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
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#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。
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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服务器之家网站的支持!
原文链接:https://blog.csdn.net/momobaba2018/article/details/82823532