python pygame 打砖块游戏

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
在这里插入图片描述

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)                                                      #控制游戏窗口刷新频率
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