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python开发的小球完全弹性碰撞游戏代码

时间:2024-08-20 21:20:04

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python开发的小球完全弹性碰撞游戏代码

后端开发|Python教程

小球完全,弹性碰撞

后端开发-Python教程

完成这个小球的完全弹性碰撞游戏灵感来自于:

下面是我花了一周下班时间所编写的一个小球完全弹性碰撞游戏:

游戏初始化状态:

最下面的游标和修改小球的移动速度

源码部分:

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#python tkinter

#python version 3.3.2

from tkinter import *

”’

判断

两个小球

{

圆心:A(x1,y1) 半径:r X轴速度:Vax Y轴速度:Vay

圆心:B(x2,y2) 半径:R X轴速度:Vbx Y轴速度:Vby

}

碰撞的条件是:

1.两个小球的圆心距离不大于两小球半径之和(r+R),即:

{

(x2 – x1)^2 + (y2 – y1)^2 <= (r + R)^2

}

2.小球碰撞后,两小球的数度交换,即:

{

tempVax = Vax

tempVay = Vay

Vax = Vbx

Vay = Vby

Vbx = tempVax

Vby = tempVay

或:

Vax = Vax + Vbx

Vbx = Vax – Vbx

Vax = Vax – Vbx

Vay = Vay + Vby

Vby = Vay – Vby

Vay = Vay – Vby

}

游戏规则:

五小球在画布中移动,他们之间会产生碰撞,当然小球和上下左右都会产生碰撞

碰撞后,小球会改变方向返回

而最下面的游标则用于调节小球的移动速度,游标的范围是[-100, 100]

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缺陷或BUG:

1.在修改游标数据从而改变小球移动速度的时候,小球移动的距离得不到及时的更新

导致小球可能会逃离画布

2.小球在运动的过程中,有时候也有可能逃离画布

总结:

完成这个游戏,花了一个星期的下班时间。在这个过程中不仅回去学习了高中的数学知识,

物理知识,很多东西都忘得差不多了,不过很快又学返回来了。

游戏其实很多就是数学问题。

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游戏中还存在缺陷或BUG,希望志同道合者可以共同完善。

”’

__author__ = {‘author’ : ‘Hongten’,

‘Email’ : ‘hongtenzone@’,

‘Blog’ : ‘/hongten/’,

‘Created’ : ‘-09-28’,

‘Version’ : ‘1.0’}

class Pong(Frame):

def createWidgets(self):

## 画布

self.draw = Canvas(self, width=”5i”, height=”5i”, bg=’white’)

## 游标(控制小球移动速度,范围:[-100, 100])

self.speed = Scale(self, orient=HORIZONTAL, label=”ball speed”,

from_=-100, to=100)

self.speed.pack(side=BOTTOM, fill=X)

#小球碰撞墙壁的范围

self.scaling_right = 4.8

self.scaling_left = 0.2

#小球直径

self.ball_d = 0.4

#游标度数

self.scale_value = self.speed.get()

#放缩率

self.scaling = 100.0

#存放小球数组

self.balls = []

#存放小球x坐标数组

self.ball_x = []

#存放小球y坐标数组

self.ball_y = []

#存放小球x轴方向速度数组

self.ball_v_x = []

#存放小球y轴方向速度数组

self.ball_v_y = []

# 五个小球

self.ball = self.draw.create_oval(“0.10i”, “0.10i”, “0.50i”, “0.50i”,

fill=”red”)

self.second_ball = self.draw.create_oval(“0.70i”, “0.70i”, “1.10i”, “1.10i”,

fill=’black’)

self.three_ball = self.draw.create_oval(“1.30i”, “1.30i”, “1.70i”, “1.70i”,

fill=’brown’)

self.four_ball = self.draw.create_oval(“2.0i”, “2.0i”, “2.40i”, “2.40i”,

fill=’green’)

self.five_ball = self.draw.create_oval(“3.0i”, “3.0i”, “3.40i”, “3.40i”,

fill=’gray’)

#把五个小球放入数组

self.balls.append(self.ball)

self.balls.append(self.second_ball)

self.balls.append(self.three_ball)

self.balls.append(self.four_ball)

self.balls.append(self.five_ball)

#第一个小球,即self.ball的圆心坐标(self.x, self.y),这里进行了放缩,目的是为了

#在小球移动的过程中更加流畅

self.x = 0.3

self.y = 0.3

#第一个小球的速度方向

self.velocity_x = -0.2

self.velocity_y = 0.5

self.second_ball_x = 0.9

self.second_ball_y = 0.9

self.second_ball_v_x = 0.4

self.second_ball_v_y = -0.5

self.three_ball_x = 1.5

self.three_ball_y = 1.5

self.three_ball_v_x = -0.3

self.three_ball_v_y = -0.5

self.four_ball_x = 2.2

self.four_ball_y = 2.2

self.four_ball_v_x = 0.1

self.four_ball_v_y = -0.5

self.five_ball_x = 3.2

self.five_ball_y = 3.2

self.five_ball_v_x = 0.3

self.five_ball_v_y = 0.5

#更新小球的坐标

self.update_ball_x_y()

self.draw.pack(side=LEFT)

def update_ball_x_y(self, *args):

”’更新小球的坐标,即把各个小球的圆心坐标信息以及速度信息存放到数组中,

便于在后面循环遍历的时候使用。”’

#第一个小球信息

self.ball_x.append(self.x)

self.ball_y.append(self.y)

self.ball_v_x.append(self.velocity_x)

self.ball_v_y.append(self.velocity_y)

self.ball_x.append(self.second_ball_x)

self.ball_y.append(self.second_ball_y)

self.ball_v_x.append(self.second_ball_v_x)

self.ball_v_y.append(self.second_ball_v_y)

self.ball_x.append(self.three_ball_x)

self.ball_y.append(self.three_ball_y)

self.ball_v_x.append(self.three_ball_v_x)

self.ball_v_y.append(self.three_ball_v_y)

self.ball_x.append(self.four_ball_x)

self.ball_y.append(self.four_ball_y)

self.ball_v_x.append(self.four_ball_v_x)

self.ball_v_y.append(self.four_ball_v_y)

self.ball_x.append(self.five_ball_x)

self.ball_y.append(self.five_ball_y)

self.ball_v_x.append(self.five_ball_v_x)

self.ball_v_y.append(self.five_ball_v_y)

def update_ball_velocity(self, index, *args):

”’更新各个小球速度信息,即小球碰撞到四周和另外的小球索要更新的速度信息”’

#游标值

self.scale_value = self.speed.get()

#碰撞墙壁

if (self.ball_x[index] > self.scaling_right) or (self.ball_x[index] < self.scaling_left):

self.ball_v_x[index] = -1.0 * self.ball_v_x[index]

if (self.ball_y[index] > self.scaling_right) or (self.ball_y[index] < self.scaling_left):

self.ball_v_y[index] = -1.0 * self.ball_v_y[index]

”’

#TEST:

for n in range(len(self.balls)):

#print((self.ball_x[index] – self.ball_x[n])**2)

#print(round((self.ball_x[index] – self.ball_x[n])**2 + (self.ball_y[index] – self.ball_y[n])**2, 2))

print(round((self.ball_x[index] – self.ball_x[n])**2 + (self.ball_y[index] – self.ball_y[n])**2, 2) <= round(self.ball_d**2, 2))

”’

for n in range(len(self.balls)):

#小球碰撞条件,即:(x2 – x1)^2 + (y2 – y1)^2 <= (r + R)^2

if (round((self.ball_x[index] – self.ball_x[n])**2 + (self.ball_y[index] – self.ball_y[n])**2, 2) <= round(self.ball_d**2, 2)):

#两小球速度交换

temp_vx = self.ball_v_x[index]

temp_vy = self.ball_v_y[index]

self.ball_v_x[index] = self.ball_v_x[n]

self.ball_v_y[index] = self.ball_v_y[n]

self.ball_v_x[n] = temp_vx

self.ball_v_y[n] = temp_vy

#print(self.ball_v_x, self.ball_v_y)

”’

#WRONG:

for n in range(len(self.balls)):

if (((self.ball_x[index] – self.ball_x[n])**2 + (self.ball_y[index] – self.ball_y[n])**2) <= self.ball_d**2):

#两小球速度交换

self.ball_v_x[index] = self.ball_v_x[index] + self.ball_v_x[n]

self.ball_v_x[n] = self.ball_v_x[0] – self.ball_v_x[n]

self.ball_v_x[index] = self.ball_v_x[index] – self.ball_v_x[n]

self.ball_v_y[index] = self.ball_v_y[index] + self.ball_v_y[n]

self.ball_v_y[n] = self.ball_v_y[index] – self.ball_v_y[n]

self.ball_v_y[index] = self.ball_v_y[index] – self.ball_v_y[n]

print(self.ball_v_x, self.ball_v_y)

”’

def get_ball_deltax(self, index, *args):

”’获取小球X轴坐标移动距离并且更新小球的圆心X坐标,返回X轴所需移动距离”’

deltax = (self.ball_v_x[index] * self.scale_value / self.scaling)

self.ball_x[index] = self.ball_x[index] + deltax

return deltax

def get_ball_deltay(self, index, *args):

”’获取小球Y轴坐标移动距离并且更新小球的圆心Y坐标,返回Y轴所需移动距离”’

deltay = (self.ball_v_y[index] * self.scale_value / self.scaling)

self.ball_y[index] = self.ball_y[index] + deltay

return deltay

def moveBall(self, *args):

”’移动第一个小球,编号为:0,这是根据数组:self.balls确定的。”’

self.update_ball_velocity(0)

deltax = self.get_ball_deltax(0)

deltay = self.get_ball_deltay(0)

#小球移动

self.draw.move(self.ball, “%ri” % deltax, “%ri” % deltay)

self.after(10, self.moveBall)

def move_second_ball(self, *args):

self.update_ball_velocity(1)

deltax = self.get_ball_deltax(1)

deltay = self.get_ball_deltay(1)

self.draw.move(self.second_ball, “%ri” % deltax, “%ri” % deltay)

self.after(10, self.move_second_ball)

def move_three_ball(self, *args):

self.update_ball_velocity(2)

deltax = self.get_ball_deltax(2)

deltay = self.get_ball_deltay(2)

self.draw.move(self.three_ball, “%ri” % deltax, “%ri” % deltay)

self.after(10, self.move_three_ball)

def move_four_ball(self, *args):

self.update_ball_velocity(3)

deltax = self.get_ball_deltax(3)

deltay = self.get_ball_deltay(3)

self.draw.move(self.four_ball, “%ri” % deltax, “%ri” % deltay)

self.after(10, self.move_four_ball)

def move_five_ball(self, *args):

self.update_ball_velocity(4)

deltax = self.get_ball_deltax(4)

deltay = self.get_ball_deltay(4)

self.draw.move(self.five_ball, “%ri” % deltax, “%ri” % deltay)

self.after(10, self.move_five_ball)

def __init__(self, master=None):

”’初始化函数”’

Frame.__init__(self, master)

Pack.config(self)

self.createWidgets()

self.after(10, self.moveBall)

self.after(10, self.move_three_ball)

self.after(10, self.move_four_ball)

self.after(10, self.move_five_ball)

self.after(10, self.move_second_ball)

game = Pong()

game.mainloop()

===================================================

第二个版本 version.1.1: Edit by Hongten -09-28 17:40

===================================================

修改记录:

1.调整画布大小

2.调整了小球的半径,以及小球的速度初始值,小球初始圆心坐标

3.游标的范围修改为:[-200, 200]

这些修改主要是针对上面的缺陷而进行的。

优点:

1.小球移动的过程更直观

2.小球的移动速度变小,但是可以根据游标来修改小球移动速度

3.界面比之前更加友好

运行效果:

#python tkinter

#python version 3.3.2

from tkinter import *

”’

判断

两个小球

{

圆心:A(x1,y1) 半径:r X轴速度:Vax Y轴速度:Vay

圆心:B(x2,y2) 半径:R X轴速度:Vbx Y轴速度:Vby

}

碰撞的条件是:

1.两个小球的圆心距离不大于两小球半径之和(r+R),即:

{

(x2 – x1)^2 + (y2 – y1)^2 <= (r + R)^2

}

2.小球碰撞后,两小球的数度交换,即:

{

tempVax = Vax

tempVay = Vay

Vax = Vbx

Vay = Vby

Vbx = tempVax

Vby = tempVay

或:

Vax = Vax + Vbx

Vbx = Vax – Vbx

Vax = Vax – Vbx

Vay = Vay + Vby

Vby = Vay – Vby

Vay = Vay – Vby

}

游戏规则:

五小球在画布中移动,他们之间会产生碰撞,当然小球和上下左右都会产生碰撞

碰撞后,小球会改变方向返回

而最下面的游标则用于调节小球的移动速度,游标的范围是[-100, 100]

缺陷或BUG:

1.在修改游标数据从而改变小球移动速度的时候,小球移动的距离得不到及时的更新

导致小球可能会逃离画布

2.小球在运动的过程中,有时候也有可能逃离画布

总结:

完成这个游戏,花了一个星期的下班时间。在这个过程中不仅回去学习了高中的数学知识,

物理知识,很多东西都忘得差不多了,不过很快又学返回来了。

游戏其实很多就是数学问题。

游戏中还存在缺陷或BUG,希望志同道合者可以共同完善。

修改记录:

1.调整画布大小

2.调整了小球的半径,以及小球的速度初始值,小球初始圆心坐标

3.游标的范围修改为:[-200, 200]

这些修改主要是针对上面的缺陷而进行的。

优点:

1.小球移动的过程更直观

2.小球的移动速度变小,但是可以根据游标来修改小球移动速度

3.界面比之前更加友好

”’

__author__ = {‘author’ : ‘Hongten’,

‘Email’ : ‘hongtenzone@’,

‘Blog’ : ‘/hongten/’,

‘Created’ : ‘-09-28’,

‘Version’ : ‘1.1’}

class Pong(Frame):

def createWidgets(self):

#放缩率

self.scaling = 100.0

#画布比例

self.canvas_width = 10

self.canvas_height = 5.6

## 画布

self.draw = Canvas(self, width=(self.canvas_width * self.scaling),

height=(self.canvas_height * self.scaling),

bg=’white’)

## 游标(控制小球移动速度,范围:[-100, 100])

self.speed = Scale(self, orient=HORIZONTAL, label=”ball speed”,

from_=-200, to=200)

self.speed.pack(side=BOTTOM, fill=X)

#小球直径

self.ball_d = 1.0

#小球碰撞墙壁的范围

self.scaling_left = round(self.ball_d / 2, 1)

self.scaling_right = self.canvas_width – self.scaling_left

self.scaling_bottom = self.canvas_height – self.scaling_left

self.scaling_top = self.scaling_left

#游标度数

self.scale_value = self.speed.get() * 0.1

#存放小球数组

self.balls = []

#存放小球x坐标数组

self.ball_x = []

#存放小球y坐标数组

self.ball_y = []

#存放小球x轴方向速度数组

self.ball_v_x = []

#存放小球y轴方向速度数组

self.ball_v_y = []

# 五个小球

self.ball = self.draw.create_oval(“0.60i”, “0.60i”, “1.60i”, “1.60i”,

fill=”red”)

self.second_ball = self.draw.create_oval(“2.0i”, “2.0i”, “3.0i”, “3.0i”,

fill=’black’)

self.three_ball = self.draw.create_oval(“4.0i”, “4.0i”, “5.0i”, “5.0i”,

fill=’brown’)

self.four_ball = self.draw.create_oval(“6.0i”, “2.0i”, “7.0i”, “3.0i”,

fill=’green’)

self.five_ball = self.draw.create_oval(“8.0i”, “3.0i”, “9.0i”, “4.0i”,

fill=’gray’)

#把五个小球放入数组

self.balls.append(self.ball)

self.balls.append(self.second_ball)

self.balls.append(self.three_ball)

self.balls.append(self.four_ball)

self.balls.append(self.five_ball)

#第一个小球,即self.ball的圆心坐标(self.x, self.y),这里进行了放缩,目的是为了

#在小球移动的过程中更加流畅

self.x = 1.1

self.y = 1.1

#第一个小球的速度方向

self.velocity_x = -0.2

self.velocity_y = 0.1

self.second_ball_x = 2.5

self.second_ball_y = 2.5

self.second_ball_v_x = 0.1

self.second_ball_v_y = -0.2

self.three_ball_x = 4.5

self.three_ball_y = 4.5

self.three_ball_v_x = -0.1

self.three_ball_v_y = -0.2

self.four_ball_x = 6.5

self.four_ball_y = 2.5

self.four_ball_v_x = 0.1

self.four_ball_v_y = -0.2

self.five_ball_x = 8.5

self.five_ball_y = 3.5

self.five_ball_v_x = 0.1

self.five_ball_v_y = 0.2

#更新小球的坐标

self.update_ball_x_y()

self.draw.pack(side=LEFT)

def update_ball_x_y(self, *args):

”’更新小球的坐标,即把各个小球的圆心坐标信息以及速度信息存放到数组中,

便于在后面循环遍历的时候使用。”’

#第一个小球信息

self.ball_x.append(self.x)

self.ball_y.append(self.y)

self.ball_v_x.append(self.velocity_x)

self.ball_v_y.append(self.velocity_y)

self.ball_x.append(self.second_ball_x)

self.ball_y.append(self.second_ball_y)

self.ball_v_x.append(self.second_ball_v_x)

self.ball_v_y.append(self.second_ball_v_y)

self.ball_x.append(self.three_ball_x)

self.ball_y.append(self.three_ball_y)

self.ball_v_x.append(self.three_ball_v_x)

self.ball_v_y.append(self.three_ball_v_y)

self.ball_x.append(self.four_ball_x)

self.ball_y.append(self.four_ball_y)

self.ball_v_x.append(self.four_ball_v_x)

self.ball_v_y.append(self.four_ball_v_y)

self.ball_x.append(self.five_ball_x)

self.ball_y.append(self.five_ball_y)

self.ball_v_x.append(self.five_ball_v_x)

self.ball_v_y.append(self.five_ball_v_y)

def update_ball_velocity(self, index, *args):

”’更新各个小球速度信息,即小球碰撞到四周和另外的小球索要更新的速度信息”’

#游标值

self.scale_value = self.speed.get() * 0.1

#碰撞墙壁

if (self.ball_x[index] > self.scaling_right) or (self.ball_x[index] < self.scaling_left):

self.ball_v_x[index] = -1.0 * self.ball_v_x[index]

if (self.ball_y[index] > self.scaling_bottom) or (self.ball_y[index] < self.scaling_top):

self.ball_v_y[index] = -1.0 * self.ball_v_y[index]

”’

#TEST:

for n in range(len(self.balls)):

#print((self.ball_x[index] – self.ball_x[n])**2)

#print(round((self.ball_x[index] – self.ball_x[n])**2 + (self.ball_y[index] – self.ball_y[n])**2, 2))

print(round((self.ball_x[index] – self.ball_x[n])**2 + (self.ball_y[index] – self.ball_y[n])**2, 2) <= round(self.ball_d**2, 2))

”’

for n in range(len(self.balls)):

#小球碰撞条件,即:(x2 – x1)^2 + (y2 – y1)^2 <= (r + R)^2

if (round((self.ball_x[index] – self.ball_x[n])**2 + (self.ball_y[index] – self.ball_y[n])**2, 2) <= round(self.ball_d**2, 2)):

#两小球速度交换

temp_vx = self.ball_v_x[index]

temp_vy = self.ball_v_y[index]

self.ball_v_x[index] = self.ball_v_x[n]

self.ball_v_y[index] = self.ball_v_y[n]

self.ball_v_x[n] = temp_vx

self.ball_v_y[n] = temp_vy

#print(self.ball_v_x, self.ball_v_y)

”’

#WRONG:

for n in range(len(self.balls)):

if (((self.ball_x[index] – self.ball_x[n])**2 + (self.ball_y[index] – self.ball_y[n])**2) <= self.ball_d**2):

#两小球速度交换

self.ball_v_x[index] = self.ball_v_x[index] + self.ball_v_x[n]

self.ball_v_x[n] = self.ball_v_x[0] – self.ball_v_x[n]

self.ball_v_x[index] = self.ball_v_x[index] – self.ball_v_x[n]

self.ball_v_y[index] = self.ball_v_y[index] + self.ball_v_y[n]

self.ball_v_y[n] = self.ball_v_y[index] – self.ball_v_y[n]

self.ball_v_y[index] = self.ball_v_y[index] – self.ball_v_y[n]

print(self.ball_v_x, self.ball_v_y)

”’

def get_ball_deltax(self, index, *args):

”’获取小球X轴坐标移动距离并且更新小球的圆心X坐标,返回X轴所需移动距离”’

deltax = (self.ball_v_x[index] * self.scale_value / self.scaling)

self.ball_x[index] = self.ball_x[index] + deltax

return deltax

def get_ball_deltay(self, index, *args):

”’获取小球Y轴坐标移动距离并且更新小球的圆心Y坐标,返回Y轴所需移动距离”’

deltay = (self.ball_v_y[index] * self.scale_value / self.scaling)

self.ball_y[index] = self.ball_y[index] + deltay

return deltay

def moveBall(self, *args):

”’移动第一个小球,编号为:0,这是根据数组:self.balls确定的。”’

self.update_ball_velocity(0)

deltax = self.get_ball_deltax(0)

deltay = self.get_ball_deltay(0)

#小球移动

self.draw.move(self.ball, “%ri” % deltax, “%ri” % deltay)

self.after(10, self.moveBall)

def move_second_ball(self, *args):

self.update_ball_velocity(1)

deltax = self.get_ball_deltax(1)

deltay = self.get_ball_deltay(1)

self.draw.move(self.second_ball, “%ri” % deltax, “%ri” % deltay)

self.after(10, self.move_second_ball)

def move_three_ball(self, *args):

self.update_ball_velocity(2)

deltax = self.get_ball_deltax(2)

deltay = self.get_ball_deltay(2)

self.draw.move(self.three_ball, “%ri” % deltax, “%ri” % deltay)

self.after(10, self.move_three_ball)

def move_four_ball(self, *args):

self.update_ball_velocity(3)

deltax = self.get_ball_deltax(3)

deltay = self.get_ball_deltay(3)

self.draw.move(self.four_ball, “%ri” % deltax, “%ri” % deltay)

self.after(10, self.move_four_ball)

def move_five_ball(self, *args):

self.update_ball_velocity(4)

deltax = self.get_ball_deltax(4)

deltay = self.get_ball_deltay(4)

self.draw.move(self.five_ball, “%ri” % deltax, “%ri” % deltay)

self.after(10, self.move_five_ball)

def __init__(self, master=None):

”’初始化函数”’

Frame.__init__(self, master)

Pack.config(self)

self.createWidgets()

self.after(10, self.moveBall)

self.after(10, self.move_three_ball)

self.after(10, self.move_four_ball)

self.after(10, self.move_five_ball)

self.after(10, self.move_second_ball)

game = Pong()

game.mainloop()

源码下载:python_tkinter_pong().rar

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