俄罗斯方块
俄罗斯方块是由俄罗斯程序员 Alexey Pajitnov 在 1985 年设计和编程的。
在这个游戏中,咱们有七种不同的形态:S 形,Z 形,T 形,L 形,线形,镜面 L 形,和一个方形。每一个形态都是由四个小正方形组成的。这些形态都是从棋盘上掉下来的。俄罗斯方块游戏的目标是挪动和旋转这些形态,使它们尽可能地适宜。如果咱们胜利地造成一排,这一排就会被销毁,咱们就会得分。咱们玩俄罗斯方块游戏,直到咱们达到顶点。
<img src=”https://mymarkdowm.oss-cn-beijing.aliyuncs.com/markdownimg/tetrominoes.png” alt=”Tetrominoes” style=”zoom:50%;” />
wxPython 是一个用于创立应用程序的工具包。还有一些其余的库比方 pygame 是针对创立电脑游戏的,但 wxPython 也能够用来创立游戏。
开发过程
咱们的俄罗斯方块游戏没有图像,咱们应用 wxPython 中提供的绘图 API 绘制俄罗斯方块。每一个电脑游戏的背地,都有一个数学模型。俄罗斯方块中也是如此。
游戏背地的一些根底想法。
- 用 wx.Timer 来创立一个游戏循环。
- 画出不同形态
- 形态以方块为单位挪动(而不是以像素为单位)。
- 在数学上,棋盘是一个简略的数字列表。
#tetris_game.py
import wx
import random
class Tetris(wx.Frame):
def __init__(self, parent):
wx.Frame.__init__(self, parent, size=(180, 380),
style=wx.DEFAULT_FRAME_STYLE ^ wx.RESIZE_BORDER ^ wx.MAXIMIZE_BOX)
self.initFrame()
def initFrame(self):
#状态栏 显示分数
self.statusbar = self.CreateStatusBar()
self.statusbar.SetStatusText('0')
#主 board
self.board = Board(self)
self.board.SetFocus()
self.board.start()
self.SetTitle("俄罗斯方块")
self.Centre()
class Board(wx.Panel):
BoardWidth = 10
BoardHeight = 22
Speed = 300
ID_TIMER = 1
def __init__(self, *args, **kw):
super(Board, self).__init__(*args, **kw)
self.initBoard()
def initBoard(self):
self.timer = wx.Timer(self, Board.ID_TIMER)
self.isWaitingAfterLine = False
self.curPiece = Shape()
self.nextPiece = Shape()
self.curX = 0
self.curY = 0
self.numLinesRemoved = 0
self.board = []
self.isStarted = False
self.isPaused = False
self.Bind(wx.EVT_PAINT, self.OnPaint)
self.Bind(wx.EVT_KEY_DOWN, self.OnKeyDown)
self.Bind(wx.EVT_TIMER, self.OnTimer, id=Board.ID_TIMER)
self.clearBoard()
def shapeAt(self, x, y):
return self.board[(y * Board.BoardWidth) + x]
def setShapeAt(self, x, y, shape):
self.board[(y * Board.BoardWidth) + x] = shape
def squareWidth(self):
return self.GetClientSize().GetWidth() // Board.BoardWidth
def squareHeight(self):
return self.GetClientSize().GetHeight() // Board.BoardHeight
def start(self):
if self.isPaused:
return
self.isStarted = True
self.isWaitingAfterLine = False
self.numLinesRemoved = 0
self.clearBoard()
self.newPiece()
self.timer.Start(Board.Speed)
def pause(self):
if not self.isStarted:
return
self.isPaused = not self.isPaused
statusbar = self.GetParent().statusbar
if self.isPaused:
self.timer.Stop()
statusbar.SetStatusText('paused')
else:
self.timer.Start(Board.Speed)
statusbar.SetStatusText(str(self.numLinesRemoved))
self.Refresh()
def clearBoard(self):
for i in range(Board.BoardHeight * Board.BoardWidth):
self.board.append(Tetrominoes.NoShape)
def OnPaint(self, event):
dc = wx.PaintDC(self)
size = self.GetClientSize()
boardTop = size.GetHeight() - 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 != Tetrominoes.NoShape:
self.drawSquare(dc,
0 + j * self.squareWidth(),
boardTop + i * self.squareHeight(), shape)
if self.curPiece.shape() != Tetrominoes.NoShape:
for i in range(4):
x = self.curX + self.curPiece.x(i)
y = self.curY - self.curPiece.y(i)
self.drawSquare(dc, 0 + x * self.squareWidth(),
boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(),
self.curPiece.shape())
def OnKeyDown(self, event):
if not self.isStarted or self.curPiece.shape() == Tetrominoes.NoShape:
event.Skip()
return
keycode = event.GetKeyCode()
if keycode == ord('P') or keycode == ord('p'):
self.pause()
return
if self.isPaused:
return
elif keycode == wx.WXK_LEFT:
self.tryMove(self.curPiece, self.curX - 1, self.curY)
elif keycode == wx.WXK_RIGHT:
self.tryMove(self.curPiece, self.curX + 1, self.curY)
elif keycode == wx.WXK_DOWN:
self.tryMove(self.curPiece.rotatedRight(), self.curX, self.curY)
elif keycode == wx.WXK_UP:
self.tryMove(self.curPiece.rotatedLeft(), self.curX, self.curY)
elif keycode == wx.WXK_SPACE:
self.dropDown()
elif keycode == ord('D') or keycode == ord('d'):
self.oneLineDown()
else:
event.Skip()
def OnTimer(self, event):
if event.GetId() == Board.ID_TIMER:
if self.isWaitingAfterLine:
self.isWaitingAfterLine = False
self.newPiece()
else:
self.oneLineDown()
else:
event.Skip()
def dropDown(self):
newY = self.curY
while newY > 0:
if not self.tryMove(self.curPiece, self.curX, newY - 1):
break
newY -= 1
self.pieceDropped()
def oneLineDown(self):
if not self.tryMove(self.curPiece, self.curX, self.curY - 1):
self.pieceDropped()
def pieceDropped(self):
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):
numFullLines = 0
statusbar = self.GetParent().statusbar
rowsToRemove = []
for i in range(Board.BoardHeight):
n = 0
for j in range(Board.BoardWidth):
if not self.shapeAt(j, i) == Tetrominoes.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
statusbar.SetStatusText(str(self.numLinesRemoved))
self.isWaitingAfterLine = True
self.curPiece.setShape(Tetrominoes.NoShape)
self.Refresh()
def newPiece(self):
self.curPiece = self.nextPiece
statusbar = self.GetParent().statusbar
self.nextPiece.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(Tetrominoes.NoShape)
self.timer.Stop()
self.isStarted = False
statusbar.SetStatusText('Game over')
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) != Tetrominoes.NoShape:
return False
self.curPiece = newPiece
self.curX = newX
self.curY = newY
self.Refresh()
return True
def drawSquare(self, dc, x, y, shape):
colors = ['#000000', '#CC6666', '#66CC66', '#6666CC',
'#CCCC66', '#CC66CC', '#66CCCC', '#DAAA00']
light = ['#000000', '#F89FAB', '#79FC79', '#7979FC',
'#FCFC79', '#FC79FC', '#79FCFC', '#FCC600']
dark = ['#000000', '#803C3B', '#3B803B', '#3B3B80',
'#80803B', '#803B80', '#3B8080', '#806200']
pen = wx.Pen(light[shape])
pen.SetCap(wx.CAP_PROJECTING)
dc.SetPen(pen)
dc.DrawLine(x, y + self.squareHeight() - 1, x, y)
dc.DrawLine(x, y, x + self.squareWidth() - 1, y)
darkpen = wx.Pen(dark[shape])
darkpen.SetCap(wx.CAP_PROJECTING)
dc.SetPen(darkpen)
dc.DrawLine(x + 1, y + self.squareHeight() - 1,
x + self.squareWidth() - 1, y + self.squareHeight() - 1)
dc.DrawLine(x + self.squareWidth() - 1,
y + self.squareHeight() - 1, x + self.squareWidth() - 1, y + 1)
dc.SetPen(wx.TRANSPARENT_PEN)
dc.SetBrush(wx.Brush(colors[shape]))
dc.DrawRectangle(x + 1, y + 1, self.squareWidth() - 2,
self.squareHeight() - 2)
class Tetrominoes(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 = Tetrominoes.NoShape
self.setShape(Tetrominoes.NoShape)
def shape(self):
return self.pieceShape
def setShape(self, 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):
self.setShape(random.randint(1, 7))
def x(self, index):
return self.coords[index][0]
def y(self, index):
return self.coords[index][1]
def setX(self, index, x):
self.coords[index][0] = x
def setY(self, index, y):
self.coords[index][1] = y
def minX(self):
m = self.coords[0][0]
for i in range(4):
m = min(m, self.coords[i][0])
return m
def maxX(self):
m = self.coords[0][0]
for i in range(4):
m = max(m, self.coords[i][0])
return m
def minY(self):
m = self.coords[0][1]
for i in range(4):
m = min(m, self.coords[i][1])
return m
def maxY(self):
m = self.coords[0][1]
for i in range(4):
m = max(m, self.coords[i][1])
return m
def rotatedLeft(self):
if self.pieceShape == Tetrominoes.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 rotatedRight(self):
if self.pieceShape == Tetrominoes.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 main():
app = wx.App()
ex = Tetris(None)
ex.Show()
app.MainLoop()
if __name__ == '__main__':
main()
<img src=”https://mymarkdowm.oss-cn-beijing.aliyuncs.com/markdownimg/image-20201115192956845.png” alt=”image-20201115192956845″ style=”zoom:50%;” />
应用程序启动后,立刻开始。咱们能够通过按 p 键来暂停游戏。空格键会将掉落的俄罗斯方块立刻掉到底部。d 键则会使棋子减速着落。方向下键会旋转形态。游戏以恒定的速度进行, 分数是咱们删除的排数。
...
self.curX = 0
self.curY = 0
self.numLinesRemoved = 0
self.board = []
...
在开始游戏循环之前,咱们先初始化一些重要的变量。self.board
变量是一个从 0 到 7 的数字列表。它代表各种形态的地位和形态在棋盘上的陈迹。
for i in range(Board.BoardHeight):
for j in range(Board.BoardWidth):
shape = self.shapeAt(j, Board.BoardHeight - i - 1)
if shape != Tetrominoes.NoShape:
self.drawSquare(dc,
0 + j * self.squareWidth(),
boardTop + i * self.squareHeight(), shape)
游戏的绘画分为两个步骤。第一步,咱们画出所有的形态,或者是掉到棋盘底部的形态。所有的方块都被保留在 self.board
列表变量中。咱们应用 shapeAt()
办法拜访它。
if self.curPiece.shape() != Tetrominoes.NoShape:
for i in range(4):
x = self.curX + self.curPiece.x(i)
y = self.curY - self.curPiece.y(i)
self.drawSquare(dc, 0 + x * self.squareWidth(),
boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(),
self.curPiece.shape())
下一步是画出落下的理论作品。
elif keycode == wx.WXK_LEFT:
self.tryMove(self.curPiece, self.curX - 1, self.curY)
在 OnKeyDown()办法中,咱们查看是否有按键被按下。如果按了右边的方向键,就会尝试将棋子向左挪动。tryMove 是因为棋子可能无奈挪动(边界上)。
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) != Tetrominoes.NoShape:
return False
self.curPiece = newPiece
self.curX = newX
self.curY = newY
self.Refresh()
return True
在 tryMove()
办法中,咱们尝试挪动咱们的形态。如果形态在棋盘的边缘或与其余棋子相邻,咱们返回 “False”;否则咱们将以后着落的棋子搁置到新的地位并返回 “True”。
def OnTimer(self, event):
if event.GetId() == Board.ID_TIMER:
if self.isWaitingAfterLine:
self.isWaitingAfterLine = False
self.newPiece()
else:
self.oneLineDown()
else:
event.Skip()
在 OnTimer()
办法中,咱们要么在前一个棋子落到底部后,创立一个新的棋子,要么将落下的棋子向下挪动一行。
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) == Tetrominoes.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))
...
如果形态达到底部,就调用 removeFullLines()办法。首先咱们找出所有的满行,并将其删除。咱们的做法是将以后要删除的满行之上的所有行向下挪动一行。
def newPiece(self):
self.curPiece = self.nextPiece
statusbar = self.GetParent().statusbar
self.nextPiece.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(Tetrominoes.NoShape)
self.timer.Stop()
self.isStarted = False
statusbar.SetStatusText('Game over')
newPiece()
办法随机创立一个新的俄罗斯方块。如果这个棋子不能进入它的初始地位,游戏就完结了。
Shape
类保留了俄罗斯方块的信息。
self.coords = [[0,0] for i in range(4)]
创立后咱们创立一个空的坐标列表。该列表将保留俄罗斯方块片的坐标。例如,元组 (0,-1),(0,0),(-1,0),(-1,-1) 代表一个旋转的 S 形。下图阐明了这个形态。
<img src=”https://mymarkdowm.oss-cn-beijing.aliyuncs.com/markdownimg/coordinates.png” alt=”Coordinates” style=”zoom:50%;” />
当画出以后落下的棋子时,咱们在 self.curX
和self.curY 地位
画出它。而后咱们看坐标表,把四个方块都画进去。