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。