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Python实现打砖块小游戏代码实例

程序员文章站 2023-01-10 21:46:42
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...

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

Python实现打砖块小游戏代码实例

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:

Python实现打砖块小游戏代码实例

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:


Python实现打砖块小游戏代码实例

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


Python实现打砖块小游戏代码实例

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