@motty0713 さんの「Pythonのtkinterでブロック崩しを作ってみた」を拝見したところ、いくつかの点が気になってしまいました。
- グローバル変数を使用
- クラス変数とインスタンス変数を混同?
- 関数とメソッドを混同?
- 責務が重い
そこで、以下の点を考慮して改造させていただきました。
- グローバル変数をなくす
- クラス変数ではなくデフォルト引数にする
- クラス変数はインスタンス共有値のみ
- 責務(クラス)分割・委譲
- 処理(メソッド)分割・委譲
- ブロックは列ごとなどに色や点数を変えられるようにする
- パドルが複数になっても対応できる
- ボールが複数になっても対応できる
以下にコードを示します。
本当なら、モデル(データ)とビュー(表示)にクラスを分けるべきですが、一体型になってます。
Model-View一体型とMVC(Model-View-Controller)分離型の2種類を作りました。
更に、クリーンアーキテクチャ版へのリンク追記しました(プログラミング言語はJavaですが)。
なにか参考になることがあれば幸いです。
ソースコード
Model-View一体型
import tkinter as tk
class Shape:
def __init__(self, x, y, width, height, center=False):
if center:
x -= width // 2
y -= height // 2
self.x1 = x
self.y1 = y
self.x2 = x + width
self.y2 = y + height
def intersect(self, target):
hit_x = max(self.x1, target.x1) <= min(self.x2, target.x2)
hit_y = max(self.y1, target.y1) <= min(self.y2, target.y2)
return hit_x and hit_y
class Paddle(Shape):
def __init__(self, x, y, width=45, height=8, speed=6, color="blue"):
super().__init__(x, y, width, height, center=True)
self.speed = speed
self.color = color
self.name = "paddle"
def right(self, event):
self.x1 += self.speed
self.x2 += self.speed
def left(self, event):
self.x1 -= self.speed
self.x2 -= self.speed
def limit(self, area):
adjust = (max(self.x1, area.x1) - self.x1 or
min(self.x2, area.x2) - self.x2)
self.x1 += adjust
self.x2 += adjust
def move(self):
pass
def draw(self, canvas):
canvas.delete(self.name)
canvas.create_rectangle(self.x1, self.y1, self.x2, self.y2,
fill=self.color, tag=self.name)
def delete(self, canvas):
canvas.delete(self.name)
class Ball(Shape):
def __init__(self, x, y, size=10, dx=2, dy=2, color="red"):
super().__init__(x, y, size, size, center=True)
self.dx = dx
self.dy = dy
self.color = color
self.name = "ball"
def move(self):
self.x1 += self.dx
self.y1 += self.dy
self.x2 += self.dx
self.y2 += self.dy
def limit(self, area):
if self.x1 <= area.x1 or area.x2 <= self.x2:
self.dx *= -1
if self.y1 <= area.y1 or area.y2 <= self.y2:
self.dy *= -1
def bound(self, target):
if not self.intersect(target):
return False
center_x = (self.x1 + self.x2) // 2
center_y = (self.y1 + self.y2) // 2
if (self.dx > 0 and center_x <= target.x1 or
self.dx < 0 and target.x2 <= center_x):
self.dx *= -1
if (self.dy > 0 and center_y <= target.y1 or
self.dy < 0 and target.y2 <= center_y):
self.dy *= -1
return True
def draw(self, canvas):
canvas.delete(self.name)
canvas.create_oval(self.x1, self.y1, self.x2, self.y2,
fill=self.color, tag=self.name)
def delete(self, canvas):
canvas.delete(self.name)
class Block(Shape):
def __init__(self, x, y, width, height, gap_x=0, gap_y=0, center=False,
color="orange", point=1):
super().__init__(x + gap_x, y + gap_y,
width - gap_x * 2, height - gap_y * 2, center=center)
self.point = point
self.color = color
self.name = f"block{x}.{y}"
self.exists = True
def break_and_bound(self, target):
if self.exists and target.bound(self):
self.exists = False
return self.point
else:
return 0
def is_broken(self):
return not self.exists
def draw(self, canvas):
canvas.delete(self.name)
if self.exists:
canvas.create_rectangle(self.x1, self.y1, self.x2, self.y2,
fill=self.color, tag=self.name)
class BlockRow:
def __init__(self, color, point):
self.color = color
self.point = point
class Blocks:
#ROWS = [BlockRow("orange", 1)] * 3
ROWS = BlockRow("cyan", 10), BlockRow("yellow", 20), BlockRow("orange", 30)
def __init__(self, x, y, width, height, columns=12, rows=None):
rows = (rows or self.ROWS)[::-1]
w = width // columns
h = height // len(rows)
self.blocks = [Block(x + dx, y + dy, w, h, gap_x=6, gap_y=12,
color=row.color, point=row.point)
for dy, row in zip(range(0, h * len(rows) + 1, h), rows)
for dx in range(0, w * columns + 1, w)]
def break_and_bound(self, target):
return sum(block.break_and_bound(target) for block in self.blocks)
def are_wiped(self):
return all(block.is_broken() for block in self.blocks)
def draw(self, canvas):
for block in self.blocks:
block.draw(canvas)
class Wall(Shape):
CATCH_LINES = 3
def __init__(self, x, y, width, height):
super().__init__(x, y, width, height)
self.catch_line = self.y2 - self.CATCH_LINES
def catch(self, target):
return target.y2 >= self.catch_line
class Score:
FONT = ('FixedSys', 16)
def __init__(self, x, y):
self.x = x
self.y = y
self.score = 0
self.name = "score"
def add(self, point):
self.score += point
def draw(self, canvas):
canvas.delete(self.name)
canvas.create_text(self.x, self.y, text=f"Score = {self.score}",
font=self.FONT, tag=self.name)
class Breakout:
TICK = 20 # 更新間隔
FONT = ('FixedSys', 40)
def __init__(self, width, height):
self.center = (width // 2, height // 2)
self.root = tk.Tk()
self.root.title("ブロック崩し")
self.root.minsize(width, height)
self.root.maxsize(width, height)
self.canvas = tk.Canvas(self.root, width=width, height=height)
self.paddle = Paddle(width // 2, height - 30)
self.ball = Ball(width // 3, height * 2 // 3)
self.blocks = Blocks(0, 40, width, 120)
self.wall = Wall(0, 0, width, height)
self.score = Score(width - 70, 20)
self.keybind()
self.draw()
def keybind(self):
self.root.bind("q", self.quit)
self.root.bind("<Right>", self.paddle.right)
self.root.bind("<Left>", self.paddle.left)
def start(self):
self.playing = True
self.play()
try:
self.root.mainloop()
except KeyboardInterrupt:
self.quit()
def end(self, message):
self.paddle.delete(self.canvas)
self.ball.delete(self.canvas)
self.canvas.create_text(*self.center, text=message, font=self.FONT)
self.canvas.pack()
self.playing = False
def quit(self, *args):
self.root.quit()
def play(self):
try:
if self.playing:
self.operate()
self.draw()
self.root.after(self.TICK, self.play)
else:
input("Hit return key to end")
self.quit()
except KeyboardInterrupt:
self.quit()
def operate(self):
self.paddle.move()
self.paddle.limit(self.wall)
self.ball.move()
self.ball.limit(self.wall)
self.ball.bound(self.paddle)
point = self.blocks.break_and_bound(self.ball)
self.score.add(point)
self.over()
self.clear()
def draw(self):
self.ball.draw(self.canvas)
self.paddle.draw(self.canvas)
self.blocks.draw(self.canvas)
self.score.draw(self.canvas)
self.canvas.pack()
def over(self):
if self.wall.catch(self.ball):
self.end("GAME OVER(T_T)")
def clear(self):
if self.blocks.are_wiped():
self.end("GAME CLEAR(^0^)")
if __name__ == '__main__':
Breakout(width=600, height=480).start()
MVC(Model-View-Controller)分離型
import tkinter as tk
class Shape:
def __init__(self, x, y, width, height, center=False):
if center:
x -= width // 2
y -= height // 2
self.x1 = x
self.y1 = y
self.x2 = x + width
self.y2 = y + height
def intersect(self, target):
hit_x = max(self.x1, target.x1) <= min(self.x2, target.x2)
hit_y = max(self.y1, target.y1) <= min(self.y2, target.y2)
return hit_x and hit_y
class Paddle(Shape):
def __init__(self, x, y, width=45, height=8, speed=6, color="blue"):
super().__init__(x, y, width, height, center=True)
self.speed = speed
self.color = color
self.name = "paddle"
def right(self, event):
self.x1 += self.speed
self.x2 += self.speed
def left(self, event):
self.x1 -= self.speed
self.x2 -= self.speed
def move(self):
pass
def limit(self, area):
adjust = (max(self.x1, area.x1) - self.x1 or
min(self.x2, area.x2) - self.x2)
self.x1 += adjust
self.x2 += adjust
class Ball(Shape):
def __init__(self, x, y, size=10, dx=2, dy=2, color="red"):
super().__init__(x, y, size, size, center=True)
self.dx = dx
self.dy = dy
self.color = color
self.name = "ball"
def move(self):
self.x1 += self.dx
self.y1 += self.dy
self.x2 += self.dx
self.y2 += self.dy
def limit(self, area):
if self.x1 <= area.x1 or area.x2 <= self.x2:
self.dx *= -1
if self.y1 <= area.y1 or area.y2 <= self.y2:
self.dy *= -1
def bound(self, target):
if not self.intersect(target):
return False
center_x = (self.x1 + self.x2) // 2
center_y = (self.y1 + self.y2) // 2
if (self.dx > 0 and center_x <= target.x1 or
self.dx < 0 and target.x2 <= center_x):
self.dx *= -1
if (self.dy > 0 and center_y <= target.y1 or
self.dy < 0 and target.y2 <= center_y):
self.dy *= -1
return True
class Block(Shape):
def __init__(self, x, y, width, height, gap_x=0, gap_y=0, center=False,
color="orange", point=1):
super().__init__(x + gap_x, y + gap_y,
width - gap_x * 2, height - gap_y * 2, center=center)
self.point = point
self.color = color
self.name = f"block{x}.{y}"
self.exists = True
def break_and_bound(self, target):
if self.exists and target.bound(self):
self.exists = False
return self.point
else:
return 0
def is_broken(self):
return not self.exists
class BlockRow:
def __init__(self, color, point):
self.color = color
self.point = point
class Blocks:
#ROWS = [BlockRow("orange", 1)] * 3
ROWS = BlockRow("cyan", 10), BlockRow("yellow", 20), BlockRow("orange", 30)
def __init__(self, x, y, width, height, columns=12, rows=None):
rows = (rows or self.ROWS)[::-1]
w = width // columns
h = height // len(rows)
self.blocks = [Block(x + dx, y + dy, w, h, gap_x=6, gap_y=12,
color=row.color, point=row.point)
for dy, row in zip(range(0, h * len(rows) + 1, h), rows)
for dx in range(0, w * columns + 1, w)]
def __iter__(self):
return iter(self.blocks)
def break_and_bound(self, target):
return sum(block.break_and_bound(target) for block in self.blocks)
def are_wiped(self):
return all(block.is_broken() for block in self.blocks)
class Wall(Shape):
CATCH_LINES = 3
def __init__(self, x, y, width, height):
super().__init__(x, y, width, height)
self.catch_line = self.y2 - self.CATCH_LINES
def catch(self, target):
return target.y2 >= self.catch_line
class Score:
def __init__(self, x, y):
self.x = x
self.y = y
self.score = 0
self.name = "score"
def __str__(self):
return str(self.score)
def add(self, point):
self.score += point
class BreakoutModel:
def __init__(self, width, height):
self.paddle = Paddle(width // 2, height - 30)
self.ball = Ball(width // 3, height * 2 // 3)
self.blocks = Blocks(0, 40, width, 120)
self.wall = Wall(0, 0, width, height)
self.score = Score(width - 70, 20)
self.message = None
def update(self):
self.paddle.move()
self.paddle.limit(self.wall)
self.ball.move()
self.ball.limit(self.wall)
self.ball.bound(self.paddle)
point = self.blocks.break_and_bound(self.ball)
self.score.add(point)
self.over()
self.clear()
def over(self):
if self.wall.catch(self.ball):
self.message = "GAME OVER(T_T)"
def clear(self):
if self.blocks.are_wiped():
self.message = "GAME CLEAR(^0^)"
class BreakoutView:
SCORE_FONT = ('FixedSys', 16)
MESSAGE_FONT = ('FixedSys', 40)
def __init__(self, window, width, height):
self.canvas = tk.Canvas(window, width=width, height=height)
self.center = (width // 2, height // 2)
window.title("ブロック崩し")
window.minsize(width, height)
window.maxsize(width, height)
self.rectangle = self.canvas.create_rectangle
self.oval = self.canvas.create_oval
self.text = self.canvas.create_text
def update(self, model):
self.ball(model.ball)
self.paddle(model.paddle)
self.blocks(model.blocks)
self.score(model.score)
self.message(model.message)
self.canvas.pack()
def delete(self, model):
self.canvas.delete(model.name)
def paddle(self, paddle):
self.delete(paddle)
self.rectangle(paddle.x1, paddle.y1, paddle.x2, paddle.y2,
fill=paddle.color, tag=paddle.name)
def ball(self, ball):
self.delete(ball)
self.oval(ball.x1, ball.y1, ball.x2, ball.y2,
fill=ball.color, tag=ball.name)
def block(self, block):
self.delete(block)
if block.exists:
self.rectangle(block.x1, block.y1, block.x2, block.y2,
fill=block.color, tag=block.name)
def blocks(self, blocks):
for block in blocks:
self.block(block)
def score(self, score):
self.delete(score)
self.text(score.x, score.y, text=f"Score = {score}",
font=self.SCORE_FONT, tag=score.name)
def message(self, message):
if message:
self.text(*self.center, text=message, font=self.MESSAGE_FONT)
class Breakout:
TICK = 20 # 更新間隔
def __init__(self, width, height):
self.controller = window = tk.Tk()
self.model = BreakoutModel(width, height)
self.view = BreakoutView(window, width, height)
self.view.update(self.model)
self.keybind()
def keybind(self):
self.controller.bind("q", self.controller.quit)
self.controller.bind("<Right>", self.model.paddle.right)
self.controller.bind("<Left>", self.model.paddle.left)
def start(self):
self.update()
try:
self.controller.mainloop()
except KeyboardInterrupt:
self.controller.quit()
def update(self):
try:
if self.model.message:
input("Hit return key to end")
self.controller.quit()
else:
self.model.update()
self.view.update(self.model)
self.controller.after(self.TICK, self.update)
except KeyboardInterrupt:
self.controller.quit()
if __name__ == '__main__':
Breakout(width=600, height=480).start()
さらに
クリーンアーキテクチャ版
最近は、クリーンアーキテクチャでの設計が話題です。
ソースコードはJavaですが、クリーンアーキテクチャでブロック崩しゲームを作りましたので是非参考にしてみてください。
参考: クリーンアーキテクチャでブロック崩しゲームを設計・実装 - Qiita