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這次用Python實現的是一個接球打磚塊的小游戲,需要導入pygame模塊,有以下兩條經驗總結:
1.多父類的繼承2.碰撞檢測的數學模型
知識點稍后再說,我們先看看游戲的效果和實現:
一、游戲效果
二、游戲代碼
#導入模塊 import pygame from pygame.locals import * import sys,random,time,math class GameWindow(object): '''創建游戲窗口類''' def __init__(self,*args,**kw): self.window_length = 600 self.window_wide = 500 #繪制游戲窗口,設置窗口尺寸 self.game_window = pygame.display.set_mode((self.window_length,self.window_wide)) #設置游戲窗口標題 pygame.display.set_caption("CatchBallGame") #定義游戲窗口背景顏色參數 self.window_color = (135,206,250) def backgroud(self): #繪制游戲窗口背景顏色 self.game_window.fill(self.window_color) class Ball(object): '''創建球類''' def __init__(self,*args,**kw): #設置球的半徑、顏色、移動速度參數 self.ball_color = (255,215,0) self.move_x = 1 self.move_y = 1 self.radius = 10 def ballready(self): #設置球的初始位置、 self.ball_x = self.mouse_x self.ball_y = self.window_wide-self.rect_wide-self.radius #繪制球,設置反彈觸發條件 pygame.draw.circle(self.game_window,self.ball_color,(self.ball_x,self.ball_y),self.radius) def ballmove(self): #繪制球,設置反彈觸發條件 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 #調用碰撞檢測函數 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 #設置游戲失敗條件 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): '''創建球拍類''' def __init__(self,*args,**kw): #設置球拍顏色參數 self.rect_color = (255,0,0) self.rect_length = 100 self.rect_wide = 10 def rectmove(self): #獲取鼠標位置參數 self.mouse_x,self.mouse_y = pygame.mouse.get_pos() #繪制球拍,限定橫向邊界 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): #設置磚塊顏色參數 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: #繪制磚塊 pygame.draw.rect(self.game_window,self.brick_color,(self.brick_x,self.brick_y,self.brick_length,self.brick_wide)) #調用碰撞檢測函數 self.ball_brick() if self.distanceb < self.radius: self.brick_list[i][j] = 0 self.score += self.point #設置游戲勝利條件 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): '''創建分數類''' def __init__(self,*args,**kw): #設置初始分數 self.score = 0 #設置分數字體 self.score_font = pygame.font.SysFont('arial',20) #設置初始加分點數 self.point = 1 #設置初始接球次數 self.frequency = 0 def countscore(self): #繪制玩家分數 my_score = self.score_font.render(str(self.score),False,(255,255,255)) self.game_window.blit(my_score,(555,15)) class GameOver(object): '''創建游戲結束類''' def __init__(self,*args,**kw): #設置Game Over字體 self.over_font = pygame.font.SysFont('arial',80) #定義GameOver標識 self.over_sign = 0 class Win(object): '''創建游戲勝利類''' def __init__(self,*args,**kw): #設置You Win字體 self.win_font = pygame.font.SysFont('arial',80) #定義Win標識 self.win_sign = 0 class Collision(object): '''碰撞檢測類''' #球與窗口邊框的碰撞檢測 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 #球與球拍的碰撞檢測 def ball_rect(self): #定義碰撞標識 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 #定義球拍到圓心最近點與圓心的距離 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種情況的碰撞檢測 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、右兩側中間的碰撞檢測 if self.distance < self.radius and self.collision_sign_y == 3: self.move_x = - self.move_x #球與磚塊的碰撞檢測 def ball_brick(self): #定義碰撞標識 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 #定義磚塊到圓心最近點與圓心的距離 self.distanceb = math.sqrt(math.pow(self.closestpoint_bx-self.ball_x,2)+math.pow(self.closestpoint_by-self.ball_y,2)) #球在磚塊上左、上中、上右3種情況的碰撞檢測 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 #球在磚塊下左、下中、下右3種情況的碰撞檢測 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 #球在磚塊左、右兩側中間的碰撞檢測 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): '''創建主程序類''' 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) #定義游戲開始標識 start_sign = 0 while True: self.backgroud() self.rectmove() self.countscore() if self.over_sign == 1 or self.win_sign == 1: break #獲取游戲窗口狀態 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() #更新游戲窗口 pygame.display.update() #控制游戲窗口刷新頻率 time.sleep(0.010) if __name__ == '__main__': pygame.init() pygame.font.init() catchball = Main()
三、知識點1.多父類的繼承
Python的繼承方式分為深度優先和廣度優先,Python2分經典類的深度優先搜索繼承方式(class A:)、 新式類的廣度優先搜索繼承方式(class A(object):)2種,Python3經典類與新式類的繼承方式與python2的新式類繼承方式一致,都為廣度優先的繼承方式。
經典類的深度優先搜索繼承方式:
如圖所示
class B(A)
class C(A)
class D(B,C)
(1)若D類有構造函數,則重寫所有父類的繼承
(2)若D類沒有構造函數,B類有構造函數,則D類會繼承B類的構造函數
(3)若D類沒有構造函數,B類也沒有構造函數,則D類會繼承 A類的構造函數,而不是C類的構造函數
(4)若D類沒有構造函數,B類也沒有構造函數,A類也沒有構造函數,則D類才會繼承C類的構造函數
新式類的廣度優先搜索繼承方式:
如圖所示
class B(A)
class C(A)
class D(B,C)
(1)若D類有構造函數,則重寫所有父類的繼承
(2)若D類沒有構造函數,B類有構造函數,則D類會繼承B類的構造函數
(3)若D類沒有構造函數,B類也沒有構造函數,則D類會繼承 C類的構造函數,而不是A類的構造函數
(4)若D類沒有構造函數,B類也沒有構造函數,C類也沒有構造函數,則D類才會繼承A類的構造函數
通過上面的分析,大家應該清楚了Python中類的繼承順序,那么問題來了,如果我不想重寫父類的構造函數,要子類和父類的構造函數都生效怎么辦?解決辦法需要用到super關鍵字,對直接父類對象的引用,可以通過super來訪問父類中被子類覆蓋的方法或屬性。
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.碰撞檢測的數學模型
其實,編程問題到最后就是數學問題,這個游戲涉及到2D圓形與矩形的碰撞檢測問題:
碰撞檢測原理:通過找出矩形上離圓心最近的點,然后通過判斷該點與圓心的距離是否小于圓的半徑,若小于則為碰撞。
那如何找出矩形上離圓心最近的點呢?下面我們從 x 軸、y 軸兩個方向分別進行尋找。為了方便描述,我們先約定以下變量:
(1)矩形上離圓心最近的點為變量:closestpoint = [x, y]
(2)矩形 rect = [x, y, l, w] 左上角與長寬 length,wide
(3)圓形 circle = [x, y, r] 圓心與半徑
首先是 x 軸:
如果圓心在矩形的左側(if circle_x < rect_x),那么 closestpoint_x = rect_x。
如果圓心在矩形的右側(elif circle_x > rect_x + rect_l),那么 closestpoint_x = rect_x + rect_l。
如果圓心在矩形的正上下方(else),那么 closestpoint_x = circle_x。
同理,對于 y 軸:
如果圓心在矩形的上方(if circle_y < rect_y),那么 closestpoint_y = rect_y。
如果圓心在矩形的下方(elif circle_y > rect_y + rect_w)),那么 closestpoint_y = rect_y + rect_w。
圓形圓心在矩形的正左右兩側(else),那么 closestpoint_y = circle_y。
因此,通過上述方法即可找出矩形上離圓心最近的點了,然后通過“兩點之間的距離公式”得出“最近點”與“圓心”的距離,最后將其與圓的半徑相比,即可判斷是否發生碰撞。
distance=math.sqrt(math.pow(closestpoint_x-circle_x,2)+math.pow(closestpoint_y-circle_y,2))
if distance < circle.r :
return True – 發生碰撞
else :
return False – 未發生碰撞
以上所述是小編給大家介紹的Python打磚塊小游戲詳解整合,希望對大家有所幫助,如果大家有任何疑問請給我留言,小編會及時回復大家的。在此也非常感謝大家對億速云網站的支持!
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