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pygame实现俄罗斯方块游戏(基础篇3)

python 搞代码 4年前 (2022-01-07) 37次浏览 已收录 0个评论

这篇文章主要介绍了pygame实现俄罗斯方块游戏基础的第3篇,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

上一章请点击查看:pygame实现俄罗斯方块游戏(基础篇2)

现在继续

一、给每个方块设置不同的颜色

根据代码这里可以判断正在下落的方块在那些Block子类里加一个属性最合适,而已经落下的方块颜色管理最合适的地方应该是修改在Panel类里的rect_arr
Block子类里的修改比较简单,以TBlock类为例,在__init__函数加一行

 self.color=(255,0,0)

在Panel的paint函数里将代码

 # 绘制正在落下的方块 if self.move_block: for rect in self.moving_block.get_rect_arr(): x,y=rect pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz) pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)

中的

 pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)

改成

 pygame.draw.line(self._bg,self.moving_block.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)

已经下落的方块修改会麻烦一点,原来存在rect_arr里的是x,y,现在要增加一个颜色,直接改也是可以的,不过考虑到以后的扩展性,果断定义一个RectInfo类

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

将存入rect_arr时的代码修改为

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

并将设计rect_arr做下修改即可

贴下目前的完整代码

 # -*- 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, x, y, color): self.x = x self.y = y self.color = color class Panel(object): # 用于绘制整个游戏窗口的版面 rect_arr=[] # 已经落底下的方块 moving_block=None # 正在落下的方块 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=[0,0,0] def add_block(self,block): for x,y in block.get_rect_arr(): self.rect_arr.append(RectInfo(x,y, block.color)) def create_move_block(self): block = create_block() block.move(5-2,-2) # 方块挪到中间 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, diffx, 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, 0, check_arr=new_arr): # 变形不能造成方块重叠 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 # 游戏失败 self.create_move_block() 2 def check_clear(self): tmp_arr=[[] for i in range(20)] 先将方块按行存入数组 rect_info self.rect_arr: if rect_info.y0: new_arr=[] # 跳过移除行,并将其他行做偏移 for y in range(19,-1,-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],[mid_x,self._y+self._height],self._wi<i style="color:transparent">来源gaodai$ma#com搞$$代**码网</i>dth) # 用一个粗线段来填充背景 # 绘制已经落底下的方块 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,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz) pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1) # 绘制正在落下的方块 if self.move_block: for rect in self.moving_block.get_rect_arr(): x,y=rect pygame.draw.line(self._bg,self.moving_block.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz) pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1) class Block(object): sx=0 sy=0 def __init__(self): self.rect_arr=[] def get_rect_arr(self): # 用于获取方块种的四个矩形列表 return self.rect_arr def move(self,xdiff,ydiff): # 用于移动方块的方法 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,xdiff,ydiff): for x,y in self.rect_arr: if y+ydiff>=20: return False if x+xdiff=10: return False return True def change(self): self.shape_id+=1 # 下一形态 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=10: # 变形不能超出左右边界 self.shape_id -= 1 if self.shape_id =7 and n=11 and n= ticks: ticks+=diff_ticks if main_panel.move_block()==9: game_state = 2 # 游戏结束 run()

二、下一个方块

为便于下一方块的提示窗的绘制,我们定义一个类HintBox,用于管理下一方块和界面的绘制

 class HintBox(object): next_block=None 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=[0,0,0] def take_block(self): block = self.next_block if block is None: # 如果还没有方块,先产生一个 block = create_block() self.next_block = create_block() # 产生下一个方块 return block def paint(self): mid_x=self._x+self._width/2 pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) bz=self._block_size # 绘制正在落下的方块 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 xmaxx: maxx=x if ymaxy: maxy=y w=(maxx-minx)*bz h=(maxy-miny)*bz # 计算使方块绘制在提示窗中心位置所需要的偏移像素 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,y=rect pygame.draw.line(self._bg,self.next_block.color,[self._x+x*bz+cx+bz/2,self._y+cy+y*bz],[self._x+x*bz+cx+bz/2,self._y+cy+(y+1)*bz],bz) pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz+cx,self._y+y*bz+cy,bz+1,bz+1],1)

在Panel类里面增加一个属性

 hint_box=None

将Panel类里面的

 def create_move_block(self): block = create_block() block.move(5-2,-2) # 方块挪到中间 self.moving_block=block

产生方块的方式,改为由hint_box产生

 def create_move_block(self): block = self.hint_box.take_block() block.move(5-2,-2) # 方块挪到中间 self.moving_block=block

在run函数里增加初始化hint_box和设置main_panel的程序

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

在游戏主循环增加下一方块提示窗的绘制

 hint_box.paint() # 绘制下一个方块的提示窗

现在可以正常显示下一方块提示了

三、分数的计算

消除分数的计算方式为
1行 100分
2行 300分
3行 800分
4行 1600分
类似下一方块提示窗的设计,我们可以增加一个ScoreBox类

 class ScoreBox(object): total_score = 0 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=[0,0,0] def paint(self): myfont = pygame.font.Font(None,36) white = 255,255,255 textImage = myfont.render('Score:%06d'%(self.total_score), True, white) self._bg.blit(textImage, (self._x,self._y))

然后在Panel增加score_box属性

 score_box=None

定义一个全局的SCORE_MAP

 SCORE_MAP=(100,300,800,1600)

在check_clear函数中,如果有方块消除,则执行

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

在run主函数初始化score_box

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

并在游戏循环绘制score_box

 score_box.paint() # 绘制总分

四、历史最高分

准备在当前目录用一个tetris.db的pickle文件保存

所以首先

 import pickle,os

由于最高分可以借用ScoreBox在绘制当前分数时一起绘制,所以直接在ScoreBox增加一个最高分的属性和一个文件的定义

 high_score = 0 db_file = 'tetris.db'

在ScoreBox的初始化函数里增加pickle的加载

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

在paint里增加下最高分的绘制

 def paint(self): myfont = pygame.font.Font(None,36) white = 255,255,255 textImage = myfont.render('High: %06d'%(self.high_score), True, white) self._bg.blit(textImage, (self._x,self._y)) textImage = myfont.render('Score:%06d'%(self.total_score), True, white) self._bg.blit(textImage, (self._x,self._y+40))

将之前直接对ScoreBox的score的修改改为封装一个add_score的函数

 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函数里进行score的修改并做是否超过最高分的判断,如果超过则保存分数(当然也可以在游戏结束或关闭界面时判断和保存最高分,减少磁盘io)

看下效果图

贴下完整的程序

 # -*- coding=utf-8 -*- import random import pygame from pygame.locals import KEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN,K_SPACE import pickle,os SCORE_MAP=(100,300,800,1600) class RectInfo(object): def __init__(self, x, y, color): self.x = x self.y = y self.color = color class HintBox(object): next_block=None 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=[0,0,0] def take_block(self): block = self.next_block if block is None: # 如果还没有方块,先产生一个 block = create_block() self.next_block = create_block() # 产生下一个方块 return block def paint(self): mid_x=self._x+self._width/2 pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) bz=self._block_size # 绘制正在落下的方块 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 xmaxx: maxx=x if ymaxy: maxy=y w=(maxx-minx)*bz h=(maxy-miny)*bz # 计算使方块绘制在提示窗中心位置所需要的偏移像素 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,y=rect pygame.draw.line(self._bg,self.next_block.color,[self._x+x*bz+cx+bz/2,self._y+cy+y*bz],[self._x+x*bz+cx+bz/2,self._y+cy+(y+1)*bz],bz) pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz+cx,self._y+y*bz+cy,bz+1,bz+1],1) class ScoreBox(object): total_score = 0 high_score = 0 db_file = 'tetris.db' 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=[0,0,0] 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,36) white = 255,255,255 textImage = myfont.render('High: %06d'%(self.high_score), True, white) self._bg.blit(textImage, (self._x,self._y)) textImage = myfont.render('Score:%06d'%(self.total_score), True, white) self._bg.blit(textImage, (self._x,self._y+40)) 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+')) class Panel(object): # 用于绘制整个游戏窗口的版面 rect_arr=[] # 已经落底下的方块 moving_block=None # 正在落下的方块 hint_box=None score_box=None 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=[0,0,0] def add_block(self,block): for x,y in block.get_rect_arr(): self.rect_arr.append(RectInfo(x,y, block.color)) def create_move_block(self): block = self.hint_box.take_block() #block = create_block() block.move(5-2,-2) # 方块挪到中间 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, diffx, 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, 0, check_arr=new_arr): # 变形不能造成方块重叠 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 # 游戏失败 self.create_move_block() 2 def check_clear(self): tmp_arr=[[] for i in range(20)] 先将方块按行存入数组 rect_info self.rect_arr: if rect_info.y0: new_arr=[] # 跳过移除行,并将其他行做偏移 for y in range(19,-1,-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 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,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) # 用一个粗线段来填充背景 # 绘制已经落底下的方块 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,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz) pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1) # 绘制正在落下的方块 if self.move_block: for rect in self.moving_block.get_rect_arr(): x,y=rect pygame.draw.line(self._bg,self.moving_block.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz) pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1) class Block(object): sx=0 sy=0 def __init__(self): self.rect_arr=[] def get_rect_arr(self): # 用于获取方块种的四个矩形列表 return self.rect_arr def move(self,xdiff,ydiff): # 用于移动方块的方法 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,xdiff,ydiff): for x,y in self.rect_arr: if y+ydiff>=20: return False if x+xdiff=10: return False return True def change(self): self.shape_id+=1 # 下一形态 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=10: # 变形不能超出左右边界 self.shape_id -= 1 if self.shape_id =7 and n=11 and n= ticks: ticks+=diff_ticks if main_panel.move_block()==9: game_state = 2 # 游戏结束 run()

也许有人会想右下角空那么大一块是做什么用的?
那块区域我是准备做对战显示用的,这里基础篇差不多算收尾了,下一篇准备写AI篇。

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