Python小游戏——打砖块

Python小游戏——打砖块

码农世界 2024-05-31 前端 88 次浏览 0个评论

文章目录

  • 打砖块游戏项目介绍及实现
    • 项目介绍
    • 环境配置
    • 代码设计思路
      • 代码设计详细过程
      • 难点分析
      • 源代码
      • 代码效果

        打砖块游戏项目介绍及实现

        项目介绍

        打砖块游戏是一款经典的街机游戏,通过控制挡板来反弹小球打碎屏幕上的砖块。该项目使用Python语言和Pygame库进行实现,旨在帮助初学者理解游戏开发的基本概念和实践。

        环境配置

        在开始实现打砖块游戏之前,需要进行必要的环境配置:

        1. 安装Python(推荐使用Python 3.6及以上版本)。
        2. 安装Pygame库。可以通过以下指令在命令行或Pycharm终端中安装:
          pip install pygame
          
        3. 配置开发环境,推荐使用Pycharm或VSCode进行代码编写和调试。

        代码设计思路

        整个打砖块游戏分为以下几个部分来设计:

        1. 初始化Pygame和屏幕设置: 初始化Pygame库,设置游戏窗口的大小和标题。
        2. 定义颜色和游戏元素: 定义游戏中使用的颜色,设置砖块、挡板和小球的属性。
        3. 创建砖块: 使用双重循环生成多行多列的砖块,并根据行号设置不同颜色。
        4. 游戏主循环: 包含游戏逻辑处理、用户输入处理和屏幕刷新,保证游戏持续运行。
        5. 碰撞检测: 实现小球与墙壁、挡板和砖块的碰撞检测逻辑,并作出相应反应。

        代码设计详细过程

        1. 初始化部分

          import pygame
          import random
          # 初始化Pygame
          pygame.init()
          # 设置屏幕尺寸
          SCREEN_WIDTH = 800
          SCREEN_HEIGHT = 600
          screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
          pygame.display.set_caption("Breakout Game")
          
        2. 定义颜色和游戏元素

          # 颜色定义
          WHITE = (255, 255, 255)
          BLACK = (0, 0, 0)
          RED = (255, 0, 0)
          GREEN = (0, 255, 0)
          BLUE = (0, 0, 255)
          YELLOW = (255, 255, 0)
          # 砖块设置
          BRICK_WIDTH = 75
          BRICK_HEIGHT = 20
          BRICK_PADDING = 10
          BRICK_ROWS = 6
          BRICK_COLUMNS = 10
          # 挡板设置
          PADDLE_WIDTH = 100
          PADDLE_HEIGHT = 10
          PADDLE_SPEED = 6
          # 小球设置
          BALL_RADIUS = 10
          BALL_SPEED = 3
          
        3. 创建砖块

          bricks = []
          for row in range(BRICK_ROWS):
              for col in range(BRICK_COLUMNS):
                  brick_x = col * (BRICK_WIDTH + BRICK_PADDING) + BRICK_PADDING
                  brick_y = row * (BRICK_HEIGHT + BRICK_PADDING) + BRICK_PADDING
                  if row < 2:
                      color = RED
                  elif row < 4:
                      color = YELLOW
                  elif row < 6:
                      color = GREEN
                  else:
                      color = BLUE
                  brick_rect = pygame.Rect(brick_x, brick_y, BRICK_WIDTH, BRICK_HEIGHT)
                  bricks.append((brick_rect, color))
          
        4. 游戏主循环

          # 初始化挡板和小球
          paddle = pygame.Rect((SCREEN_WIDTH - PADDLE_WIDTH) // 2, SCREEN_HEIGHT - PADDLE_HEIGHT - 10, PADDLE_WIDTH, PADDLE_HEIGHT)
          ball = pygame.Rect(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2, BALL_RADIUS * 2, BALL_RADIUS * 2)
          ball_dx = BALL_SPEED * random.choice([-1, 1])
          ball_dy = BALL_SPEED * random.choice([-1, 1])
          running = True
          clock = pygame.time.Clock()
          while running:
              for event in pygame.event.get():
                  if event.type == pygame.QUIT:
                      running = False
              # 挡板移动
              keys = pygame.key.get_pressed()
              if keys[pygame.K_LEFT] and paddle.left > 0:
                  paddle.left -= PADDLE_SPEED
              if keys[pygame.K_RIGHT] and paddle.right < SCREEN_WIDTH:
                  paddle.right += PADDLE_SPEED
              # 小球移动
              ball.x += ball_dx
              ball.y += ball_dy
              # 小球与墙壁碰撞检测
              if ball.left <= 0 or ball.right >= SCREEN_WIDTH:
                  ball_dx = -ball_dx
              if ball.top <= 0:
                  ball_dy = -ball_dy
              if ball.colliderect(paddle):
                  ball_dy = -ball_dy
              # 小球与砖块碰撞检测
              for brick in bricks[:]:
                  if ball.colliderect(brick[0]):
                      bricks.remove(brick)
                      ball_dy = -ball_dy
                      break
              # 小球出界检测
              if ball.bottom >= SCREEN_HEIGHT:
                  running = False
              # 绘制游戏元素
              screen.fill(BLACK)
              pygame.draw.rect(screen, WHITE, paddle)
              pygame.draw.ellipse(screen, WHITE, ball)
              for brick in bricks:
                  pygame.draw.rect(screen, brick[1], brick[0])
              pygame.display.flip()
              clock.tick(60)
          pygame.quit()
          

        难点分析

        1. 碰撞检测: 处理小球与砖块的碰撞检测是该项目的难点之一。需要考虑小球与砖块的不同碰撞方向,并正确反弹小球。
        2. 游戏主循环: 在游戏主循环中,既要处理用户输入,又要更新游戏状态,还要刷新屏幕显示,确保游戏流畅运行。

        源代码

        import pygame
        import random
        # 初始化Pygame
        pygame.init()
        # 屏幕尺寸
        SCREEN_WIDTH = 800
        SCREEN_HEIGHT = 600
        screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        pygame.display.set_caption("Breakout Game")
        # 颜色定义
        WHITE = (255, 255, 255)
        BLACK = (0, 0, 0)
        RED = (255, 0, 0)
        GREEN = (0, 255, 0)
        BLUE = (0, 0, 255)
        YELLOW = (255, 255, 0)
        # 砖块设置
        BRICK_WIDTH = 75
        BRICK_HEIGHT = 20
        BRICK_PADDING = 10
        BRICK_ROWS = 6
        BRICK_COLUMNS = 10
        # 挡板设置
        PADDLE_WIDTH = 100
        PADDLE_HEIGHT = 10
        PADDLE_SPEED = 6
        # 小球设置
        BALL_RADIUS = 10
        BALL_SPEED = 3  # 降低速度
        # 创建砖块
        bricks = []
        for row in range(BRICK_ROWS):
            for col in range(BRICK_COLUMNS):
                brick_x = col * (BRICK_WIDTH + BRICK_PADDING) + BRICK_PADDING
                brick_y = row * (BRICK_HEIGHT + BRICK_PADDING) + BRICK_PADDING
                if row < 2:
                    color = RED
                elif row < 4:
                    color = YELLOW
                elif row < 6:
                    color = GREEN
                else:
                    color = BLUE
                brick_rect = pygame.Rect(brick_x, brick_y, BRICK_WIDTH, BRICK_HEIGHT)
                bricks.append((brick_rect, color))
        # 挡板
        paddle = pygame.Rect((SCREEN_WIDTH - PADDLE_WIDTH) // 2, SCREEN_HEIGHT - PADDLE_HEIGHT - 10, PADDLE_WIDTH, PADDLE_HEIGHT)
        # 小球
        ball = pygame.Rect(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2, BALL_RADIUS * 2, BALL_RADIUS * 2)
        ball_dx = BALL_SPEED * random.choice([-1, 1])
        ball_dy = BALL_SPEED * random.choice([-1, 1])
        # 游戏循环
        running = True
        clock = pygame.time.Clock()
        while running:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    running = False
            # 挡板移动
            keys = pygame.key.get_pressed()
            if keys[pygame.K_LEFT] and paddle.left > 0:
                paddle.left -= PADDLE_SPEED
            if keys[pygame.K_RIGHT] and paddle.right < SCREEN_WIDTH:
                paddle.right += PADDLE_SPEED
            # 小球移动
            ball.x += ball_dx
            ball.y += ball_dy
            # 小球与墙壁碰撞检测
            if ball.left <= 0 or ball.right >= SCREEN_WIDTH:
                ball_dx = -ball_dx
            if ball.top <= 0:
                ball_dy = -ball_dy
            if ball.colliderect(paddle):
                ball_dy = -ball_dy
            # 小球与砖块碰撞检测
            for brick in bricks[:]:
                if ball.colliderect(brick[0]):
                    bricks.remove(brick)
                    ball_dy = -ball_dy
                    break
            # 小球出界检测
            if ball.bottom >= SCREEN_HEIGHT:
                running = False
            # 绘制游戏元素
            screen.fill(BLACK)
            pygame.draw.rect(screen, WHITE, paddle)
            pygame.draw.ellipse(screen, WHITE, ball)
            for brick in bricks:
                pygame.draw.rect(screen, brick[1], brick[0])
            pygame.display.flip()
            clock.tick(60)
        pygame.quit()
        

        代码效果

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