这次用Python实现的是一个接球打砖块的小游戏,最核心的就是:碰撞检测的数学模型
程序运行截图:
图片.png
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
完整程序
# 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("打砖块-Python代码大全")
# 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()
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