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  • Tetris:pygame实现

    网上搜到一个Pygame写的俄罗斯方块(tetris),大部分看懂的前提下增加了注释,Fedora19下运行OK的

    主程序:

    #coding:utf8
    #! /usr/bin/env python
    # 注释说明:shape表示一个俄罗斯方块形状 cell表示一个小方块
    import sys
    from random import choice
    import pygame
    from pygame.locals import *
    from block import O, I, S, Z, L, J, T
    
    COLS = 16
    ROWS = 20
    CELLS = COLS * ROWS
    CELLPX = 32  # 每个cell的像素宽度
    POS_FIRST_APPEAR = COLS / 2
    SCREEN_SIZE = (COLS * CELLPX, ROWS * CELLPX)
    COLOR_BG = (0, 0, 0)
    
    
    def draw(grid, pos=None):
        # grid是一个list,要么值为None,要么值为'Block'
        # 非空值在eval()的作用下,用于配置颜色
        if pos:  # 6x5
            s = pos - 3 - 2 * COLS  # upper left position
            for p in range(0, COLS):
                q = s + p * COLS
                for i in range(q, q + 6):
                    if 0 <= i < CELLS:
                        # 0 <=i < CELLS:表示i这个cell在board内部。
                        c = eval(grid[i] + ".color") if grid[i] else COLOR_BG
                        # 执行着色。shape的cell涂对应的class设定好的颜色,否则涂黑(背景色)
                        a = i % COLS * CELLPX
                        b = i / COLS * CELLPX
                        screen.fill(c, (a, b, CELLPX, CELLPX))
        else:  # all
            screen.fill(COLOR_BG)
            for i, occupied in enumerate(grid):
                if occupied:
                    c = eval(grid[i] + ".color")  # 获取方块对应的颜色
                    a = i % COLS * CELLPX  # 横向长度
                    b = i / COLS * CELLPX  # 纵向长度
                    screen.fill(c, (a, b, CELLPX, CELLPX))
                    # fill:为cell上色, 第二个参数表示rect
        pygame.display.flip()
        # 刷新屏幕
    
    
    def phi(grid1, grid2, pos):  # 4x4
    # 两个grid之4*4区域内是否会相撞(冲突)
        s = pos - 2 - 1 * COLS  # upper left position
        for p in range(0, 4):
            q = s + p * COLS
            for i in range(q, q + 4):
                try:
                    if grid1[i] and grid2[i]:
                        return False
                except:
                    pass
        return True
    
    
    def merge(grid1, grid2):
        # 合并两个grid
        grid = grid1[:]
        for i, c in enumerate(grid2):
            if c:
                grid[i] = c
        return grid
    
    
    def complete(grid):
        # 减去满行
        n = 0
        for i in range(0, CELLS, COLS):
            # 步长为一行。
            if not None in grid[i:i + COLS]:
            #这一句很容易理解错误。
            #实际含义是:如果grid[i:i + COLS]都不是None,那么执行下面的语句
                grid = [None] * COLS + grid[:i] + grid[i + COLS:]
                n += 1
        return grid, n
    #n表示减去的行数,用作统计分数
    
    pygame.init()
    pygame.event.set_blocked(None)
    pygame.event.set_allowed((KEYDOWN, QUIT))
    pygame.key.set_repeat(75, 0)
    pygame.display.set_caption('Tetris')
    screen = pygame.display.set_mode(SCREEN_SIZE)
    pygame.display.update()
    
    grid = [None] * CELLS
    speed = 500
    screen.fill(COLOR_BG)
    while True: # spawn a block
        block = choice([O, I, S, Z, L, J, T])()
        pos = POS_FIRST_APPEAR
        if not phi(grid, block.grid(pos), pos): break # you lose
        pygame.time.set_timer(KEYDOWN, speed)
        # repeatedly create an event on the event queue
        # speed是时间间隔。。。speed越小,方块下落的速度越快。。。speed应该换为其他名字
    
        while True: # move the block
            draw(merge(grid, block.grid(pos)), pos)
            event = pygame.event.wait()
            if event.type == QUIT: sys.exit()
            try:
                aim = {
                    K_UNKNOWN: pos+COLS,
                    K_UP: pos,
                    K_DOWN: pos+COLS,
                    K_LEFT: pos-1,
                    K_RIGHT: pos+1,
                }[event.key]
            except KeyError:
                continue
            if event.key == K_UP:
                # 变形
                block.rotate()
    
            elif event.key in (K_LEFT, K_RIGHT) and pos / COLS != aim / COLS:
                # pos/COLS表示当前位置所在行
                # aim/COLS表示目标位置所在行
                # 此判断表示,当shape在左边界时,不允许再向左移动(越界。。),在最右边时向右也禁止
                continue
    
            grid_aim = block.grid(aim)
            if grid_aim and phi(grid, grid_aim, aim):
                pos = aim
            else:
                if event.key == K_UP:
                    block.rotate(times=3)
                elif not event.key in (K_LEFT, K_RIGHT):
                    break
    
        grid = merge(grid, block.grid(pos))
        grid, n = complete(grid)
        if n:
            draw(grid)
            speed -= 5 * n
            if speed < 75: speed = 75
    

      调用的模块:

    #coding:utf-8
    #! /usr/bin/env python
    COLS = 16
    ROWS = 20
    
    class Block():
        color = (255,255,255)
        def __init__(self):
            self._state = 0
        def __str__(self):
            return self.__class__.__name__
        def _orientations(self):
            raise NotImplementedError()
        def rotate(self, times=1):
            for i in range(times):
                if len(self._orientations())-1 == self._state:
                    self._state = 0
                    #只要_state比_orientations长度-1还要小,就让_state加1
    
                else:
                    self._state += 1
        def blades(self):
            # 返回对应形状的一种旋转形状。(返回一个list,list中每个元素是一个(x,y))
            return self._orientations()[self._state]
    
        def grid(self, pos, cols=COLS, rows=ROWS):
            # grid()函数:对于一个形状,从它的cell中的pos位置,按照orientations的位置提示,把所有cell涂色
            # pos表示的是shape中的一个cell,也就是(0,0)
            if cols*rows <= pos:
                return None
            # 这种情况应该不可能出现吧。如果出现<=的情况
            # 那么,pos都跑到界外了。。
    
            grid = [None] * cols * rows
            grid[pos] = str(self)
            for b in self.blades():
                x, y = b
                # pos/cols表示pos处于board的第几行
                if pos/cols != (pos+x)/cols:
                    return None
                i = pos + x + y * cols
                if i < 0:
                    continue
                elif cols*rows <= i:
                    return None
                grid[i] = str(self)
                # 给相应的其他位置都“涂色”,比如对于方块,是O型的,那么pos肯定是有值的,pos位于有上角。。
            return grid
    
    # 以下每个形状class,_orientations()都返回形状的列表。(0,0)一定被包含在其中,为了省略空间所以都没有写出.
    class O(Block):
        color = (207,247,0)
        def _orientations(self):
            return (
                [(-1,0), (-1,1), (0,1)],
                )
    class I(Block):
        color = (135,240,60)
        def _orientations(self):
            return (
                [(-2,0), (-1,0), (1,0)],
                [(0,-1), (0,1), (0,2)],
                )
    class S(Block):
        color = (171,252,113)
        def _orientations(self):
            return (
                [(1,0), (-1,1), (0,1)],
                [(0,-1), (1,0), (1,1)],
                )
    class Z(Block):
        color = (243,61,110)
        def _orientations(self):
            return (
                [(-1,0), (0,1), (1,1)],
                [(1,-1), (1,0), (0,1)],
                )
    class L(Block):
        color = (253,205,217)
        def _orientations(self):
            return (
                [(-1,1), (-1,0), (1,0)],
                [(0,-1), (0,1), (1,1)],
                [(-1,0), (1,0), (1,-1)],
                [(-1,-1), (0,-1), (0,1)],
                )
    class J(Block):
        color = (140,180,225)
        def _orientations(self):
            return (
                [(-1,0), (1,0), (1,1)],
                [(0,1), (0,-1), (1,-1)],
                [(-1,-1), (-1,0), (1,0)],
                [(-1,1), (0,1), (0,-1)],
                )
    class T(Block):
        color = (229,251,113)
        def _orientations(self):
            return (
                [(-1,0), (0,1), (1,0)],
                [(0,-1), (0,1), (1,0)],
                [(-1,0), (0,-1), (1,0)],
                [(-1,0), (0,-1), (0,1)],
                )
    

      

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  • 原文地址:https://www.cnblogs.com/zjutzz/p/3266128.html
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