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
- #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。
- 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w3xue网站的支持!