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pygame实现俄罗斯方块游戏(基础篇1)

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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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