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Python打砖块小游戏,你确定不来尝试一下?

Python打砖块小游戏,你确定不来尝试一下?

作者: 程序员小西 | 来源:发表于2022-03-29 11:56 被阅读0次

    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

    图片.png

    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()
    

    好了,今天分享就到这里了。如果想要了解更多关于Python小技巧和趣味游戏编程,可以关注我。如果又想要学习Python的朋友,不知道从何下手,可以私信我,可以分享一些Python学习资料给你哦~

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