140行Python代码实现Flippy Bird

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