憶童年!用Python實現憤怒的小鳥遊戲

開發工具

Python版本:3.6.4
相關模塊:
pygame模塊;
以及一些python自帶的模塊。

環境搭建

安裝Python並添加到環境變量,pip安裝需要的相關模塊即可。

原理介紹

這裡簡單介紹一下遊戲的實現原理唄。首先是遊戲的開始界面,大概是長這樣的,比較簡約:

在這裡插入圖片描述

主要包括兩個部分,即遊戲的標題和遊戲的開始以及退出按鈕,這兩部分的代碼實現如下:

'''按鈕類'''
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)
    '''是否被鼠標選中'''
    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
    '''畫到屏幕上'''
    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)


'''文字標簽類'''
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)
    '''畫到屏幕上'''
    def draw(self):
        if hasattr(self, 'text'):
            self.screen.blit(self.text, self.text_pos)

實現起來其實都比較簡單,按鈕類就是多瞭一個被鼠標選中之後(也就是鼠標的位置落在按鈕的區域范圍內時)改變顏色以直觀地告訴玩傢該按鈕已經被選中瞭的功能。

如果玩傢點擊退出鍵(QUIT),則退出遊戲:

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

若點擊開始遊戲按鈕,則開始遊戲:

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

遊戲界面大概長這樣:

在這裡插入圖片描述

玩傢獲勝的方法就是操作有限數量的小鳥將所有入侵的豬幹掉,換句話說就是利用彈弓發射小鳥,讓小鳥擊中場上的所有豬。若小鳥全部發射完之後場上仍然有豬沒有被擊中,則玩傢失敗。判斷遊戲勝負關系的代碼實現起來其實蠻簡單的,大概是這樣的:

'''遊戲狀態'''
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']

接著,為瞭實現遊戲,我們先定義一下所有我們需要的遊戲精靈類。首先,是我們的主角,憤怒的小鳥:

'''小鳥'''
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
        # 設置必要的屬性常量
        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)
        # 導入圖像
        self.image = pygame.image.load(imagepaths[0])
    '''畫到屏幕上'''
    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)
    '''判斷有沒有被鼠標選中'''
    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
    '''加載到彈弓上'''
    def load(self, slingshot):
        self.loc_info[0], self.loc_info[1] = slingshot.x, slingshot.y
        self.is_loaded = True
    '''重新設置位置'''
    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)
    '''顯示發射小鳥的路徑'''
    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))
    '''移動小鳥'''
    def move(self):
        # 根據重力改變小鳥的速度向量
        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
        # 寬度超出屏幕
        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

實現它主要需要考慮的是小鳥其實存在五種狀態:

  • 排隊狀態,即在左下角等待進入彈弓時的狀態,靜止不動即可;
  • 就緒狀態,即進入彈弓準備被發射的狀態,其需要跟著鼠標不斷地移動,使得玩傢知道自己目前調整小鳥所到的位置被發射出去之後大概會是 什麼樣的角度和路徑;
  • 飛行狀態,即被彈弓發射出去之後的狀態,需要根據重力和小鳥的初速度來計算其飛行路徑並不斷地移動;
  • 碰撞狀態,即在飛行過程中撞擊到其他物體例如小豬和木樁等時,運動狀態發生瞭改變;
  • 靜止狀態,即小鳥完成飛行狀態之後最終靜止時的狀態。

接著來實現一下小豬:

'''豬'''
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
        # 設置必要的屬性常量
        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)
        # 導入圖像
        self.pig_images = []
        for imagepath in imagepaths: self.pig_images.append(pygame.image.load(imagepath))
        # 設置當前圖像
        self.image = random.choice(self.pig_images[:2])
    '''畫到屏幕上'''
    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)
    '''移動豬'''
    def move(self):
        # 根據重力改變豬的速度向量
        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
        # 寬度超出屏幕
        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
    '''豬死掉瞭'''
    def setdead(self):
        self.is_dead = True
        self.image = self.pig_images[-1]

豬在遊戲中主要包括三種狀態:

  • 靜止狀態,即未被擊中時靜止在某處的狀態;
  • 被擊中後的運動狀態,即被其他物體擊中之後根據動量守恒原理也一起運行時的狀態;
  • 被擊中後的靜止狀態,即因為被擊中而產生運動之後又恢復靜止時的狀態、

遊戲中的木塊實現原理與小豬類似:

''地圖裡的木塊'''
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
        # 設置必要的屬性常量
        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)
        # 導入圖像
        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)
        # 設置當前圖像
        self.image = self.block_images[0]
        self.rect = self.image.get_rect()
        self.rotate_angle = math.radians(0)
    '''畫到屏幕上'''
    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]))
    '''設置為損壞狀態'''
    def setdestroy(self):
        self.is_destroyed = True
        self.image = self.block_images[1]
    '''移動木塊'''
    def move(self):
        # 根據重力改變木塊的速度向量
        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
        # 寬度超出屏幕
        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

最後,我們來實現一下墻和彈弓就可以啦:

'''彈弓'''
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'
    '''畫到屏幕上'''
    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)


'''墻'''
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'
    '''畫到屏幕上'''
    def draw(self):
        self.screen.blit(self.image, (self.x, self.y))

由此,我們完成瞭所有遊戲精靈的定義,可以開始實現遊戲的主循環啦,具體的代碼實現如下:

'''開始遊戲'''
def start(self):
    # 導入所有遊戲精靈
    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))
    # 遊戲主循環
    clock = pygame.time.Clock()
    blocks_to_remove, pigs_to_remove = [], []
    while True:
        # --按鍵檢測
        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
        # --背景顏色填充
        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))
        # --判斷遊戲是否結束,若沒有則導入新的小鳥
        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
        # --重置小鳥的位置
        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
        # --彈弓
        slingshot.draw(birds[0])
        # --判斷豬是否撞上木樁
        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()
        # --判斷鳥是否撞上木樁
        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()
        # --判斷豬是否撞上豬或者豬撞墻
        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()
        # --判斷鳥是否撞到豬或者鳥是否撞到墻
        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()
        # --判斷木樁是否撞到瞭木樁或者木樁撞到墻
        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()
        # --墻
        for wall in walls: wall.draw()
        # --顯示文字
        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()
        # --畫面刷新
        pygame.display.update()
        clock.tick(self.cfg.FPS)
        # --刪除無效的元素
        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 = []

其實就是一些按鍵檢測和碰撞檢測以及一些分數之類的遊戲狀態實時更新,感覺沒啥好講的,總之,就這麼簡單就完事啦~

到此這篇關於憶童年!用Python實現憤怒的小鳥遊戲的文章就介紹到這瞭,更多相關Python憤怒的小鳥內容請搜索WalkonNet以前的文章或繼續瀏覽下面的相關文章希望大傢以後多多支持WalkonNet!

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