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Python实现打砖块小游戏代码实例

更新时间:2020-07-03 10:06:01 作者:startmvc
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:

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 pygame
from pygame.locals import *
import sys,random,time,math

class 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 = 1

class 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 = 1

class 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 = 0

class 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 = 0

class 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_x

class 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脚本之家网站的支持!

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