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
用python代码做configure文件
Jul 20 Python
Python实现的一个自动售饮料程序代码分享
Aug 25 Python
Python 遍历列表里面序号和值的方法(三种)
Feb 17 Python
Python实现基于PIL和tesseract的验证码识别功能示例
Jul 11 Python
Python3爬虫学习之应对网站反爬虫机制的方法分析
Dec 12 Python
python实现蒙特卡罗方法教程
Jan 28 Python
Python3模拟curl发送post请求操作示例
May 03 Python
python编写计算器功能
Oct 25 Python
解决django model修改添加字段报错的问题
Nov 18 Python
python使用rsa非对称加密过程解析
Dec 28 Python
pandas中ix的使用详细讲解
Mar 09 Python
如何基于pandas读取csv后合并两个股票
Sep 25 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
百事可乐也出咖啡了 双倍咖啡因双倍快乐
2021/03/03 咖啡文化
火车采集器 免费版使出收费版本功能实现原理
2009/09/17 PHP
TMDPHP 模板引擎使用教程
2012/03/13 PHP
php安全开发 添加随机字符串验证,防止伪造跨站请求
2013/02/14 PHP
PHP图像处理类库MagickWand用法实例分析
2015/05/21 PHP
PHP常用正则表达式精选(推荐)
2019/05/28 PHP
JQUERY THICKBOX弹出层插件
2008/08/30 Javascript
img onload事件绑定各浏览器均可执行
2012/12/19 Javascript
使用JavaScript 实现各种跨域的方法
2013/05/08 Javascript
js动态创建、删除表格示例代码
2013/08/07 Javascript
ExtJS实现文件下载的方法实例
2013/11/09 Javascript
深入浅出理解javaScript原型链
2015/05/09 Javascript
基于jQuery实现的双11天猫拆红包抽奖效果
2015/12/01 Javascript
JavaScript实现斗地主游戏的思路
2016/02/29 Javascript
Vue.js每天必学之过滤器与自定义过滤器
2016/09/07 Javascript
原生JS简单实现ajax的方法示例
2016/11/29 Javascript
Vue监听数据对象变化源码
2017/03/09 Javascript
在使用JSON格式处理数据时应该注意的问题小结
2017/05/20 Javascript
JavaScript中最常用的10种代码简写技巧总结
2017/06/28 Javascript
js判断数组是否包含某个字符串变量的实例
2017/11/24 Javascript
对VUE中的对象添加属性
2018/09/18 Javascript
webpack4+react多页面架构的实现
2018/10/25 Javascript
如何手动实现es5中的bind方法详解
2018/12/07 Javascript
小程序封装wx.request请求并创建接口管理文件的实现
2019/04/29 Javascript
详解 微信小程序开发框架(MINA)
2019/05/17 Javascript
Python多线程编程(二):启动线程的两种方法
2015/04/05 Python
Python编程中的文件读写及相关的文件对象方法讲解
2016/01/19 Python
python编写实现抽奖器
2020/09/10 Python
图库照片、免版税图片、矢量艺术、视频片段:Depositphotos
2019/08/02 全球购物
涉外文秘个人求职的自我评价
2013/10/07 职场文书
幼儿园中秋节活动方案
2014/02/06 职场文书
小学教师寄语大全
2014/04/03 职场文书
党的群众路线教育实践活动制度建设计划方案
2014/10/31 职场文书
如何将JavaScript将数组转为树形结构
2021/06/02 Javascript
MySQL系列之二 多实例配置
2021/07/02 MySQL
Vue如何清空对象
2022/03/03 Vue.js