140行Python代码实现Flippy Bird

2019/04/10 10:10
阅读数 58

140行代码实现Flippy Bird

话说这游戏中文名叫什么来着,死活想不起来了,算了话不多说,140行实现小游戏系列第二章,依然是简单小游戏,与数独游戏相比,在游戏界面显示上更难一些,但是在逻辑方面更简单一些,需要处理的无非是速度、加速度、时间、位置、碰撞检测,界面方面则要实现整个动态的显示;

依旧在最后会给出全部代码,不过依然可以从我的Github仓库Fork下来直接运行,图片资源也在那里,have fun.

运行以及玩法:

  1. python main.py运行游戏;
  2. 鼠标点击是暂停,再点击则是继续;
  3. 空格键进行跳跃;

后续扩展:

  1. 管道的出现可以更加随机,包括位置和长度等,目前是很简单的方式出现;
  2. 游戏速度可以越来越快,目前是固定的;
  3. 小鸟的自由落体速度、跳跃速度等需要优化,目前操作感觉没有那么流畅;
  4. 增加计分系统、开始、重来等按钮;

小鸟图,需要的自取

游戏截图

进行中

暂停时

死亡时

关键代码分析

随时间移动的管道

可以看到对于这个游戏,实际上移动的是管道而不是小鸟,因此这里主要是处理管道绘制的位置变化,以及整个一个循环的过程,如果屏幕上显示的管道是N个,那么可以想象是N+2个管道在不停地转圈圈出现在我们的界面上就行了;

tunnel_list = [x-speed if x-speed>-200 else 2100 for x in tunnel_list ]

def draw_tunnel():
    for x in tunnel_list:
        pygame.draw.rect(screen,COLORS['darkgreen'],(x,0,100,350),0)
        pygame.draw.rect(screen,COLORS['darkgreen'],(x+100,550,100,350),0)

自由落体的小鸟和点击空格后跳起

不操作的情况下,小鸟的上下移动是做自由落体,也就是越来越快的下降的过程,而当我们点击空格进行跳跃后,实际上改变的就是小鸟的当前速度,因此小鸟会向上越来越慢的跳跃,直到速度为0后,继续下降,符合基本的物理规则;

G = 9.8*30 # g
JUMP_V = -300
bird_x,bird_y = 700,450
bird_v = 0

if not jump:
    bird_v += G*frame
else:
    bird_v = JUMP_V
    jump = False
bird_y += frame*bird_v

def draw_bird():
    screen.blit(birdImg,[bird_x,bird_y])

碰撞检测

检测小鸟是否碰到管道或者是掉到地上,这么说是只无脚鸟咯,实际上就是检测两个矩形是否有重叠的部分;

def rect_cover(rect1,rect2,up=True):
    # bird
    left_up1 = (rect1[0],rect1[1])
    left_down1 = (rect1[0],left_up1[1]+rect1[3])
    right_up1 = (left_up1[0]+rect1[2],rect1[1])
    right_down1 = (left_up1[0]+rect1[2],left_up1[1]+rect1[3])
    # tunnel
    left_up2 = (rect2[0],rect2[1])
    left_down2 = (rect2[0],left_up2[1]+rect2[3])
    right_up2 = (left_up2[0]+rect2[2],rect2[1])
    right_down2 = (left_up2[0]+rect2[2],left_up2[1]+rect2[3])
    # check
    if (left_up2[0]<=right_up1[0]<=right_up2[0]): # x,肯定是右侧线接触,因此判断bird的right即可
        if up and (left_up2[1]<=right_up1[1]<=left_down2[1]):
            return True
        elif (not up) and (left_up2[1]<=right_down1[1]<=left_down2[1]):
            return True
    return False

pygame绘制rect不支持透明度下实现的透明图层

看到,实际上是借助了Surface,将其设置为想要的透明度后blit到我们的screen上即可,直接draw rect是不支持RGBA的A设置alpha的,不知道为啥这么坑爹的设计;

def draw_dead():
    s = pygame.Surface(SIZE, pygame.SRCALPHA)
    s.fill((255,255,255,240))
    screen.blit(s, (0,0))
    txt = font120.render('YOU DEAD',True,COLORS['black'])
    x,y = 450,400
    screen.blit(txt,(x,y))

全部代码

import sys

import pygame
from pygame.color import THECOLORS as COLORS

def draw_background():
    # white background
    screen.fill(COLORS['lightblue'])
    pygame.draw.rect(screen,COLORS['black'],(-100,902,3000,200),5)

def draw_tunnel():
    for x in tunnel_list:
        pygame.draw.rect(screen,COLORS['darkgreen'],(x,0,100,350),0)
        pygame.draw.rect(screen,COLORS['darkgreen'],(x+100,550,100,350),0)

def draw_bird():
    screen.blit(birdImg,[bird_x,bird_y])

def draw_context():
    txt = font50.render('Count time: '+str(int(count_time))+' S',True,COLORS['black'])
    x,y = 10,920
    screen.blit(txt,(x,y))

def draw_pause():
    s = pygame.Surface(SIZE, pygame.SRCALPHA)
    s.fill((255,255,255,220))
    screen.blit(s, (0,0))
    txt = font120.render('PAUSE',True,COLORS['darkgray'])
    x,y = 550,400
    screen.blit(txt,(x,y))

def draw_dead():
    s = pygame.Surface(SIZE, pygame.SRCALPHA)
    s.fill((255,255,255,240))
    screen.blit(s, (0,0))
    txt = font120.render('YOU DEAD',True,COLORS['black'])
    x,y = 450,400
    screen.blit(txt,(x,y))

def rect_cover(rect1,rect2,up=True):
    # bird
    left_up1 = (rect1[0],rect1[1])
    left_down1 = (rect1[0],left_up1[1]+rect1[3])
    right_up1 = (left_up1[0]+rect1[2],rect1[1])
    right_down1 = (left_up1[0]+rect1[2],left_up1[1]+rect1[3])
    # tunnel
    left_up2 = (rect2[0],rect2[1])
    left_down2 = (rect2[0],left_up2[1]+rect2[3])
    right_up2 = (left_up2[0]+rect2[2],rect2[1])
    right_down2 = (left_up2[0]+rect2[2],left_up2[1]+rect2[3])
    # check
    if (left_up2[0]<=right_up1[0]<=right_up2[0]): # x,肯定是右侧线接触,因此判断bird的right即可
        if up and (left_up2[1]<=right_up1[1]<=left_down2[1]):
            return True
        elif (not up) and (left_up2[1]<=right_down1[1]<=left_down2[1]):
            return True
    return False


def check_dead():
    bird_rect = (bird_x,bird_y,70,70)
    if bird_rect[1]+bird_rect[3]>900:
        return True
    for x in tunnel_list:
        up_rect = (x,0,100,350)
        down_rect = (x+100,550,100,350)
        if rect_cover(bird_rect,up_rect) or rect_cover(bird_rect,down_rect,up=False):
            return True
    return False

if __name__ == "__main__":
    # init pygame
    pygame.init()
    
    # contant
    SIZE = [1500,1000]
    font50 = pygame.font.SysFont('Times', 50)
    font120 = pygame.font.SysFont('Times', 120)
    G = 9.8*30 # g
    JUMP_V = -300

    # brid
    birdPath = 'bird.png'
    birdImg = pygame.image.load(birdPath)

    # tunnel
    tunnel_list = [100,600,1100,1600,2100]
    
    # create screen 500*500
    screen = pygame.display.set_mode(SIZE)
    
    # variable parameter
    bird_x,bird_y = 700,450
    bird_v = 0
    count_time = 0

    # level
    speed = 5
    frame = 0.02
    
    # main loop
    running = True
    pause = False
    jump = False
    dead = False
    while running:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
                break
            elif event.type == pygame.MOUSEBUTTONDOWN:
                pause = not pause
            elif event.type == pygame.KEYUP:
                if chr(event.key) == ' ':
                    jump = True

        # update data
        if not pause and not dead:
            count_time += frame
            tunnel_list = [x-speed if x-speed>-200 else 2100 for x in tunnel_list ]

            if not jump:
                bird_v += G*frame
            else:
                bird_v = JUMP_V
                jump = False
            bird_y += frame*bird_v

        # background
        draw_background()
        # tunnel
        draw_tunnel()
        # choose item
        draw_bird()
        # point
        draw_context()
        # pause
        if not dead and pause:
            draw_pause()
        # dead
        if dead:
            draw_dead()
        # flip
        pygame.display.flip()

        # pause 20ms
        pygame.time.delay(int(frame*1000))

        # check win or not
        if check_dead():
            #print('You dead, dumb ass!!!')
            #break
            dead = True
    
    pygame.quit()

最后

数独和FlippyBird都在这里,欢迎大家Fork下来直接运行,后续会不定期更新其他小游戏,目前以简单的动作小游戏、棋牌类为主,想到啥做啥,或者大家有什么想做想玩的可以评论区告诉我哈,搞得定的我会尽快完成;

最后的最后

大家可以到我的Github上看看有没有其他需要的东西,目前主要是自己做的机器学习项目、Python各种脚本工具、有意思的小项目以及Follow的大佬、Fork的项目等: https://github.com/NemoHoHaloAi

原文出处:https://www.cnblogs.com/helongBlog/p/12638020.html

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