Anleitung: Flappy Bird#
In diesem Kapitel erstellen wir Schritt für Schritt ein Flappy Bird-Spiel unter Verwendung der miniworlds_physics
Engine.
Step 1: Importing the physics engine#
Installiere das Paket miniworlds_physics
genauso, wie du miniworlds
installiert hast. Danach importierst du die PhysicsWorld
:
import random
from miniworlds import Actor, Number, Text
from miniworlds_physics import PhysicsWorld # Import der Physik-Engine
world = PhysicsWorld(800, 600)
# Dein Code kommt hier hin
world.run()
Schritt 2: Röhren (Pipes) erstellen#
Add tubes and save in a list#
Add multiple pipes and store them in a list to easily change their properties later:
pipes = [
Actor(position=(300, world.height - 280)),
Actor(position=(500, 0)),
Actor(position=(700, world.height - 280)),
Actor(position=(900, 0))
]
Explanation:#
Four pipes are created and stored in the list
pipes[]
.
Set tube properties#
Use a loop to set properties for all tubes:
for pipe in pipes:
pipe.direction = 0
pipe.add_costume("images/pipe1.png")
pipe.size = (50, 280)
pipe.passed = False
pipe.physics.simulation = "manual" # Manuelle Steuerung
pipe.physics.velocity_x = -150 # Geschwindigkeit der Pipes
pipe.origin = "topleft" # Oben links als Referenzpunkt
For the 2nd and 4th tube (which point from top to bottom), the orientation is rotated by 180 degrees:
pipes[1].costume.orientation = -180
pipes[3].costume.orientation = -180
Explanation:#
pipe.physics.simulation: Mit
manual
wird festgelegt, dass die Schwerkraft keine Wirkung auf das Rohr hat.pipe.physics.velocity_x: Die Bewegung erfolgt durch Ändern der Geschwindigkeit.
pipe.origin: Der Referenzpunkt ist die obere linke Ecke des Rohrs, was das Verschieben vereinfacht.
Register methods for the tubes#
Now we add two important methods to the tubes:
for pipe in pipes:
@pipe.register
def act(self):
if self.x < 75 and not self.passed:
self.passed = True
@pipe.register
def on_detecting_left_border(self):
self.move_to((self.x + random.randint(750, 800), self.y))
self.passed = False
Explanation:#
act: Diese Methode überprüft, ob die Röhre vom Spieler überquert wurde.
on_detecting_left_border: When the tube reaches the left edge of the screen, it is moved to a random position on the right.
Schritt 3: Den Vogel (Bird) erstellen#
Set attribute#
The bird is created as an Actor
and its attributes are set:
bird = Actor()
bird.position = (75, 200)
bird.add_costume("images/fly.png")
bird.size = (60, 60)
bird.physics.simulation = "simulated"
bird.is_flipped = True
bird.physics.size = (0.8, 0.8)
bird.physics.shape_type = "circle"
bird.is_rotatable = False
Explanation:#
bird.physics.simulation: The bird is affected by gravity.
bird.physics.size: Ein kleinerer Kollisionsbereich macht das Spiel etwas einfacher.
Register methods for the bird#
Detecting the edge of the playing field#
When the bird leaves the screen, the game ends with a “Game Over” message:
@bird.register
def on_detecting_borders(self, borders):
if "bottom" in borders or "top" in borders:
end = Text("Game over!", position=(400, 200))
world.game_over = True
world.stop()
Detection von Kollisionen mit Röhren#
If the bird touches a pipe, the game also ends:
@bird.register
def on_detecting_actor(self, other):
if other in pipes:
end = Text("Game over!", position=(200, 200))
world.game_over = True
world.stop()
Detecting user input#
When the space bar is pressed, the bird moves up:
@bird.register
def on_key_down_space(self):
self.physics.velocity_y = -200
if not world.is_running and not world.game_over:
world.start()
Step 4: Punktestand hinzufügen#
The score display is statically set so that it is not affected by physics:
score = Number()
score.position = (30, 30)
score.size = (40, 40)
score.physics.simulation = "static"
In der act
-Methode der Röhren wird der Punktestand jedes Mal erhöht, wenn der Spieler eine Röhre überquert:
@pipe.register
def act(self):
if self.x < 75 and not self.passed:
self.passed = True
score.inc()
Vollständiger Code#
import random
from miniworlds import Actor, Number, Text
from miniworlds_physics import PhysicsWorld
world = PhysicsWorld(800, 600)
world.game_over = False
world.add_background("images/background.png")
pipes = [
Actor(position=(300, world.height - 280)),
Actor(position=(500, 0)),
Actor(position=(700, world.height - 280)),
Actor(position=(900, 0))
]
for pipe in pipes:
pipe.add_costume("images/pipe1.png")
pipe.size = (50, 280)
pipe.passed = False
pipe.physics.simulation = "manual"
pipe.physics.velocity_x = -150
pipe.origin = "topleft"
@pipe.register
def act(self):
if self.x < 75 and not self.passed:
self.passed = True
score.inc()
@pipe.register
def on_detecting_left_border(self):
self.move_to((self.x + random.randint(750, 800), self.y))
self.passed = False
pipes[1].costume.orientation = -180
pipes[3].costume.orientation = -180
score = Number()
score.position = (30, 30)
score.size = (40, 40)
score.physics.simulation = "static"
bird = Actor()
bird.position = (75, 200)
bird.add_costume("images/fly.png")
bird.size = (60, 60)
bird.physics.simulation = "simulated"
bird.is_flipped = True
bird.physics.size = (0.8, 0.8)
bird.is_rotatable = False
@bird.register
def on_detecting_borders(self, borders):
if "bottom" in borders or "top" in borders:
end = Text("Game over!", position=(400, 200))
world.game_over = True
world.stop()
@bird.register
def on_detecting_actor(self, other):
if other in pipes:
end = Text("Game over!", position=(200, 200))
world.game_over = True
world.stop()
@bird.register
def on_key_down_space(self):
self.physics.velocity_y = -200
if not world.is_running and not world.game_over:
world.start()
world.run()