Pygame:细胞物理学
Pygame: Cell Physics
我正在制作 agar.io 的精简版。
目前,单元格像在游戏中一样放置在网格背景上。细胞吃食物,但实际上只有圆圈内较小的正方形部分在吃食物(在我的程序中),当你足够大时这一点很明显。此外,当您按下空格键时,它会将单元格分成 2 个较小的部分,几秒钟后它们会合并回来。这将需要一个 KEY_UP
和 K_SPACE
事件,但我不确定如何实现它。另外,一旦你的质量大约为 34,你可以按 w 来射击你自己的一小部分,一个较小的细胞,大约为 14 设定质量。
我试图用一堆 if 语句在细胞达到一定质量后减慢它的速度。在游戏中,它自然减速。 Here and Here 是描述游戏中使用的数学的来源。
这是我的代码:
import pygame, sys, random
from pygame.locals import *
# set up pygame
pygame.init()
mainClock = pygame.time.Clock()
# set up the window
width = 800
height = 600
thesurface = pygame.display.set_mode((width, height), 0, 32)
pygame.display.set_caption('')
bg = pygame.image.load("bg.png")
basicFont = pygame.font.SysFont('calibri', 36)
# set up the colors
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
size = 10
playercolor = BLUE
# set up the player and food data structure
foodCounter = 0
NEWFOOD = 35
FOODSIZE = 10
player = pygame.draw.circle(thesurface, playercolor, (60, 250), 40)
foods = []
for i in range(20):
foods.append(pygame.Rect(random.randint(0, width - FOODSIZE), random.randint(0, height - FOODSIZE), FOODSIZE, FOODSIZE))
# set up movement variables
moveLeft = False
moveRight = False
moveUp = False
moveDown = False
MOVESPEED = 10
score = 0
# run the game loop
while True:
# check for events
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
# change the keyboard variables
if event.key == K_LEFT or event.key == ord('a'):
moveRight = False
moveLeft = True
if event.key == K_RIGHT or event.key == ord('d'):
moveLeft = False
moveRight = True
if event.key == K_UP or event.key == ord('w'):
moveDown = False
moveUp = True
if event.key == K_DOWN or event.key == ord('s'):
moveUp = False
moveDown = True
if event.type == KEYUP:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
if event.key == K_LEFT or event.key == ord('a'):
moveLeft = False
if event.key == K_RIGHT or event.key == ord('d'):
moveRight = False
if event.key == K_UP or event.key == ord('w'):
moveUp = False
if event.key == K_DOWN or event.key == ord('s'):
moveDown = False
if event.key == ord('x'):
player.top = random.randint(0, height - player.height)
player.left = random.randint(0, width - player.width)
if event.type == MOUSEBUTTONUP:
foods.append(pygame.Rect(event.pos[0], event.pos[1], FOODSIZE, FOODSIZE))
foodCounter += 1
if foodCounter >= NEWFOOD:
# add new food
foodCounter = 0
foods.append(pygame.Rect(random.randint(0, width - FOODSIZE), random.randint(0, height - FOODSIZE), FOODSIZE, FOODSIZE))
if 100>score>50:
MOVESPEED = 9
elif 150>score>100:
MOVESPEED = 8
elif 250>score>150:
MOVESPEED = 6
elif 400>score>250:
MOVESPEED = 5
elif 600>score>400:
MOVESPEED = 3
elif 800>score>600:
MOVESPEED = 2
elif score>800:
MOVESPEED = 1
# move the player
if moveDown and player.bottom < height:
player.top += MOVESPEED
if moveUp and player.top > 0:
player.top -= MOVESPEED
if moveLeft and player.left > 0:
player.left -= MOVESPEED
if moveRight and player.right < width:
player.right += MOVESPEED
thesurface.blit(bg, (0, 0))
# draw the player onto the surface
pygame.draw.circle(thesurface, playercolor, player.center, size)
# check if the player has intersected with any food squares.
for food in foods[:]:
if player.colliderect(food):
foods.remove(food)
size+=1
score+=1
# draw the food
for i in range(len(foods)):
pygame.draw.rect(thesurface, GREEN, foods[i])
printscore = basicFont.render("Score: %d" % score, True, (0,0,0))
thesurface.blit(printscore, (495, 10))
pygame.display.update()
# draw the window onto the thesurface
pygame.display.update()
mainClock.tick(80)
再一次,这是我要解决的问题。
- 我希望单元格在按下空格键时分成两部分。仅当单元格大小超过 30 时才会发生这种情况。
- 我希望细胞在你按下 W 时吐出它自己的一小部分。吐出的部分将是一组 15 的质量。原始单元格将小 15。多次击中W会吐出多个小球,直到原格子的质量为20时,再吐出就没法活了。
编辑:我试过拆分:
if event.key == K_SPACE:
pygame.draw.circle(thesurface, playercolor,(player.centerx,player.centery),int(size/2))
pygame.draw.circle(thesurface, playercolor,(player.centerx+size,player.centery+size),int(size/2))
将上面的代码放入后,运行程序按空格键,没有任何反应。该程序就像我从未按过它一样。
您需要将 .draw
调用移到调用之后以 blit 您的背景,否则它会覆盖您玩家的圈子。我在这里使用了一个布尔标志,然后您可以将其与计时器一起使用,以便在您希望关闭拆分时进行切换:
import pygame, sys, random
from pygame.locals import *
# set up pygame
pygame.init()
mainClock = pygame.time.Clock()
# set up the window
width = 800
height = 600
thesurface = pygame.display.set_mode((width, height), 0, 32)
pygame.display.set_caption('')
bg = pygame.image.load("bg.png")
basicFont = pygame.font.SysFont('calibri', 36)
# set up the colors
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
size = 10
playercolor = BLUE
# set up the player and food data structure
foodCounter = 0
NEWFOOD = 35
FOODSIZE = 10
splitting = False
player = pygame.draw.circle(thesurface, playercolor, (60, 250), 40)
foods = []
for i in range(20):
foods.append(pygame.Rect(random.randint(0, width - FOODSIZE), random.randint(0, height - FOODSIZE), FOODSIZE, FOODSIZE))
# set up movement variables
moveLeft = False
moveRight = False
moveUp = False
moveDown = False
MOVESPEED = 10
score = 0
# run the game loop
while True:
# check for events
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
# change the keyboard variables
if event.key == K_LEFT or event.key == ord('a'):
moveRight = False
moveLeft = True
if event.key == K_RIGHT or event.key == ord('d'):
moveLeft = False
moveRight = True
if event.key == K_UP or event.key == ord('w'):
moveDown = False
moveUp = True
if event.key == K_DOWN or event.key == ord('s'):
moveUp = False
moveDown = True
if event.key == K_SPACE and size >= 30: # XXX if size and space set splitting to true
splitting = True
if event.type == KEYUP:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
if event.key == K_LEFT or event.key == ord('a'):
moveLeft = False
if event.key == K_RIGHT or event.key == ord('d'):
moveRight = False
if event.key == K_UP or event.key == ord('w'):
moveUp = False
if event.key == K_DOWN or event.key == ord('s'):
moveDown = False
if event.key == ord('x'):
player.top = random.randint(0, height - player.height)
player.left = random.randint(0, width - player.width)
if event.type == MOUSEBUTTONUP:
foods.append(pygame.Rect(event.pos[0], event.pos[1], FOODSIZE, FOODSIZE))
foodCounter += 1
if foodCounter >= NEWFOOD:
# add new food
foodCounter = 0
foods.append(pygame.Rect(random.randint(0, width - FOODSIZE), random.randint(0, height - FOODSIZE), FOODSIZE, FOODSIZE))
if 100>score>50:
MOVESPEED = 9
elif 150>score>100:
MOVESPEED = 8
elif 250>score>150:
MOVESPEED = 6
elif 400>score>250:
MOVESPEED = 5
elif 600>score>400:
MOVESPEED = 3
elif 800>score>600:
MOVESPEED = 2
elif score>800:
MOVESPEED = 1
# move the player
if moveDown and player.bottom < height:
player.top += MOVESPEED
if moveUp and player.top > 0:
player.top -= MOVESPEED
if moveLeft and player.left > 0:
player.left -= MOVESPEED
if moveRight and player.right < width:
player.right += MOVESPEED
thesurface.blit(bg, (0, 0))
# draw the player onto the surface
if not splitting: # XXX check the split flag and draw accordingly...
pygame.draw.circle(thesurface, playercolor, player.center, size)
else:
pygame.draw.circle(thesurface, playercolor,(player.centerx,player.centery),int(size/2))
pygame.draw.circle(thesurface, playercolor,(player.centerx+size,player.centery+size),int(size/2))
# check if the player has intersected with any food squares.
for food in foods[:]:
if player.colliderect(food):
foods.remove(food)
size+=1
score+=1
# draw the food
for i in range(len(foods)):
pygame.draw.rect(thesurface, GREEN, foods[i])
printscore = basicFont.render("Score: %d" % score, True, (0,0,0))
thesurface.blit(printscore, (495, 10))
pygame.display.update()
# draw the window onto the thesurface
pygame.display.update()
mainClock.tick(80)
你肯定也想把它做成几个函数and/or类。
我正在制作 agar.io 的精简版。
目前,单元格像在游戏中一样放置在网格背景上。细胞吃食物,但实际上只有圆圈内较小的正方形部分在吃食物(在我的程序中),当你足够大时这一点很明显。此外,当您按下空格键时,它会将单元格分成 2 个较小的部分,几秒钟后它们会合并回来。这将需要一个 KEY_UP
和 K_SPACE
事件,但我不确定如何实现它。另外,一旦你的质量大约为 34,你可以按 w 来射击你自己的一小部分,一个较小的细胞,大约为 14 设定质量。
我试图用一堆 if 语句在细胞达到一定质量后减慢它的速度。在游戏中,它自然减速。 Here and Here 是描述游戏中使用的数学的来源。
这是我的代码:
import pygame, sys, random
from pygame.locals import *
# set up pygame
pygame.init()
mainClock = pygame.time.Clock()
# set up the window
width = 800
height = 600
thesurface = pygame.display.set_mode((width, height), 0, 32)
pygame.display.set_caption('')
bg = pygame.image.load("bg.png")
basicFont = pygame.font.SysFont('calibri', 36)
# set up the colors
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
size = 10
playercolor = BLUE
# set up the player and food data structure
foodCounter = 0
NEWFOOD = 35
FOODSIZE = 10
player = pygame.draw.circle(thesurface, playercolor, (60, 250), 40)
foods = []
for i in range(20):
foods.append(pygame.Rect(random.randint(0, width - FOODSIZE), random.randint(0, height - FOODSIZE), FOODSIZE, FOODSIZE))
# set up movement variables
moveLeft = False
moveRight = False
moveUp = False
moveDown = False
MOVESPEED = 10
score = 0
# run the game loop
while True:
# check for events
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
# change the keyboard variables
if event.key == K_LEFT or event.key == ord('a'):
moveRight = False
moveLeft = True
if event.key == K_RIGHT or event.key == ord('d'):
moveLeft = False
moveRight = True
if event.key == K_UP or event.key == ord('w'):
moveDown = False
moveUp = True
if event.key == K_DOWN or event.key == ord('s'):
moveUp = False
moveDown = True
if event.type == KEYUP:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
if event.key == K_LEFT or event.key == ord('a'):
moveLeft = False
if event.key == K_RIGHT or event.key == ord('d'):
moveRight = False
if event.key == K_UP or event.key == ord('w'):
moveUp = False
if event.key == K_DOWN or event.key == ord('s'):
moveDown = False
if event.key == ord('x'):
player.top = random.randint(0, height - player.height)
player.left = random.randint(0, width - player.width)
if event.type == MOUSEBUTTONUP:
foods.append(pygame.Rect(event.pos[0], event.pos[1], FOODSIZE, FOODSIZE))
foodCounter += 1
if foodCounter >= NEWFOOD:
# add new food
foodCounter = 0
foods.append(pygame.Rect(random.randint(0, width - FOODSIZE), random.randint(0, height - FOODSIZE), FOODSIZE, FOODSIZE))
if 100>score>50:
MOVESPEED = 9
elif 150>score>100:
MOVESPEED = 8
elif 250>score>150:
MOVESPEED = 6
elif 400>score>250:
MOVESPEED = 5
elif 600>score>400:
MOVESPEED = 3
elif 800>score>600:
MOVESPEED = 2
elif score>800:
MOVESPEED = 1
# move the player
if moveDown and player.bottom < height:
player.top += MOVESPEED
if moveUp and player.top > 0:
player.top -= MOVESPEED
if moveLeft and player.left > 0:
player.left -= MOVESPEED
if moveRight and player.right < width:
player.right += MOVESPEED
thesurface.blit(bg, (0, 0))
# draw the player onto the surface
pygame.draw.circle(thesurface, playercolor, player.center, size)
# check if the player has intersected with any food squares.
for food in foods[:]:
if player.colliderect(food):
foods.remove(food)
size+=1
score+=1
# draw the food
for i in range(len(foods)):
pygame.draw.rect(thesurface, GREEN, foods[i])
printscore = basicFont.render("Score: %d" % score, True, (0,0,0))
thesurface.blit(printscore, (495, 10))
pygame.display.update()
# draw the window onto the thesurface
pygame.display.update()
mainClock.tick(80)
再一次,这是我要解决的问题。
- 我希望单元格在按下空格键时分成两部分。仅当单元格大小超过 30 时才会发生这种情况。
- 我希望细胞在你按下 W 时吐出它自己的一小部分。吐出的部分将是一组 15 的质量。原始单元格将小 15。多次击中W会吐出多个小球,直到原格子的质量为20时,再吐出就没法活了。
编辑:我试过拆分:
if event.key == K_SPACE:
pygame.draw.circle(thesurface, playercolor,(player.centerx,player.centery),int(size/2))
pygame.draw.circle(thesurface, playercolor,(player.centerx+size,player.centery+size),int(size/2))
将上面的代码放入后,运行程序按空格键,没有任何反应。该程序就像我从未按过它一样。
您需要将 .draw
调用移到调用之后以 blit 您的背景,否则它会覆盖您玩家的圈子。我在这里使用了一个布尔标志,然后您可以将其与计时器一起使用,以便在您希望关闭拆分时进行切换:
import pygame, sys, random
from pygame.locals import *
# set up pygame
pygame.init()
mainClock = pygame.time.Clock()
# set up the window
width = 800
height = 600
thesurface = pygame.display.set_mode((width, height), 0, 32)
pygame.display.set_caption('')
bg = pygame.image.load("bg.png")
basicFont = pygame.font.SysFont('calibri', 36)
# set up the colors
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
size = 10
playercolor = BLUE
# set up the player and food data structure
foodCounter = 0
NEWFOOD = 35
FOODSIZE = 10
splitting = False
player = pygame.draw.circle(thesurface, playercolor, (60, 250), 40)
foods = []
for i in range(20):
foods.append(pygame.Rect(random.randint(0, width - FOODSIZE), random.randint(0, height - FOODSIZE), FOODSIZE, FOODSIZE))
# set up movement variables
moveLeft = False
moveRight = False
moveUp = False
moveDown = False
MOVESPEED = 10
score = 0
# run the game loop
while True:
# check for events
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
# change the keyboard variables
if event.key == K_LEFT or event.key == ord('a'):
moveRight = False
moveLeft = True
if event.key == K_RIGHT or event.key == ord('d'):
moveLeft = False
moveRight = True
if event.key == K_UP or event.key == ord('w'):
moveDown = False
moveUp = True
if event.key == K_DOWN or event.key == ord('s'):
moveUp = False
moveDown = True
if event.key == K_SPACE and size >= 30: # XXX if size and space set splitting to true
splitting = True
if event.type == KEYUP:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
if event.key == K_LEFT or event.key == ord('a'):
moveLeft = False
if event.key == K_RIGHT or event.key == ord('d'):
moveRight = False
if event.key == K_UP or event.key == ord('w'):
moveUp = False
if event.key == K_DOWN or event.key == ord('s'):
moveDown = False
if event.key == ord('x'):
player.top = random.randint(0, height - player.height)
player.left = random.randint(0, width - player.width)
if event.type == MOUSEBUTTONUP:
foods.append(pygame.Rect(event.pos[0], event.pos[1], FOODSIZE, FOODSIZE))
foodCounter += 1
if foodCounter >= NEWFOOD:
# add new food
foodCounter = 0
foods.append(pygame.Rect(random.randint(0, width - FOODSIZE), random.randint(0, height - FOODSIZE), FOODSIZE, FOODSIZE))
if 100>score>50:
MOVESPEED = 9
elif 150>score>100:
MOVESPEED = 8
elif 250>score>150:
MOVESPEED = 6
elif 400>score>250:
MOVESPEED = 5
elif 600>score>400:
MOVESPEED = 3
elif 800>score>600:
MOVESPEED = 2
elif score>800:
MOVESPEED = 1
# move the player
if moveDown and player.bottom < height:
player.top += MOVESPEED
if moveUp and player.top > 0:
player.top -= MOVESPEED
if moveLeft and player.left > 0:
player.left -= MOVESPEED
if moveRight and player.right < width:
player.right += MOVESPEED
thesurface.blit(bg, (0, 0))
# draw the player onto the surface
if not splitting: # XXX check the split flag and draw accordingly...
pygame.draw.circle(thesurface, playercolor, player.center, size)
else:
pygame.draw.circle(thesurface, playercolor,(player.centerx,player.centery),int(size/2))
pygame.draw.circle(thesurface, playercolor,(player.centerx+size,player.centery+size),int(size/2))
# check if the player has intersected with any food squares.
for food in foods[:]:
if player.colliderect(food):
foods.remove(food)
size+=1
score+=1
# draw the food
for i in range(len(foods)):
pygame.draw.rect(thesurface, GREEN, foods[i])
printscore = basicFont.render("Score: %d" % score, True, (0,0,0))
thesurface.blit(printscore, (495, 10))
pygame.display.update()
# draw the window onto the thesurface
pygame.display.update()
mainClock.tick(80)
你肯定也想把它做成几个函数and/or类。