1. 程式人生 > 程式設計 >pygame實現俄羅斯方塊遊戲(基礎篇3)

pygame實現俄羅斯方塊遊戲(基礎篇3)

上一章請點選檢視:pygame實現俄羅斯方塊遊戲(基礎篇2)

現在繼續

一、給每個方塊設定不同的顏色

根據程式碼這裡可以判斷正在下落的方塊在那些Block子類里加一個屬性最合適,而已經落下的方塊顏色管理最合適的地方應該是修改在Panel類裡的rect_arr
Block子類裡的修改比較簡單,以TBlock類為例,在__init__函式加一行

self.color=(255,0)

在Panel的paint函式裡將程式碼

# 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,[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)

中的

pygame.draw.line(self._bg,bz)

改成

pygame.draw.line(self._bg,self.moving_block.color,bz)

已經下落的方塊修改會麻煩一點,原來存在rect_arr裡的是x,y,現在要增加一個顏色,直接改也是可以的,不過考慮到以後的擴充套件性,果斷定義一個RectInfo類

class RectInfo(object):
 def __init__(self,x,y,color):
 self.x = x
 self.y = y
 self.color = color

將存入rect_arr時的程式碼修改為

def add_block(self,block):
 for x,y in block.get_rect_arr():
 self.rect_arr.append(RectInfo(x,block.color))

並將設計rect_arr做下修改即可

貼下目前的完整程式碼

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

class RectInfo(object):
 def __init__(self,color):
 self.x = x
 self.y = y
 self.color = color

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.color))

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

 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)

 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(0,1) and not self.check_overlap(0,1): 
 self.moving_block.move(0,1)
 return 1
 else:
 self.add_block(self.moving_block)
 self.check_clear()

 for rect_info in self.rect_arr:
 if rect_info.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 rect_info in self.rect_arr:
 if rect_info.y<0: return
 tmp_arr[rect_info.y].append(rect_info)

 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 rect_info in tmp_row:
 #new_arr.append([x,y+y_clear_diff])
 new_arr.append(RectInfo(rect_info.x,rect_info.y+y_clear_diff,rect_info.color))
 
 self.rect_arr = new_arr


 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_info in self.rect_arr:
 x=rect_info.x
 y=rect_info.y
 pygame.draw.line(self._bg,rect_info.color,1)
 
 # 繪製正在落下的方塊
 if self.move_block:
 for rect in self.moving_block.get_rect_arr():
 x,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,xdiff,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:
 self.new_rect_arr.append((x+xdiff,y+ydiff))
 self.rect_arr=self.new_rect_arr

 def can_move(self,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

 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

class LongBlock(Block):
 shape_id=0
 shape_num=2
 def __init__(self,n=None): # 兩種形態
 super(LongBlock,self).__init__()
 if n is None: n=random.randint(0,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(50,180,50)

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

class SquareBlock(Block): # 一種形態
 shape_id=0
 shape_num=1
 def __init__(self,n=None):
 super(SquareBlock,self).__init__()
 self.rect_arr=self.get_shape()
 self.color=(0,255)

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

class ZBlock(Block): # 兩種形態
 shape_id=0
 shape_num=2
 def __init__(self,n=None):
 super(ZBlock,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(30,200,200)

 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,n=None):
 super(SBlock,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(255,30,1)]

class LBlock(Block): # 四種形態
 shape_id=0
 shape_num=4
 def __init__(self,n=None):
 super(LBlock,3)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(200,30)

 def get_shape(self):
 if self.shape_id==0: return [(1,2)]
 elif self.shape_id==1: return [(0,(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,n=None):
 super(JBlock,100,0)

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

class TBlock(Block): # 四種形態
 shape_id=0
 shape_num=4
 def __init__(self,n=None):
 super(TBlock,3)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(255,0)

 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)]
 
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

 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_RIGHT: 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",True,white)
 screen.blit(textImage,(160,190))

 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()

二、下一個方塊

為便於下一方塊的提示窗的繪製,我們定義一個類HintBox,用於管理下一方塊和介面的繪製

class HintBox(object):
 next_block=None
 def __init__(self,0]

 def take_block(self):
 block = self.next_block
 if block is None: # 如果還沒有方塊,先產生一個
 block = create_block()
 
 self.next_block = create_block() # 產生下一個方塊
 return block

 def paint(self):
 mid_x=self._x+self._width/2
 pygame.draw.line(self._bg,self._width) 
 bz=self._block_size
 # 繪製正在落下的方塊
 if self.next_block:
 arr = self.next_block.get_rect_arr()
 minx,miny=arr[0]
 maxx,maxy=arr[0]
 for x,y in arr:
 if x<minx: minx=x
 if x>maxx: maxx=x
 if y<miny: miny=y
 if y>maxy: maxy=y
 w=(maxx-minx)*bz
 h=(maxy-miny)*bz
 # 計算使方塊繪製在提示窗中心位置所需要的偏移畫素
 cx=self._width/2-w/2-minx*bz-bz/2 
 cy=self._height/2-h/2-miny*bz-bz/2

 for rect in arr:
 x,self.next_block.color,[self._x+x*bz+cx+bz/2,self._y+cy+y*bz],self._y+cy+(y+1)*bz],[self._x+x*bz+cx,self._y+y*bz+cy,1)

在Panel類裡面增加一個屬性

hint_box=None

將Panel類裡面的

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

產生方塊的方式,改為由hint_box產生

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

在run函式裡增加初始化hint_box和設定main_panel的程式

hint_box=HintBox(screen,[main_panel_width+space+space,160,160])
main_panel.hint_box=hint_box

在遊戲主迴圈增加下一方塊提示窗的繪製

hint_box.paint() # 繪製下一個方塊的提示窗

現在可以正常顯示下一方塊提示了

三、分數的計算

消除分數的計算方式為
1行 100分
2行 300分
3行 800分
4行 1600分
類似下一方塊提示窗的設計,我們可以增加一個ScoreBox類

class ScoreBox(object):
 total_score = 0
 def __init__(self,0]

 def paint(self):
 myfont = pygame.font.Font(None,36)
 white = 255,255
 textImage = myfont.render('Score:%06d'%(self.total_score),white)
 self._bg.blit(textImage,(self._x,self._y))

然後在Panel增加score_box屬性

score_box=None

定義一個全域性的SCORE_MAP

SCORE_MAP=(100,300,800,1600)

在check_clear函式中,如果有方塊消除,則執行

score = SCORE_MAP[clear_num-1]
self.score_box.total_score += score

在run主函式初始化score_box

score_box=ScoreBox(screen,160+space*2,160])
main_panel.score_box=score_box

並在遊戲迴圈繪製score_box

score_box.paint() # 繪製總分

四、歷史最高分

準備在當前目錄用一個tetris.db的pickle檔案儲存

所以首先

import pickle,os

由於最高分可以借用ScoreBox在繪製當前分數時一起繪製,所以直接在ScoreBox增加一個最高分的屬性和一個檔案的定義

high_score = 0
db_file = 'tetris.db'

在ScoreBox的初始化函式裡增加pickle的載入

if os.path.exists(self.db_file): self.high_score = pickle.load(open(self.db_file,'rb'))

在paint裡增加下最高分的繪製

def paint(self):
 myfont = pygame.font.Font(None,255
 textImage = myfont.render('High: %06d'%(self.high_score),self._y))
 textImage = myfont.render('Score:%06d'%(self.total_score),self._y+40))

將之前直接對ScoreBox的score的修改改為封裝一個add_score的函式

def add_score(self,score):
 self.total_score += score
 if self.total_score > self.high_score:
 self.high_score=self.total_score
 pickle.dump(self.high_score,open(self.db_file,'wb+'))

在add_score函式裡進行score的修改並做是否超過最高分的判斷,如果超過則儲存分數(當然也可以在遊戲結束或關閉介面時判斷和儲存最高分,減少磁碟io)

看下效果圖

貼下完整的程式

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

SCORE_MAP=(100,1600)

class RectInfo(object):
 def __init__(self,color):
 self.x = x
 self.y = y
 self.color = color

class HintBox(object):
 next_block=None
 def __init__(self,1)

class ScoreBox(object):
 total_score = 0
 high_score = 0
 db_file = 'tetris.db'
 def __init__(self,0]
 
 if os.path.exists(self.db_file): self.high_score = pickle.load(open(self.db_file,'rb'))

 def paint(self):
 myfont = pygame.font.Font(None,self._y+40))

 def add_score(self,'wb+'))

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
 hint_box=None
 score_box=None
 def __init__(self,block.color))

 def create_move_block(self):
 block = self.hint_box.take_block()
 #block = create_block()
 block.move(5-2,y in check_arr:
 for rect_info in self.rect_arr:
 if x+diffx==rect_info.x and y+diffy==rect_info.y:
  return True
 return False

 def control_block(self,-1):
 if y in clear_lines: continue
 tmp_row = tmp_arr[y]
 y_clear_diff=y_clear_diff_arr[y]
 for rect_info in tmp_row:
  #new_arr.append([x,y+y_clear_diff])
  new_arr.append(RectInfo(rect_info.x,rect_info.color))
 
 self.rect_arr = new_arr
 score = SCORE_MAP[clear_num-1]
 self.score_box.add_score(score)


 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 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,main_panel_height])
 hint_box=HintBox(screen,160])
 score_box=ScoreBox(screen,160])
 
 main_panel.hint_box=hint_box
 main_panel.score_box=score_box

 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

 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(-1,1)
 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
 hint_box.paint() # 繪製下一個方塊的提示窗
 score_box.paint() # 繪製總分

 if game_state == 2:
 myfont = pygame.font.Font(None,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()

也許有人會想右下角空那麼大一塊是做什麼用的?
那塊區域我是準備做對戰顯示用的,這裡基礎篇差不多算收尾了,下一篇準備寫AI篇。

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。