俄罗斯方块游戏
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俄罗斯方块游戏
本章我们要制作一个俄罗斯方块游戏。
Tetris
译注:称呼:方块是由四个小方格组成的
俄罗斯方块游戏是世界上最流行的游戏之一。是由一名叫Alexey Pajitnov的俄罗斯程序员在1985年制作的,从那时起,这个游戏就风靡了各个游戏平台。
俄罗斯方块归类为下落块迷宫游戏。游戏有7个基本形状:S、Z、T、L、反向L、直线、方块,每个形状都由4个方块组成,方块最终都会落到屏幕底部。所以玩家通过控制形状的左右位置和旋转,让每个形状都以合适的位置落下,如果有一行全部被方块填充,这行就会消失,并且得分。游戏结束的条件是有形状接触到了屏幕顶部。
方块展示:
PyQt5是专门为创建图形界面产生的,里面一些专门为制作游戏而开发的组件,所以PyQt5是能制作小游戏的。
制作电脑游戏也是提高自己编程能力的一种很好的方式。
开发
没有图片,所以就自己用绘画画出来几个图形。每个游戏里都有数学模型的,这个也是。
开工之前:
- 用
QtCore.QBasicTimer()
创建一个游戏循环 - 模型是一直下落的
- 模型的运动是以小块为基础单位的,不是按像素
- 从数学意义上来说,模型就是就是一串数字而已
代码由四个类组成:Tetris, Board, Tetrominoe和Shape。Tetris类创建游戏,Board是游戏主要逻辑。Tetrominoe包含了所有的砖块,Shape是所有砖块的代码。
#!/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_())
游戏很简单,所以也就很好理解。程序加载之后游戏也就直接开始了,可以用P键暂停游戏,空格键让方块直接落到最下面。游戏的速度是固定的,并没有实现加速的功能。分数就是游戏中消除的行数。
self.tboard = Board(self)
self.setCentralWidget(self.tboard)
创建了一个Board类的实例,并设置为应用的中心组件。
self.statusbar = self.statusBar()
self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)
创建一个statusbar
来显示三种信息:消除的行数,游戏暂停状态或者游戏结束状态。msg2Statusbar
是一个自定义的信号,用在(和)Board类(交互),showMessage()
方法是一个内建的,用来在statusbar上显示信息的方法。
self.tboard.start()
初始化游戏:
class Board(QFrame): msg2Statusbar = pyqtSignal(str) ...
创建了一个自定义信号msg2Statusbar
,当我们想往statusbar
里显示信息的时候,发出这个信号就行了。
BoardWidth = 10 BoardHeight = 22 Speed = 300
这些是Board
类的变量。BoardWidth
和BoardHeight
分别是board的宽度和高度。Speed
是游戏的速度,每300ms出现一个新的方块。
... self.curX = 0 self.curY = 0 self.numLinesRemoved = 0 self.board = [] ...
在initBoard()
里初始化了一些重要的变量。self.board
定义了方块的形状和位置,取值范围是0-7。
def shapeAt(self, x, y): return self.board[(y * Board.BoardWidth) + x]
shapeAt()
决定了board里方块的的种类。
def squareWidth(self): return self.contentsRect().width() // Board.BoardWidth
board的大小可以动态的改变。所以方格的大小也应该随之变化。squareWidth()
计算并返回每个块应该占用多少像素--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()
方法用来暂停游戏,停止计时并在statusbar
上显示一条信息。
def paintEvent(self, event): ‘‘‘paints all shapes of the game‘‘‘ painter = QPainter(self) rect = self.contentsRect()
...
渲染是在paintEvent()方法里发生的QPainter
负责PyQt5里所有低级绘画操作。
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)
渲染游戏分为两步。第一步是先画出所有已经落在最下面的的图,这些保存在self.board
里。可以使用shapeAt()
查看这个这个变量。
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())
第二步是画出更在下落的方块。
elif key == Qt.Key_Right: self.tryMove(self.curPiece, self.curX + 1, self.curY)
在keyPressEvent()
方法获得用户按下的按键。如果按下的是右方向键,就尝试把方块向右移动,说尝试是因为有可能到边界不能移动了。
elif key == Qt.Key_Up: self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY)
上方向键是把方块向左旋转一下
elif key == Qt.Key_Space: self.dropDown()
空格键会直接把方块放到底部
elif key == Qt.Key_D: self.oneLineDown()
D键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()
是尝试移动方块的方法。如果方块已经到达board的边缘或者遇到了其他方块,就返回False。否则就把方块下落到想要
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)
在计时器事件里,要么是等一个方块下落完之后创建一个新的方块,要么是让一个方块直接落到底(move a falling piece one line down)。
def clearBoard(self): for i in range(Board.BoardHeight * Board.BoardWidth): self.board.append(Tetrominoe.NoShape)
clearBoard(
)方法通过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) ...
如果方块碰到了底部,就调用removeFullLines()
方法,找到所有能消除的行消除它们。消除的具体动作就是把符合条件的行消除掉之后,再把它上面的行下降一行。注意移除满行的动作是倒着来的,因为我们是按照重力来表现游戏的,如果不这样就有可能出现有些方块浮在空中的现象。
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()
方法是用来创建形状随机的方块。如果随机的方块不能正确的出现在预设的位置,游戏结束。
class Tetrominoe(object): NoShape = 0 ZShape = 1 SShape = 2 LineShape = 3 TShape = 4 SquareShape = 5 LShape = 6 MirroredLShape = 7
Tetrominoe
类保存了所有方块的形状。我们还定义了一个NoShape
的空形状。
Shape类保存类方块内部的信息。
class Shape(object): coordsTable = ( ((0, 0), (0, 0), (0, 0), (0, 0)), ((0, -1), (0, 0), (-1, 0), (-1, 1)), ... ) ...
coordsTable元组保存了所有的方块形状的组成。是一个构成方块的坐标模版。
self.coords = [[0,0] for i in range(4)]
上面创建了一个新的空坐标数组,这个数组将用来保存方块的坐标。
坐标系示意图:
上面的图片可以帮助我们更好的理解坐标值的意义。比如元组(0, -1), (0, 0), (-1, 0), (-1, -1)
代表了一个Z形状的方块。这个图表就描绘了这个形状。
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()
方法向右旋转一个方块。正方形的方块就没必要旋转,就直接返回了。其他的是返回一个新的,能表示这个形状旋转了的坐标。
程序展示:
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