《用MATLAB玩转游戏开发:从零开始打造你的数字乐园》基础篇(2D图形交互)-《打砖块:向量反射与实时物理模拟》MATLAB教程
《用MATLAB玩转游戏开发:从零开始打造你的数字乐园》基础篇(2D图形交互)-《打砖块:向量反射与实时物理模拟》MATLAB教程 🎮
文章目录
- 《用MATLAB玩转游戏开发:从零开始打造你的数字乐园》基础篇(2D图形交互)-《打砖块:向量反射与实时物理模拟》MATLAB教程 🎮
- 引言:从游戏到物理模拟
- 1. 设计思路与游戏概述 🧠
- 1.1 物理模型关键点 ⚛️
- 2. 核心原理详解 🔍
- 2.1 向量反射原理 📐
- 2.2 碰撞检测原理 🔄
- 2.3 游戏循环结构 🔁
- 3. 完整流程图 📊
- 4. 分步实现教程 🛠️
- 4.1 初始化设置
- 4.2 创建游戏对象
- 4.3 游戏主循环
- 4.4 碰撞检测函数
- 5. 完整可运行代码 🏆
- 6. 游戏操作说明 🎮
- 7. 扩展思路 💡
引言:从游戏到物理模拟
还记得小时候玩过的打砖块游戏吗?🎯 一个小球在屏幕上弹来弹去,击碎各种砖块,同时玩家控制一块挡板防止小球掉落。这看似简单的游戏背后,其实蕴含着丰富的物理和数学原理!今天,我们就用MATLAB来实现这个经典游戏,并深入探讨其中的向量反射和实时物理模拟技术。
通过本教程,你将学到:
- 向量运算在游戏物理中的应用
- 实时碰撞检测的实现方法
- MATLAB动画和交互式图形编程
- 游戏状态管理和逻辑控制
准备好你的MATLAB环境(2016b版本),让我们开始这场有趣的编程之旅吧!🚀
1. 设计思路与游戏概述 🧠
打砖块游戏(Breakout/Arkanoid)是经典的街机游戏,包含以下核心元素:
- 一个由玩家控制的挡板(paddle)
- 一个运动的球(ball)
- 由砖块组成的墙(bricks)
- 边界(walls)
游戏目标是用挡板反弹球,消除所有砖块。每次球碰到砖块,砖块消失,玩家得分。
1.1 物理模型关键点 ⚛️
- 碰撞检测:判断球与边界、挡板、砖块的接触
- 反射计算:球碰到物体后的运动方向变化
- 实时渲染:游戏画面的流畅更新
- 游戏逻辑:得分、生命、胜负判断
2. 核心原理详解 🔍
2.1 向量反射原理 📐
球碰到平面后的反射遵循"入射角=反射角"原则。数学上可以用向量运算表示:
给定:
- 入射向量 v = [vx, vy]
- 法向量 n = [nx, ny] (垂直于反射平面)
反射向量 r 的计算公式为:
r = v − 2 ( v ⋅ n ) n r = v - 2(v \cdot n)n r=v−2(v⋅n)n
在MATLAB中实现:
function reflectedVec = reflectVector(inVec, normalVec)% 归一化法向量normalVec = normalVec / norm(normalVec);% 计算反射向量reflectedVec = inVec - 2 * dot(inVec, normalVec) * normalVec;
end
2.2 碰撞检测原理 🔄
我们需要检测球与以下物体的碰撞:
- 边界:比较球心坐标与边界位置
- 挡板:判断球是否在挡板的矩形区域内
- 砖块:类似挡板,但需要考虑砖块是否已被消除
2.3 游戏循环结构 🔁
标准游戏循环包含以下步骤:
- 初始化:创建游戏对象和变量
- 输入处理:读取玩家操作
- 状态更新:计算物理和游戏逻辑
- 渲染:绘制游戏画面
- 循环控制:控制帧率和退出条件
3. 完整流程图 📊
4. 分步实现教程 🛠️
4.1 初始化设置
function breakoutGame()% 清除工作区和图形窗口clc; clear; close all;% 游戏参数设置gameParams = struct(...'paddleWidth', 100, ... % 挡板宽度'paddleHeight', 15, ... % 挡板高度'ballRadius', 10, ... % 球半径'brickRows', 5, ... % 砖块行数'brickCols', 10, ... % 砖块列数'brickWidth', 60, ... % 砖块宽度'brickHeight', 20, ... % 砖块高度'brickOffsetTop', 50, ... % 砖块顶部偏移'brickPadding', 5, ... % 砖块间距'ballSpeed', 8, ... % 球初始速度'lives', 3, ... % 初始生命数'score', 0 ... % 初始得分);% 创建图形窗口fig = figure('Name', 'MATLAB打砖块', ...'NumberTitle', 'off', ...'Position', [100, 100, 800, 600], ...'KeyPressFcn', @keyDown, ...'KeyReleaseFcn', @keyUp, ...'WindowButtonDownFcn', @mouseClick);% 创建坐标轴ax = axes('Parent', fig, ...'Position', [0.05, 0.05, 0.9, 0.9], ...'XLim', [0, 800], ...'YLim', [0, 600], ...'Color', [0.1, 0.1, 0.3], ...'XTick', [], ...'YTick', []);hold(ax, 'on');axis equal;
4.2 创建游戏对象
% 创建挡板paddle = rectangle('Parent', ax, ...'Position', [350, 30, gameParams.paddleWidth, gameParams.paddleHeight], ...'FaceColor', [0.8, 0.2, 0.2], ...'EdgeColor', 'none', ...'Curvature', [0.2, 0.2]);% 创建球theta = rand * 2 * pi; % 随机初始角度ballVel = [gameParams.ballSpeed * cos(theta), gameParams.ballSpeed * sin(theta)];ball = rectangle('Parent', ax, ...'Position', [400, 200, gameParams.ballRadius*2, gameParams.ballRadius*2], ...'FaceColor', [0.9, 0.9, 0.1], ...'EdgeColor', 'none', ...'Curvature', [1, 1]);% 创建砖块bricks = gobjects(gameParams.brickRows, gameParams.brickCols);brickColors = hsv(gameParams.brickRows); % 每行不同颜色for r = 1:gameParams.brickRowsfor c = 1:gameParams.brickColsbrickX = (c-1) * (gameParams.brickWidth + gameParams.brickPadding);brickY = 550 - (r-1) * (gameParams.brickHeight + gameParams.brickPadding);bricks(r,c) = rectangle('Parent', ax, ...'Position', [brickX, brickY, gameParams.brickWidth, gameParams.brickHeight], ...'FaceColor', brickColors(r,:), ...'EdgeColor', 'w');endend% 创建文本显示scoreText = text(ax, 20, 580, sprintf('得分: %d', gameParams.score), ...'Color', 'w', 'FontSize', 12);livesText = text(ax, 700, 580, sprintf('生命: %d', gameParams.lives), ...'Color', 'w', 'FontSize', 12);startText = text(ax, 400, 300, '点击开始游戏', ...'Color', 'w', 'FontSize', 24, ...'HorizontalAlignment', 'center');
4.3 游戏主循环
% 游戏状态变量gameState = struct(...'isRunning', false, ... % 游戏是否进行中'paddleDir', 0, ... % 挡板移动方向 (-1:左, 0:停止, 1:右)'paddleSpeed', 15, ... % 挡板移动速度'activeBricks', true(gameParams.brickRows, gameParams.brickCols) ... % 活跃砖块);% 键盘控制回调函数function keyDown(~, event)switch event.Keycase 'leftarrow'gameState.paddleDir = -1;case 'rightarrow'gameState.paddleDir = 1;case 'escape'gameState.isRunning = false;endendfunction keyUp(~, event)switch event.Keycase {'leftarrow', 'rightarrow'}gameState.paddleDir = 0;endend% 鼠标点击开始游戏function mouseClick(~, ~)if ~gameState.isRunninggameState.isRunning = true;delete(startText);startText = [];endend% 主游戏循环while ishandle(fig)if gameState.isRunning% 更新挡板位置paddlePos = get(paddle, 'Position');newX = paddlePos(1) + gameState.paddleSpeed * gameState.paddleDir;% 限制挡板不超出边界newX = max(0, min(newX, 800 - gameParams.paddleWidth));set(paddle, 'Position', [newX, paddlePos(2), paddlePos(3), paddlePos(4)]);% 更新球位置ballPos = get(ball, 'Position');newBallX = ballPos(1) + ballVel(1);newBallY = ballPos(2) + ballVel(2);% 检测碰撞[ballVel, gameParams, gameState] = checkCollisions(...[newBallX, newBallY], ballVel, gameParams, gameState, paddle, bricks);% 更新球位置set(ball, 'Position', [newBallX, newBallY, ballPos(3), ballPos(4)]);% 更新文本显示set(scoreText, 'String', sprintf('得分: %d', gameParams.score));set(livesText, 'String', sprintf('生命: %d', gameParams.lives));% 检查游戏结束条件if newBallY < 0 % 球落到底部gameParams.lives = gameParams.lives - 1;if gameParams.lives <= 0gameState.isRunning = false;text(ax, 400, 300, '游戏结束!', ...'Color', 'r', 'FontSize', 36, ...'HorizontalAlignment', 'center');else% 重置球位置set(ball, 'Position', [400, 200, gameParams.ballRadius*2, gameParams.ballRadius*2]);theta = rand * 2 * pi;ballVel = [gameParams.ballSpeed * cos(theta), gameParams.ballSpeed * sin(theta)];pause(1);endend% 检查胜利条件if ~any(gameState.activeBricks(:))gameState.isRunning = false;text(ax, 400, 300, '恭喜通关!', ...'Color', 'g', 'FontSize', 36, ...'HorizontalAlignment', 'center');endend% 控制帧率pause(0.02);end
4.4 碰撞检测函数
function [newVel, gameParams, gameState] = checkCollisions(ballPos, ballVel, gameParams, gameState, paddle, bricks)% 获取球参数ballX = ballPos(1) + gameParams.ballRadius;ballY = ballPos(2) + gameParams.ballRadius;% 边界碰撞检测if ballX <= gameParams.ballRadius || ballX >= 800 - gameParams.ballRadiusballVel(1) = -ballVel(1); % 水平反转endif ballY >= 600 - gameParams.ballRadiusballVel(2) = -ballVel(2); % 垂直反转end% 挡板碰撞检测paddlePos = get(paddle, 'Position');if ballY <= paddlePos(2) + paddlePos(4) + gameParams.ballRadius && ...ballY >= paddlePos(2) && ...ballX >= paddlePos(1) - gameParams.ballRadius && ...ballX <= paddlePos(1) + paddlePos(3) + gameParams.ballRadius% 计算碰撞点相对于挡板中心的位置 (-1到1)hitPos = (ballX - (paddlePos(1) + paddlePos(3)/2)) / (paddlePos(3)/2);% 根据碰撞点调整反射角度maxAngle = pi/3; % 最大反射角度 (60度)angle = hitPos * maxAngle;% 计算新速度向量speed = norm(ballVel);ballVel = [speed * sin(angle), speed * cos(angle)];% 增加一点速度让游戏更有挑战性ballVel = ballVel * 1.02;end% 砖块碰撞检测for r = 1:gameParams.brickRowsfor c = 1:gameParams.brickColsif gameState.activeBricks(r,c)brickPos = get(bricks(r,c), 'Position');% 检查球是否与砖块相交if ballX + gameParams.ballRadius > brickPos(1) && ...ballX - gameParams.ballRadius < brickPos(1) + brickPos(3) && ...ballY + gameParams.ballRadius > brickPos(2) && ...ballY - gameParams.ballRadius < brickPos(2) + brickPos(4)% 确定碰撞边 (简化版)if ballY < brickPos(2) || ballY > brickPos(2) + brickPos(4)ballVel(2) = -ballVel(2); % 上下碰撞elseballVel(1) = -ballVel(1); % 左右碰撞end% 标记砖块为不活跃并隐藏gameState.activeBricks(r,c) = false;set(bricks(r,c), 'Visible', 'off');% 增加分数gameParams.score = gameParams.score + 10;% 只需要处理一次碰撞break;endendendendnewVel = ballVel;
end
5. 完整可运行代码 🏆
将以下所有代码段按顺序组合成一个.m文件即可运行:
function breakoutGame()% 清除工作区和图形窗口clc; clear; close all;% 游戏参数设置gameParams = struct(...'paddleWidth', 100, ... % 挡板宽度'paddleHeight', 15, ... % 挡板高度'ballRadius', 10, ... % 球半径'brickRows', 5, ... % 砖块行数'brickCols', 10, ... % 砖块列数'brickWidth', 60, ... % 砖块宽度'brickHeight', 20, ... % 砖块高度'brickOffsetTop', 50, ... % 砖块顶部偏移'brickPadding', 5, ... % 砖块间距'ballSpeed', 8, ... % 球初始速度'lives', 3, ... % 初始生命数'score', 0 ... % 初始得分);% 创建图形窗口fig = figure('Name', 'MATLAB打砖块', ...'NumberTitle', 'off', ...'Position', [100, 100, 800, 600], ...'KeyPressFcn', @keyDown, ...'KeyReleaseFcn', @keyUp, ...'WindowButtonDownFcn', @mouseClick);% 创建坐标轴ax = axes('Parent', fig, ...'Position', [0.05, 0.05, 0.9, 0.9], ...'XLim', [0, 800], ...'YLim', [0, 600], ...'Color', [0.1, 0.1, 0.3], ...'XTick', [], ...'YTick', []);hold(ax, 'on');axis equal;% 创建挡板paddle = rectangle('Parent', ax, ...'Position', [350, 30, gameParams.paddleWidth, gameParams.paddleHeight], ...'FaceColor', [0.8, 0.2, 0.2], ...'EdgeColor', 'none', ...'Curvature', [0.2, 0.2]);% 创建球theta = rand * 2 * pi; % 随机初始角度ballVel = [gameParams.ballSpeed * cos(theta), gameParams.ballSpeed * sin(theta)];ball = rectangle('Parent', ax, ...'Position', [400, 200, gameParams.ballRadius*2, gameParams.ballRadius*2], ...'FaceColor', [0.9, 0.9, 0.1], ...'EdgeColor', 'none', ...'Curvature', [1, 1]);% 创建砖块bricks = gobjects(gameParams.brickRows, gameParams.brickCols);brickColors = hsv(gameParams.brickRows); % 每行不同颜色for r = 1:gameParams.brickRowsfor c = 1:gameParams.brickColsbrickX = (c-1) * (gameParams.brickWidth + gameParams.brickPadding);brickY = 550 - (r-1) * (gameParams.brickHeight + gameParams.brickPadding);bricks(r,c) = rectangle('Parent', ax, ...'Position', [brickX, brickY, gameParams.brickWidth, gameParams.brickHeight], ...'FaceColor', brickColors(r,:), ...'EdgeColor', 'w');endend% 创建文本显示scoreText = text(ax, 20, 580, sprintf('得分: %d', gameParams.score), ...'Color', 'w', 'FontSize', 12);livesText = text(ax, 700, 580, sprintf('生命: %d', gameParams.lives), ...'Color', 'w', 'FontSize', 12);startText = text(ax, 400, 300, '点击开始游戏', ...'Color', 'w', 'FontSize', 24, ...'HorizontalAlignment', 'center');% 游戏状态变量gameState = struct(...'isRunning', false, ... % 游戏是否进行中'paddleDir', 0, ... % 挡板移动方向 (-1:左, 0:停止, 1:右)'paddleSpeed', 15, ... % 挡板移动速度'activeBricks', true(gameParams.brickRows, gameParams.brickCols) ... % 活跃砖块);% 键盘控制回调函数function keyDown(~, event)switch event.Keycase 'leftarrow'gameState.paddleDir = -1;case 'rightarrow'gameState.paddleDir = 1;case 'escape'gameState.isRunning = false;endendfunction keyUp(~, event)switch event.Keycase {'leftarrow', 'rightarrow'}gameState.paddleDir = 0;endend% 鼠标点击开始游戏function mouseClick(~, ~)if ~gameState.isRunninggameState.isRunning = true;delete(startText);startText = [];endend% 主游戏循环while ishandle(fig)if gameState.isRunning% 更新挡板位置paddlePos = get(paddle, 'Position');newX = paddlePos(1) + gameState.paddleSpeed * gameState.paddleDir;% 限制挡板不超出边界newX = max(0, min(newX, 800 - gameParams.paddleWidth));set(paddle, 'Position', [newX, paddlePos(2), paddlePos(3), paddlePos(4)]);% 更新球位置ballPos = get(ball, 'Position');newBallX = ballPos(1) + ballVel(1);newBallY = ballPos(2) + ballVel(2);% 检测碰撞[ballVel, gameParams, gameState] = checkCollisions(...[newBallX, newBallY], ballVel, gameParams, gameState, paddle, bricks);% 更新球位置set(ball, 'Position', [newBallX, newBallY, ballPos(3), ballPos(4)]);% 更新文本显示set(scoreText, 'String', sprintf('得分: %d', gameParams.score));set(livesText, 'String', sprintf('生命: %d', gameParams.lives));% 检查游戏结束条件if newBallY < 0 % 球落到底部gameParams.lives = gameParams.lives - 1;if gameParams.lives <= 0gameState.isRunning = false;text(ax, 400, 300, '游戏结束!', ...'Color', 'r', 'FontSize', 36, ...'HorizontalAlignment', 'center');else% 重置球位置set(ball, 'Position', [400, 200, gameParams.ballRadius*2, gameParams.ballRadius*2]);theta = rand * 2 * pi;ballVel = [gameParams.ballSpeed * cos(theta), gameParams.ballSpeed * sin(theta)];pause(1);endend% 检查胜利条件if ~any(gameState.activeBricks(:))gameState.isRunning = false;text(ax, 400, 300, '恭喜通关!', ...'Color', 'g', 'FontSize', 36, ...'HorizontalAlignment', 'center');endend% 控制帧率pause(0.02);end% 碰撞检测函数function [newVel, gameParams, gameState] = checkCollisions(ballPos, ballVel, gameParams, gameState, paddle, bricks)% 获取球参数ballX = ballPos(1) + gameParams.ballRadius;ballY = ballPos(2) + gameParams.ballRadius;% 边界碰撞检测if ballX <= gameParams.ballRadius || ballX >= 800 - gameParams.ballRadiusballVel(1) = -ballVel(1); % 水平反转endif ballY >= 600 - gameParams.ballRadiusballVel(2) = -ballVel(2); % 垂直反转end% 挡板碰撞检测paddlePos = get(paddle, 'Position');if ballY <= paddlePos(2) + paddlePos(4) + gameParams.ballRadius && ...ballY >= paddlePos(2) && ...ballX >= paddlePos(1) - gameParams.ballRadius && ...ballX <= paddlePos(1) + paddlePos(3) + gameParams.ballRadius% 计算碰撞点相对于挡板中心的位置 (-1到1)hitPos = (ballX - (paddlePos(1) + paddlePos(3)/2)) / (paddlePos(3)/2);% 根据碰撞点调整反射角度maxAngle = pi/3; % 最大反射角度 (60度)angle = hitPos * maxAngle;% 计算新速度向量speed = norm(ballVel);ballVel = [speed * sin(angle), speed * cos(angle)];% 增加一点速度让游戏更有挑战性ballVel = ballVel * 1.02;end% 砖块碰撞检测for r = 1:gameParams.brickRowsfor c = 1:gameParams.brickColsif gameState.activeBricks(r,c)brickPos = get(bricks(r,c), 'Position');% 检查球是否与砖块相交if ballX + gameParams.ballRadius > brickPos(1) && ...ballX - gameParams.ballRadius < brickPos(1) + brickPos(3) && ...ballY + gameParams.ballRadius > brickPos(2) && ...ballY - gameParams.ballRadius < brickPos(2) + brickPos(4)% 确定碰撞边 (简化版)if ballY < brickPos(2) || ballY > brickPos(2) + brickPos(4)ballVel(2) = -ballVel(2); % 上下碰撞elseballVel(1) = -ballVel(1); % 左右碰撞end% 标记砖块为不活跃并隐藏gameState.activeBricks(r,c) = false;set(bricks(r,c), 'Visible', 'off');% 增加分数gameParams.score = gameParams.score + 10;% 只需要处理一次碰撞break;endendendendnewVel = ballVel;end
end
来看看我这个菜鸡玩了一局的效果,屏幕前的你也可以试试看看能的多少分~
6. 游戏操作说明 🎮
- 左右箭头键:移动挡板
- ESC键:退出游戏
- 鼠标点击:开始游戏
7. 扩展思路 💡
如果你想进一步提升这个游戏,可以考虑:
- 增加音效:使用
audioplayer
添加碰撞音效 - 多种砖块:不同颜色砖块需要多次击中才能消除
- 特殊道具:球碰到某些砖块会掉落道具,如加长挡板、额外生命等
- 关卡设计:设计不同布局的砖块排列
- 粒子效果:砖块消除时添加爆炸效果
希望你喜欢这个MATLAB打砖块游戏教程!通过这个项目,你不仅学会了向量反射的原理,还掌握了实时物理模拟和游戏开发的基本技巧。Happy coding! 🚀