{ "cells": [ { "cell_type": "markdown", "metadata": {}, "source": [ "# Kivy指南-7-飞翔的小鸟app\n", "\n", "> 利用横向卷轴模式(Side-Scrolling)实现飞翔的小鸟\n", "\n", "- toc: true \n", "- badges: true\n", "- comments: true\n", "- categories: [jupyter,Kivy,Android,iOS]\n", "- image: kbpic/7.1.kivybird.png" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "上一章,通过制作2048app,我们已经掌握了游戏开发的简单技巧。这一章,我们继续游戏开发,做一个同样很受欢迎的游戏,飞翔的小鸟(Flappy Bird),重点学习一下游戏开发中的横向卷轴模式(Side-Scrolling)。\n", "\n", "\n", "\n", "这是一款由越南独立开发者[阮哈东(Dong Nguyen)](http://tech.qq.com/a/20140210/001859.htm)2013年开发的手机游戏,短时间竟占领了全球各大App Store免费排行榜首位,2014年年末的时候,下载量已经 iOS App Store第一。其设计思路非常有趣,游戏操作就是一个人点击屏幕(或者空格键)保持飞翔,穿过重重障碍。这种简单重复的设计思路现在越来越流行,后面会详细介绍。\n", "\n", "**移动游戏设计的荆棘之路**\n", "\n", "经典的二维街机游戏风格在手机上复活了。有大量的经典游戏商业改造版,和30年前唯一不同的就是价签——包括Dizzy,Sonic,Double Dragon和R-Type等等。\n", "\n", "这些游戏一个共同的不足就是控制方式感受很差,毕竟触摸屏和陀螺仪目前还不能完全替代摇杆的效果。这也给新游戏提供了卖点——发挥触摸屏的特点,设计一种新的控制方式就能获得成功。\n", "\n", "一些开发者通过简单的设计来赢得客户,因为简单游戏有巨大的市场,尤其是低成本和免费的游戏。\n", "\n", "那些操作简单的游戏确实很受欢迎,飞翔的小鸟就是如此。这一章,我们将用Kivy来实现这种简单的设计方法。教学大纲如下:\n", "\n", "- 模拟简单的街机游戏\n", "- 用Kivy部件开发游戏,完成方向控制和二维变换,比如旋转\n", "- 实现简单的碰撞检测\n", "- 实现游戏的声音效果\n", "\n", "这个游戏没有获胜条件,最小的碰撞都会失败。在原版游戏中,玩家以分数高低论输赢。和上一章类似,如果感兴趣,记分板可以当作练习。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "## 项目介绍" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "我们要做一个与飞翔的小鸟差不多的版本,姑且取名叫Kivy bird吧。游戏最终界面如下:\n", "\n", "![kivybird](kbpic/7.1.kivybird.png)\n", "\n", "我们的游戏包括下面三个部分:\n", "\n", "- **背景图案**:背景是由一些以不同速度移动哦图层构成,给人一种视差效果。运动速度是不变的,也没有其他游戏事件。背景比较容易做,我们将从这里开始。\n", "- **障碍物(管道)**:这是一个单独的图层,也是以固定的速度向玩家移动。与背景不同的是,管道的高度会不断变化,中间留出一段空间让玩家通过。碰到管道游戏失败。\n", "- **游戏角色(小鸟)**:小鸟一直往下掉,只能垂直飞翔。玩家点击屏幕,小鸟就向上飞。如果小鸟掉到地上,碰到天花板或管道,游戏都失败。\n", "\n", "这就是游戏的基本设计思路。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "## 制作背景动画" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "我们将用下面的图片来做背景图案:\n", "\n", "![background](kbpic/7.2.background.png)\n", "\n", "这些图片都可以无缝平铺在一起——这并不是必须的,只是看着会更好看。\n", "\n", "如上所述,背景一直是运动的。这种效果可以通过两种方法实现:\n", "\n", "- 直接的方法就是在背景上移动一个大的多边形(或者几个多边形)。只是创建循环的动画需要费点功夫\n", "- 更有效的方法是创建一些静态多边形(一个是一层)占据整个屏幕,然后让花纹图案动起来。用一个平铺的花纹图案,这个方法可以流畅的实现动画效果,也省不少功夫——不需要重新定位背景上的对象。\n", "\n", "我们要第二种方法来实现,因为这更简单有效。首先让我们把`kivybird.kv`文件做出来:\n", "\n", "```yaml\n", "FloatLayout:\n", " Background:\n", " id: background\n", " canvas:\n", " Rectangle:\n", " pos: self.pos\n", " size: (self.width, 96)\n", " texture: self.tx_floor\n", " Rectangle:\n", " pos: (self.x, self.y + 96)\n", " size: (self.width, 64)\n", " texture: self.tx_grass\n", " Rectangle:\n", " pos: (self.x, self.height - 144)\n", " size: (self.width, 128)\n", " texture: self.tx_cloud\n", "```\n", "\n", ">这里的数字都是花纹的尺寸:96是地面高度,64是草的高度,144是云的高度。在实际开发中写这些代码很费劲,不过我们应该尽量简化代码,降低工作量。\n", "\n", "你会看到,这里没有移动的部分,就是三个矩形在屏幕的底部和顶部。动画效果需要花纹用`Background`类中带`tx_`的属性来实现,下面我们就是。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "### 加载平铺的花纹" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "让我们建一个辅助函数来加载平铺的花纹,这个函数在后面经常用到,所以把它放在最上面。\n", "\n", "首先创建一个`Widget`类,作为自定义部件的基类,`main.py`中代码如下:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "from kivy.core.image import Image\n", "from kivy.uix.widget import Widget\n", "\n", "\n", "class BaseWidget(Widget):\n", " def load_tileable(self, name):\n", " t = Image(\"%s.png\" % name).texture\n", " t.wrap = \"repeat\"\n", " setattr(self, \"tx_%s\" % name, t)" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "创建辅助函数的语句就是`t.wrap = 'repeat'`。我们要把它应用到每一块花纹上。\n", "\n", "我们还需要储存新加载的花纹,用`tx_`加图片名称来命名。比如,`load_tileable('grass')`就会把`grass.png`加载到`self.tx_grass`属性。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "### 背景部件" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "现在我们来实现`Background`部件:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "from kivy.properties import ObjectProperty\n", "\n", "\n", "class Background(BaseWidget):\n", " tx_floor = ObjectProperty(None)\n", " tx_grass = ObjectProperty(None)\n", " tx_cloud = ObjectProperty(None)\n", "\n", " def __init__(self, **kwargs):\n", " super(Background, self).__init__(**kwargs)\n", " for name in (\"floor\", \"grass\", \"cloud\"):\n", " self.load_tileable(name)" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "如果现在执行代码,你会看到花纹被拉伸填充矩形,这是因为还没有指定花纹的坐标。改变每块花纹的`uvsize`属性就可以了,这样就计算出覆盖多边形需要多少块花纹了。比如,`uvsize`设为`(2, 2)`表示填充一个矩形需要4块花纹。\n", "\n", "辅助函数可以用来设置`uvsize`的值,这样我们的花纹就不会变形了:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "def set_background_size(self, tx):\n", " tx.uvsize = (self.width / tx.width, -1)" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ ">这里负坐标值表示花纹可以被切割。Kivy用这种效果来避免高成本的栅格操作,把负担转给GPU(显卡),这样处理起来更轻松。\n", "\n", "这个方法依赖于背景的宽度,所以每次`size`属性变化之后可以用`on_size() `调用一次。这样就可以在屏幕发生变化的时候保持`uvsize`属性及时更新了:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "def on_size(self, *args):\n", " for tx in (self.tx_floor, self.tx_grass, self.tx_cloud):\n", " self.set_background_size(tx)" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "现在背景图案就变成这样了:\n", "![texturebackground](kbpic/7.3.texturebackground.png)" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "### 背景动画" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "下面我们要让背景动起来。首先,我们要在`KivyBirdApp`类增加一个每秒60下的运动计时器:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "from kivy.app import App\n", "from kivy.clock import Clock\n", "\n", "\n", "class KivyBirdApp(App):\n", " def on_start(self):\n", " self.background = self.root.ids.background\n", " Clock.schedule_interval(self.update, 0.016)\n", "\n", " def update(self, nap):\n", " self.background.update(nap)" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "`update()`方法就是把控制传递给`Background`部件的`update()`。当我们需要更多移动的时候,我们再扩展这个方法。\n", "\n", "在`Background.update()`里面,我们改变花纹来模拟运动状态:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "def update(self, nap):\n", " self.set_background_uv(\"tx_floor\", 2 * nap)\n", " self.set_background_uv(\"tx_grass\", 0.5 * nap)\n", " self.set_background_uv(\"tx_cloud\", 0.1 * nap)\n", "\n", "\n", "def set_background_uv(self, name, val):\n", " t = getattr(self, name)\n", " t.uvpos = ((t.uvpos[0] + val) % self.width, t.uvpos[1])\n", " self.property(name).dispatch(self)" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "辅助函数里面的`set_background_uv()`作用是:\n", "\n", "- 增加`uvpos`属性的横坐标,水平移动花纹\n", "- 花纹的属性调用`dispatch()`表示花纹位置已经改变了\n", "\n", "`kivybird.kv`的画布指令会监听这个变化并及时反馈,把花纹重新渲染出来,这样就会看到流畅的动画了。\n", "\n", "`set_background_uv()`里面控制不同图层速度的因子是随意选择的,可以自定义。\n", "\n", "这样背景就完成了,下面我们来做管道。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "## 制作管道" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "管道分成两部分:高的和低的。中间会留出一个孔给小鸟飞过。每一部分都是有不同长度的管体和管头构成。\n", "\n", "![pipe](kbpic/7.4.pipe.png)\n", "\n", "`kivybird.kv`文件里的布局部件给我们一个好起点:\n", "\n", "```yaml\n", ":\n", " canvas:\n", " Rectangle:\n", " pos: (self.x + 4, self.FLOOR)\n", " size: (56, self.lower_len)\n", " texture: self.tx_pipe\n", " tex_coords: self.lower_coords\n", " Rectangle:\n", " pos: (self.x, self.FLOOR + self.lower_len)\n", " size: (64, self.PCAP_HEIGHT)\n", " texture: self.tx_pcap\n", " Rectangle:\n", " pos: (self.x + 4, self.upper_y)\n", " size: (56, self.upper_len)\n", " texture: self.tx_pipe\n", " tex_coords: self.upper_coords\n", " Rectangle:\n", " pos: (self.x, self.upper_y - self.PCAP_HEIGHT)\n", " size: (64, self.PCAP_HEIGHT)\n", " texture: self.tx_pcap\n", " size_hint: (None, 1)\n", " width: 64\n", "```\n", "\n", "其实很简单,就是把管道从下到上分成四个矩形:\n", "\n", "- 底部管体\n", "- 底部管头\n", "- 顶部管体\n", "- 顶部管头\n", "\n", "![kvpipe](kbpic/7.5.kvpipe.png)\n", "\n", "与`Background`部件的实现过程类似,这些属性都要连接到部件图形显示算法的Python代码中。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "#### 管道属性介绍" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "`pipe`部件有趣的属性是:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "from kivy.properties import AliasProperty, ListProperty, NumericProperty, ObjectProperty\n", "\n", "\n", "class Pipe(BaseWidget):\n", " FLOOR = 96\n", " PCAP_HEIGHT = 26\n", " PIPE_GAP = 120\n", " tx_pipe = ObjectProperty(None)\n", " tx_pcap = ObjectProperty(None)\n", " ratio = NumericProperty(0.5)\n", " lower_len = NumericProperty(0)\n", " lower_coords = ListProperty((0, 0, 1, 0, 1, 1, 0, 1))\n", " upper_len = NumericProperty(0)\n", " upper_coords = ListProperty((0, 0, 1, 0, 1, 1, 0, 1))\n", " upper_y = AliasProperty(\n", " lambda self: self.height - self.upper_len, None, bind=[\"height\", \"upper_len\"]\n", " )" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "首先,常量都放在`ALL_CAPS`里面:\n", "\n", "- `FLOOR`:地面花纹的高度\n", "- `PCAP_HEIGHT`:管头高度\n", "- `PIPE_GAP`:留给小鸟飞过的小孔高度\n", "\n", "然后就是花纹的属性`tx_pipe`和`tx_pcap`。它们和那些在`Background`类里面花纹的用法一样" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "class Pipe(BaseWidget):\n", " def __init__(self, **kwargs):\n", " super(Pipe, self).__init__(**kwargs)\n", "\n", " for name in (\"pipe\", \"pcap\"):\n", " self.load_tileable(name)" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "`ratio`属性定义空的位置:`0.5`表示出现在中间(默认值),`0`表示出现在屏幕底部(地上),`1`表示出现在屏幕顶部(天空)。\n", "\n", "`upper_y`是减少输入次数的辅助函数,它是用来计算`height - upper_len`值的。\n", "\n", "还有两个重要的属性`lower_coords`和`upper_coords`,用来设置花纹的坐标。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "### 设置花纹的坐标值" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "在`Background`部件的实现过程中,我们调整了花纹的属性,像`uvsize`和`uvpos`来控制渲染效果。这个方法的问题是这么做会影响花纹的所有实例。\n", "\n", "只要花纹没有在不同的几何形状中使用这么做就没问题。但是,现在我们需要在所有形状中都控制花纹的属性,因此我们就不能调整`uvsize`和`uvpos`了。我们需要用`Rectangle.tex_coords`。\n", "\n", "`Rectangle.tex_coords`属性接受一个8个数字的列表或元组,把花纹的坐标匹配到矩形的四个角落。`tex_coords`这种匹配方式如下图所示:\n", "\n", "![coordinatesmap](kbpic/7.6.coordinatesmap.png)\n", "\n", ">花纹匹配通常用`u`和`v`,不用`x`和`y`。这样可以把几何位置与花纹坐标值区分开,经常容易混淆。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "### 实现管道" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "这个主题看着有点混乱,让我们一点点来推进:我们要垂直固定管道上的砖块,只需要调整`tex_coords`的第5和第7个元素。另外,`tex_coords`的值和`uvsize`里面的值是一个意思。基于管道高度调整砖块的坐标如下所示:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "def set_coords(self, coords, len):\n", " len /= 16 # height of the texture\n", " coords[5:] = (len, 0, len) # set the last 3 items" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "然后就是用`ratio`和屏幕高度来计算管道的长度:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "def on_size(self, *args):\n", " pipes_length = self.height - (Pipe.FLOOR + Pipe.PIPE_GAP + 2 * Pipe.PCAP_HEIGHT)\n", " self.lower_len = self.ratio * pipes_length\n", " self.upper_len = pipes_length - self.lower_len\n", " self.set_coords(self.lower_coords, self.lower_len)\n", " self.set_coords(self.upper_coords, self.upper_len)" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "这段`on_size()`代码用来使所有的属性与屏幕尺寸保持同步。要反映`ratio`的变化,需要这样:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "self.bind(ratio=self.on_size)" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "你可能发现在代码中我们没改变这个属性。这是因为管道的整个生命周期将通过`KivyBirdApp`类来处理,马上你就会看到。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "### 生成管道" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "要创建一堆望不到头的管道森林,我们需要把它们摆满屏幕,用循环队列就可以实现。\n", "\n", "我们让两个管道的间距是半屏宽,这样可以给玩家充分的准备时间,这样屏幕上同时会出现最多3个管道。为了方便测量,我们需要做4个管道。\n", "\n", "实现代码如下:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "class KivyBirdApp(App):\n", " pipes = []\n", "\n", " def on_start(self):\n", " self.spacing = 0.5 * self.root.width\n", " # ...\n", "\n", " def spawn_pipes(self):\n", " for p in self.pipes:\n", " self.root.remove_widget(p)\n", "\n", " self.pipes = []\n", "\n", " for i in range(4):\n", " p = Pipe(x=self.root.width + (self.spacing * i))\n", " p.ratio = random.uniform(0.25, 0.75)\n", " self.root.add_widget(p)\n", " self.pipes.append(p)" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "`pipes`列表的使用应该考虑实现细节。我们可以遍历子部件列表来连接管道,但是只是更好看一点儿。\n", "\n", "`spawn_pipes()`方法开始部分的清除代码允许我们后面重启程序更方便。\n", "\n", "我们还用随机分布来控制`ratio`参数。这里用`[0.25, 0.75]`作为随机范围,而不是常用的`[0, 1]`,是为了让小孔生成的位置更容易一些。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "### 循环移动管道" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "与背景图案通过改变`uvpos`属性模拟运动的方式不同,管道真正移动。更新`KivyBirdApp.update()`方法来实现管道的循环更新:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "def update(self, nap):\n", " self.background.update(nap)\n", "\n", " for p in self.pipes:\n", " p.x -= 96 * nap\n", " if p.x <= -64: # pipe gone off screen\n", " p.x += 4 * self.spacing\n", " p.ratio = random.uniform(0.25, 0.75)" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "和之前的动画一样,`96`是随机的移动速度因子;因子越大速度越快。\n", "\n", "每个管道的`ratio`数值都是随机生成的,这样就为玩家创建一个新的管子。界面如下图所示:\n", "\n", "![movingpipes](kbpic/7.7.movingpipes.png)" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "## 制作小鸟" ] }, { "cell_type": "markdown", "metadata": { "collapsed": true }, "source": [ "下面我们来制作小鸟:\n", "![bird](kbpic/7.8.bird.png)\n", "\n", "这个很简单,直接用Kivy的`Image`部件(`kivy.uix.image.Image`)实现`Bird`类就行。\n", "\n", "`kivybird.kv`文件里面,我们需要几个属性来处理小鸟图片:\n", "\n", "```yaml\n", "Bird:\n", " id: bird\n", " pos_hint: {'center_x': 0.3333, 'center_y': 0.6}\n", " size: (54, 54)\n", " size_hint: (None, None)\n", " source: 'bird.png'\n", "```\n", "\n", "这是`Bird`类的Python实现:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "from kivy.uix.image import Image as ImageWidget\n", "\n", "\n", "class Bird(ImageWidget):\n", " pass" ] }, { "cell_type": "markdown", "metadata": { "collapsed": true }, "source": [ "在实现细节之前,我们需要完成一些基础工作。" ] }, { "cell_type": "markdown", "metadata": { "collapsed": true }, "source": [ "### 游戏玩法回顾" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "现在,让我们回忆一下游戏的过程:\n", "\n", "1. 首先,在没有任何管道和重力的时候,确定鸟的初始位置。这个状态用`playing = False`代码表示\n", "2. 只要玩家开始了游戏(点击屏幕或者用键盘敲空格键),代码就变成`playing = True`,管道开始生成,重力开始影响小鸟的状态。玩家需要持续的动作保持小鸟不掉下来\n", "3. 如果发生碰撞,游戏重回`playing = False`,每个物体都会静止下来,等待玩家重新启动,然后回到步骤2重新开始\n", "\n", "为了实现这些,我们需要获取玩家输入的内容,很容易做到,因为我们只关心事件是否发生,不关心在哪里发生,整个屏幕就是一个大的按钮。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "#### 接受用户输入" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "下面是实现代码:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "from kivy.core.window import Window, Keyboard\n", "\n", "\n", "class KivyBirdApp(App):\n", " playing = False\n", "\n", " def on_start(self):\n", " # ...\n", " Window.bind(on_key_down=self.on_key_down)\n", " self.background.on_touch_down = self.user_action\n", "\n", " def on_key_down(self, window, key, *args):\n", " if key == Keyboard.keycodes[\"spacebar\"]:\n", " self.user_action()\n", "\n", " def user_action(self, *args):\n", " if not self.playing:\n", " self.spawn_pipes()\n", " self.playing = True" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "这就是用户输入处理方式:`on_key_down`事件处理键盘输入,检查玩家是否敲了空格键。`on_touch_down`事件处理其他事件。最后都调用`user_action()`方法,执行`spawn_pipes()`,并把`playing`设置成`True`。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "### 实现小鸟上下飞行" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "紧接着,我们要实现重力让小鸟在一个方向上飞行。这里,我们引入`Bird.speed`属性和一个新常量——加速度。每一帧的速度矢量都向下增加,造成一种匀加速下降运行。如下面的代码所示:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "class Bird(ImageWidget):\n", " ACCEL_FALL = 0.25\n", "\n", " speed = NumericProperty(0)\n", "\n", " def gravity_on(self, height):\n", " # Replace pos_hint with a value\n", " self.pos_hint.pop(\"center_y\", None)\n", " self.center_y = 0.6 * height\n", "\n", " def update(self, nap):\n", " self.speed -= Bird.ACCEL_FALL\n", " self.y += self.speed" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "当`playing`变成`True`时,`gravity_on()`方法会被调用。把`self.bird.gravity_on(self.root.height)`插入到` KivyBirdApp.user_action()`方法中:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "if not self.playing:\n", " self.bird.gravity_on(self.root.height)\n", " self.spawn_pipes()\n", " self.playing = True" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "这个方法可以有效的重置鸟的初始位置,从`pos_hint`里面把`'center_y'`移除。\n", "\n", ">`self.bird`类似前面的`self.background`。下面的代码应该放在`KivyBirdApp.on_start()`里面:\n", ">\n", ">```python\n", ">self.background = self.root.ids.background\n", ">self.bird = self.root.ids.bird\n", ">```\n", "\n", "我们还得从`KivyBirdApp.update()`方法里面调用`Bird.update()`。这样做有个好处,可以在不玩游戏的时候为升级游戏对象加一个防护:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "def update(self, nap):\n", " self.background.update(nap)\n", " if not self.playing:\n", " return # don't move bird or pipes\n", "\n", " self.bird.update(nap)\n", " # rest of the code omitted" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "你会发现,任何时候`Background.update()`方法都可以被调用;其他方法都是必要的时候才调用。\n", "\n", "这里没有实现保持小鸟在空中的能力,下面会实现。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "#### 保持在空中" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "要让飞翔的小鸟跳着飞行也很简单。我们改写`Bird.speed`就行,把它设置一个正数值,当小鸟持续跌落的时候让它正常延迟。让我们在`Bird`类里面增加方法:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "ACCEL_JUMP = 5\n", "\n", "\n", "def bump(self):\n", " self.speed = Bird.ACCEL_JUMP" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "现在,我们需要在`KivyBirdApp.user_action()`方法的最后调用`self.bird.bump()`就可以了,只要重复点击屏幕或按空格键都可以保持在空中。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "### 旋转小鸟" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "旋转小鸟是为了让游戏更生动,当它飞行的时候,沿着它的飞行轨迹旋转,看着很生动。向上飞行的时候朝着右上角旋转,向下飞行的时候朝着左下角旋转。\n", "\n", "角度计算的方法如下:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "class Bird(ImageWidget):\n", " speed = NumericProperty(0)\n", " angle = AliasProperty(lambda self: 5 * self.speed, None, bind=[\"speed\"])" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "这里的速度因子`5`是随意设置的。\n", "\n", "现在,要让小鸟旋转起来,我们要在`kivybird.kv`里面加入:\n", "\n", "```yaml\n", ":\n", " canvas.before:\n", " PushMatrix\n", " Rotate:\n", " angle: root.angle\n", " axis: (0, 0, 1)\n", " origin: root.center\n", " canvas.after:\n", " PopMatrix\n", "```\n", "\n", "这个操作会改变OpenGL使用的局部坐标系统,影响后面所有的渲染。不要忘了保存(`PushMatrix`)和恢复(`PopMatrix`)坐标系统的状态,否则致命的错误可能会发生,导致整个画面变形。\n", "\n", ">如果您遇到莫名的app渲染问题,看看OpenGL的底层指令。\n", "\n", "这样,小鸟就可以沿着既定的轨道飞行了。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "## 碰撞监测" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "这个游戏最重要的事情之一就是碰撞监测,当鸟碰到地板、天花板和管道都要结束游戏。\n", "\n", "用地面和屏幕高度与小鸟的高度`bird.y`对比,就可以轻松确认小鸟是否已经碰到。在`KivyBirdApp`实现如下:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "def test_game_over(self):\n", " if self.bird.y < 90 or self.bird.y > self.root.height - 50:\n", " return True\n", " return False" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "监测是否碰到管道有点困难。我们要分两步来监测:首先,我们用Kivy的`collide_widget()`方法来测试横坐标,然后检查纵坐标是否在合理的范围之内(管道上下两段的`lower_len`和`upper_len`属性)。`KivyBirdApp.test_game_over()`方法最终实现如下:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "def test_game_over(self):\n", " screen_height = self.root.height\n", "\n", " if self.bird.y < 90 or self.bird.y > screen_height - 50:\n", " return True\n", "\n", " for p in self.pipes:\n", " if not p.collide_widget(self.bird):\n", " continue\n", "\n", " # The gap between pipes\n", " if self.bird.y < p.lower_len + 116 or self.bird.y > screen_height - (\n", " p.upper_len + 75\n", " ):\n", " return True\n", "\n", " return False" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "如果监测失败就会返回`False`,游戏会结束。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "### 游戏结束" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "当碰撞发生是回发生什么呢?我们只要把`self.playing`改为`False`就行。监测结果可以在所有的计算完成后增加到`KivyBirdApp.update()`最后:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "def update(self, nap):\n", " # ...\n", " if self.test_game_over():\n", " self.playing = False" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "这个状态要等用户重新开始游戏才会消失。写碰撞监测代码最给力的部分就是边玩边测试,就是可以同时出现不同的游戏失败状态:\n", "\n", "![gameover](kbpic/7.9.gameover.png)\n", "\n", "虽然游戏失败,效果还是很Q的。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "## 制作声效" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "这部分和Kivy开发没啥关系了,就是演示一些制作游戏和应用声效的工具。\n", "\n", "声效的最大问题都不是技术上的。创建高质量的声效不是简单的事儿,软件工程师毕竟没有音乐和声乐工程师专业。另外,很多应用实际上没用声效,所以声效通常是被忽略了。\n", "\n", "不过制作声效的简便工具还是不少的。[Bfxr](www.bfxr.net)就是一个很棒的免费电子合成器。用法很简单,就是单击一些设置按钮配置好音效,然后点击**Save to Disk**保存到电脑上就行了,用Bfxr可以很轻松地为app创建声效。\n", "\n", "![bfxr](kbpic/7.10.bfxr.png)" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "### Kivy声音播放" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "在程序处理时,Kivy提供了声音播放的API:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "from kivy.core.audio import SoundLoader\n", "\n", "snd = SoundLoader.load(\"sound.wav\")\n", "snd.play()" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "用`play()`方法就开始播放。不过这个简单的方法在游戏里面使用有点问题。\n", "\n", "很多时候,你需要让声音随着你的动作不断的重复。Kivy的`sound`类的问题就是只能在指定的时间内播放一次。\n", "\n", "可行方式如下:\n", "\n", "- 等前一个播放终止(默认的行为,后面的事件都会静音)\n", "- 为每个事件停止播放然后重启播放,还是有问题(可能引起延迟)\n", "\n", "要解决这个问题,我们需要创建一个`sound`对象的队列,这样每次调用`play()`就产生一个`Sound`对象。当队列结束时,我们可以从头开始。只要队列足够长,我们就可以完全不用担心`Sound`的限制了。实际上,长度为10就可以。实现代码如下:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "class MultiAudio:\n", " _next = 0\n", "\n", " def __init__(self, filename, count):\n", " self.buf = [SoundLoader.load(filename) for i in range(count)]\n", "\n", " def play(self):\n", " self.buf[self._next].play()\n", " self._next = (self._next + 1) % len(self.buf)" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "用法如下:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "snd = MultiAudio(\"sound.wav\", 5)\n", "snd.play()" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "上面第二个参数就是队列的长度。看看我们是如何改写`Sound` API的`play()`方法的。这样在简单的程序里直接替换`Sound`就可以。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "### 添加声效" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "下面让我们把声效添加到kivy Bird游戏里。\n", "\n", "有两个地方需要使用声音文件,一个是小鸟向上飞,一个是撞到东西。\n", "\n", "第一个事件,通过单击和切换来初始化,在速度快的时候重复很频繁,我们用一个队列。第二个事件,游戏结束,不会频繁的发生,所以就用一个`Sound`对象:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "snd_bump = MultiAudio(\"bump.wav\", 4)\n", "snd_game_over = SoundLoader.load(\"game_over.wav\")" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "用前面加载过的`MultiAudio`类就行。剩下的事情就是把`play()`添加到适当的位置:" ] }, { "cell_type": "code", "execution_count": null, "metadata": { "collapsed": true }, "outputs": [], "source": [ "if self.test_game_over():\n", " snd_game_over.play()\n", " self.playing = False\n", "\n", "\n", "def user_action(self, *args):\n", " snd_bump.play()" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "这样,飞翔的小鸟就有声音了,希望你喜欢。" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "## 总结" ] }, { "cell_type": "markdown", "metadata": {}, "source": [ "这一章,我们做了一个Kivy小游戏,用到了画布指令和部件。\n", "\n", "作为UI工具包,Kivy提供了很多好东西,允许我们自由的组合、新建任何部件,可以做微信客户端和视频游戏等等。Kivy属性实现的一个特别值得称赞的地方就是可以无限制的组织数据,帮助我们充分消除不必要的内容(比如在属性没有发生变化的时候重新刷屏)。\n", "\n", "Kivy的另一个令人惊奇也是反直觉的特点就是它的性能很好——虽然Python并不以性能著称。部分原因是因为Kivy底层系统是Cython写的,被编译成机器码,性能和C语言有一拼。另外,如果配置合适,显卡加速也可以用来保证动画流程运行。\n", "\n", "下一章我们将继续提供图形渲染性能。" ] } ], "metadata": { "kernelspec": { "display_name": "Python 3", "language": "python", "name": "python3" }, "language_info": { "codemirror_mode": { "name": "ipython", "version": 3 }, "file_extension": ".py", "mimetype": "text/x-python", "name": "python", "nbconvert_exporter": "python", "pygments_lexer": "ipython3", "version": "3.7.7" }, "toc": { "base_numbering": 1, "nav_menu": {}, "number_sections": false, "sideBar": false, "skip_h1_title": false, "title_cell": "Table of Contents", "title_sidebar": "Contents", "toc_cell": false, "toc_position": {}, "toc_section_display": false, "toc_window_display": false } }, "nbformat": 4, "nbformat_minor": 1 }