忆童年!用Python实现愤怒的小鸟游戏


Posted in Python onJune 07, 2021

开发工具

Python版本:3.6.4
相关模块:
pygame模块;
以及一些python自带的模块。

环境搭建

安装Python并添加到环境变量,pip安装需要的相关模块即可。

原理介绍

这里简单介绍一下游戏的实现原理呗。首先是游戏的开始界面,大概是长这样的,比较简约:

忆童年!用Python实现愤怒的小鸟游戏

主要包括两个部分,即游戏的标题和游戏的开始以及退出按钮,这两部分的代码实现如下:

'''按钮类'''
class Button(pygame.sprite.Sprite):
    def __init__(self, screen, x, y, width, height, action=None, color_not_active=(189, 195, 199), color_active=(189, 195, 199)):
        pygame.sprite.Sprite.__init__(self)
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.action = action
        self.screen = screen
        self.color_active = color_active
        self.color_not_active = color_not_active
    '''添加文字'''
    def addtext(self, text, size=20, font='Times New Roman', color=(0, 0, 0)):
        self.font = pygame.font.Font(font, size)
        self.text = self.font.render(text, True, color)
        self.text_pos = self.text.get_rect()
        self.text_pos.center = (self.x + self.width / 2, self.y + self.height / 2)
    '''是否被鼠标选中'''
    def selected(self):
        pos = pygame.mouse.get_pos()
        if (self.x < pos[0] < self.x + self.width) and (self.y < pos[1] < self.y + self.height):
            return True
        return False
    '''画到屏幕上'''
    def draw(self):
        if self.selected():
            pygame.draw.rect(self.screen, self.color_active, (self.x, self.y, self.width, self.height))
        else:
            pygame.draw.rect(self.screen, self.color_not_active, (self.x, self.y, self.width, self.height))
        if hasattr(self, 'text'):
            self.screen.blit(self.text, self.text_pos)


'''文字标签类'''
class Label(pygame.sprite.Sprite):
    def __init__(self, screen, x, y, width, height):
        pygame.sprite.Sprite.__init__(self)
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.screen = screen
    '''添加文字'''
    def addtext(self, text, size=20, font='Times New Roman', color=(0, 0, 0)):
        self.font = pygame.font.Font(font, size)
        self.text = self.font.render(text, True, color)
        self.text_pos = self.text.get_rect()
        self.text_pos.center = (self.x + self.width / 2, self.y + self.height / 2)
    '''画到屏幕上'''
    def draw(self):
        if hasattr(self, 'text'):
            self.screen.blit(self.text, self.text_pos)

实现起来其实都比较简单,按钮类就是多了一个被鼠标选中之后(也就是鼠标的位置落在按钮的区域范围内时)改变颜色以直观地告诉玩家该按钮已经被选中了的功能。

如果玩家点击退出键(QUIT),则退出游戏:

def quitgame():
    pygame.quit()
    sys.exit()

若点击开始游戏按钮,则开始游戏:

def startgame():
    game_levels = GameLevels(cfg, screen)
    game_levels.start()

游戏界面大概长这样:

忆童年!用Python实现愤怒的小鸟游戏

玩家获胜的方法就是操作有限数量的小鸟将所有入侵的猪干掉,换句话说就是利用弹弓发射小鸟,让小鸟击中场上的所有猪。若小鸟全部发射完之后场上仍然有猪没有被击中,则玩家失败。判断游戏胜负关系的代码实现起来其实蛮简单的,大概是这样的:

'''游戏状态'''
def status(self, pigs, birds):
    status_codes = {
        'gaming': 0,
        'failure': 1,
        'victory': 2,
    }
    if len(pigs) == 0: return status_codes['victory']
    elif len(birds) == 0: return status_codes['failure']
    else: return status_codes['gaming']

接着,为了实现游戏,我们先定义一下所有我们需要的游戏精灵类。首先,是我们的主角,愤怒的小鸟:

'''小鸟'''
class Bird(pygame.sprite.Sprite):
    def __init__(self, screen, imagepaths, loc_info, velocity=None, color=(255, 255, 255), **kwargs):
        pygame.sprite.Sprite.__init__(self)
        assert len(loc_info) == 3
        assert len(imagepaths) == 1
        # 设置必要的属性常量
        self.color = color
        self.screen = screen
        self.loc_info = list(loc_info)
        self.imagepaths = imagepaths
        self.velocity = VelocityVector() if velocity is None else velocity
        self.type = 'bird'
        self.fly_path = []
        self.is_dead = False
        self.elasticity = 0.8
        self.is_loaded = False
        self.is_selected = False
        self.inverse_friction = 0.99
        self.gravity = VelocityVector(0.2, math.pi)
        # 屏幕大小
        self.screen_size = screen.get_rect().size
        self.screen_size = (self.screen_size[0], self.screen_size[1] - 50)
        # 导入图像
        self.image = pygame.image.load(imagepaths[0])
    '''画到屏幕上'''
    def draw(self):
        if not self.is_loaded:
            for point in self.fly_path:
                pygame.draw.ellipse(self.screen, self.color, (point[0], point[1], 3, 3), 1)
        position = self.loc_info[0] - self.loc_info[2], self.loc_info[1] - self.loc_info[2]
        self.screen.blit(self.image, position)
    '''判断有没有被鼠标选中'''
    def selected(self):
        pos = pygame.mouse.get_pos()
        dx, dy = pos[0] - self.loc_info[0], pos[1] - self.loc_info[1]
        dist = math.hypot(dy, dx)
        if dist < self.loc_info[2]:
            return True
        return False
    '''加载到弹弓上'''
    def load(self, slingshot):
        self.loc_info[0], self.loc_info[1] = slingshot.x, slingshot.y
        self.is_loaded = True
    '''重新设置位置'''
    def reposition(self, slingshot):
        pos = pygame.mouse.get_pos()
        if self.selected:
            self.loc_info[0], self.loc_info[1] = pos[0], pos[1]
            dx, dy = slingshot.x - self.loc_info[0], slingshot.y - self.loc_info[1]
            self.velocity.magnitude = min(int(math.hypot(dx, dy) / 2), 80)
            self.velocity.angle = math.pi / 2 + math.atan2(dy, dx)
    '''显示发射小鸟的路径'''
    def projectpath(self):
        if self.is_loaded:
            path = []
            bird = Bird(self.screen, self.imagepaths, self.loc_info, velocity=self.velocity)
            for i in range(30):
                bird.move()
                if i % 5 == 0: path.append((bird.loc_info[0], bird.loc_info[1]))
            for point in path:
                pygame.draw.ellipse(self.screen, self.color, (point[0], point[1], 2, 2))
    '''移动小鸟'''
    def move(self):
        # 根据重力改变小鸟的速度向量
        self.velocity = VectorAddition(self.velocity, self.gravity)
        self.loc_info[0] += self.velocity.magnitude * math.sin(self.velocity.angle)
        self.loc_info[1] -= self.velocity.magnitude * math.cos(self.velocity.angle)
        self.velocity.magnitude *= self.inverse_friction
        # 宽度超出屏幕
        if self.loc_info[0] > self.screen_size[0] - self.loc_info[2]:
            self.loc_info[0] = 2 * (self.screen_size[0] - self.loc_info[2]) - self.loc_info[0]
            self.velocity.angle *= -1
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[0] < self.loc_info[2]:
            self.loc_info[0] = 2 * self.loc_info[2] - self.loc_info[0]
            self.velocity.angle *= -1
            self.velocity.magnitude *= self.elasticity
        # 高度超出屏幕
        if self.loc_info[1] > self.screen_size[1] - self.loc_info[2]:
            self.loc_info[1] = 2 * (self.screen_size[1] - self.loc_info[2]) - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[1] < self.loc_info[2]:
            self.loc_info[1] = 2 * self.loc_info[2] - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity

实现它主要需要考虑的是小鸟其实存在五种状态:

  • 排队状态,即在左下角等待进入弹弓时的状态,静止不动即可;
  • 就绪状态,即进入弹弓准备被发射的状态,其需要跟着鼠标不断地移动,使得玩家知道自己目前调整小鸟所到的位置被发射出去之后大概会是 什么样的角度和路径;
  • 飞行状态,即被弹弓发射出去之后的状态,需要根据重力和小鸟的初速度来计算其飞行路径并不断地移动;
  • 碰撞状态,即在飞行过程中撞击到其他物体例如小猪和木桩等时,运动状态发生了改变;
  • 静止状态,即小鸟完成飞行状态之后最终静止时的状态。

接着来实现一下小猪:

'''猪'''
class Pig(pygame.sprite.Sprite):
    def __init__(self, screen, imagepaths, loc_info, velocity=None, **kwargs):
        pygame.sprite.Sprite.__init__(self)
        assert len(loc_info) == 3
        assert len(imagepaths) == 3
        # 设置必要的属性常量
        self.screen = screen
        self.loc_info = list(loc_info)
        self.imagepaths = imagepaths
        self.velocity = VelocityVector() if velocity is None else velocity
        self.type = 'pig'
        self.is_dead = False
        self.elasticity = 0.8
        self.switch_freq = 20
        self.animate_count = 0
        self.inverse_friction = 0.99
        self.gravity = VelocityVector(0.2, math.pi)
        # 屏幕大小
        self.screen_size = screen.get_rect().size
        self.screen_size = (self.screen_size[0], self.screen_size[1] - 50)
        # 导入图像
        self.pig_images = []
        for imagepath in imagepaths: self.pig_images.append(pygame.image.load(imagepath))
        # 设置当前图像
        self.image = random.choice(self.pig_images[:2])
    '''画到屏幕上'''
    def draw(self):
        self.animate_count += 1
        if (self.animate_count % self.switch_freq == 0) and (not self.is_dead):
            self.animate_count = 0
            self.image = random.choice(self.pig_images[:2])
        position = self.loc_info[0] - self.loc_info[2], self.loc_info[1] - self.loc_info[2]
        self.screen.blit(self.image, position)
    '''移动猪'''
    def move(self):
        # 根据重力改变猪的速度向量
        self.velocity = VectorAddition(self.velocity, self.gravity)
        self.loc_info[0] += self.velocity.magnitude * math.sin(self.velocity.angle)
        self.loc_info[1] -= self.velocity.magnitude * math.cos(self.velocity.angle)
        self.velocity.magnitude *= self.inverse_friction
        # 宽度超出屏幕
        if self.loc_info[0] > self.screen_size[0] - self.loc_info[2]:
            self.loc_info[0] = 2 * (self.screen_size[0] - self.loc_info[2]) - self.loc_info[0]
            self.velocity.angle *= -1
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[0] < self.loc_info[2]:
            self.loc_info[0] = 2 * self.loc_info[2] - self.loc_info[0]
            self.velocity.angle *= -1
            self.velocity.magnitude *= self.elasticity
        # 高度超出屏幕
        if self.loc_info[1] > self.screen_size[1] - self.loc_info[2]:
            self.loc_info[1] = 2 * (self.screen_size[1] - self.loc_info[2]) - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[1] < self.loc_info[2]:
            self.loc_info[1] = 2 * self.loc_info[2] - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity
    '''猪死掉了'''
    def setdead(self):
        self.is_dead = True
        self.image = self.pig_images[-1]

猪在游戏中主要包括三种状态:

  • 静止状态,即未被击中时静止在某处的状态;
  • 被击中后的运动状态,即被其他物体击中之后根据动量守恒原理也一起运行时的状态;
  • 被击中后的静止状态,即因为被击中而产生运动之后又恢复静止时的状态、

游戏中的木块实现原理与小猪类似:

''地图里的木块'''
class Block(pygame.sprite.Sprite):
    def __init__(self, screen, imagepaths, loc_info, velocity=None, **kwargs):
        pygame.sprite.Sprite.__init__(self)
        assert len(loc_info) == 3
        assert len(imagepaths) == 2
        # 设置必要的属性常量
        self.type = 'block'
        self.screen = screen
        self.loc_info = list(loc_info)
        self.imagepaths = imagepaths
        self.velocity = VelocityVector() if velocity is None else velocity
        self.elasticity = 0.7
        self.is_destroyed = False
        self.inverse_friction = 0.99
        self.gravity = VelocityVector(0.2, math.pi)
        # 导入图像
        self.block_images = []
        for imagepath in imagepaths: self.block_images.append(pygame.transform.scale(pygame.image.load(imagepath), (100, 100)))
        # 屏幕大小
        self.screen_size = screen.get_rect().size
        self.screen_size = (self.screen_size[0], self.screen_size[1] - 50)
        # 设置当前图像
        self.image = self.block_images[0]
        self.rect = self.image.get_rect()
        self.rotate_angle = math.radians(0)
    '''画到屏幕上'''
    def draw(self):
        pygame.transform.rotate(self.image, self.rotate_angle)
        self.screen.blit(self.image, (self.loc_info[0] - self.rect.width // 2, self.loc_info[1]))
    '''设置为损坏状态'''
    def setdestroy(self):
        self.is_destroyed = True
        self.image = self.block_images[1]
    '''移动木块'''
    def move(self):
        # 根据重力改变木块的速度向量
        self.velocity = VectorAddition(self.velocity, self.gravity)
        self.loc_info[0] += self.velocity.magnitude * math.sin(self.velocity.angle)
        self.loc_info[1] -= self.velocity.magnitude * math.cos(self.velocity.angle)
        self.velocity.magnitude *= self.inverse_friction
        # 宽度超出屏幕
        if self.loc_info[0] > self.screen_size[0] - self.rect.width:
            self.loc_info[0] = 2 * (self.screen_size[0] - self.rect.width) - self.loc_info[0]
            self.velocity.angle *= -1
            self.rotate_angle = -self.velocity.angle
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[0] < self.rect.width:
            self.loc_info[0] = 2 * self.rect.width - self.loc_info[0]
            self.velocity.angle *= -1
            self.rotate_angle = -self.velocity.angle
            self.velocity.magnitude *= self.elasticity
        # 高度超出屏幕
        if self.loc_info[1] > self.screen_size[1] - self.rect.height:
            self.loc_info[1] = 2 * (self.screen_size[1] - self.rect.height) - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.rotate_angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[1] < self.rect.height:
            self.loc_info[1] = 2 * self.rect.height - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.rotate_angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity

最后,我们来实现一下墙和弹弓就可以啦:

'''弹弓'''
class Slingshot(pygame.sprite.Sprite):
    def __init__(self, screen, x, y, width, height, color=(66, 73, 73), line_color=(100, 30, 22), **kwargs):
        pygame.sprite.Sprite.__init__(self)
        self.x = x
        self.y = y
        self.color = color
        self.width = width
        self.height = height
        self.screen = screen
        self.line_color = line_color
        self.type = 'slingshot'
    '''画到屏幕上'''
    def draw(self, bird=None):
        pygame.draw.rect(self.screen, self.color, (self.x, self.y + self.height * 1 / 3, self.width, self.height * 2 / 3))
        if bird is not None and bird.is_loaded:
            pygame.draw.line(self.screen, self.line_color, (self.x, self.y + self.height / 6), (bird.loc_info[0], bird.loc_info[1] + bird.loc_info[2] / 2), 10)
            pygame.draw.line(self.screen, self.line_color, (self.x + self.width, self.y + self.height / 6), (bird.loc_info[0] + bird.loc_info[2], bird.loc_info[1] + bird.loc_info[2] / 2), 10)
        pygame.draw.rect(self.screen, self.color, (self.x - self.width / 4, self.y, self.width / 2, self.height / 3), 5)
        pygame.draw.rect(self.screen, self.color, (self.x + self.width * 3 / 4, self.y, self.width / 2, self.height / 3), 5)


'''墙'''
class Slab(pygame.sprite.Sprite):
    def __init__(self, screen, imagepaths, x, y, width, height, color=(255, 255, 255)):
        pygame.sprite.Sprite.__init__(self)
        self.x = x
        self.y = y
        self.color = color
        self.width = width
        self.height = height
        self.screen = screen
        self.imagepaths = imagepaths
        if self.width > self.height:
            self.image = pygame.image.load(self.imagepaths[0])
        else:
            self.image = pygame.image.load(self.imagepaths[1])
        self.image = pygame.transform.scale(self.image, (self.width, self.height))
        self.type = 'wall'
    '''画到屏幕上'''
    def draw(self):
        self.screen.blit(self.image, (self.x, self.y))

由此,我们完成了所有游戏精灵的定义,可以开始实现游戏的主循环啦,具体的代码实现如下:

'''开始游戏'''
def start(self):
    # 导入所有游戏精灵
    game_sprites = self.loadlevelmap()
    birds, pigs, blocks, walls = game_sprites['birds'], game_sprites['pigs'], game_sprites['blocks'], game_sprites['walls']
    slingshot = Slingshot(self.screen, 200, self.screen_size[1] - 200, 30, 200)
    birds[0].load(slingshot)
    score_label = Label(self.screen, 50, 10, 100, 50)
    score_label.addtext(f'SCORE: {self.score}', 25, self.cfg.FONTPATH['Comic_Kings'], (236, 240, 241))
    birds_remaining_label = Label(self.screen, 120, 50, 100, 50)
    birds_remaining_label.addtext(f"BIRDS REMAINING: {len(birds)}", 25, self.cfg.FONTPATH['Comic_Kings'], (236, 240, 241))
    pigs_remaining_label = Label(self.screen, 110, 90, 100, 50)
    pigs_remaining_label.addtext(f"PIGS REMAINING: {len(pigs)}", 25, self.cfg.FONTPATH['Comic_Kings'], (236, 240, 241))
    carles_label = Label(self.screen, self.screen_size[0] - 270, self.screen_size[1] - 20, 300, 100)
    carles_label.addtext('CARLES', 60, self.cfg.FONTPATH['arfmoochikncheez'], (113, 125, 126))
    # 游戏主循环
    clock = pygame.time.Clock()
    blocks_to_remove, pigs_to_remove = [], []
    while True:
        # --按键检测
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.quitgame()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_q:
                    self.quitgame()
                elif event.key == pygame.K_r:
                    self.start()
                elif event.key == pygame.K_p or event.key == pygame.K_ESCAPE:
                    self.pauseinterface()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if birds[0].selected():
                    birds[0].is_selected = True
            elif event.type == pygame.MOUSEBUTTONUP:
                if birds[0].is_selected:
                    birds[0].is_selected = False
                    birds[0].start_flying = True
        # --背景颜色填充
        color = self.cfg.BACKGROUND_COLOR
        for i in range(3):
            color = (color[0] + 5, color[1] + 5, color[2] + 5)
            pygame.draw.rect(self.screen, color, (0, i * 300, self.screen_size[0], 300))
        pygame.draw.rect(self.screen, (77, 86, 86), (0, self.screen_size[1], self.screen_size[0], 50))
        # --判断游戏是否结束,若没有则导入新的小鸟
        if (not birds[0].is_loaded) and self.still(pigs + birds + blocks):
            birds.pop(0)
            if self.status(pigs, birds) == 2:
                self.score += len(birds) * 100
                self.switchlevelinterface()
            elif self.status(pigs, birds) == 1:
                self.failureinterface()
            birds[0].load(slingshot)
            birds[0].start_flying = False
        # --重置小鸟的位置
        if birds[0].is_selected:
            birds[0].reposition(slingshot)
        if hasattr(birds[0], 'start_flying') and birds[0].start_flying:
            birds[0].is_loaded = False
        # --弹弓
        slingshot.draw(birds[0])
        # --判断猪是否撞上木桩
        for i in range(len(pigs)):
            for j in range(len(blocks)):
                pig_magnitude_1, block_magnitude_1 = pigs[i].velocity.magnitude, blocks[j].velocity.magnitude
                pigs[i], blocks[j], is_collision = self.collision(pigs[i], blocks[j])
                pig_magnitude_2, block_magnitude_2 = pigs[i].velocity.magnitude, blocks[j].velocity.magnitude
                if is_collision:
                    if abs(pig_magnitude_2 - pig_magnitude_2) > 2:
                        blocks_to_remove.append(blocks[j])
                        blocks[j].setdestroy()
                    if abs(block_magnitude_2 - block_magnitude_1) > 2:
                        pigs_to_remove.append(pigs[i])
                        pigs[i].setdead()
        # --判断鸟是否撞上木桩
        for i in range(len(birds)):
            if not (birds[i].is_loaded or birds[i].velocity.magnitude == 0):
                for j in range(len(blocks)):
                    bird_magnitude_1, block_magnitude_1 = birds[i].velocity.magnitude, blocks[j].velocity.magnitude
                    birds[i], blocks[j], is_collision = self.collision(birds[i], blocks[j])
                    bird_magnitude_2, block_magnitude_2 = birds[i].velocity.magnitude, blocks[j].velocity.magnitude
                    if is_collision:
                        if abs(bird_magnitude_1 - bird_magnitude_2) > 2:
                            if blocks[j] not in blocks_to_remove:
                                blocks_to_remove.append(blocks[j])
                                blocks[j].setdestroy()
        # --判断猪是否撞上猪或者猪撞墙
        for i in range(len(pigs)):
            pigs[i].move()
            for j in range(i+1, len(pigs)):
                pig1_magnitude_1, pig2_magnitude_1 = pigs[i].velocity.magnitude, pigs[j].velocity.magnitude
                pigs[i], pigs[j], is_collision = self.collision(pigs[i], pigs[j])
                pig1_magnitude_2, pig2_magnitude_2 = pigs[i].velocity.magnitude, pigs[j].velocity.magnitude
                if abs(pig1_magnitude_1 - pig1_magnitude_2) > 2:
                    if pigs[j] not in pigs_to_remove:
                        pigs_to_remove.append(pigs[j])
                        pigs[j].setdead()
                if abs(pig2_magnitude_1 - pig2_magnitude_2) > 2:
                    if pigs[i] not in pigs_to_remove:
                        pigs_to_remove.append(pigs[i])
                        pigs[i].setdead()
            for wall in walls: pigs[i] = self.collision(pigs[i], wall)[0]
            pigs[i].draw()
        # --判断鸟是否撞到猪或者鸟是否撞到墙
        for i in range(len(birds)):
            if (not birds[i].is_loaded) and (birds[i].velocity.magnitude):
                birds[i].move()
                for j in range(len(pigs)):
                    bird_magnitude_1, pig_magnitude_1 = birds[i].velocity.magnitude, pigs[j].velocity.magnitude
                    birds[i], pigs[j], is_collision = self.collision(birds[i], pigs[j])
                    bird_magnitude_2, pig_magnitude_2 = birds[i].velocity.magnitude, pigs[j].velocity.magnitude
                    if is_collision:
                        if abs(bird_magnitude_2 - bird_magnitude_1) > 2:
                            if pigs[j] not in pigs_to_remove:
                                pigs_to_remove.append(pigs[j])
                                pigs[j].setdead()
            if birds[i].is_loaded: birds[i].projectpath()
            for wall in walls: birds[i] = self.collision(birds[i], wall)[0]
            birds[i].draw()
        # --判断木桩是否撞到了木桩或者木桩撞到墙
        for i in range(len(blocks)):
            for j in range(i+1, len(blocks)):
                block1_magnitude_1, block2_magnitude_1 = blocks[i].velocity.magnitude, blocks[j].velocity.magnitude
                blocks[i], blocks[j], is_collision = self.collision(blocks[i], blocks[j])
                block1_magnitude_2, block2_magnitude_2 = blocks[i].velocity.magnitude, blocks[j].velocity.magnitude
                if is_collision:
                    if abs(block1_magnitude_2 - block1_magnitude_1) > 2:
                        if blocks[j] not in blocks_to_remove:
                            blocks_to_remove.append(blocks[j])
                            blocks[j].setdestroy()
                    if abs(block2_magnitude_2 - block2_magnitude_1) > 2:
                        if blocks[i] not in blocks_to_remove:
                            blocks_to_remove.append(blocks[i])
                            blocks[i].setdestroy()
            blocks[i].move()
            for wall in walls: blocks[i] = self.collision(blocks[i], wall)[0]
            blocks[i].draw()
        # --墙
        for wall in walls: wall.draw()
        # --显示文字
        score_label.addtext(f'SCORE: {self.score}', 25, self.cfg.FONTPATH['Comic_Kings'], (236, 240, 241))
        score_label.draw()
        birds_remaining_label.addtext(f"BIRDS REMAINING: {len(birds)}", 25, self.cfg.FONTPATH['Comic_Kings'], (236, 240, 241))
        birds_remaining_label.draw()
        pigs_remaining_label.addtext(f"PIGS REMAINING: {len(pigs)}", 25, self.cfg.FONTPATH['Comic_Kings'], (236, 240, 241))
        pigs_remaining_label.draw()
        carles_label.draw()
        # --画面刷新
        pygame.display.update()
        clock.tick(self.cfg.FPS)
        # --删除无效的元素
        if self.still(birds + pigs + blocks):
            for pig in pigs_to_remove:
                if pig in pigs:
                    pigs.remove(pig)
                    self.score += 100
            for block in blocks_to_remove:
                if block in blocks:
                    blocks.remove(block)
                    self.score += 50
            pigs_to_remove = []
            blocks_to_remove = []

其实就是一些按键检测和碰撞检测以及一些分数之类的游戏状态实时更新,感觉没啥好讲的,总之,就这么简单就完事啦~

到此这篇关于忆童年!用Python实现愤怒的小鸟游戏的文章就介绍到这了,更多相关Python愤怒的小鸟内容请搜索三水点靠木以前的文章或继续浏览下面的相关文章希望大家以后多多支持三水点靠木!

Python 相关文章推荐
解决python3在anaconda下安装caffe失败的问题
Jun 15 Python
Python字符编码与函数的基本使用方法
Sep 30 Python
Python3实现简单可学习的手写体识别(实例讲解)
Oct 21 Python
PyQt4实现下拉菜单可供选择并打印出来
Apr 20 Python
用Python写一段用户登录的程序代码
Apr 22 Python
Python中的取模运算方法
Nov 10 Python
用scikit-learn和pandas学习线性回归的方法
Jun 21 Python
Python迭代器模块itertools使用原理解析
Dec 11 Python
用什么库写 Python 命令行程序(示例代码详解)
Feb 20 Python
python为什么要安装到c盘
Jul 20 Python
PyCharm 2020.1版安装破解注册码永久激活(激活到2089年)
Sep 24 Python
python tkinter模块的简单使用
Apr 07 Python
python单元测试之pytest的使用
Jun 07 #Python
Python趣味实战之手把手教你实现举牌小人生成器
怎么用Python识别手势数字
利用python调用摄像头的实例分析
Jun 07 #Python
python通过opencv调用摄像头操作实例分析
Jun 07 #Python
Python爬虫之用Xpath获取关键标签实现自动评论盖楼抽奖(二)
Jun 07 #Python
还在手动盖楼抽奖?教你用Python实现自动评论盖楼抽奖(一)
Jun 07 #Python
You might like
php表单提交实例讲解
2015/11/12 PHP
PHP基于socket实现客户端和服务端通讯功能
2017/07/13 PHP
TP5框架实现的数据库备份功能示例
2020/04/05 PHP
JS图片浏览组件PhotoLook的公开属性方法介绍和进阶实例代码
2010/11/09 Javascript
广泛收集的jQuery拖放插件集合
2012/04/09 Javascript
js对象的复制继承实例
2015/01/10 Javascript
常用的JavaScript模板引擎介绍
2015/02/28 Javascript
JS实现仿雅虎首页快捷登录入口及导航模块效果
2015/09/19 Javascript
JavaScript 七大技巧(一)
2015/12/13 Javascript
JS判断鼠标进入容器的方向与window.open新窗口被拦截的问题
2016/12/23 Javascript
使用JavaScript为一张图片设置备选路径的方法
2017/01/04 Javascript
touch.js 拖动、缩放、旋转 (鼠标手势)功能代码
2017/02/04 Javascript
详解AngularJS通过ocLazyLoad实现动态(懒)加载模块和依赖
2017/03/01 Javascript
nodejs入门教程五:连接数据库的方法分析
2017/04/24 NodeJs
javascript 判断一个对象为数组的方法
2017/05/03 Javascript
vue select组件的使用与禁用实现代码
2018/04/10 Javascript
Vue 使用中的小技巧
2018/04/26 Javascript
vue2单元测试环境搭建
2018/05/24 Javascript
解决Layui数据表格的宽高问题
2019/09/28 Javascript
vue 返回上一页,页面样式错乱的解决
2019/11/14 Javascript
Vue页面刷新记住页面状态的实现
2019/12/27 Javascript
vscode 插件开发 + vue的操作方法
2020/06/05 Javascript
[03:55]DOTA2完美大师赛选手传记——LFY.MONET
2017/11/18 DOTA
python实现遍历文件夹修改文件后缀
2018/08/28 Python
Python基本数据结构与用法详解【列表、元组、集合、字典】
2019/03/23 Python
python创建n行m列数组示例
2019/12/02 Python
利用Python实现Json序列化库的方法步骤
2020/09/09 Python
用python-webdriver实现自动填表的示例代码
2021/01/13 Python
函授生自我鉴定
2014/03/25 职场文书
爱心捐款倡议书范文
2014/05/12 职场文书
2015年社区国庆节活动总结
2015/07/30 职场文书
商场广播稿范文
2015/08/19 职场文书
社区服务理念口号
2015/12/25 职场文书
Nginx本地目录映射实现代码实例
2021/03/31 Servers
background-position百分比原理详解
2021/05/08 HTML / CSS
DIY胆机必读:各国电子管评价
2022/04/06 无线电