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Python经典游戏:打砖块(pygame+math)

  • 2026-07-02 17:56:27
Python经典游戏:打砖块(pygame+math)

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实现经典打砖块(Arkanoid)的基本功能: 挡板移动,球反弹,砖块碰撞消除,游戏结束和胜利判定,分数显示。可以直接运行,不需要素材资源。

↓ 源码如下 ↓

import pygameimport sysimport math# 初始化Pygamepygame.init()# ---------- 常量定义 ----------SCREEN_WIDTH = 800SCREEN_HEIGHT = 600FPS = 60# 颜色 (RGB)BLACK = (000)WHITE = (255255255)RED = (25500)GREEN = (02550)BLUE = (00255)YELLOW = (2552550)ORANGE = (2551650)PURPLE = (1280128)# 游戏对象尺寸PADDLE_WIDTH = 100PADDLE_HEIGHT = 15BALL_RADIUS = 8BRICK_WIDTH = 72      # 800 / 10 ≈ 80,留间隙,所以72BRICK_HEIGHT = 20BRICK_GAP = 2         # 砖块间隙# 砖块布局 (5行,10列)BRICK_ROWS = 5BRICK_COLS = 10# 球物理参数BALL_SPEED_X = 3BALL_SPEED_Y = -4MAX_HORIZONTAL_SPEED = 5   # 挡板反弹时的最大水平速度# 挡板移动速度PADDLE_SPEED = 8# 游戏状态STATE_READY = 0      # 等待发射,球跟随挡板STATE_PLAYING = 1    # 游戏进行中STATE_GAMEOVER = 2   # 游戏结束(球掉落)STATE_WIN = 3        # 胜利(所有砖块消除)# ---------- 支持中文的文字绘制函数 ----------# 提前创建字体对象以提高性能(在全局初始化时创建)def get_chinese_font(size):    """获取支持中文的字体对象,根据操作系统自动选择"""    # 按优先级尝试常见中文字体名称    font_names = [        'simhei',           # Windows 黑体        'microsoftyahei',   # Windows 微软雅黑        'pingfang sc',      # macOS 苹方        'stheitisc',        # macOS 华文黑体        'wenquanyi zen hei',# Linux 文泉驿正黑        'noto sans cjk sc'  # Linux 思源黑体    ]    for name in font_names:        try:            font = pygame.font.SysFont(name, size)            # 简单测试能否渲染中文字符            test_surf = font.render('中'True, WHITE)            if test_surf.get_width() > 0:                return font        except:            continue    # 如果所有系统字体都失败,尝试加载当前目录下的字体文件(如果有)    try:        font = pygame.font.Font('simhei.ttf', size)        return font    except:        pass    # 最后的回退:使用默认字体(无法显示中文,但程序不会崩溃)    return pygame.font.Font(None, size)# 为了提高效率,缓存不同尺寸的字体对象_font_cache = {}def draw_text(surface, text, size, x, y, color=WHITE):    """在屏幕上绘制文字(支持中文)"""    key = size    if key not in _font_cache:        _font_cache[key] = get_chinese_font(size)    font = _font_cache[key]    text_surface = font.render(text, True, color)    text_rect = text_surface.get_rect(center=(x, y))    surface.blit(text_surface, text_rect)# ---------- 球碰撞与物理响应 ----------def collide_with_rect(ball_pos, ball_radius, rect, vx, vy):    """    检测圆与矩形的碰撞,并修正位置和速度。    返回: (new_vx, new_vy, collision_occurred)    """    # 矩形中心    rect_center = rect.center    # 找到矩形上离圆心最近的点    closest_x = max(rect.left, min(ball_pos.x, rect.right))    closest_y = max(rect.top, min(ball_pos.y, rect.bottom))    dx = ball_pos.x - closest_x    dy = ball_pos.y - closest_y    distance = math.hypot(dx, dy)    if distance < ball_radius:        # 发生碰撞,修正位置        if distance == 0:            # 避免除以零,随便给一个方向            overlap = ball_radius            direction = pygame.math.Vector2(10)        else:            overlap = ball_radius - distance            direction = pygame.math.Vector2(dx, dy).normalize()        # 修正球的位置,使其刚好不再重叠        ball_pos.x += direction.x * overlap        ball_pos.y += direction.y * overlap        # 判断碰撞面:比较圆心与closest点的差值绝对值        # 更精确的做法是比较重叠在x轴和y轴上的深度        # 简单但有效的做法: 根据法线方向判断主要碰撞轴向        if abs(dx) > abs(dy):            vx = -vx        else:            vy = -vy        return vx, vy, True    return vx, vy, False# ---------- 主游戏类 ----------class Arkanoid:    def __init__(self):        self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))        pygame.display.set_caption("打砖块 - Arkanoid")        self.clock = pygame.time.Clock()        # 游戏组件        self.paddle = pygame.Rect(SCREEN_WIDTH//2 - PADDLE_WIDTH//2,                                  SCREEN_HEIGHT - 40,                                  PADDLE_WIDTH, PADDLE_HEIGHT)        self.ball_pos = pygame.math.Vector2(SCREEN_WIDTH//2, SCREEN_HEIGHT - 60)        self.ball_radius = BALL_RADIUS        self.ball_speed = pygame.math.Vector2(BALL_SPEED_X, BALL_SPEED_Y)        self.score = 0        self.state = STATE_READY        # 创建砖块        self.bricks = []        self.init_bricks()    def init_bricks(self):        """初始化所有砖块"""        self.bricks.clear()        # 颜色渐变        colors = [RED, ORANGE, YELLOW, GREEN, BLUE]        for row in range(BRICK_ROWS):            for col in range(BRICK_COLS):                brick_x = col * (BRICK_WIDTH + BRICK_GAP) + BRICK_GAP                brick_y = row * (BRICK_HEIGHT + BRICK_GAP) + 60                brick_rect = pygame.Rect(brick_x, brick_y, BRICK_WIDTH, BRICK_HEIGHT)                # 为每一行分配不同颜色                color = colors[row % len(colors)]                self.bricks.append({                    'rect': brick_rect,                    'color': color                })    def reset_game(self):        """重置整个游戏"""        self.paddle.x = SCREEN_WIDTH//2 - PADDLE_WIDTH//2        self.ball_pos = pygame.math.Vector2(SCREEN_WIDTH//2, SCREEN_HEIGHT - 60)        self.ball_speed = pygame.math.Vector2(BALL_SPEED_X, BALL_SPEED_Y)        self.score = 0        self.state = STATE_READY        self.init_bricks()    def handle_input(self):        """处理键盘输入"""        keys = pygame.key.get_pressed()        # 挡板移动(左右方向键)        if keys[pygame.K_LEFT] and self.paddle.left > 0:            self.paddle.x -= PADDLE_SPEED        if keys[pygame.K_RIGHT] and self.paddle.right < SCREEN_WIDTH:            self.paddle.x += PADDLE_SPEED        # 仅在READY状态时,空格发射        if self.state == STATE_READY:            if keys[pygame.K_SPACE]:                self.state = STATE_PLAYING                # 确保球有一个初始向上的速度                if abs(self.ball_speed.y) < 2:                    self.ball_speed.y = -4                self.ball_speed.x = BALL_SPEED_X        # 在游戏结束或胜利时,按R键重新开始        if self.state in (STATE_GAMEOVER, STATE_WIN):            if keys[pygame.K_r]:                self.reset_game()        # 全局退出        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()    def update_ready(self):        """处于待发射状态:球跟随挡板移动"""        self.ball_pos.x = self.paddle.centerx        self.ball_pos.y = self.paddle.top - self.ball_radius    def update_playing(self):        """更新游戏逻辑(球移动,碰撞检测等)"""        # 移动球        self.ball_pos.x += self.ball_speed.x        self.ball_pos.y += self.ball_speed.y        # 1. 边界碰撞(左右上)        if self.ball_pos.x - self.ball_radius <= 0:            self.ball_pos.x = self.ball_radius            self.ball_speed.x = -self.ball_speed.x        if self.ball_pos.x + self.ball_radius >= SCREEN_WIDTH:            self.ball_pos.x = SCREEN_WIDTH - self.ball_radius            self.ball_speed.x = -self.ball_speed.x        if self.ball_pos.y - self.ball_radius <= 0:            self.ball_pos.y = self.ball_radius            self.ball_speed.y = -self.ball_speed.y        # 2. 底部碰撞(游戏结束)        if self.ball_pos.y + self.ball_radius >= SCREEN_HEIGHT:            self.state = STATE_GAMEOVER            return        # 3. 挡板碰撞        # 先检测球是否与挡板相交        ball_rect = pygame.Rect(self.ball_pos.x - self.ball_radius,                                self.ball_pos.y - self.ball_radius,                                self.ball_radius*2self.ball_radius*2)        if ball_rect.colliderect(self.paddle):            # 计算碰撞点相对于挡板中心的位置偏移(-1 到 1)            offset = (self.ball_pos.x - self.paddle.centerx) / (self.paddle.width / 2)            # 限制偏移范围            offset = max(-1min(1, offset))            # 根据偏移改变水平速度,并设置垂直速度向上            new_vx = offset * MAX_HORIZONTAL_SPEED            self.ball_speed.x = new_vx            # 确保垂直速度向上且有一定的绝对值            self.ball_speed.y = -abs(self.ball_speed.y)            # 将球移到挡板之上避免卡住            self.ball_pos.y = self.paddle.top - self.ball_radius        # 4. 砖块碰撞(处理多次碰撞)        # 使用循环,直到一次检测中没有碰撞发生,确保一帧内多次碰撞正确消除        collision_occurred = True        max_iter = 10  # 防止死循环        iter_count = 0        while collision_occurred and iter_count < max_iter:            collision_occurred = False            for brick in self.bricks[:]:  # 遍历副本以便删除                rect = brick['rect']                # 检测球和砖块碰撞                vx, vy, hit = collide_with_rect(self.ball_pos, self.ball_radius,                                                rect, self.ball_speed.x, self.ball_speed.y)                if hit:                    self.ball_speed.x = vx                    self.ball_speed.y = vy                    # 删除砖块并加分                    self.bricks.remove(brick)                    self.score += 10                    collision_occurred = True                    break  # 一次只处理一个碰撞,避免一次跳跃多个响应异常            iter_count += 1        # 检查胜利条件        if len(self.bricks) == 0:            self.state = STATE_WIN    def update(self):        """主更新函数,根据状态调用不同逻辑"""        if self.state == STATE_READY:            self.update_ready()        elif self.state == STATE_PLAYING:            self.update_playing()        # GAMEOVER 和 WIN 状态下不需要更新游戏对象    def draw(self):        """绘制所有元素"""        self.screen.fill(BLACK)        # 绘制砖块        for brick in self.bricks:            pygame.draw.rect(self.screen, brick['color'], brick['rect'])            # 添加边框效果            pygame.draw.rect(self.screen, WHITE, brick['rect'], 1)        # 绘制挡板        pygame.draw.rect(self.screen, WHITE, self.paddle)        pygame.draw.rect(self.screen, BLUE, self.paddle, 3)        # 绘制球        pygame.draw.circle(self.screen, YELLOW,                           (int(self.ball_pos.x), int(self.ball_pos.y)),                           self.ball_radius)        pygame.draw.circle(self.screen, WHITE,                           (int(self.ball_pos.x), int(self.ball_pos.y)),                           self.ball_radius, 2)        # 绘制分数        draw_text(self.screen, f"得分: {self.score}"367030, WHITE)        # 根据状态显示提示文字(已改为中文)        if self.state == STATE_READY:            draw_text(self.screen, "按空格开始游戏"40,                      SCREEN_WIDTH//2, SCREEN_HEIGHT//2 + 100, YELLOW)            draw_text(self.screen, "←  → 移动挡板"30,                      SCREEN_WIDTH//2, SCREEN_HEIGHT//2 + 150, WHITE)        elif self.state == STATE_GAMEOVER:            draw_text(self.screen, "游戏结束"60,                      SCREEN_WIDTH//2, SCREEN_HEIGHT//2 - 50, RED)            draw_text(self.screen, f"您的得分: {self.score}"40,                      SCREEN_WIDTH//2, SCREEN_HEIGHT//2 + 20, WHITE)            draw_text(self.screen, "按 R 键重新开始"30,                      SCREEN_WIDTH//2, SCREEN_HEIGHT//2 + 100, YELLOW)        elif self.state == STATE_WIN:            draw_text(self.screen, "恭喜胜利!"60,                      SCREEN_WIDTH//2, SCREEN_HEIGHT//2 - 50, GREEN)            draw_text(self.screen, f"最终得分: {self.score}"40,                      SCREEN_WIDTH//2, SCREEN_HEIGHT//2 + 20, WHITE)            draw_text(self.screen, "按 R 键重新开始"30,                      SCREEN_WIDTH//2, SCREEN_HEIGHT//2 + 100, YELLOW)        # 额外显示砖块剩余数量        if self.state == STATE_PLAYING:            remaining = len(self.bricks)            draw_text(self.screen, f"剩余砖块: {remaining}"24,                      SCREEN_WIDTH - 8030, WHITE)        pygame.display.flip()    def run(self):        """主游戏循环"""        while True:            self.handle_input()            self.update()            self.draw()            self.clock.tick(FPS)# ---------- 程序入口 ----------if __name__ == "__main__":    game = Arkanoid()    game.run()

完毕!!感谢您的收看

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  1. CONNECT:[ UseTime:0.000632s ] mysql:host=127.0.0.1;port=3306;dbname=f_mffb;charset=utf8mb4
  2. SHOW FULL COLUMNS FROM `fenlei` [ RunTime:0.000846s ]
  3. SELECT * FROM `fenlei` WHERE `fid` = 0 [ RunTime:0.005132s ]
  4. SELECT * FROM `fenlei` WHERE `fid` = 63 [ RunTime:0.000340s ]
  5. SHOW FULL COLUMNS FROM `set` [ RunTime:0.000590s ]
  6. SELECT * FROM `set` [ RunTime:0.000211s ]
  7. SHOW FULL COLUMNS FROM `article` [ RunTime:0.000575s ]
  8. SELECT * FROM `article` WHERE `id` = 490249 LIMIT 1 [ RunTime:0.000918s ]
  9. UPDATE `article` SET `lasttime` = 1783123908 WHERE `id` = 490249 [ RunTime:0.021266s ]
  10. SELECT * FROM `fenlei` WHERE `id` = 66 LIMIT 1 [ RunTime:0.000456s ]
  11. SELECT * FROM `article` WHERE `id` < 490249 ORDER BY `id` DESC LIMIT 1 [ RunTime:0.000585s ]
  12. SELECT * FROM `article` WHERE `id` > 490249 ORDER BY `id` ASC LIMIT 1 [ RunTime:0.002371s ]
  13. SELECT * FROM `article` WHERE `id` < 490249 ORDER BY `id` DESC LIMIT 10 [ RunTime:0.001434s ]
  14. SELECT * FROM `article` WHERE `id` < 490249 ORDER BY `id` DESC LIMIT 10,10 [ RunTime:0.006170s ]
  15. SELECT * FROM `article` WHERE `id` < 490249 ORDER BY `id` DESC LIMIT 20,10 [ RunTime:0.004812s ]
0.124990s