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bat小游戏代码大全_Python打砖块小游戏源代码

發(fā)布時(shí)間:2024/10/14 97 豆豆
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這次用Python實(shí)現(xiàn)的是一個(gè)接球打磚塊的小游戲,最核心的就是:碰撞檢測(cè)的數(shù)學(xué)模型
程序運(yùn)行截圖:

其實(shí),編程問(wèn)題到最后就是數(shù)學(xué)問(wèn)題,這個(gè)游戲涉及到2D圓形與矩形的碰撞檢測(cè)問(wèn)題:

碰撞檢測(cè)原理:通過(guò)找出矩形上離圓心最近的點(diǎn),然后通過(guò)判斷該點(diǎn)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(diǎn)呢?下面我們從 x 軸、y 軸兩個(gè)方向分別進(jìn)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(diǎn)為變量:closestpoint = [x, y]
(2)矩形 rect = [x, y, l, w] 左上角與長(zhǎng)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(cè)(if circle_x < rect_x),那么 closestpoint_x = rect_x。
如果圓心在矩形的右側(cè)(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(duì)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(cè)(else),那么 closestpoint_y = circle_y。

因此,通過(guò)上述方法即可找出矩形上離圓心最近的點(diǎn)了,然后通過(guò)“兩點(diǎn)之間的距離公式”得出“最近點(diǎn)”與“圓心”的距離,最后將其與圓的半徑相比,即可判斷是否發(fā)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(fā)生碰撞
else :
return False – 未發(fā)生碰撞

完整程序

# 導(dǎo)入模塊import pygamefrom pygame.locals import *import sys, random, time, mathclass GameWindow(object): '''創(chuàng)建游戲窗口類(lèi)''' def __init__(self, *args, **kw): self.window_length = 600 self.window_wide = 500 # 繪制游戲窗口,設(shè)置窗口尺寸 self.game_window = pygame.display.set_mode((self.window_length, self.window_wide)) # 設(shè)置游戲窗口標(biāo)題 pygame.display.set_caption("打磚塊-Python代碼大全") # 定義游戲窗口背景顏色參數(shù) 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(chuàng)建球類(lèi)''' def __init__(self, *args, **kw): # 設(shè)置球的半徑、顏色、移動(dòng)速度參數(shù) self.ball_color = (255, 215, 0) self.move_x = 1 self.move_y = 1 self.radius = 10 def ballready(self): # 設(shè)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(shè)置反彈觸發(fā)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(shè)置反彈觸發(fā)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(diào)用碰撞檢測(cè)函數(shù) 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(shè)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 = 1class Rect(object): '''創(chuàng)建球拍類(lèi)''' def __init__(self, *args, **kw): # 設(shè)置球拍顏色參數(shù) self.rect_color = (255, 0, 0) self.rect_length = 100 self.rect_wide = 10 def rectmove(self): # 獲取鼠標(biāo)位置參數(shù) 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(shè)置磚塊顏色參數(shù) 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(diào)用碰撞檢測(cè)函數(shù) self.ball_brick() if self.distanceb < self.radius: self.brick_list[i][j] = 0 self.score += self.point # 設(shè)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 = 1class Score(object): '''創(chuàng)建分?jǐn)?shù)類(lèi)''' def __init__(self, *args, **kw): # 設(shè)置初始分?jǐn)?shù) self.score = 0 # 設(shè)置分?jǐn)?shù)字體 self.score_font = pygame.font.SysFont('arial', 20) # 設(shè)置初始加分點(diǎn)數(shù) self.point = 1 # 設(shè)置初始接球次數(shù) self.frequency = 0 def countscore(self): # 繪制玩家分?jǐn)?shù) 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(chuàng)建游戲結(jié)束類(lèi)''' def __init__(self, *args, **kw): # 設(shè)置Game Over字體 self.over_font = pygame.font.SysFont('arial', 80) # 定義GameOver標(biāo)識(shí) self.over_sign = 0class Win(object): '''創(chuàng)建游戲勝利類(lèi)''' def __init__(self, *args, **kw): # 設(shè)置You Win字體 self.win_font = pygame.font.SysFont('arial', 80) # 定義Win標(biāo)識(shí) self.win_sign = 0class Collision(object): '''碰撞檢測(cè)類(lèi)''' # 球與窗口邊框的碰撞檢測(cè) 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(cè) def ball_rect(self): # 定義碰撞標(biāo)識(shí) 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(diǎn)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(cè) 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(cè)中間的碰撞檢測(cè) 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(cè) def ball_brick(self): # 定義碰撞標(biāo)識(shí) 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(diǎn)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(cè) 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(cè) 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(cè)中間的碰撞檢測(cè) if self.distanceb < self.radius and self.collision_sign_by == 3: self.move_x = - self.move_xclass Main(GameWindow, Rect, Ball, Brick, Collision, Score, Win, GameOver): '''創(chuàng)建主程序類(lèi)''' 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(kāi)始標(biāo)識(shí) 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(tài) 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() 與50位技術(shù)專(zhuān)家面對(duì)面20年技術(shù)見(jiàn)證,附贈(zèng)技術(shù)全景圖

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