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pygame实现俄罗斯方块游戏(基础篇2)

2019-11-25 11:31:07
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接上章《pygame实现俄罗斯方块游戏(基础篇1)》继续写俄罗斯方块游戏

五、计算方块之间的碰撞

在Panel类里增加函数

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函数的判断,增加check_overlap函数检测

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()

现在的效果是方块可以堆叠了

六、键盘控制左右移动

导入变量

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

Panel类里增加一个控制移动方块的函数

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)

鼠标事件监听处做下键盘的响应

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 # 变形过会实现  if event.key == K_DOWN: main_panel.control_block(0,1)

由于Block类的can_move函数没有实现左右移动的判断,所以需要再对can_move
增加左右边界的处理

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

现在,左右的移动也正常了,效果图如下

贴下目前的代码

# -*- coding=utf-8 -*-import randomimport pygamefrom pygame.locals import KEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWNclass 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 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 rx,ry in self.rect_arr:  if x+diffx==rx and y+diffy==ry:   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 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() 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 in self.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)  # 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)class Block(object): 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.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<0 or x+xdiff>=10: return False return Trueclass LongBlock(Block): def __init__(self, n=None): # 两种形态 super(LongBlock, self).__init__() if n is None: n=random.randint(0,1) self.rect_arr=[(1,0),(1,1),(1,2),(1,3)] if n==0 else [(0,2),(1,2),(2,2),(3,2)]class SquareBlock(Block): # 一种形态 def __init__(self, n=None): super(SquareBlock, self).__init__() self.rect_arr=[(1,1),(1,2),(2,1),(2,2)]class ZBlock(Block): # 两种形态 def __init__(self, n=None): super(ZBlock, self).__init__() if n is None: n=random.randint(0,1) self.rect_arr=[(2,0),(2,1),(1,1),(1,2)] if n==0 else [(0,1),(1,1),(1,2),(2,2)]class SBlock(Block): # 两种形态 def __init__(self, n=None): super(SBlock, self).__init__() if n is None: n=random.randint(0,1) self.rect_arr=[(1,0),(1,1),(2,1),(2,2)] if n==0 else [(0,2),(1,2),(1,1),(2,1)]class LBlock(Block): # 四种形态 def __init__(self, n=None): super(LBlock, self).__init__() if n is None: n=random.randint(0,3) if n==0: self.rect_arr=[(1,0),(1,1),(1,2),(2,2)] elif n==1: self.rect_arr=[(0,1),(1,1),(2,1),(0,2)] elif n==2: self.rect_arr=[(0,0),(1,0),(1,1),(1,2)] else: self.rect_arr=[(0,1),(1,1),(2,1),(2,0)]class JBlock(Block): # 四种形态 def __init__(self, n=None): super(JBlock, self).__init__() if n is None: n=random.randint(0,3) if n==0: self.rect_arr=[(1,0),(1,1),(1,2),(0,2)] elif n==1: self.rect_arr=[(0,1),(1,1),(2,1),(0,0)] elif n==2: self.rect_arr=[(2,0),(1,0),(1,1),(1,2)] else: self.rect_arr=[(0,1),(1,1),(2,1),(2,2)]class TBlock(Block): # 四种形态 def __init__(self, n=None): super(TBlock, self).__init__() if n is None: n=random.randint(0,3) if n==0: self.rect_arr=[(0,1),(1,1),(2,1),(1,2)] elif n==1: self.rect_arr=[(1,0),(1,1),(1,2),(0,1)] elif n==2: self.rect_arr=[(0,1),(1,1),(2,1),(1,0)] else: self.rect_arr=[(1,0),(1,1),(1,2),(2,1)] 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)) #设置窗口长宽 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 # 移动一次蛇头的事件,单位毫秒 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(-1,0)  if event.key == K_RIGHT: main_panel.control_block(1,0)  if event.key == K_UP: pass # 变形过会实现  if event.key == K_DOWN: main_panel.control_block(0,1)  screen.fill((100,100,100)) # 将界面设置为灰色 main_panel.paint() # 主面盘绘制 pygame.display.update() # 必须调用update才能看到绘图显示 if pygame.time.get_ticks() >= ticks:  ticks+=diff_ticks  main_panel.move_block()run()

七、控制变形

变形的实现,我们对每个方块子类的初始化函数稍作修改,将获取形状做一个独立的get_shape函数,并且给每个子类增加一个变量用于记录当前形态id,用一个变量用于标识每种方块的形态数量,以T型为例,修改后代码如下

class TBlock(Block): # 四种形态 shape_id=0 shape_num=4 def __init__(self, n=None): super(TBlock, self).__init__() if n is None: n=random.randint(0,3) self.shape_id=n self.rect_arr=self.get_shape() def get_shape(self): if self.shape_id==0: return [(0,1),(1,1),(2,1),(1,2)] elif self.shape_id==1: return [(1,0),(1,1),(1,2),(0,1)] elif self.shape_id==2: return [(0,1),(1,1),(2,1),(1,0)] else: return [(1,0),(1,1),(1,2),(2,1)]

这样我们在Block父类里可以加一个change函数,用于变换至下一形态,由于变化时要保持原来的移动位置,我们增加sx,sy两个变量将方块移动过的位置存着,便于在变化时使用

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<0 or 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<0 or x+self.sx>=10: # 变形不能超出左右边界  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类里的再增加一个change函数,直接调用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, 0, check_arr=new_arr): # 变形不能造成方块重叠  self.moving_block.rect_arr=new_arr

最后将key_up事件的响应加入change_block的调用就好了

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

现在已经实现了,变形和移动了,方块基本可以正常下落了

八、方块的消除

这个计算主要是处理Panel类的rect_arr,如果数组中出现某一行有10个就符合消除条件,为简化计算,我们将这些矩形按y值存到一个数组中,便于计算

 def check_clear(self): tmp_arr = [[] for i in range(20)] # 先将方块按行存入数组 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)] # 从下往上计算可以消除的行,并记录消除行后其他行的向下偏移数量 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 x,y in tmp_row:   new_arr.append([x,y+y_clear_diff])    self.rect_arr = new_arr

在Panel的move_block处增加check_clear的调用

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.check_clear()  self.create_move_block()

现在游戏可以消除方块了

九、增加空格键使快速落下

快速落下可以快速调用Panel的move_block函数,我们在move_block函数增加一个返回值,用于标记使正常下移还是移到底部后新的方块   

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()  self.create_move_block()  return 2

在键盘响应处增加键盘处理

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

十、增加游戏结束判断

游戏结束同样可以在Panel类的move_block中处理,如果一个方块到底,并且消除进行后,发现有方块的y值小于0,那么一定是失败了
修改Panel类的move_block函数

 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 x,y in self.rect_arr:  if y<0: return 9 # 游戏失败  self.create_move_block()  return 2

增加一个变量记录游戏状态

game_state = 1 # 游戏状态1.表示正常 2.表示失败

计时器处修改程序

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

鼠标键盘响应空格键中也增加一下判断

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

最后增加游戏结束文字的绘制

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

好了,现在会提示游戏结束了

最后附下目前的完整代码

# -*- coding=utf-8 -*-import randomimport pygamefrom pygame.locals import KEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN,K_SPACEclass 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 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 rx,ry in self.rect_arr:  if x+diffx==rx and y+diffy==ry:   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 x,y in self.rect_arr:  if y<0: return 9 # 游戏失败  self.create_move_block()  return 2 def check_clear(self): tmp_arr = [[] for i in range(20)] # 先将方块按行存入数组 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)] # 从下往上计算可以消除的行,并记录消除行后其他行的向下偏移数量 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 x,y in tmp_row:   new_arr.append([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,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 in self.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)  # 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)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<0 or 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<0 or x+self.sx>=10: # 变形不能超出左右边界  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_arrclass LongBlock(Block): shape_id=0 shape_num=2 def __init__(self, n=None): # 两种形态 super(LongBlock, self).__init__() if n is None: n=random.randint(0,1) self.shape_id=n self.rect_arr=self.get_shape() def get_shape(self): return [(1,0),(1,1),(1,2),(1,3)] if self.shape_id==0 else [(0,2),(1,2),(2,2),(3,2)]class SquareBlock(Block): # 一种形态 shape_id=0 shape_num=1 def __init__(self, n=None): super(SquareBlock, self).__init__() self.rect_arr=self.get_shape() def get_shape(self): return [(1,1),(1,2),(2,1),(2,2)]class ZBlock(Block): # 两种形态 shape_id=0 shape_num=2 def __init__(self, n=None): super(ZBlock, self).__init__() if n is None: n=random.randint(0,1) self.shape_id=n self.rect_arr=self.get_shape() def get_shape(self): return [(2,0),(2,1),(1,1),(1,2)] if self.shape_id==0 else [(0,1),(1,1),(1,2),(2,2)]class SBlock(Block): # 两种形态 shape_id=0 shape_num=2 def __init__(self, n=None): super(SBlock, self).__init__() if n is None: n=random.randint(0,1) self.shape_id=n self.rect_arr=self.get_shape() def get_shape(self): return [(1,0),(1,1),(2,1),(2,2)] if self.shape_id==0 else [(0,2),(1,2),(1,1),(2,1)]class LBlock(Block): # 四种形态 shape_id=0 shape_num=4 def __init__(self, n=None): super(LBlock, self).__init__() if n is None: n=random.randint(0,3) self.shape_id=n self.rect_arr=self.get_shape() def get_shape(self): if self.shape_id==0: return [(1,0),(1,1),(1,2),(2,2)] elif self.shape_id==1: return [(0,1),(1,1),(2,1),(0,2)] elif self.shape_id==2: return [(0,0),(1,0),(1,1),(1,2)] else: return [(0,1),(1,1),(2,1),(2,0)]class JBlock(Block): # 四种形态 shape_id=0 shape_num=4 def __init__(self, n=None): super(JBlock, self).__init__() if n is None: n=random.randint(0,3) self.shape_id=n self.rect_arr=self.get_shape() def get_shape(self): if self.shape_id==0: return [(1,0),(1,1),(1,2),(0,2)] elif self.shape_id==1: return [(0,1),(1,1),(2,1),(0,0)] elif self.shape_id==2: return [(2,0),(1,0),(1,1),(1,2)] else: return [(0,1),(1,1),(2,1),(2,2)]class TBlock(Block): # 四种形态 shape_id=0 shape_num=4 def __init__(self, n=None): super(TBlock, self).__init__() if n is None: n=random.randint(0,3) self.shape_id=n self.rect_arr=self.get_shape() def get_shape(self): if self.shape_id==0: return [(0,1),(1,1),(2,1),(1,2)] elif self.shape_id==1: return [(1,0),(1,1),(1,2),(0,1)] elif self.shape_id==2: return [(0,1),(1,1),(2,1),(1,0)] else: return [(1,0),(1,1),(1,2),(2,1)] 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)) #设置窗口长宽 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 # 移动一次蛇头的事件,单位毫秒 ticks = pygame.time.get_ticks() + diff_ticks game_state = 1 # 游戏状态1.表示正常 2.表示失败 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((100,100,100)) # 将界面设置为灰色 main_panel.paint() # 主面盘绘制 if game_state == 2:  myfont = pygame.font.Font(None,30)  white = 255,255,255  textImage = myfont.render("Game over", True, white)  screen.blit(textImage, (160,190)) pygame.display.update() # 必须调用update才能看到绘图显示 if game_state == 1 and pygame.time.get_ticks() >= ticks:  ticks+=diff_ticks  if main_panel.move_block()==9: game_state = 2 # 游戏结束run()

今天先写到这,下章继续

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