1. 程式人生 > 程式設計 >pygame實現俄羅斯方塊遊戲(基礎篇2)

pygame實現俄羅斯方塊遊戲(基礎篇2)

接上章《pygame實現俄羅斯方塊遊戲(基礎篇1)》繼續寫俄羅斯方塊遊戲

五、計算方塊之間的碰撞

在Panel類裡增加函式

def check_overlap(self,diffx,diffy):
  for x,y in self.moving_block.get_rect_arr():
   for rx,ry in self.rect_arr:
    if x+diffx==rx and y+diffy==ry:
     return True
  return False

修改move_block函式的判斷,增加check_overlap函式檢測

def move_block(self):
  if self.moving_block is None: create_move_block()
  if self.moving_block.can_move(0,1) and not self.check_overlap(0,1): 
   self.moving_block.move(0,1)
  else:
   self.add_block(self.moving_block)
   self.create_move_block()

現在的效果是方塊可以堆疊了

六、鍵盤控制左右移動

匯入變數

from pygame.locals import KEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN

Panel類裡增加一個控制移動方塊的函式

def control_block(self,diffy):
  if self.moving_block.can_move(diffx,diffy) and not self.check_overlap(diffx,diffy):
   self.moving_block.move(diffx,diffy)

滑鼠事件監聽處做下鍵盤的響應

if event.type == KEYDOWN:
    if event.key == K_LEFT: main_panel.control_block(-1,0)
    if event.key == K_RIGHT: main_panel.control_block(1,0)
    if event.key == K_UP: pass # 變形過會實現
    if event.key == K_DOWN: main_panel.control_block(0,1)

由於Block類的can_move函式沒有實現左右移動的判斷,所以需要再對can_move
增加左右邊界的處理

def can_move(self,xdiff,ydiff):
  for x,y in self.rect_arr:
   if y+ydiff>=20: return False
   if x+xdiff<0 or x+xdiff>=10: return False
  return True

現在,左右的移動也正常了,效果圖如下

貼下目前的程式碼

# -*- coding=utf-8 -*-
import random
import pygame
from pygame.locals import KEYDOWN,K_DOWN

class Panel(object): # 用於繪製整個遊戲視窗的版面
 rect_arr=[] # 已經落底下的方塊
 moving_block=None # 正在落下的方塊
 def __init__(self,bg,block_size,position):
  self._bg=bg;
  self._x,self._y,self._width,self._height=position
  self._block_size=block_size
  self._bgcolor=[0,0]
 
 def add_block(self,block):
  for rect in block.get_rect_arr():
   self.rect_arr.append(rect)

 def create_move_block(self):
  block = create_block()
  block.move(5-2,-2) # 方塊挪到中間 
  self.moving_block=block

 def check_overlap(self,diffy,check_arr=None):
  if check_arr is None: check_arr = self.moving_block.get_rect_arr()
  for x,y in check_arr:
   for rx,ry in self.rect_arr:
    if x+diffx==rx and y+diffy==ry:
     return True
  return False

 def control_block(self,diffy)

 def move_block(self):
  if self.moving_block is None: create_move_block()
  if self.moving_block.can_move(0,1)
  else:
   self.add_block(self.moving_block)
   self.create_move_block()

 def paint(self):
  mid_x=self._x+self._width/2
  pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],self._y+self._height],self._width) # 用一個粗線段來填充背景
  
  # 繪製已經落底下的方塊
  bz=self._block_size
  for rect in self.rect_arr:
   x,y=rect
   pygame.draw.line(self._bg,[0,255],[self._x+x*bz+bz/2,self._y+y*bz],self._y+(y+1)*bz],bz)
   pygame.draw.rect(self._bg,[255,255,[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)
  
  # 繪製正在落下的方塊
  if self.move_block:
   for rect in self.moving_block.get_rect_arr():
    x,y=rect
    pygame.draw.line(self._bg,bz)
    pygame.draw.rect(self._bg,1)


class Block(object):
 def __init__(self):
  self.rect_arr=[]

 def get_rect_arr(self): # 用於獲取方塊種的四個矩形列表
  return self.rect_arr

 def move(self,ydiff): # 用於移動方塊的方法
  self.new_rect_arr=[]
  for x,y in self.rect_arr:
   self.new_rect_arr.append((x+xdiff,y+ydiff))
  self.rect_arr=self.new_rect_arr

 def can_move(self,y in self.rect_arr:
   if y+ydiff>=20: return False
   if x+xdiff<0 or x+xdiff>=10: return False
  return True

class LongBlock(Block):
 def __init__(self,n=None): # 兩種形態
  super(LongBlock,self).__init__()
  if n is None: n=random.randint(0,1)
  self.rect_arr=[(1,0),(1,1),2),3)] if n==0 else [(0,(2,(3,2)]

class SquareBlock(Block): # 一種形態
 def __init__(self,n=None):
  super(SquareBlock,self).__init__()
  self.rect_arr=[(1,2)]


class ZBlock(Block): # 兩種形態
 def __init__(self,n=None):
  super(ZBlock,1)
  self.rect_arr=[(2,2)] if n==0 else [(0,2)]

class SBlock(Block): # 兩種形態
 def __init__(self,n=None):
  super(SBlock,1)]

class LBlock(Block): # 四種形態
 def __init__(self,n=None):
  super(LBlock,3)
  if n==0: self.rect_arr=[(1,2)]
  elif n==1: self.rect_arr=[(0,(0,2)]
  elif n==2: self.rect_arr=[(0,2)]
  else: self.rect_arr=[(0,0)]

class JBlock(Block): # 四種形態
 def __init__(self,n=None):
  super(JBlock,0)]
  elif n==2: self.rect_arr=[(2,2)]

class TBlock(Block): # 四種形態
 def __init__(self,n=None):
  super(TBlock,3)
  if n==0: self.rect_arr=[(0,2)]
  elif n==1: self.rect_arr=[(1,1)]
  elif n==2: self.rect_arr=[(0,0)]
  else: self.rect_arr=[(1,1)]
  

def create_block():
 n = random.randint(0,19)
 if n==0: return SquareBlock(n=0)
 elif n==1 or n==2: return LongBlock(n=n-1)
 elif n==3 or n==4: return ZBlock(n=n-3)
 elif n==5 or n==6: return SBlock(n=n-5)
 elif n>=7 and n<=10: return LBlock(n=n-7)
 elif n>=11 and n<=14: return JBlock(n=n-11)
 else: return TBlock(n=n-15)

def run():
 pygame.init()
 space=30
 main_block_size=30
 main_panel_width=main_block_size*10
 main_panel_height=main_block_size*20
 screencaption = pygame.display.set_caption('Tetris')
 screen = pygame.display.set_mode((main_panel_width+160+space*3,main_panel_height+space*2)) #設定視窗長寬
 main_panel=Panel(screen,main_block_size,[space,space,main_panel_width,main_panel_height])

 pygame.key.set_repeat(200,30)
 main_panel.create_move_block()

 diff_ticks = 300 # 移動一次蛇頭的事件,單位毫秒
 ticks = pygame.time.get_ticks() + diff_ticks

 while True:
  for event in pygame.event.get():
   if event.type == pygame.QUIT:
     pygame.quit()
     exit()
   if event.type == KEYDOWN:
    if event.key == K_LEFT: main_panel.control_block(-1,1)
  
  screen.fill((100,100,100)) # 將介面設定為灰色
  main_panel.paint() # 主面盤繪製

  pygame.display.update() # 必須呼叫update才能看到繪圖顯示

  if pygame.time.get_ticks() >= ticks:
   ticks+=diff_ticks
   main_panel.move_block()

run()

七、控制變形

變形的實現,我們對每個方塊子類的初始化函式稍作修改,將獲取形狀做一個獨立的get_shape函式,並且給每個子類增加一個變數用於記錄當前形態id,用一個變數用於標識每種方塊的形態數量,以T型為例,修改後程式碼如下

class TBlock(Block): # 四種形態
 shape_id=0
 shape_num=4
 def __init__(self,3)
  self.shape_id=n
  self.rect_arr=self.get_shape()

 def get_shape(self):
  if self.shape_id==0: return [(0,2)]
  elif self.shape_id==1: return [(1,1)]
  elif self.shape_id==2: return [(0,0)]
  else: return [(1,1)]

這樣我們在Block父類裡可以加一個change函式,用於變換至下一形態,由於變化時要保持原來的移動位置,我們增加sx,sy兩個變數將方塊移動過的位置存著,便於在變化時使用

class Block(object):
 sx=0
 sy=0
 def __init__(self):
  self.rect_arr=[]

 def get_rect_arr(self): # 用於獲取方塊種的四個矩形列表
  return self.rect_arr

 def move(self,ydiff): # 用於移動方塊的方法
  self.sx+=xdiff
  self.sy+=ydiff
  self.new_rect_arr=[]
  for x,y in self.rect_arr:
   if y+ydiff>=20: return False
   if x+xdiff<0 or x+xdiff>=10: return False
  return True

 def change(self):
  self.shape_id+=1 # 下一形態
  if self.shape_id >= self.shape_num: 
   self.shape_id=0

  arr = self.get_shape()
  new_arr = []
  for x,y in arr:
   if x+self.sx<0 or x+self.sx>=10: # 變形不能超出左右邊界
    self.shape_id -= 1
    if self.shape_id < 0: self.shape_id = self.shape_num - 1
    return None 

   new_arr.append([x+self.sx,y+self.sy])

  return new_arr

在Panel類裡的再增加一個change函式,直接呼叫moving_block的change

def change_block(self):
  if self.moving_block:
   new_arr = self.moving_block.change()
   if new_arr and not self.check_overlap(0,check_arr=new_arr): # 變形不能造成方塊重疊
    self.moving_block.rect_arr=new_arr

最後將key_up事件的響應加入change_block的呼叫就好了

if event.key == K_UP: main_panel.change_block()

現在已經實現了,變形和移動了,方塊基本可以正常下落了

八、方塊的消除

這個計算主要是處理Panel類的rect_arr,如果陣列中出現某一行有10個就符合消除條件,為簡化計算,我們將這些矩形按y值存到一個數組中,便於計算

 def check_clear(self):
  tmp_arr = [[] for i in range(20)]
  # 先將方塊按行存入陣列
  for x,y in self.rect_arr:
   if y<0: return
   tmp_arr[y].append([x,y])

  clear_num=0
  clear_lines=set([])
  y_clear_diff_arr=[[] for i in range(20)]
  # 從下往上計算可以消除的行,並記錄消除行後其他行的向下偏移數量
  for y in range(19,-1,-1):
   if len(tmp_arr[y])==10:
    clear_lines.add(y)
    clear_num += 1
   y_clear_diff_arr[y] = clear_num

  if clear_num>0:
   new_arr=[]
   # 跳過移除行,並將其他行做偏移
   for y in range(19,-1):
    if y in clear_lines: continue
    tmp_row = tmp_arr[y]
    y_clear_diff=y_clear_diff_arr[y]
    for x,y in tmp_row:
     new_arr.append([x,y+y_clear_diff])
   
   self.rect_arr = new_arr

在Panel的move_block處增加check_clear的呼叫

def move_block(self):
  if self.moving_block is None: create_move_block()
  if self.moving_block.can_move(0,1)
  else:
   self.add_block(self.moving_block)
   self.check_clear()
   self.create_move_block()

現在遊戲可以消除方塊了

九、增加空格鍵使快速落下

快速落下可以快速呼叫Panel的move_block函式,我們在move_block函式增加一個返回值,用於標記使正常下移還是移到底部後新的方塊

def move_block(self):
  if self.moving_block is None: create_move_block()
  if self.moving_block.can_move(0,1)
   return 1
  else:
   self.add_block(self.moving_block)
   self.check_clear()
   self.create_move_block()
   return 2

在鍵盤響應處增加鍵盤處理

if event.key == K_SPACE:
    while main_panel.move_block()==1: 
     pass

十、增加遊戲結束判斷

遊戲結束同樣可以在Panel類的move_block中處理,如果一個方塊到底,並且消除進行後,發現有方塊的y值小於0,那麼一定是失敗了
修改Panel類的move_block函式

 def move_block(self):
  if self.moving_block is None: create_move_block()
  if self.moving_block.can_move(0,1)
   return 1
  else:
   self.add_block(self.moving_block)
   self.check_clear()

   for x,y in self.rect_arr:
    if y<0: return 9 # 遊戲失敗
   self.create_move_block()
   return 2

增加一個變數記錄遊戲狀態

game_state = 1 # 遊戲狀態1.表示正常 2.表示失敗

計時器處修改程式

 if game_state == 1 and pygame.time.get_ticks() >= ticks:
   ticks+=diff_ticks
   if main_panel.move_block()==9: game_state = 2

滑鼠鍵盤響應空格鍵中也增加一下判斷

 if event.key == K_SPACE:
        flag = main_panel.move_block()
        while flag==1: 
          flag = main_panel.move_block()
        if flag == 9: game_state = 2

最後增加遊戲結束文字的繪製

 if game_state == 2:
      myfont = pygame.font.Font(None,30)
      white = 255,255
      textImage = myfont.render("Game over",True,white)
      screen.blit(textImage,(160,190))

好了,現在會提示遊戲結束了

最後附下目前的完整程式碼

# -*- coding=utf-8 -*-
import random
import pygame
from pygame.locals import KEYDOWN,K_DOWN,K_SPACE

class Panel(object): # 用於繪製整個遊戲視窗的版面
 rect_arr=[] # 已經落底下的方塊
 moving_block=None # 正在落下的方塊
 def __init__(self,diffy)

 def change_block(self):
  if self.moving_block:
   new_arr = self.moving_block.change()
   if new_arr and not self.check_overlap(0,check_arr=new_arr): # 變形不能造成方塊重疊
    self.moving_block.rect_arr=new_arr

 def move_block(self):
  if self.moving_block is None: create_move_block()
  if self.moving_block.can_move(0,y in self.rect_arr:
    if y<0: return 9 # 遊戲失敗
   self.create_move_block()
   return 2

 def check_clear(self):
  tmp_arr = [[] for i in range(20)]
  # 先將方塊按行存入陣列
  for x,y+y_clear_diff])
   
   self.rect_arr = new_arr


 def paint(self):
  mid_x=self._x+self._width/2
  pygame.draw.line(self._bg,1)


class Block(object):
 sx=0
 sy=0
 def __init__(self):
  self.rect_arr=[]

 def get_rect_arr(self): # 用於獲取方塊種的四個矩形列表
  return self.rect_arr

 def move(self,y+self.sy])

  return new_arr

class LongBlock(Block):
 shape_id=0
 shape_num=2
 def __init__(self,1)
  self.shape_id=n
  self.rect_arr=self.get_shape()

 def get_shape(self):
  return [(1,3)] if self.shape_id==0 else [(0,2)]

class SquareBlock(Block): # 一種形態
 shape_id=0
 shape_num=1
 def __init__(self,self).__init__()
  self.rect_arr=self.get_shape()

 def get_shape(self):
  return [(1,2)]

class ZBlock(Block): # 兩種形態
 shape_id=0
 shape_num=2
 def __init__(self,1)
  self.shape_id=n
  self.rect_arr=self.get_shape()

 def get_shape(self):
  return [(2,2)] if self.shape_id==0 else [(0,2)]

class SBlock(Block): # 兩種形態
 shape_id=0
 shape_num=2
 def __init__(self,1)]

class LBlock(Block): # 四種形態
 shape_id=0
 shape_num=4
 def __init__(self,3)
  self.shape_id=n
  self.rect_arr=self.get_shape()

 def get_shape(self):
  if self.shape_id==0: return [(1,2)]
  elif self.shape_id==1: return [(0,2)]
  elif self.shape_id==2: return [(0,2)]
  else: return [(0,0)]

class JBlock(Block): # 四種形態
 shape_id=0
 shape_num=4
 def __init__(self,0)]
  elif self.shape_id==2: return [(2,2)]

class TBlock(Block): # 四種形態
 shape_id=0
 shape_num=4
 def __init__(self,1)]
  
def create_block():
 n = random.randint(0,30)
 main_panel.create_move_block()

 diff_ticks = 300 # 移動一次蛇頭的事件,單位毫秒
 ticks = pygame.time.get_ticks() + diff_ticks

 game_state = 1 # 遊戲狀態1.表示正常 2.表示失敗
 while True:
  for event in pygame.event.get():
   if event.type == pygame.QUIT:
     pygame.quit()
     exit()
   if event.type == KEYDOWN:
    if event.key == K_LEFT: main_panel.control_block(-1,0)
    if event.key == K_UP: main_panel.change_block()
    if event.key == K_DOWN: main_panel.control_block(0,1)
    if event.key == K_SPACE:
    flag = main_panel.move_block()
    while flag==1: 
     flag = main_panel.move_block()
    if flag == 9: game_state = 2
  
  screen.fill((100,100)) # 將介面設定為灰色
  main_panel.paint() # 主面盤繪製

  if game_state == 2:
   myfont = pygame.font.Font(None,30)
   white = 255,255
   textImage = myfont.render("Game over",white)
   screen.blit(textImage,190))

  pygame.display.update() # 必須呼叫update才能看到繪圖顯示

  if game_state == 1 and pygame.time.get_ticks() >= ticks:
   ticks+=diff_ticks
   if main_panel.move_block()==9: game_state = 2 # 遊戲結束

run()

今天先寫到這,下章繼續

以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。