俄羅斯方塊是由俄羅斯程序員Alexey Pajitnov在1985年設計和編程的。
在這個遊戲中,我們有七種不同的形狀:S形,Z形,T形,L形,線形,鏡面L形,和一個方形。每一個形狀都是由四個小正方形組成的。這些形狀都是從棋盤上掉下來的。俄羅斯方塊遊戲的目的是移動和旋轉這些形狀,使它們盡可能地适合。如果我們成功地形成一排,這一排就會被銷毀,我們就會得分。我們玩俄羅斯方塊遊戲,直到我們達到頂點。
wxPython 是一個用于創建應用程序的工具包。還有一些其他的庫比如pygame是針對創建電腦遊戲的,但wxPython也可以用來創建遊戲。
我們的俄羅斯方塊遊戲沒有圖像,我們使用wxPython中提供的繪圖API繪制俄羅斯方塊。每一個電腦遊戲的背後,都有一個數學模型。俄羅斯方塊中也是如此。
遊戲背後的一些基礎想法。
用wx.Timer來創建一個遊戲循環。
畫出不同形狀
形狀以方塊為單位移動(而不是以像素為單位)。
在數學上,棋盤是一個簡單的數字列表。
#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):
#狀态欄 顯示分數
self.statusbar = self.CreateStatusBar()
self.statusbar.SetStatusText('0')
#主board
self.board = Board(self)
self.board.SetFocus()
self.board.start()
self.SetTitle("俄羅斯方塊")
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()
應用程序啟動後,立即開始。我們可以通過按p鍵來暫停遊戲。空格鍵會将掉落的俄羅斯方塊立即掉到底部。d鍵則會使棋子加速下落。方向下鍵會旋轉形狀。遊戲以恒定的速度進行,分數是我們删除的排數。
...
self.curX = 0
self.curY = 0
self.numLinesRemoved = 0
self.board = []
...
在開始遊戲循環之前,我們先初始化一些重要的變量。self.board
變量是一個從0到7的數字列表。它代表各種形狀的位置和形狀在棋盤上的遺迹。
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)
遊戲的繪畫分為兩個步驟。第一步,我們畫出所有的形狀,或者是掉到棋盤底部的形狀。所有的方塊都被保存在self.board
列表變量中。我們使用shapeAt()
方法訪問它。
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())
下一步是畫出落下的實際作品。
elif keycode == wx.WXK_LEFT:
self.tryMove(self.curPiece, self.curX - 1, self.curY)
在OnKeyDown()方法中,我們檢查是否有按鍵被按下。如果按了左邊的方向鍵,就會嘗試将棋子向左移動。tryMove是因為棋子可能無法移動(邊界上)。
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()
方法中,我們嘗試移動我們的形狀。如果形狀在棋盤的邊緣或與其他棋子相鄰,我們返回 "False";否則我們将當前下落的棋子放置到新的位置并返回 "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()
方法中,我們要麼在前一個棋子落到底部後,創建一個新的棋子,要麼将落下的棋子向下移動一行。
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))
...
如果形狀到達底部,就調用removeFullLines()方法。首先我們找出所有的滿行,并将其删除。我們的做法是将當前要删除的滿行之上的所有行向下移動一行。
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()
方法随機創建一個新的俄羅斯方塊。如果這個棋子不能進入它的初始位置,遊戲就結束了。
Shape
類保存了俄羅斯方塊的信息。
self.coords = [[0,0] for i in range(4)]
創建後我們創建一個空的坐标列表。該列表将保存俄羅斯方塊片的坐标。例如,元組(0,-1),(0,0),(-1,0),(-1,-1)代表一個旋轉的S形。下圖說明了這個形狀。
當畫出當前落下的棋子時,我們在self.curX
和self.curY位置
畫出它。然後我們看坐标表,把四個方塊都畫出來。
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