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之前,我们用pygame做了一个2D的Pong游戏,今天我们做一个3D的,游戏画面如下:
用ad和←→操作,双人对战
实现该效果我们使用Python强大的3D引擎Ursina,基础的使用方法见下方这篇文章:
首先,导入ursina和随机库
- from ursina import *
- import random as rd
定义两个玩家的分数
scorea=scoreb=0
'运行
然后,我们创建app
app=Ursina()
ursina自带window参数,代表窗口,它还自带color参数,代表各种颜色,我们直接修改窗口的颜色
window.color=color.cyan
我们创建一个桌子,它是一个长方体,所以model为cube,颜色是橙色,然后进行缩放操作,并设置位置,还有它的材质(普通材质)
table=Entity(model="cube",color=color.orange,scale=(10,0.5,14),position=(0,0,0),texture="white_cube")
照样子,创建一个板子
paddle_A=Entity(parent=table,color=color.black,model="cube",scale=(0.2,0.03,0.05),position=(0,3.7,0.22),collider="box")
因为第二个板子和第一个板子差不多,我们只需要用duplicate函数进行实体复制,然后修改部分参数即可
paddle_B=duplicate(paddle_A,z=-0.62)
然后,把分数显示,显示文字用到了Text类,参数差不多
t=Text(text=f"Player A : Player B {scorea} : {scoreb}", position=(-0.85, 0.45), scale=2,color=color.orange)
这样运行程序,我们只看到了桌子的侧面,调整视角,改变ursina自带的camera的属性即可,设置它的倾斜度和位置
- camera.position=(0,15,-26)
- camera.rotation_x=30
绘制两个玩家的名字
- Text(text="Player A",scale=2,position=(-0.1,0.32),color=color.orange)
- Text(text="Player B",scale=2,position=(-0.1,-0.4),color=color.orange)
接下来,绘制桌子中间的分割线和球
- line=Entity(parent=table,model="quad",scale=(0.88,0.2,0.1),position=(0,3.5,-0.2))
- ball=Entity(parent=table,model="sphere",color=color.gold,scale=.05,position=(0,3.7,-0.2),collider="box")
设置初始x和z的速度
- dx=rd.uniform(-0.4,0.15) if rd.randint(0,1)==0 else rd.uniform(0.15,0.4)
- dz=rd.uniform(-0.5,0.2) if rd.randint(0,1)==0 else rd.uniform(0.2,0.5)
然后进入主循环
app.run()
我们在创建app前添加update函数,注意,这里名字一定要用update,然后自己无需调用,由ursina自动调用
创建函数并引入全局变量
- def update():
- global dx,dz,scorea,scoreb
'运行
然后判断按下了按键就对板子进行移动操作,按下按键的信息存储于held_keys中,并限制板子的移动范围
- paddle_B.x-=held_keys["left arrow"]*time.dt
- paddle_B.x+=held_keys["right arrow"]*time.dt
- paddle_A.x-=held_keys["a"]*time.dt
- paddle_A.x+=held_keys["d"]*time.dt
- if paddle_A.x>0.35:
- paddle_A.x=0.35
- elif paddle_A.x<-0.35:
- paddle_A.x=-0.35
- if paddle_B.x>0.35:
- paddle_B.x=0.35
- elif paddle_B.x<-0.35:
- paddle_B.x=-0.35
移动小球
- ball.x+=dx*time.dt
- ball.z+=dz*time.dt
更新比分显示
t.text=f"Player A : Player B {scorea} : {scoreb}"
进行板子和球的碰撞检测,先用intersects获取触碰到的实体列表,然后对碰到实体为两个板子的时候进行反弹、加速或减速的操作
- hit_info=ball.intersects()
- if hit_info.hit:
- if hit_info.entity==paddle_A:
- dz=-dz
- if dz>-0.05:
- dz-=rd.uniform(0.1,0.3)
- else:
- dz-=rd.uniform(-0.05,0.2)
- if hit_info.entity==paddle_B:
- dz=-dz
- if dz<0.05:
- dz+=rd.uniform(0.1,0.3)
- else:
- dz+=rd.uniform(-0.05,0.2)
限制球在桌子中间移动,如果一方没有接到球,就对另一方进行加分的操作
- if abs(ball.x)>0.4:
- dx=-dx
- if ball.z>0.25:
- scoreb+=1
- ball.x=0
- ball.z=-0.2
- dx=rd.uniform(-0.4,0.15) if rd.randint(0,1)==0 else rd.uniform(0.15,0.4)
- dz=rd.uniform(-0.5,0.2) if rd.randint(0,1)==0 else rd.uniform(0.2,0.5)
- if ball.z<-0.65:
- scorea+=1
- ball.x=0
- ball.z=-0.2
- dx=rd.uniform(-0.4,0.15) if rd.randint(0,1)==0 else rd.uniform(0.15,0.4)
- dz=rd.uniform(-0.5,0.2) if rd.randint(0,1)==0 else rd.uniform(0.2,0.5)
我们用了不到100行代码,就实现了以下效果~
这里附上最终代码:
- from ursina import *
- import random as rd
-
- scorea=scoreb=0
-
- def update():
- global dx,dz,scorea,scoreb
- paddle_B.x-=held_keys["left arrow"]*time.dt
- paddle_B.x+=held_keys["right arrow"]*time.dt
- paddle_A.x-=held_keys["a"]*time.dt
- paddle_A.x+=held_keys["d"]*time.dt
- if paddle_A.x>0.35:
- paddle_A.x=0.35
- elif paddle_A.x<-0.35:
- paddle_A.x=-0.35
- if paddle_B.x>0.35:
- paddle_B.x=0.35
- elif paddle_B.x<-0.35:
- paddle_B.x=-0.35
- ball.x+=dx*time.dt
- ball.z+=dz*time.dt
- t.text=f"Player A : Player B {scorea} : {scoreb}"
- hit_info=ball.intersects()
- if hit_info.hit:
- if hit_info.entity==paddle_A:
- dz=-dz
- if dz>-0.05:
- dz-=rd.uniform(0.1,0.3)
- else:
- dz-=rd.uniform(-0.05,0.2)
- if hit_info.entity==paddle_B:
- dz=-dz
- if dz<0.05:
- dz+=rd.uniform(0.1,0.3)
- else:
- dz+=rd.uniform(-0.05,0.2)
- if abs(ball.x)>0.4:
- dx=-dx
- if ball.z>0.25:
- scoreb+=1
- ball.x=0
- ball.z=-0.2
- dx=rd.uniform(-0.4,0.15) if rd.randint(0,1)==0 else rd.uniform(0.15,0.4)
- dz=rd.uniform(-0.5,0.2) if rd.randint(0,1)==0 else rd.uniform(0.2,0.5)
- if ball.z<-0.65:
- scorea+=1
- ball.x=0
- ball.z=-0.2
- dx=rd.uniform(-0.4,0.15) if rd.randint(0,1)==0 else rd.uniform(0.15,0.4)
- dz=rd.uniform(-0.5,0.2) if rd.randint(0,1)==0 else rd.uniform(0.2,0.5)
-
- app=Ursina()
-
- window.color=color.cyan
-
- table=Entity(model="cube",color=color.orange,scale=(10,0.5,14),position=(0,0,0),texture="white_cube")
-
- paddle_A=Entity(parent=table,color=color.black,model="cube",scale=(0.2,0.03,0.05),position=(0,3.7,0.22),collider="box")
- paddle_B=duplicate(paddle_A,z=-0.62)
-
- t=Text(text=f"Player A : Player B {scorea} : {scoreb}", position=(-0.85, 0.45), scale=2,color=color.orange)
-
- camera.position=(0,15,-26)
- camera.rotation_x=30
-
- Text(text="Player A",scale=2,position=(-0.1,0.32),color=color.orange)
- Text(text="Player B",scale=2,position=(-0.1,-0.4),color=color.orange)
-
- line=Entity(parent=table,model="quad",scale=(0.88,0.2,0.1),position=(0,3.5,-0.2))
- ball=Entity(parent=table,model="sphere",color=color.gold,scale=.05,position=(0,3.7,-0.2),collider="box")
-
- dx=rd.uniform(-0.4,0.15) if rd.randint(0,1)==0 else rd.uniform(0.15,0.4)
- dz=rd.uniform(-0.5,0.2) if rd.randint(0,1)==0 else rd.uniform(0.2,0.5)
-
- app.run()
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