属性。

class A(object):	def __init__(self,*args,**kw)class B(A):	def __init__(self,*args,**kw)		super(B,self).__init__(*args,**kw)class C(A):	def __init__(self,*args,**kw)		super(C,self).__init__(*args,**kw)class D(B,C):	def __init__(self,*args,**kw)		super(D,self).__init__(*args,**kw)		super(B,self).__init__(*args,**kw)

2.碰撞检测的数学模型

其实,编程问题到最后就是数学问题,这个游戏涉及到2D圆形与矩形的碰撞检测问题:

碰撞检测原理:通过找出矩形上离圆心最近的点,然后通过判断该点与圆心的距离是否小于圆的半径,若小于则为碰撞。

那如何找出矩形上离圆心最近的点呢?下面我们从 x 轴、y 轴两个方向分别进行寻找。为了方便描述,我们先约定以下变量:

(1)矩形上离圆心最近的点为变量:closestpoint = [x, y]
(2)矩形 rect = [x, y, l, w] 左上角与长宽 length,wide
(3)圆形 circle = [x, y, r] 圆心与半径


首先是 x 轴:
如果圆心在矩形的左侧(if circle_x < rect_x),那么 closestpoint_x = rect_x。
如果圆心在矩形的右侧(elif circle_x > rect_x + rect_l),那么 closestpoint_x = rect_x + rect_l。
如果圆心在矩形的正上下方(else),那么 closestpoint_x = circle_x。

同理,对于 y 轴:
如果圆心在矩形的上方(if circle_y < rect_y),那么 closestpoint_y = rect_y。
如果圆心在矩形的下方(elif circle_y > rect_y + rect_w)),那么 closestpoint_y = rect_y + rect_w。
圆形圆心在矩形的正左右两侧(else),那么 closestpoint_y = circle_y。

因此,通过上述方法即可找出矩形上离圆心最近的点了,然后通过“两点之间的距离公式”得出“最近点”与“圆心”的距离,最后将其与圆的半径相比,即可判断是否发生碰撞。
distance=math.sqrt(math.pow(closestpoint_x-circle_x,2)+math.pow(closestpoint_y-circle_y,2))

if distance < circle.r :
return True 发生碰撞
else :
return False 未发生碰撞

以上所述是小编给大家介绍的Python打砖块小游戏详解整合,希望对大家有所帮助,如果大家有任何疑问请给我留言,小编会及时回复大家的。在此也非常感谢大家对武林网网站的支持!

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