https://zetcode.com/wxpython/thetetrisgame/
俄罗斯方块游戏是有史以来最受欢迎的电脑游戏之一。最初的游戏是由俄罗斯程序员Alexey Pajitnov于 1985 年设计和编程的。从那时起,俄罗斯方块几乎可以在每个计算机平台上以多种形式出现。
俄罗斯方块被称为落块益智游戏。在这个游戏中,我们有七种不同的形状,称为四联:S 形、Z 形、T 形、L 形、线形、镜像 L 形和方形。这些形状中的每一个都由四个正方形形成。形状正在从板上掉下来。俄罗斯方块游戏的目标是移动和旋转形状,使它们尽可能适合。如果我们设法形成一行,该行就会被破坏,我们就会得分。我们玩俄罗斯方块游戏,直到我们达到顶峰。
图:Tetromino
wxPython 是一个旨在创建应用程序的工具包。还有其他一些库旨在创建计算机游戏。尽管如此,wxPython 和其他应用程序工具包可用于创建游戏。
我们没有俄罗斯方块游戏的图像,我们使用 wxPython 中可用的绘图 API 绘制四联体。每个电脑游戏的背后,都有一个数学模型。所以它是在俄罗斯方块。
游戏背后的一些想法:
wx.Timer
用来创建一个游戏循环#!/usr/bin/python """ ZetCode wxPython tutorial This is Tetris game clone in wxPython. author: Jan Bodnar website: www.zetcode.com last modified: April 2018 """ import wx import random class Tetris(wx.Frame): def __init__(self, parent): wx.Frame.__init__(self, parent, size=(320, 740), style=wx.DEFAULT_FRAME_STYLE ^ wx.RESIZE_BORDER ^ wx.MAXIMIZE_BOX) self.initFrame() def initFrame(self): self.statusbar = self.CreateStatusBar() self.statusbar.SetStatusText('0') self.board = Board(self) self.board.SetFocus() self.board.start() self.SetTitle("Tetris") self.Centre() class Board(wx.Panel): BoardWidth = 10 BoardHeight = 22 Speed = 300 ID_TIMER = 1 def __init__(self, parent): wx.Panel.__init__(self, parent, style=wx.WANTS_CHARS) 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()
游戏被简化了一点,以便更容易理解。它在应用程序启动后立即启动。我们可以通过按键暂停游戏p。该Space键迅速降低下落俄罗斯方块片的底部。该d键下降的一块一行。(可用于加速下落。)游戏以匀速运行,不实现加速。分数是我们删除的行数。
def __init__(self, *args, **kw): super(Board, self).__init__(*args, **kw)
Windows 用户的注意事项。如果您不能使用箭头键,请添加 style=wx.WANTS_CHARS
到板构造函数中。
... self.curX = 0 self.curY = 0 self.numLinesRemoved = 0 self.board = [] ...
在我们开始游戏循环之前,我们初始化一些重要的变量。的self.board
变量是数字的列表从0 ... 7,它表示各种形状和在板形状的遗体的位置。
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。在第一步中,我们绘制所有的形状,或已经落到板底的形状的剩余部分。所有的方块都被记住在self.board
列表变量中。我们使用shapeAt()
方法访问它。
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())
下一步是绘制正在坠落的实际部分。
elif keycode == wx.WXK_LEFT: self.tryMove(self.curPiece, self.curX - 1, self.curY)
在OnKeyDown()
方法中,我们检查按下的键。如果我们按下向左箭头键,我们会尝试将棋子向左移动。我们说尝试是因为这件作品可能无法移动。
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
在该tryMove()
方法中,我们尝试移动我们的形状。如果形状在棋盘的边缘或与其他棋子相邻,我们返回False
;否则,我们将当前下落的棋子放到新位置并返回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()
在该OnTimer()
方法中,我们要么创建一个新的棋子,在前一个棋子落到底部之后,要么我们将下落的棋子向下移动一行。
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)) ...
如果碎片击中底部,我们调用该removeFullLines()
方法。首先,我们找出所有完整的行并删除它们。我们通过将当前整行上方的所有行移动到下一行来实现。请注意,我们颠倒了要删除的行的顺序。否则,它将无法正常工作。在我们的例子中,我们使用了一个朴素的引力。这意味着这些碎片可能漂浮在空白间隙上方。
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')
该newPiece()
方法随机创建一个新的俄罗斯方块。如果棋子不能进入其初始位置,则游戏结束。
该Shape
级扑救关于俄罗斯方块的资料片。
self.coords = [[0,0] for i in range(4)]
创建时,我们创建一个空的坐标列表。该列表将保存俄罗斯方块的坐标。例如,元组 (0, -1), (0, 0), (-1, 0), (-1, -1) 表示旋转的 S 形。下图说明了形状。
图:坐标
当我们绘制当前下落的棋子时,我们在self.curX
和 处绘制它self.curY position
。然后我们查看坐标表并绘制所有四个正方形。
图:俄罗斯方块
这是 wxPython 中的俄罗斯方块游戏。