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.pyimport wximport randomclass 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 = 7class 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 resultdef 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 = 0self.curY = 0self.numLinesRemoved = 0self.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

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()

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.curXself.curY地位画出它。而后咱们看坐标表,把四个方块都画进去。