用python 和pyqt5寫俄羅斯方塊遊戲
阿新 • • 發佈:2019-02-01
# 俄羅斯方塊遊戲
## Tetris
> 譯註:稱呼:方塊是由四個小方格組成的
俄羅斯方塊遊戲是世界上最流行的遊戲之一。是由一名叫Alexey Pajitnov的俄羅斯程式設計師在1985年製作的,從那時起,這個遊戲就風靡了各個遊戲平臺。
俄羅斯方塊歸類為下落塊迷宮遊戲。遊戲有7個基本形狀:S、Z、T、L、反向L、直線、方塊,每個形狀都由4個方塊組成,方塊最終都會落到螢幕底部。所以玩家通過控制形狀的左右位置和旋轉,讓每個形狀都以合適的位置落下,如果有一行全部被方塊填充,這行就會消失,並且得分。遊戲結束的條件是有形狀接觸到了螢幕頂部。
PyQt5是專門為建立圖形介面產生的,裡面一些專門為製作遊戲而開發的元件,所以PyQt5是能製作小遊戲的。
製作電腦遊戲也是提高自己程式設計能力的一種很好的方式。
## 開發
沒有圖片,所以就自己用繪畫畫出來幾個圖形。每個遊戲裡都有數學模型的,這個也是。
開工之前:
- 用`QtCore.QBasicTimer()`建立一個遊戲迴圈
- 模型是一直下落的
- 模型的運動是以小塊為基礎單位的,不是按畫素
- 從數學意義上來說,模型就是就是一串數字而已
程式碼由四個類組成:Tetris, Board, Tetrominoe和Shape。Tetris類建立遊戲,Board是遊戲主要邏輯。Tetrominoe包含了所有的磚塊,Shape是所有磚塊的程式碼。
```python
#!/usr/bin/python3
# -*- coding: utf-8 -*-
"""
ZetCode PyQt5 tutorial
This is a Tetris game clone.
Author: Jan Bodnar
Website: zetcode.com
Last edited: August 2017
"""
from PyQt5.QtWidgets import QMainWindow, QFrame, QDesktopWidget, QApplication
from PyQt5.QtCore import Qt, QBasicTimer, pyqtSignal
from PyQt5.QtGui import QPainter, QColor
import sys, random
class Tetris(QMainWindow):
def __init__(self):
super().__init__()
self.initUI()
def initUI(self):
'''initiates application UI'''
self.tboard = Board(self)
self.setCentralWidget(self.tboard)
self.statusbar = self.statusBar()
self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)
self.tboard.start()
self.resize(180, 380)
self.center()
self.setWindowTitle('Tetris')
self.show()
def center(self):
'''centers the window on the screen'''
screen = QDesktopWidget().screenGeometry()
size = self.geometry()
self.move((screen.width()-size.width())/2,
(screen.height()-size.height())/2)
class Board(QFrame):
msg2Statusbar = pyqtSignal(str)
BoardWidth = 10
BoardHeight = 22
Speed = 300
def __init__(self, parent):
super().__init__(parent)
self.initBoard()
def initBoard(self):
'''initiates board'''
self.timer = QBasicTimer()
self.isWaitingAfterLine = False
self.curX = 0
self.curY = 0
self.numLinesRemoved = 0
self.board = []
self.setFocusPolicy(Qt.StrongFocus)
self.isStarted = False
self.isPaused = False
self.clearBoard()
def shapeAt(self, x, y):
'''determines shape at the board position'''
return self.board[(y * Board.BoardWidth) + x]
def setShapeAt(self, x, y, shape):
'''sets a shape at the board'''
self.board[(y * Board.BoardWidth) + x] = shape
def squareWidth(self):
'''returns the width of one square'''
return self.contentsRect().width() // Board.BoardWidth
def squareHeight(self):
'''returns the height of one square'''
return self.contentsRect().height() // Board.BoardHeight
def start(self):
'''starts game'''
if self.isPaused:
return
self.isStarted = True
self.isWaitingAfterLine = False
self.numLinesRemoved = 0
self.clearBoard()
self.msg2Statusbar.emit(str(self.numLinesRemoved))
self.newPiece()
self.timer.start(Board.Speed, self)
def pause(self):
'''pauses game'''
if not self.isStarted:
return
self.isPaused = not self.isPaused
if self.isPaused:
self.timer.stop()
self.msg2Statusbar.emit("paused")
else:
self.timer.start(Board.Speed, self)
self.msg2Statusbar.emit(str(self.numLinesRemoved))
self.update()
def paintEvent(self, event):
'''paints all shapes of the game'''
painter = QPainter(self)
rect = self.contentsRect()
boardTop = rect.bottom() - Board.BoardHeight * self.squareHeight()
for i in range(Board.BoardHeight):
for j in range(Board.BoardWidth):
shape = self.shapeAt(j, Board.BoardHeight - i - 1)
if shape != Tetrominoe.NoShape:
self.drawSquare(painter,
rect.left() + j * self.squareWidth(),
boardTop + i * self.squareHeight(), shape)
if self.curPiece.shape() != Tetrominoe.NoShape:
for i in range(4):
x = self.curX + self.curPiece.x(i)
y = self.curY - self.curPiece.y(i)
self.drawSquare(painter, rect.left() + x * self.squareWidth(),
boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(),
self.curPiece.shape())
def keyPressEvent(self, event):
'''processes key press events'''
if not self.isStarted or self.curPiece.shape() == Tetrominoe.NoShape:
super(Board, self).keyPressEvent(event)
return
key = event.key()
if key == Qt.Key_P:
self.pause()
return
if self.isPaused:
return
elif key == Qt.Key_Left:
self.tryMove(self.curPiece, self.curX - 1, self.curY)
elif key == Qt.Key_Right:
self.tryMove(self.curPiece, self.curX + 1, self.curY)
elif key == Qt.Key_Down:
self.tryMove(self.curPiece.rotateRight(), self.curX, self.curY)
elif key == Qt.Key_Up:
self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY)
elif key == Qt.Key_Space:
self.dropDown()
elif key == Qt.Key_D:
self.oneLineDown()
else:
super(Board, self).keyPressEvent(event)
def timerEvent(self, event):
'''handles timer event'''
if event.timerId() == self.timer.timerId():
if self.isWaitingAfterLine:
self.isWaitingAfterLine = False
self.newPiece()
else:
self.oneLineDown()
else:
super(Board, self).timerEvent(event)
def clearBoard(self):
'''clears shapes from the board'''
for i in range(Board.BoardHeight * Board.BoardWidth):
self.board.append(Tetrominoe.NoShape)
def dropDown(self):
'''drops down a shape'''
newY = self.curY
while newY > 0:
if not self.tryMove(self.curPiece, self.curX, newY - 1):
break
newY -= 1
self.pieceDropped()
def oneLineDown(self):
'''goes one line down with a shape'''
if not self.tryMove(self.curPiece, self.curX, self.curY - 1):
self.pieceDropped()
def pieceDropped(self):
'''after dropping shape, remove full lines and create new shape'''
for i in range(4):
x = self.curX + self.curPiece.x(i)
y = self.curY - self.curPiece.y(i)
self.setShapeAt(x, y, self.curPiece.shape())
self.removeFullLines()
if not self.isWaitingAfterLine:
self.newPiece()
def removeFullLines(self):
'''removes all full lines from the board'''
numFullLines = 0
rowsToRemove = []
for i in range(Board.BoardHeight):
n = 0
for j in range(Board.BoardWidth):
if not self.shapeAt(j, i) == Tetrominoe.NoShape:
n = n + 1
if n == 10:
rowsToRemove.append(i)
rowsToRemove.reverse()
for m in rowsToRemove:
for k in range(m, Board.BoardHeight):
for l in range(Board.BoardWidth):
self.setShapeAt(l, k, self.shapeAt(l, k + 1))
numFullLines = numFullLines + len(rowsToRemove)
if numFullLines > 0:
self.numLinesRemoved = self.numLinesRemoved + numFullLines
self.msg2Statusbar.emit(str(self.numLinesRemoved))
self.isWaitingAfterLine = True
self.curPiece.setShape(Tetrominoe.NoShape)
self.update()
def newPiece(self):
'''creates a new shape'''
self.curPiece = Shape()
self.curPiece.setRandomShape()
self.curX = Board.BoardWidth // 2 + 1
self.curY = Board.BoardHeight - 1 + self.curPiece.minY()
if not self.tryMove(self.curPiece, self.curX, self.curY):
self.curPiece.setShape(Tetrominoe.NoShape)
self.timer.stop()
self.isStarted = False
self.msg2Statusbar.emit("Game over")
def tryMove(self, newPiece, newX, newY):
'''tries to move a shape'''
for i in range(4):
x = newX + newPiece.x(i)
y = newY - newPiece.y(i)
if x < 0 or x >= Board.BoardWidth or y < 0 or y >= Board.BoardHeight:
return False
if self.shapeAt(x, y) != Tetrominoe.NoShape:
return False
self.curPiece = newPiece
self.curX = newX
self.curY = newY
self.update()
return True
def drawSquare(self, painter, x, y, shape):
'''draws a square of a shape'''
colorTable = [0x000000, 0xCC6666, 0x66CC66, 0x6666CC,
0xCCCC66, 0xCC66CC, 0x66CCCC, 0xDAAA00]
color = QColor(colorTable[shape])
painter.fillRect(x + 1, y + 1, self.squareWidth() - 2,
self.squareHeight() - 2, color)
painter.setPen(color.lighter())
painter.drawLine(x, y + self.squareHeight() - 1, x, y)
painter.drawLine(x, y, x + self.squareWidth() - 1, y)
painter.setPen(color.darker())
painter.drawLine(x + 1, y + self.squareHeight() - 1,
x + self.squareWidth() - 1, y + self.squareHeight() - 1)
painter.drawLine(x + self.squareWidth() - 1,
y + self.squareHeight() - 1, x + self.squareWidth() - 1, y + 1)
class Tetrominoe(object):
NoShape = 0
ZShape = 1
SShape = 2
LineShape = 3
TShape = 4
SquareShape = 5
LShape = 6
MirroredLShape = 7
class Shape(object):
coordsTable = (
((0, 0), (0, 0), (0, 0), (0, 0)),
((0, -1), (0, 0), (-1, 0), (-1, 1)),
((0, -1), (0, 0), (1, 0), (1, 1)),
((0, -1), (0, 0), (0, 1), (0, 2)),
((-1, 0), (0, 0), (1, 0), (0, 1)),
((0, 0), (1, 0), (0, 1), (1, 1)),
((-1, -1), (0, -1), (0, 0), (0, 1)),
((1, -1), (0, -1), (0, 0), (0, 1))
)
def __init__(self):
self.coords = [[0,0] for i in range(4)]
self.pieceShape = Tetrominoe.NoShape
self.setShape(Tetrominoe.NoShape)
def shape(self):
'''returns shape'''
return self.pieceShape
def setShape(self, shape):
'''sets a shape'''
table = Shape.coordsTable[shape]
for i in range(4):
for j in range(2):
self.coords[i][j] = table[i][j]
self.pieceShape = shape
def setRandomShape(self):
'''chooses a random shape'''
self.setShape(random.randint(1, 7))
def x(self, index):
'''returns x coordinate'''
return self.coords[index][0]
def y(self, index):
'''returns y coordinate'''
return self.coords[index][1]
def setX(self, index, x):
'''sets x coordinate'''
self.coords[index][0] = x
def setY(self, index, y):
'''sets y coordinate'''
self.coords[index][1] = y
def minX(self):
'''returns min x value'''
m = self.coords[0][0]
for i in range(4):
m = min(m, self.coords[i][0])
return m
def maxX(self):
'''returns max x value'''
m = self.coords[0][0]
for i in range(4):
m = max(m, self.coords[i][0])
return m
def minY(self):
'''returns min y value'''
m = self.coords[0][1]
for i in range(4):
m = min(m, self.coords[i][1])
return m
def maxY(self):
'''returns max y value'''
m = self.coords[0][1]
for i in range(4):
m = max(m, self.coords[i][1])
return m
def rotateLeft(self):
'''rotates shape to the left'''
if self.pieceShape == Tetrominoe.SquareShape:
return self
result = Shape()
result.pieceShape = self.pieceShape
for i in range(4):
result.setX(i, self.y(i))
result.setY(i, -self.x(i))
return result
def rotateRight(self):
'''rotates shape to the right'''
if self.pieceShape == Tetrominoe.SquareShape:
return self
result = Shape()
result.pieceShape = self.pieceShape
for i in range(4):
result.setX(i, -self.y(i))
result.setY(i, self.x(i))
return result
if __name__ == '__main__':
app = QApplication([])
tetris = Tetris()
sys.exit(app.exec_())
```
遊戲很簡單,所以也就很好理解。程式載入之後遊戲也就直接開始了,可以用P鍵暫停遊戲,空格鍵讓方塊直接落到最下面。遊戲的速度是固定的,並沒有實現加速的功能。分數就是遊戲中消除的行數。
```
self.tboard = Board(self)
self.setCentralWidget(self.tboard)
```
建立了一個Board類的例項,並設定為應用的中心元件。
```
self.statusbar = self.statusBar()
self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)
```
建立一個`statusbar`來顯示三種資訊:消除的行數,遊戲暫停狀態或者遊戲結束狀態。`msg2Statusbar`是一個自定義的訊號,用在(和)Board類(互動),`showMessage()`方法是一個內建的,用來在statusbar上顯示資訊的方法。
```
self.tboard.start()
```
初始化遊戲:
```
class Board(QFrame):
msg2Statusbar = pyqtSignal(str)
...
```
建立了一個自定義訊號`msg2Statusbar`,當我們想往`statusbar`裡顯示資訊的時候,發出這個訊號就行了。
```
BoardWidth = 10
BoardHeight = 22
Speed = 300
```
這些是`Board`類的變數。`BoardWidth`和`BoardHeight`分別是board的寬度和高度。`Speed`是遊戲的速度,每300ms出現一個新的方塊。
```
...
self.curX = 0
self.curY = 0
self.numLinesRemoved = 0
self.board = []
...
```
在`initBoard()`裡初始化了一些重要的變數。`self.board`定義了方塊的形狀和位置,取值範圍是0-7。
```
def shapeAt(self, x, y):
return self.board[(y * Board.BoardWidth) + x]
```
`shapeAt()`決定了board裡方塊的的種類。
```
def squareWidth(self):
return self.contentsRect().width() // Board.BoardWidth
```
board的大小可以動態的改變。所以方格的大小也應該隨之變化。`squareWidth()`計算並返回每個塊應該佔用多少畫素--也即`Board.BoardWidth`。
```
def pause(self):
'''pauses game'''
if not self.isStarted:
return
self.isPaused = not self.isPaused
if self.isPaused:
self.timer.stop()
self.msg2Statusbar.emit("paused")
else:
self.timer.start(Board.Speed, self)
self.msg2Statusbar.emit(str(self.numLinesRemoved))
self.update()
```
`pause()`方法用來暫停遊戲,停止計時並在`statusbar`上顯示一條資訊。
```
def paintEvent(self, event):
'''paints all shapes of the game'''
painter = QPainter(self)
rect = self.contentsRect()
...
```
渲染是在paintEvent()方法裡發生的`QPainter`負責PyQt5裡所有低階繪畫操作。
```
for i in range(Board.BoardHeight):
for j in range(Board.BoardWidth):
shape = self.shapeAt(j, Board.BoardHeight - i - 1)
if shape != Tetrominoe.NoShape:
self.drawSquare(painter,
rect.left() + j * self.squareWidth(),
boardTop + i * self.squareHeight(), shape)
```
渲染遊戲分為兩步。第一步是先畫出所有已經落在最下面的的圖,這些儲存在`self.board`裡。可以使用`shapeAt()`檢視這個這個變數。
```
if self.curPiece.shape() != Tetrominoe.NoShape:
for i in range(4):
x = self.curX + self.curPiece.x(i)
y = self.curY - self.curPiece.y(i)
self.drawSquare(painter, rect.left() + x * self.squareWidth(),
boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(),
self.curPiece.shape())
```
第二步是畫出更在下落的方塊。
```
elif key == Qt.Key_Right:
self.tryMove(self.curPiece, self.curX + 1, self.curY)
```
在`keyPressEvent()`方法獲得使用者按下的按鍵。如果按下的是右方向鍵,就嘗試把方塊向右移動,說嘗試是因為有可能到邊界不能移動了。
```
elif key == Qt.Key_Up:
self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY)
```
上方向鍵是把方塊向左旋轉一下
```
elif key == Qt.Key_Space:
self.dropDown()
```
空格鍵會直接把方塊放到底部
```
elif key == Qt.Key_D:
self.oneLineDown()
```
D鍵是加速一次下落速度。
```
def tryMove(self, newPiece, newX, newY):
for i in range(4):
x = newX + newPiece.x(i)
y = newY - newPiece.y(i)
if x < 0 or x >= Board.BoardWidth or y < 0 or y >= Board.BoardHeight:
return False
if self.shapeAt(x, y) != Tetrominoe.NoShape:
return False
self.curPiece = newPiece
self.curX = newX
self.curY = newY
self.update()
return True
```
`tryMove()`是嘗試移動方塊的方法。如果方塊已經到達board的邊緣或者遇到了其他方塊,就返回False。否則就把方塊下落到想要
```
def timerEvent(self, event):
if event.timerId() == self.timer.timerId():
if self.isWaitingAfterLine:
self.isWaitingAfterLine = False
self.newPiece()
else:
self.oneLineDown()
else:
super(Board, self).timerEvent(event)
```
在計時器事件裡,要麼是等一個方塊下落完之後建立一個新的方塊,要麼是讓一個方塊直接落到底(move a falling piece one line down)。
```
def clearBoard(self):
for i in range(Board.BoardHeight * Board.BoardWidth):
self.board.append(Tetrominoe.NoShape)
```
`clearBoard(`)方法通過`Tetrominoe.NoShape`清空`broad`。
```
def removeFullLines(self):
numFullLines = 0
rowsToRemove = []
for i in range(Board.BoardHeight):
n = 0
for j in range(Board.BoardWidth):
if not self.shapeAt(j, i) == Tetrominoe.NoShape:
n = n + 1
if n == 10:
rowsToRemove.append(i)
rowsToRemove.reverse()
for m in rowsToRemove:
for k in range(m, Board.BoardHeight):
for l in range(Board.BoardWidth):
self.setShapeAt(l, k, self.shapeAt(l, k + 1))
numFullLines = numFullLines + len(rowsToRemove)
...
```
如果方塊碰到了底部,就呼叫`removeFullLines()`方法,找到所有能消除的行消除它們。消除的具體動作就是把符合條件的行消除掉之後,再把它上面的行下降一行。注意移除滿行的動作是倒著來的,因為我們是按照重力來表現遊戲的,如果不這樣就有可能出現有些方塊浮在空中的現象。
```
def newPiece(self):
self.curPiece = Shape()
self.curPiece.setRandomShape()
self.curX = Board.BoardWidth // 2 + 1
self.curY = Board.BoardHeight - 1 + self.curPiece.minY()
if not self.tryMove(self.curPiece, self.curX, self.curY):
self.curPiece.setShape(Tetrominoe.NoShape)
self.timer.stop()
self.isStarted = False
self.msg2Statusbar.emit("Game over")
```
`newPiece()`方法是用來建立形狀隨機的方塊。如果隨機的方塊不能正確的出現在預設的位置,遊戲結束。
```
class Tetrominoe(object):
NoShape = 0
ZShape = 1
SShape = 2
LineShape = 3
TShape = 4
SquareShape = 5
LShape = 6
MirroredLShape = 7
```
`Tetrominoe`類儲存了所有方塊的形狀。我們還定義了一個`NoShape`的空形狀。
Shape類儲存類方塊內部的資訊。
```
class Shape(object):
coordsTable = (
((0, 0), (0, 0), (0, 0), (0, 0)),
((0, -1), (0, 0), (-1, 0), (-1, 1)),
...
)
...
```
coordsTable元組儲存了所有的方塊形狀的組成。是一個構成方塊的座標模版。
```
self.coords = [[0,0] for i in range(4)]
```
上面建立了一個新的空座標陣列,這個陣列將用來儲存方塊的座標。
座標系示意圖:
![coordinates](./images/11-coordinates.png)
上面的圖片可以幫助我們更好的理解座標值的意義。比如元組`(0, -1), (0, 0), (-1, 0), (-1, -1)`代表了一個Z形狀的方塊。這個圖表就描繪了這個形狀。
```
def rotateLeft(self):
if self.pieceShape == Tetrominoe.SquareShape:
return self
result = Shape()
result.pieceShape = self.pieceShape
for i in range(4):
result.setX(i, self.y(i))
result.setY(i, -self.x(i))
return result
```
`rotateLeft()`方法向右旋轉一個方塊。正方形的方塊就沒必要旋轉,就直接返回了。其他的是返回一個新的,能表示這個形狀旋轉了的座標。
效果展示
## Tetris
> 譯註:稱呼:方塊是由四個小方格組成的
俄羅斯方塊遊戲是世界上最流行的遊戲之一。是由一名叫Alexey Pajitnov的俄羅斯程式設計師在1985年製作的,從那時起,這個遊戲就風靡了各個遊戲平臺。
俄羅斯方塊歸類為下落塊迷宮遊戲。遊戲有7個基本形狀:S、Z、T、L、反向L、直線、方塊,每個形狀都由4個方塊組成,方塊最終都會落到螢幕底部。所以玩家通過控制形狀的左右位置和旋轉,讓每個形狀都以合適的位置落下,如果有一行全部被方塊填充,這行就會消失,並且得分。遊戲結束的條件是有形狀接觸到了螢幕頂部。
PyQt5是專門為建立圖形介面產生的,裡面一些專門為製作遊戲而開發的元件,所以PyQt5是能製作小遊戲的。
製作電腦遊戲也是提高自己程式設計能力的一種很好的方式。
## 開發
沒有圖片,所以就自己用繪畫畫出來幾個圖形。每個遊戲裡都有數學模型的,這個也是。
開工之前:
- 用`QtCore.QBasicTimer()`建立一個遊戲迴圈
- 模型是一直下落的
- 模型的運動是以小塊為基礎單位的,不是按畫素
- 從數學意義上來說,模型就是就是一串數字而已
程式碼由四個類組成:Tetris, Board, Tetrominoe和Shape。Tetris類建立遊戲,Board是遊戲主要邏輯。Tetrominoe包含了所有的磚塊,Shape是所有磚塊的程式碼。
```python
#!/usr/bin/python3
# -*- coding: utf-8 -*-
"""
ZetCode PyQt5 tutorial
This is a Tetris game clone.
Author: Jan Bodnar
Website: zetcode.com
Last edited: August 2017
"""
from PyQt5.QtWidgets import QMainWindow, QFrame, QDesktopWidget, QApplication
from PyQt5.QtCore import Qt, QBasicTimer, pyqtSignal
from PyQt5.QtGui import QPainter, QColor
import sys, random
class Tetris(QMainWindow):
def __init__(self):
super().__init__()
self.initUI()
def initUI(self):
'''initiates application UI'''
self.tboard = Board(self)
self.setCentralWidget(self.tboard)
self.statusbar = self.statusBar()
self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)
self.tboard.start()
self.resize(180, 380)
self.center()
self.setWindowTitle('Tetris')
self.show()
def center(self):
'''centers the window on the screen'''
screen = QDesktopWidget().screenGeometry()
size = self.geometry()
self.move((screen.width()-size.width())/2,
(screen.height()-size.height())/2)
class Board(QFrame):
msg2Statusbar = pyqtSignal(str)
BoardWidth = 10
BoardHeight = 22
Speed = 300
def __init__(self, parent):
super().__init__(parent)
self.initBoard()
def initBoard(self):
'''initiates board'''
self.timer = QBasicTimer()
self.isWaitingAfterLine = False
self.curX = 0
self.curY = 0
self.numLinesRemoved = 0
self.board = []
self.setFocusPolicy(Qt.StrongFocus)
self.isStarted = False
self.isPaused = False
self.clearBoard()
def shapeAt(self, x, y):
'''determines shape at the board position'''
return self.board[(y * Board.BoardWidth) + x]
def setShapeAt(self, x, y, shape):
'''sets a shape at the board'''
self.board[(y * Board.BoardWidth) + x] = shape
def squareWidth(self):
'''returns the width of one square'''
return self.contentsRect().width() // Board.BoardWidth
def squareHeight(self):
'''returns the height of one square'''
return self.contentsRect().height() // Board.BoardHeight
def start(self):
'''starts game'''
if self.isPaused:
return
self.isStarted = True
self.isWaitingAfterLine = False
self.numLinesRemoved = 0
self.clearBoard()
self.msg2Statusbar.emit(str(self.numLinesRemoved))
self.newPiece()
self.timer.start(Board.Speed, self)
def pause(self):
'''pauses game'''
if not self.isStarted:
return
self.isPaused = not self.isPaused
if self.isPaused:
self.timer.stop()
self.msg2Statusbar.emit("paused")
else:
self.timer.start(Board.Speed, self)
self.msg2Statusbar.emit(str(self.numLinesRemoved))
self.update()
def paintEvent(self, event):
'''paints all shapes of the game'''
painter = QPainter(self)
rect = self.contentsRect()
boardTop = rect.bottom() - Board.BoardHeight * self.squareHeight()
for i in range(Board.BoardHeight):
for j in range(Board.BoardWidth):
shape = self.shapeAt(j, Board.BoardHeight - i - 1)
if shape != Tetrominoe.NoShape:
self.drawSquare(painter,
rect.left() + j * self.squareWidth(),
boardTop + i * self.squareHeight(), shape)
if self.curPiece.shape() != Tetrominoe.NoShape:
for i in range(4):
x = self.curX + self.curPiece.x(i)
y = self.curY - self.curPiece.y(i)
self.drawSquare(painter, rect.left() + x * self.squareWidth(),
boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(),
self.curPiece.shape())
def keyPressEvent(self, event):
'''processes key press events'''
if not self.isStarted or self.curPiece.shape() == Tetrominoe.NoShape:
super(Board, self).keyPressEvent(event)
return
key = event.key()
if key == Qt.Key_P:
self.pause()
return
if self.isPaused:
return
elif key == Qt.Key_Left:
self.tryMove(self.curPiece, self.curX - 1, self.curY)
elif key == Qt.Key_Right:
self.tryMove(self.curPiece, self.curX + 1, self.curY)
elif key == Qt.Key_Down:
self.tryMove(self.curPiece.rotateRight(), self.curX, self.curY)
elif key == Qt.Key_Up:
self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY)
elif key == Qt.Key_Space:
self.dropDown()
elif key == Qt.Key_D:
self.oneLineDown()
else:
super(Board, self).keyPressEvent(event)
def timerEvent(self, event):
'''handles timer event'''
if event.timerId() == self.timer.timerId():
if self.isWaitingAfterLine:
self.isWaitingAfterLine = False
self.newPiece()
else:
self.oneLineDown()
else:
super(Board, self).timerEvent(event)
def clearBoard(self):
'''clears shapes from the board'''
for i in range(Board.BoardHeight * Board.BoardWidth):
self.board.append(Tetrominoe.NoShape)
def dropDown(self):
'''drops down a shape'''
newY = self.curY
while newY > 0:
if not self.tryMove(self.curPiece, self.curX, newY - 1):
break
newY -= 1
self.pieceDropped()
def oneLineDown(self):
'''goes one line down with a shape'''
if not self.tryMove(self.curPiece, self.curX, self.curY - 1):
self.pieceDropped()
def pieceDropped(self):
'''after dropping shape, remove full lines and create new shape'''
for i in range(4):
x = self.curX + self.curPiece.x(i)
y = self.curY - self.curPiece.y(i)
self.setShapeAt(x, y, self.curPiece.shape())
self.removeFullLines()
if not self.isWaitingAfterLine:
self.newPiece()
def removeFullLines(self):
'''removes all full lines from the board'''
numFullLines = 0
rowsToRemove = []
for i in range(Board.BoardHeight):
n = 0
for j in range(Board.BoardWidth):
if not self.shapeAt(j, i) == Tetrominoe.NoShape:
n = n + 1
if n == 10:
rowsToRemove.append(i)
rowsToRemove.reverse()
for m in rowsToRemove:
for k in range(m, Board.BoardHeight):
for l in range(Board.BoardWidth):
self.setShapeAt(l, k, self.shapeAt(l, k + 1))
numFullLines = numFullLines + len(rowsToRemove)
if numFullLines > 0:
self.numLinesRemoved = self.numLinesRemoved + numFullLines
self.msg2Statusbar.emit(str(self.numLinesRemoved))
self.isWaitingAfterLine = True
self.curPiece.setShape(Tetrominoe.NoShape)
self.update()
def newPiece(self):
'''creates a new shape'''
self.curPiece = Shape()
self.curPiece.setRandomShape()
self.curX = Board.BoardWidth // 2 + 1
self.curY = Board.BoardHeight - 1 + self.curPiece.minY()
if not self.tryMove(self.curPiece, self.curX, self.curY):
self.curPiece.setShape(Tetrominoe.NoShape)
self.timer.stop()
self.isStarted = False
self.msg2Statusbar.emit("Game over")
def tryMove(self, newPiece, newX, newY):
'''tries to move a shape'''
for i in range(4):
x = newX + newPiece.x(i)
y = newY - newPiece.y(i)
if x < 0 or x >= Board.BoardWidth or y < 0 or y >= Board.BoardHeight:
return False
if self.shapeAt(x, y) != Tetrominoe.NoShape:
return False
self.curPiece = newPiece
self.curX = newX
self.curY = newY
self.update()
return True
def drawSquare(self, painter, x, y, shape):
'''draws a square of a shape'''
colorTable = [0x000000, 0xCC6666, 0x66CC66, 0x6666CC,
0xCCCC66, 0xCC66CC, 0x66CCCC, 0xDAAA00]
color = QColor(colorTable[shape])
painter.fillRect(x + 1, y + 1, self.squareWidth() - 2,
self.squareHeight() - 2, color)
painter.setPen(color.lighter())
painter.drawLine(x, y + self.squareHeight() - 1, x, y)
painter.drawLine(x, y, x + self.squareWidth() - 1, y)
painter.setPen(color.darker())
painter.drawLine(x + 1, y + self.squareHeight() - 1,
x + self.squareWidth() - 1, y + self.squareHeight() - 1)
painter.drawLine(x + self.squareWidth() - 1,
y + self.squareHeight() - 1, x + self.squareWidth() - 1, y + 1)
class Tetrominoe(object):
NoShape = 0
ZShape = 1
SShape = 2
LineShape = 3
TShape = 4
SquareShape = 5
LShape = 6
MirroredLShape = 7
class Shape(object):
coordsTable = (
((0, 0), (0, 0), (0, 0), (0, 0)),
((0, -1), (0, 0), (-1, 0), (-1, 1)),
((0, -1), (0, 0), (1, 0), (1, 1)),
((0, -1), (0, 0), (0, 1), (0, 2)),
((-1, 0), (0, 0), (1, 0), (0, 1)),
((0, 0), (1, 0), (0, 1), (1, 1)),
((-1, -1), (0, -1), (0, 0), (0, 1)),
((1, -1), (0, -1), (0, 0), (0, 1))
)
def __init__(self):
self.coords = [[0,0] for i in range(4)]
self.pieceShape = Tetrominoe.NoShape
self.setShape(Tetrominoe.NoShape)
def shape(self):
'''returns shape'''
return self.pieceShape
def setShape(self, shape):
'''sets a shape'''
table = Shape.coordsTable[shape]
for i in range(4):
for j in range(2):
self.coords[i][j] = table[i][j]
self.pieceShape = shape
def setRandomShape(self):
'''chooses a random shape'''
self.setShape(random.randint(1, 7))
def x(self, index):
'''returns x coordinate'''
return self.coords[index][0]
def y(self, index):
'''returns y coordinate'''
return self.coords[index][1]
def setX(self, index, x):
'''sets x coordinate'''
self.coords[index][0] = x
def setY(self, index, y):
'''sets y coordinate'''
self.coords[index][1] = y
def minX(self):
'''returns min x value'''
m = self.coords[0][0]
for i in range(4):
m = min(m, self.coords[i][0])
return m
def maxX(self):
'''returns max x value'''
m = self.coords[0][0]
for i in range(4):
m = max(m, self.coords[i][0])
return m
def minY(self):
'''returns min y value'''
m = self.coords[0][1]
for i in range(4):
m = min(m, self.coords[i][1])
return m
def maxY(self):
'''returns max y value'''
m = self.coords[0][1]
for i in range(4):
m = max(m, self.coords[i][1])
return m
def rotateLeft(self):
'''rotates shape to the left'''
if self.pieceShape == Tetrominoe.SquareShape:
return self
result = Shape()
result.pieceShape = self.pieceShape
for i in range(4):
result.setX(i, self.y(i))
result.setY(i, -self.x(i))
return result
def rotateRight(self):
'''rotates shape to the right'''
if self.pieceShape == Tetrominoe.SquareShape:
return self
result = Shape()
result.pieceShape = self.pieceShape
for i in range(4):
result.setX(i, -self.y(i))
result.setY(i, self.x(i))
return result
if __name__ == '__main__':
app = QApplication([])
tetris = Tetris()
sys.exit(app.exec_())
```
遊戲很簡單,所以也就很好理解。程式載入之後遊戲也就直接開始了,可以用P鍵暫停遊戲,空格鍵讓方塊直接落到最下面。遊戲的速度是固定的,並沒有實現加速的功能。分數就是遊戲中消除的行數。
```
self.tboard = Board(self)
self.setCentralWidget(self.tboard)
```
建立了一個Board類的例項,並設定為應用的中心元件。
```
self.statusbar = self.statusBar()
self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)
```
建立一個`statusbar`來顯示三種資訊:消除的行數,遊戲暫停狀態或者遊戲結束狀態。`msg2Statusbar`是一個自定義的訊號,用在(和)Board類(互動),`showMessage()`方法是一個內建的,用來在statusbar上顯示資訊的方法。
```
self.tboard.start()
```
初始化遊戲:
```
class Board(QFrame):
msg2Statusbar = pyqtSignal(str)
...
```
建立了一個自定義訊號`msg2Statusbar`,當我們想往`statusbar`裡顯示資訊的時候,發出這個訊號就行了。
```
BoardWidth = 10
BoardHeight = 22
Speed = 300
```
這些是`Board`類的變數。`BoardWidth`和`BoardHeight`分別是board的寬度和高度。`Speed`是遊戲的速度,每300ms出現一個新的方塊。
```
...
self.curX = 0
self.curY = 0
self.numLinesRemoved = 0
self.board = []
...
```
在`initBoard()`裡初始化了一些重要的變數。`self.board`定義了方塊的形狀和位置,取值範圍是0-7。
```
def shapeAt(self, x, y):
return self.board[(y * Board.BoardWidth) + x]
```
`shapeAt()`決定了board裡方塊的的種類。
```
def squareWidth(self):
return self.contentsRect().width() // Board.BoardWidth
```
board的大小可以動態的改變。所以方格的大小也應該隨之變化。`squareWidth()`計算並返回每個塊應該佔用多少畫素--也即`Board.BoardWidth`。
```
def pause(self):
'''pauses game'''
if not self.isStarted:
return
self.isPaused = not self.isPaused
if self.isPaused:
self.timer.stop()
self.msg2Statusbar.emit("paused")
else:
self.timer.start(Board.Speed, self)
self.msg2Statusbar.emit(str(self.numLinesRemoved))
self.update()
```
`pause()`方法用來暫停遊戲,停止計時並在`statusbar`上顯示一條資訊。
```
def paintEvent(self, event):
'''paints all shapes of the game'''
painter = QPainter(self)
rect = self.contentsRect()
...
```
渲染是在paintEvent()方法裡發生的`QPainter`負責PyQt5裡所有低階繪畫操作。
```
for i in range(Board.BoardHeight):
for j in range(Board.BoardWidth):
shape = self.shapeAt(j, Board.BoardHeight - i - 1)
if shape != Tetrominoe.NoShape:
self.drawSquare(painter,
rect.left() + j * self.squareWidth(),
boardTop + i * self.squareHeight(), shape)
```
渲染遊戲分為兩步。第一步是先畫出所有已經落在最下面的的圖,這些儲存在`self.board`裡。可以使用`shapeAt()`檢視這個這個變數。
```
if self.curPiece.shape() != Tetrominoe.NoShape:
for i in range(4):
x = self.curX + self.curPiece.x(i)
y = self.curY - self.curPiece.y(i)
self.drawSquare(painter, rect.left() + x * self.squareWidth(),
boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(),
self.curPiece.shape())
```
第二步是畫出更在下落的方塊。
```
elif key == Qt.Key_Right:
self.tryMove(self.curPiece, self.curX + 1, self.curY)
```
在`keyPressEvent()`方法獲得使用者按下的按鍵。如果按下的是右方向鍵,就嘗試把方塊向右移動,說嘗試是因為有可能到邊界不能移動了。
```
elif key == Qt.Key_Up:
self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY)
```
上方向鍵是把方塊向左旋轉一下
```
elif key == Qt.Key_Space:
self.dropDown()
```
空格鍵會直接把方塊放到底部
```
elif key == Qt.Key_D:
self.oneLineDown()
```
D鍵是加速一次下落速度。
```
def tryMove(self, newPiece, newX, newY):
for i in range(4):
x = newX + newPiece.x(i)
y = newY - newPiece.y(i)
if x < 0 or x >= Board.BoardWidth or y < 0 or y >= Board.BoardHeight:
return False
if self.shapeAt(x, y) != Tetrominoe.NoShape:
return False
self.curPiece = newPiece
self.curX = newX
self.curY = newY
self.update()
return True
```
`tryMove()`是嘗試移動方塊的方法。如果方塊已經到達board的邊緣或者遇到了其他方塊,就返回False。否則就把方塊下落到想要
```
def timerEvent(self, event):
if event.timerId() == self.timer.timerId():
if self.isWaitingAfterLine:
self.isWaitingAfterLine = False
self.newPiece()
else:
self.oneLineDown()
else:
super(Board, self).timerEvent(event)
```
在計時器事件裡,要麼是等一個方塊下落完之後建立一個新的方塊,要麼是讓一個方塊直接落到底(move a falling piece one line down)。
```
def clearBoard(self):
for i in range(Board.BoardHeight * Board.BoardWidth):
self.board.append(Tetrominoe.NoShape)
```
`clearBoard(`)方法通過`Tetrominoe.NoShape`清空`broad`。
```
def removeFullLines(self):
numFullLines = 0
rowsToRemove = []
for i in range(Board.BoardHeight):
n = 0
for j in range(Board.BoardWidth):
if not self.shapeAt(j, i) == Tetrominoe.NoShape:
n = n + 1
if n == 10:
rowsToRemove.append(i)
rowsToRemove.reverse()
for m in rowsToRemove:
for k in range(m, Board.BoardHeight):
for l in range(Board.BoardWidth):
self.setShapeAt(l, k, self.shapeAt(l, k + 1))
numFullLines = numFullLines + len(rowsToRemove)
...
```
如果方塊碰到了底部,就呼叫`removeFullLines()`方法,找到所有能消除的行消除它們。消除的具體動作就是把符合條件的行消除掉之後,再把它上面的行下降一行。注意移除滿行的動作是倒著來的,因為我們是按照重力來表現遊戲的,如果不這樣就有可能出現有些方塊浮在空中的現象。
```
def newPiece(self):
self.curPiece = Shape()
self.curPiece.setRandomShape()
self.curX = Board.BoardWidth // 2 + 1
self.curY = Board.BoardHeight - 1 + self.curPiece.minY()
if not self.tryMove(self.curPiece, self.curX, self.curY):
self.curPiece.setShape(Tetrominoe.NoShape)
self.timer.stop()
self.isStarted = False
self.msg2Statusbar.emit("Game over")
```
`newPiece()`方法是用來建立形狀隨機的方塊。如果隨機的方塊不能正確的出現在預設的位置,遊戲結束。
```
class Tetrominoe(object):
NoShape = 0
ZShape = 1
SShape = 2
LineShape = 3
TShape = 4
SquareShape = 5
LShape = 6
MirroredLShape = 7
```
`Tetrominoe`類儲存了所有方塊的形狀。我們還定義了一個`NoShape`的空形狀。
Shape類儲存類方塊內部的資訊。
```
class Shape(object):
coordsTable = (
((0, 0), (0, 0), (0, 0), (0, 0)),
((0, -1), (0, 0), (-1, 0), (-1, 1)),
...
)
...
```
coordsTable元組儲存了所有的方塊形狀的組成。是一個構成方塊的座標模版。
```
self.coords = [[0,0] for i in range(4)]
```
上面建立了一個新的空座標陣列,這個陣列將用來儲存方塊的座標。
座標系示意圖:
![coordinates](./images/11-coordinates.png)
上面的圖片可以幫助我們更好的理解座標值的意義。比如元組`(0, -1), (0, 0), (-1, 0), (-1, -1)`代表了一個Z形狀的方塊。這個圖表就描繪了這個形狀。
```
def rotateLeft(self):
if self.pieceShape == Tetrominoe.SquareShape:
return self
result = Shape()
result.pieceShape = self.pieceShape
for i in range(4):
result.setX(i, self.y(i))
result.setY(i, -self.x(i))
return result
```
`rotateLeft()`方法向右旋轉一個方塊。正方形的方塊就沒必要旋轉,就直接返回了。其他的是返回一個新的,能表示這個形狀旋轉了的座標。