本文实例为大家分享了python pygame实现打砖块游戏的具体代码,供大家参考,具体内容如下
最近在尝试着写一个用强化学习的方法玩打砖块的游戏,首先将游戏环境做些改动,以便产生需要的数据
游戏环境的界面以及代码如下
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import sys sys.path.append(r 'E:\anaconda\Lib\site-packages' ) import pygame import sys import random import time import math from tkinter import _flatten pygame.init() pygame.font.init() brick_length = 25 brick_wide = 15 rect_length = 100 rect_wide = 5 window_length = 400 window_wide = 250 move_x = 8 move_y = 8 radius = 10 score = 0 over_sign = 0 win_sign = 0 frequency = 0 ball_color = ( 240 , 240 , 240 ) k_counter = 0 state = [] game_window = pygame.display.set_mode((window_length,window_wide)) def rectmove(): mouse_x , _ = pygame.mouse.get_pos() pygame.draw.rect(game_window,( 255 , 255 , 255 ),((mouse_x - rect_length / / 2 ),(window_wide - rect_wide),rect_length,rect_wide)) def ballready(): pygame.draw.circle(game_window,ball_color,(ball_x,ball_y),radius) #绘制球 def ball_window(): global move_x global move_y #球与窗口边框的碰撞检测 if ball_x < = radius or ball_x > = (window_length - radius): move_x = - move_x if ball_y < = radius: move_y = - move_y def ball_rect(): #球与球拍的碰撞检测 collision_sign_x = 0 #定义碰撞标识 collision_sign_y = 0 global k_counter global move_x global move_y global distance mouse_x , _ = pygame.mouse.get_pos() if ball_x < (mouse_x - rect_length / / 2 ): closestpoint_x = mouse_x - rect_length / / 2 collision_sign_x = 1 elif ball_x > (mouse_x + rect_length / / 2 ): closestpoint_x = mouse_x + rect_length / / 2 collision_sign_x = 2 else : closestpoint_x = ball_x collision_sign_x = 3 if ball_y < (window_wide - rect_wide): closestpoint_y = (window_wide - rect_wide) collision_sign_y = 1 elif ball_y > window_wide: closestpoint_y = window_wide collision_sign_y = 2 else : closestpoint_y = ball_y collision_sign_y = 3 #定义球拍到圆心最近点与圆心的距离 distance = math.sqrt(math. pow (closestpoint_x - ball_x, 2 ) + math. pow (closestpoint_y - ball_y, 2 )) #球在球拍上左、上中、上右3种情况的碰撞检测 if distance < radius and collision_sign_y = = 1 and (collision_sign_x = = 1 or collision_sign_x = = 2 ): if collision_sign_x = = 1 and move_x > 0 : move_x = - move_x move_y = - move_y if collision_sign_x = = 1 and move_x < 0 : move_y = - move_y if collision_sign_x = = 2 and move_x < 0 : move_x = - move_x move_y = - move_y if collision_sign_x = = 2 and move_x > 0 : move_y = - move_y if distance < radius and collision_sign_y = = 1 and collision_sign_x = = 3 : move_y = - move_y if distance < radius and collision_sign_y = = 3 : #球在球拍左、右两侧中间的碰撞检测 move_x = - move_x k_counter = k_counter + 1 def ballmove(): global ball_x global ball_y global over_sign global frequency global brick_list #绘制球,设置反弹触发条件 pygame.draw.circle(game_window,ball_color,(ball_x,ball_y),radius) ball_x + = move_x ball_y - = move_y #调用碰撞检测函数 ball_window() ball_rect() if distance < radius: frequency + = 1 #接球次数 if ball_y > 270 : #设置游戏失败条件 over_sign = 1 def record_brick_state(): global brick_state global brick_list if ball_y = = 203 : brick_state = list (_flatten(brick_list)) #变为一维 ball_state = [ 0 , 0 , 0 , 0 , 0 , 0 ] def record_ball_state(): global ball_x global ball_y global ball_state if ball_y = = 203 : ball_state[ 0 ] = ball_x * 0.01 ball_state[ 1 ] = ball_y * 0.01 if ball_y = = 211 : ball_state[ 2 ] = ball_x * 0.01 ball_state[ 3 ] = ball_y * 0.01 if ball_y = = 219 : ball_state[ 4 ] = ball_x * 0.01 ball_state[ 5 ] = ball_y * 0.01 def calculate_score(brick_list): brick_num = 0 global score for i in range ( 5 ): for j in range ( 12 ): brick_num = brick_num + brick_list[i][j] score = 60 - brick_num # print(score) def brickarrange(): global brick_length global brick_wide global score global win_sign global brick_x global brick_y global distanceb global ball_x global ball_y global brick_list_ #绘制砖块 for i in range ( 5 ): for j in range ( 12 ): brick_x = j * (brick_length + 5 ) brick_y = i * (brick_wide + 5 ) + 40 if brick_list[i][j] = = 1 : pygame.draw.rect(game_window,( 255 , 255 , 255 ),(brick_x,brick_y,brick_length,brick_wide)) ball_brick() #调用碰撞检测函数 if distanceb < radius: brick_list[i][j] = 0 calculate_score(brick_list) #设置游戏胜利条件 if score = = 60 : win_sign = 1 def ball_brick(): global distanceb global move_x global move_y #球与砖块的碰撞检测 collision_sign_bx = 0 #定义碰撞标识 collision_sign_by = 0 if ball_x < brick_x: closestpoint_bx = brick_x collision_sign_bx = 1 elif ball_x > brick_x + brick_length: closestpoint_bx = brick_x + brick_length collision_sign_bx = 2 else : closestpoint_bx = ball_x collision_sign_bx = 3 if ball_y < brick_y: closestpoint_by = brick_y collision_sign_by = 1 elif ball_y > brick_y + brick_wide: closestpoint_by = brick_y + brick_wide collision_sign_by = 2 else : closestpoint_by = ball_y collision_sign_by = 3 #定义砖块到圆心最近点与圆心的距离 distanceb = math.sqrt(math. pow (closestpoint_bx - ball_x, 2 ) + math. pow (closestpoint_by - ball_y, 2 )) #球在砖块上左、上中、上右3种情况的碰撞检测 if distanceb < radius and collision_sign_by = = 1 and (collision_sign_bx = = 1 or collision_sign_bx = = 2 ): if collision_sign_bx = = 1 and move_x > 0 : move_x = - move_x move_y = - move_y if collision_sign_bx = = 1 and move_x < 0 : move_y = - move_y if collision_sign_bx = = 2 and move_x < 0 : move_x = - move_x move_y = - move_y if collision_sign_bx = = 2 and move_x > 0 : move_y = - move_y if distanceb < radius and collision_sign_by = = 1 and collision_sign_bx = = 3 : move_y = - move_y #球在砖块下左、下中、下右3种情况的碰撞检测 if distanceb < radius and collision_sign_by = = 2 and (collision_sign_bx = = 1 or collision_sign_bx = = 2 ): if collision_sign_bx = = 1 and move_x > 0 : move_x = - move_x move_y = - move_y if collision_sign_bx = = 1 and move_x < 0 : move_y = - move_y if collision_sign_bx = = 2 and move_x < 0 : move_x = - move_x move_y = - move_y if collision_sign_bx = = 2 and move_x > 0 : move_y = - move_y if distanceb < radius and collision_sign_by = = 2 and collision_sign_bx = = 3 : move_y = - move_y if distanceb < radius and collision_sign_by = = 3 : #球在砖块左、右两侧中间的碰撞检测 move_x = - move_x while True : brick_list = [[ 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ], [ 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ], [ 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ], [ 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ], [ 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ]] score = 0 win_sign = 0 frequency = 0 over_sign = 0 mouse_x , _ = pygame.mouse.get_pos() ball_x = mouse_x ball_y = window_wide - rect_wide - radius while True : game_window.fill(( 111 , 111 , 111 )) pygame.display.flip() for event in pygame.event.get(): if event. type = = pygame.QUIT: pygame.quit() exit() rectmove() ballmove() brickarrange() record_brick_state() record_ball_state() if ball_state[ 1 ] ! = 0 : if ball_state[ 3 ] ! = 0 : if ball_state[ 5 ] ! = 0 : state = brick_state + ball_state ball_state = [ 0 , 0 , 0 , 0 , 0 , 0 ] print (state) if over_sign = = 1 : break if win_sign = = 1 : break pygame.display.update() time.sleep( 0.06 ) |
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/weixin_41396062/article/details/87565863