Python實現打磚塊小遊戲

這次用Python實現的是一個接球打磚塊的小遊戲,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

知識點稍後再說,我們先看看遊戲的效果和實現:

一、遊戲效果

在這裏插入圖片描述

二、遊戲代碼

#導入模塊
import pygame
from pygame.locals import *
import sys,random,time,math

class GameWindow(object):
	'''創建遊戲窗口類'''
	def __init__(self,*args,**kw):		
		self.window_length = 600
		self.window_wide = 500
		#繪製遊戲窗口,設置窗口尺寸
		self.game_window = pygame.display.set_mode((self.window_length,self.window_wide))
		#設置遊戲窗口標題
		pygame.display.set_caption("CatchBallGame")
		#定義遊戲窗口背景顏色參數
		self.window_color = (135,206,250)

	def backgroud(self):
		#繪製遊戲窗口背景顏色
		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
		#繪製球,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):
		#繪製球,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
		#設置遊戲失敗條件
		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()
		#繪製球拍,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:
					#繪製磚塊
					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
		#設置遊戲勝利條件
		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):
		#繪製玩家分數			
		my_score = self.score_font.render(str(self.score),False,(255,255,255))
		self.game_window.blit(my_score,(555,15))

class GameOver(object):
	'''創建遊戲結束類'''
	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):
	'''創建遊戲勝利類'''
	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)
		#定義遊戲開始標識
		start_sign = 0

		while True:			
			self.backgroud()
			self.rectmove()
			self.countscore()			
			
			if self.over_sign == 1 or self.win_sign == 1:
				break
			#獲取遊戲窗口狀態
			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()

			#更新遊戲窗口
			pygame.display.update()
			#控制遊戲窗口刷新頻率
			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的繼承方式分爲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,都爲廣度優先的繼承方式。

經典類的深度優先搜索繼承方式:
在這裏插入圖片描述
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類纔會繼承C類的構造函數

新式類的廣度優先搜索繼承方式:
在這裏插入圖片描述
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類纔會繼承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,那麼問題來了,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麼辦?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,編程問題到最後就是數學問題,這個遊戲涉及到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,然後通過判斷該點與圓心的距離是否小於圓的半徑,若小於則爲碰撞。

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。爲了方便描述,我們先約定以下變量:

(1)矩形上離圓心最近的點爲變量: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
在這裏插入圖片描述

首先是 x 軸:
如果圓心在矩形的左側(if circle_x < rect_x),那麼 closestpoint_x = rect_x。
如果圓心在矩形的右側(elif circle_x > rect_x + rect_l),那麼 closestpoint_x = rect_x + rect_l。
如果圓心在矩形的正上下方(else),那麼 closestpoint_x = circle_x。

同理,對於 y 軸:
如果圓心在矩形的上方(if circle_y < rect_y),那麼 closestpoint_y = rect_y。
如果圓心在矩形的下方(elif circle_y > rect_y + rect_w)),那麼 closestpoint_y = rect_y + rect_w。
圓形圓心在矩形的正左右兩側(else),那麼 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,然後通過“兩點之間的距離公式”得出“最近點”與“圓心”的距離,最後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

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