pygame实现俄罗斯方块游戏(基础篇1)
人气:0一、初始界面
之前的游戏都比较简单,所以代码都是面向过程的写法,这次游戏后面可能会写比较复杂(比如人机对战、联机对战、使用道具对战等),这次面向对象一点来写这个项目。
游戏的窗口设计一个专门的Panel类便于负责单个游戏窗口的管理控制。
游戏主窗口按每个方块30像素,那么宽3010=300,高是3020=600
# -*- coding=utf-8 -*- import random import pygame class Panel(object): # 用于绘制整个游戏窗口的版面 def __init__(self,bg, position): self._bg=bg; self._x,self._y,self._width,self._height=position self._bgcolor=[0,0,0] 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) def run(): pygame.init() space=40 main_panel_width=300 main_panel_height=main_panel_width*2 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,[space,space,main_panel_width,main_panel_height]) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() 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 run()
效果图
二、方块管理
这里首先想到方块不同种类的可以使用工厂模式,所以先定义一个基类的Block,然后不同种类的方块分别继承自这个Block类,分别有这样七种方块
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 class 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)]
三、创建方块和方块落下
定义一个创建方块的函数
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)
给Panel类加一下当前移动方块的属性,并且修改它的paint方法,将移动方块绘制
class Panel(object): # 用于绘制整个游戏窗口的版面 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 create_move_block(self): block = create_block() block.move(5-2,-2) # 方块挪到中间 self.moving_block=block def move_block(self): self.moving_block.move(0,1) 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,bz],1)
主循环中创建方块并将方块调整到下落的起始位置
main_panel.create_move_block()
设定位置刷新时间
diff_ticks = 300 # 移动一次蛇头的事件,单位毫秒 ticks = pygame.time.get_ticks() + diff_ticks
在主循环中刷新当前移动方块的位置
if pygame.time.get_ticks() >= ticks: ticks+=diff_ticks main_panel.move_block()
当前可以看到方块下落的效果了
四、方块落地的判断
在Block类里增加一个移动判断函数,下面这个这个can_move函数可以判断方块是不是落到底部了
def can_move(self,xdiff,ydiff): for x,y in self.rect_arr: if y+ydiff>=20: return False return True
修改Panel的move函数,改为
def move_block(self): if self.moving_block is None: create_move_block() if self.moving_block.can_move(0,1): self.moving_block.move(0,1) else: self.add_block(self.moving_block) self.create_move_block()
这里增加了一个add_block函数,用于将已经落地的方块存起来,所以Panel另外做了三处改动
1.增加一个存已落下方块的数组变量
rect_arr=[] # 已经落底下的方块
2.定义add_block函数
def add_block(self,block): for rect in block.get_rect_arr(): self.rect_arr.append(rect)
3.在paint里进行self.rect_arr的绘制
# 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,bz],1)
现在可以看到方块会落到底部,然后新的方块落下了
贴下目前的完整程序
# -*- coding=utf-8 -*- import random import pygame 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 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 move_block(self): if self.moving_block is None: create_move_block() if self.moving_block.can_move(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,bz],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,bz],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 return True class 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]) 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() 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()
这章先写到这,下章继续
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