140行Python程式碼實現Flippy Bird

140行程式碼實現Flippy Bird

話說這遊戲中文名叫什麼來著,死活想不起來了,算了話不多說,140行實現小遊戲系列第二章,依然是簡單小遊戲,與數獨遊戲相比,在遊戲介面顯示上更難一些,但是在邏輯方面更簡單一些,需要處理的無非是速度、加速度、時間、位置、碰撞檢測,介面方面則要實現整個動態的顯示;

依舊在最後會給出全部程式碼,不過依然可以從我的Github倉庫Fork下來直接運行,圖片資源也在那裡,have fun.

運行以及玩法:

  1. python main.py運行遊戲;
  2. 滑鼠點擊是暫停,再點擊則是繼續;
  3. 空格鍵進行跳躍;

後續擴展:

  1. 管道的出現可以更加隨機,包括位置和長度等,目前是很簡單的方式出現;
  2. 遊戲速度可以越來越快,目前是固定的;
  3. 小鳥的自由落體速度、跳躍速度等需要優化,目前操作感覺沒有那麼流暢;
  4. 增加計分系統、開始、重來等按鈕;

小鳥圖,需要的自取

遊戲截圖

進行中

暫停時

死亡時

關鍵程式碼分析

隨時間移動的管道

可以看到對於這個遊戲,實際上移動的是管道而不是小鳥,因此這裡主要是處理管道繪製的位置變化,以及整個一個循環的過程,如果螢幕上顯示的管道是N個,那麼可以想像是N+2個管道在不停地轉圈圈出現在我們的介面上就行了;

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)  

自由落體的小鳥和點擊空格後跳起

不操作的情況下,小鳥的上下移動是做自由落體,也就是越來越快的下降的過程,而當我們點擊空格進行跳躍後,實際上改變的就是小鳥的當前速度,因此小鳥會向上越來越慢的跳躍,直到速度為0後,繼續下降,符合基本的物理規則;

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])  

碰撞檢測

檢測小鳥是否碰到管道或者是掉到地上,這麼說是只無腳鳥咯,實際上就是檢測兩個矩形是否有重疊的部分;

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,肯定是右側線接觸,因此判斷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繪製rect不支援透明度下實現的透明圖層

看到,實際上是藉助了Surface,將其設置為想要的透明度後blit到我們的screen上即可,直接draw rect是不支援RGBA的A設置alpha的,不知道為啥這麼坑爹的設計;

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))  

全部程式碼

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,肯定是右側線接觸,因此判斷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()  

最後

數獨和FlippyBird都在這裡,歡迎大家Fork下來直接運行,後續會不定期更新其他小遊戲,目前以簡單的動作小遊戲、棋牌類為主,想到啥做啥,或者大家有什麼想做想玩的可以評論區告訴我哈,搞得定的我會儘快完成;

最後的最後

大家可以到我的Github上看看有沒有其他需要的東西,目前主要是自己做的機器學習項目、Python各種腳本工具、有意思的小項目以及Follow的大佬、Fork的項目等:
https://github.com/NemoHoHaloAi

Tags: