pygame实现俄罗斯方块游戏(对战篇1)

上篇更新到pygame实现俄罗斯方块游戏(AI篇2),原本应该继续做优化,不过考虑到完成游戏完整性,这张就先把对战做好。

一、对战的方块管理

定义一个BlockManage管理对战的方块

class BlockManage(object):
 pnum=1
 blocks = []
 def __init__(self,pnum):
 self.pnum=pnum
 self.blocks=[[] for i in range(self.pnum)]

 def get_block(self, pid=0):
 if len(self.blocks[pid]) == 0:
 block = create_block()
 for arr in self.blocks:
 arr.append(pickle.loads(pickle.dumps(block)))
 return self.blocks[pid].pop(0)

根据BlockManage根据传入的玩家id返回方块,保证每个玩家拿到的方块序列十一致的,所以在每次创建方块时存放了玩家数量相同的拷贝,拷贝是避免对象的引用造成对同一个方块对象操作混乱。

然后HintBox里加入block_manage的引用并且在take_block函数里将创建Block改为使用block_manage去取方块

class HintBox(object):
 block_manage=None
 next_block=None
 def __init__(self, bg, block_size, position, block_manage):
 self._bg=bg;
 self._x,self._y,self._width,self._height=position
 self._block_size=block_size
 self._bgcolor=[0,0,0]
 self.block_manage=block_manage

 def take_block(self):
 block = self.next_block
 if block is None: # make first block
 block = self.block_manage.get_block()

 self.next_block = self.block_manage.get_block()
 return block

分别定义一个VirtualHintBox和一个VirtualScoreBox,用于给右下角面板上的

class VirtualHintBox(object):
 pid = 0
 block_manage=None
 next_block=None
 def __init__(self, pid, block_manage):
 print pid
 self.pid=pid
 self.block_manage=block_manage

 def take_block(self):
 block = self.next_block
 if block is None: # make first block
 block = block_manage.get_block(self.pid)

 self.next_block = block_manage.get_block(self.pid)
 return block
class VirtualScoreBox(object):
 total_score = 0
 def __init__(self):
 pass

 def add_score(self, score):
 self.total_score += score

使用block_manage并分别传递给主面板的hint_box和右下角面板的VirtualHintBox,右下角面板的定义和初使设置完了以后,将下面的player改为player1和player2两个玩家。

在游戏主循环增加完相应的设置和操作,现在就可以玩人机对战了。

当然如果你把

player1 = HumanPlayer()
player2 = AIPlayer(ai_diff_ticks=350)

改成

player1 = AIPlayer(ai_diff_ticks=150)
player2 = AIPlayer(ai_diff_ticks=350)

当然就是一场机器人对机器人的战斗

二、记分和增加对抗性

增加记分显示比较容易,给VirtualScoreBox实现下paint就行。

class VirtualScoreBox(object):
 total_score = 0
 def __init__(self, bg, position):
 self._bg=bg;
 self._x,self._y,self._width,self._height=position
 self._bgcolor=[0,0,0]

 def paint(self):
 myfont = pygame.font.Font(None,22)
 white = 255,255,255
 textImage = myfont.render('Player2 Score:%06d'%(self.total_score), True, white)
 self._bg.blit(textImage, (self._x,self._y))

 def add_score(self, score):
 self.total_score += score

增加对抗性的话先设置个规则,谁的分数满1000,就可以给另一方增加两层方块作为攻击,为便于计算,我们在Panel里增加一个数字,用于标记对对方攻击的次数。

Panel里增加一个添加障碍物的函数

def add_hinder(self):
 hinder_lines=2
 for tmp in self.rect_arr:
 tmp.y-=hinder_lines
 for y in range(hinder_lines):
 arr=range(10)
 for i in range(5):
 n = random.randint(0,len(arr)-1)
 arr.pop(n)
 for x in arr:
 self.rect_arr.append(RectInfo(x,19-y,[0,0,255]))

Panel里再添加一个获取是否有攻击触发的函数

def get_attach_num(self):
 if self.score_box.total_score /1000 > self.attack_num:
 self.attack_num+=1
 return 1
 else:
 return 0

主循环里再增加攻击的处理

好了,现在对战效果也完成了。

最后再给AIPlayer一个level属性,将level映射为时间间隔

以现在的机器人水平,试了下大概能战胜5级的AIPlayer。

最后附下目前的代码。

# -*- coding=utf-8 -*-
import random
import pygame
from pygame.locals import KEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN,K_SPACE
import pickle,os

ROW_COUNT=20
COL_COUNT=10
SCORE_MAP=(100,300,800,1600)

class Matrix(object):
 rows = 0
 cols = 0
 data = []
 def __init__(self, rows, cols, data=None):
 self.rows = rows
 self.cols = cols
 if data is None: data = [0 for i in range(rows*cols)]
 self.data = data

 def set_val(self, x, y, val):
 self.data[y*self.cols+x] = val

 def get_val(self, x, y):
 return self.data[y*self.cols+x]

 def cross_block(self, rect_arr, xdiff=0, ydiff=0):
 for x,y in rect_arr:
 #if x+xdiff>=0 and x+xdiff<self.cols and y+ydiff>=0 and y+ydiff<self.rows:
 if self.get_val(x+xdiff,y+ydiff) == 1: return True
 return False

 def get_block_above_hole(self):
 blocks=0
 for x in range(0,self.cols):
 for y in range(1,self.rows):
 if self.get_val(x,y) == 0 and self.get_val(x,y-1) == 1:
  blocks += sum(self.data[x:(y*self.cols+x):self.cols])

 return blocks

 def get_hole_number(self):
 hole_num=0
 for x in range(0,self.cols):
 for y in range(1,self.rows):
 if self.get_val(x,y) == 0 and self.get_val(x,y-1) == 1:
  hole_num+=1
 return hole_num

 def clone(self):
 clone_matrix=Matrix(self.rows, self.cols, list(self.data))
 return clone_matrix

 def fill_block(self, rect_arr, xdiff=0, ydiff=0):
 for x,y in rect_arr:
 self.set_val(x+xdiff,y+ydiff, 1)

 def do_clear(self):
 clear_num = 0
 for i in range(self.rows-1,-1,-1):
 if sum(self.data[self.cols*i:self.cols*(i+1)])==self.cols:
 self.data[self.cols:self.cols*(i+1)]=self.data[0:self.cols*i]
 clear_num+=1
 return clear_num

 def get_empty_col(self):
 miny_arr=[]
 for x in range(self.cols):
 miny=19
 for y in range(self.rows):
 miny=y
 if self.get_val(x,y) == 1:break
 miny_arr.append(miny)
 empty_arr=[]
 if miny_arr[1] - miny_arr[0] > 2: empty_arr.append((self.cols,miny_arr[1] - miny_arr[0]))
 if miny_arr[self.cols-2] - miny_arr[self.cols-1] > 2: empty_arr.append((miny_arr[self.cols-2] - miny_arr[self.cols-1],self.cols))
 for x in range(1,self.cols-1):
 if miny_arr[x-1]-miny_arr[x]>2 or miny_arr[x+1]-miny_arr[x]>2: empty_arr.append((miny_arr[x-1]-miny_arr[x],miny_arr[x+1]-miny_arr[x]))
 return empty_arr

 def print_matrix(self):
 for i in range(self.rows):
 print self.data[self.cols*i:self.cols*(i+1)]

class Player(object):
 auto_mode=False
 def __init__(self):
 pass
 def run(self, panel):
 pass

class HumanPlayer(Player):
 def __init__(self):
 super(Player, self).__init__()

class AIPlayer(Player):
 cal_block_id=-1
 ctl_arr=[] # control arr, 1=change、2=left、3=right、4=down
 auto_mode=True
 ai_diff_ticks = 100 #timespan between two controls
 level=None

 def __init__(self, level=None, ai_diff_ticks=100):
 super(Player, self).__init__()
 self.ai_diff_ticks=ai_diff_ticks
 self.level=level
 if level is not None:
 level=int(level)
 if level<1: level=1
 if level>10:level=10
 self.ai_diff_ticks=1000/level

 self.ctl_ticks = pygame.time.get_ticks() + self.ai_diff_ticks

 def get_cost_of_emptycol(self, empty_arr):
 cost = 0
 for l,r in empty_arr:
 if l>2 and r>2: cost += (l+r)*2
 elif l>2: cost += l
 else: cost += r
 return cost

 def cal_best_arr(self, panel):
 matrix = panel.get_rect_matrix()
 cur_shape_id = panel.moving_block.shape_id
 shape_num = panel.moving_block.shape_num
 max_score = -10000
 best_arr = []
 for i in range(shape_num):
 tmp_shape_id = cur_shape_id + i
 if tmp_shape_id >= shape_num: tmp_shape_id = tmp_shape_id % shape_num
 tmp_shape = panel.moving_block.get_shape(sid=tmp_shape_id)
 center_shape = []
 for x,y in tmp_shape: center_shape.append((x+COL_COUNT/2-2,y-2))
 minx = COL_COUNT
 maxx = 0
 miny = ROW_COUNT
 maxy = -2
 for x,y in center_shape:
 if x<minx: minx = x
 if x>maxx: maxx = x
 if y<miny: miny = y
 if y>maxy: maxy = y

 for xdiff in range(-minx,COL_COUNT-maxx):
 arr = [1 for _ in range(i)]
 if xdiff < 0: [arr.append(2) for _ in range(-xdiff)]
 if xdiff > 0: [arr.append(3) for _ in range(xdiff)]

 max_yindex = -miny
 for yindex in range(-miny, ROW_COUNT-maxy):
  if matrix.cross_block(center_shape, xdiff=xdiff, ydiff=yindex):
  break
  max_yindex = yindex
 score = sum([y+max_yindex for x,y in center_shape])

 # clone matrix and fill new block to calculate holes
 clone_matrix = matrix.clone()
 clone_matrix.fill_block(center_shape, xdiff=xdiff, ydiff=max_yindex)
 clear_num = clone_matrix.do_clear()
 score -= clone_matrix.get_block_above_hole()
 empty_arr = clone_matrix.get_empty_col()
 score -= self.get_cost_of_emptycol(empty_arr)
 score += clear_num * 5
 score -= clone_matrix.get_hole_number() * COL_COUNT

 if score > max_score:
  max_score = score
  best_arr = arr
 self.ctl_arr = best_arr+[4]

 def run(self, panel):
 if pygame.time.get_ticks() < self.ctl_ticks: return
 self.ctl_ticks += self.ai_diff_ticks
 if panel.block_id == self.cal_block_id: # block_id not change
 if len(self.ctl_arr)>0:
 ctl = self.ctl_arr.pop(0)
 if ctl == 1: panel.change_block()
 if ctl == 2: panel.control_block(-1,0)
 if ctl == 3: panel.control_block(1,0)
 if ctl == 4:
  flag = panel.move_block()
  while flag==1:
  flag = panel.move_block()

 else: # block_id is new
 self.cal_block_id = panel.block_id
 self.cal_best_arr(panel)

class RectInfo(object):
 def __init__(self, x, y, color):
 self.x = x
 self.y = y
 self.color = color

class BlockManage(object):
 pnum=1
 blocks = []
 def __init__(self,pnum):
 self.pnum=pnum
 self.blocks=[[] for i in range(self.pnum)]

 def get_block(self, pid=0):
 if len(self.blocks[pid]) == 0:
 block = create_block()
 for arr in self.blocks:
 arr.append(pickle.loads(pickle.dumps(block)))
 return self.blocks[pid].pop(0)

class VirtualHintBox(object):
 pid = 0
 block_manage=None
 next_block=None
 def __init__(self, pid, block_manage):
 print pid
 self.pid=pid
 self.block_manage=block_manage

 def take_block(self):
 block = self.next_block
 if block is None: # make first block
 block = block_manage.get_block(self.pid)

 self.next_block = block_manage.get_block(self.pid)
 return block

 def paint(self):
 pass

class HintBox(VirtualHintBox):
 def __init__(self, bg, block_size, position, block_manage):
 super(VirtualHintBox, self).__init__()
 self._bg=bg;
 self._x,self._y,self._width,self._height=position
 self._block_size=block_size
 self._bgcolor=[0,0,0]

 def paint(self):
 mid_x=self._x+self._width/2
 pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width)
 bz=self._block_size

 if self.next_block:
 arr = self.next_block.get_rect_arr()
 minx,miny=arr[0]
 maxx,maxy=arr[0]
 for x,y in arr:
 if x<minx: minx=x
 if x>maxx: maxx=x
 if y<miny: miny=y
 if y>maxy: maxy=y
 w=(maxx-minx)*bz
 h=(maxy-miny)*bz

 cx=self._width/2-w/2-minx*bz-bz/2
 cy=self._height/2-h/2-miny*bz-bz/2

 for rect in arr:
 x,y=rect
 pygame.draw.line(self._bg,self.next_block.color,[self._x+x*bz+cx+bz/2,self._y+cy+y*bz],[self._x+x*bz+cx+bz/2,self._y+cy+(y+1)*bz],bz)
 pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz+cx,self._y+y*bz+cy,bz+1,bz+1],1)

class ScoreBox(object):
 total_score = 0
 high_score = 0
 db_file = 'tetris.db'
 def __init__(self, bg, block_size, position):
 self._bg=bg;
 self._x,self._y,self._width,self._height=position
 self._block_size=block_size
 self._bgcolor=[0,0,0]

 if os.path.exists(self.db_file): self.high_score = pickle.load(open(self.db_file,'rb'))

 def paint(self):
 myfont = pygame.font.Font(None,36)
 white = 255,255,255
 textImage = myfont.render('High: %06d'%(self.high_score), True, white)
 self._bg.blit(textImage, (self._x,self._y-10))
 textImage = myfont.render('Score:%06d'%(self.total_score), True, white)
 self._bg.blit(textImage, (self._x,self._y+20))

 def add_score(self, score):
 self.total_score += score
 if self.total_score > self.high_score:
 self.high_score=self.total_score
 pickle.dump(self.high_score, open(self.db_file,'wb+'))

class VirtualScoreBox(object):
 total_score = 0
 def __init__(self, bg, position):
 self._bg=bg;
 self._x,self._y,self._width,self._height=position
 self._bgcolor=[0,0,0]

 def paint(self):
 myfont = pygame.font.Font(None,22)
 white = 255,255,255
 textImage = myfont.render('Player2 Score:%06d'%(self.total_score), True, white)
 self._bg.blit(textImage, (self._x,self._y))

 def add_score(self, score):
 self.total_score += score

class Panel(object):
 attack_num=0
 block_id=0
 rect_arr=[]
 moving_block=None
 hint_box=None
 score_box=None
 def __init__(self,bg, block_size, position):
 self._bg=bg;
 self._x,self._y,self._width,self._height=position
 self._block_size=block_size
 self._bgcolor=[0,0,0]
 self.block_id=0
 self.rect_arr=[]
 self.moving_block=None

 def get_rect_matrix(self):
 matrix = Matrix(ROW_COUNT, COL_COUNT)
 for rect_info in self.rect_arr:
 matrix.set_val(rect_info.x, rect_info.y, 1)
 return matrix

 def add_block(self,block):
 print block.get_rect_arr()
 for x,y in block.get_rect_arr():
 self.rect_arr.append(RectInfo(x,y, block.color))
 print len(self.rect_arr)

 def create_move_block(self):
 self.block_id+=1
 block = self.hint_box.take_block()
 #block = create_block()
 block.move(COL_COUNT/2-2,-2) # move block to top center
 self.moving_block=block

 def check_overlap(self, diffx, diffy, check_arr=None):
 if check_arr is None: check_arr = self.moving_block.get_rect_arr()
 for x,y in check_arr:
 for rect_info in self.rect_arr:
 if x+diffx==rect_info.x and y+diffy==rect_info.y:
  return True
 return False

 def control_block(self, diffx, diffy):
 if self.moving_block.can_move(diffx,diffy) and not self.check_overlap(diffx, diffy):
 self.moving_block.move(diffx,diffy)

 def change_block(self):
 if self.moving_block:
 new_arr = self.moving_block.change()
 if new_arr and not self.check_overlap(0, 0, check_arr=new_arr):
 self.moving_block.rect_arr=new_arr

 def move_block(self):
 if self.moving_block is None: create_move_block()
 if self.moving_block.can_move(0,1) and not self.check_overlap(0,1):
 self.moving_block.move(0,1)
 return 1
 else:
 self.add_block(self.moving_block)
 self.check_clear()

 for rect_info in self.rect_arr:
 if rect_info.y<0: return 9 # gameover
 self.create_move_block()
 return 2

 def check_clear(self):
 tmp_arr = [[] for i in range(20)]

 for rect_info in self.rect_arr:
 if rect_info.y<0: return
 tmp_arr[rect_info.y].append(rect_info)

 clear_num=0
 clear_lines=set([])
 y_clear_diff_arr=[[] for i in range(20)]

 for y in range(19,-1,-1):
 if len(tmp_arr[y])==10:
 clear_lines.add(y)
 clear_num += 1
 y_clear_diff_arr[y] = clear_num

 if clear_num>0:
 new_arr=[]

 for y in range(19,-1,-1):
 if y in clear_lines: continue
 tmp_row = tmp_arr[y]
 y_clear_diff=y_clear_diff_arr[y]
 for rect_info in tmp_row:
  #new_arr.append([x,y+y_clear_diff])
  new_arr.append(RectInfo(rect_info.x, rect_info.y+y_clear_diff, rect_info.color))

 self.rect_arr = new_arr
 score = SCORE_MAP[clear_num-1]
 self.score_box.add_score(score)

 def get_attach_num(self):
 if self.score_box.total_score /1000 > self.attack_num:
 self.attack_num+=1
 return 1
 else:
 return 0

 def add_hinder(self):
 hinder_lines=2
 for tmp in self.rect_arr:
 tmp.y-=hinder_lines
 for y in range(hinder_lines):
 arr=range(10)
 for i in range(5):
 n = random.randint(0,len(arr)-1)
 arr.pop(n)
 for x in arr:
 self.rect_arr.append(RectInfo(x,19-y,[0,0,255]))

 def paint(self):
 mid_x=self._x+self._width/2
 pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) # 用一个粗线段来填充背景

 bz=self._block_size
 for rect_info in self.rect_arr:
 x=rect_info.x
 y=rect_info.y
 pygame.draw.line(self._bg,rect_info.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
 pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)

 if self.moving_block:
 for rect in self.moving_block.get_rect_arr():
 x,y=rect
 pygame.draw.line(self._bg,self.moving_block.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
 pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)

 self.score_box.paint()
 self.hint_box.paint() 

class Block(object):
 sx=0
 sy=0
 def __init__(self):
 self.rect_arr=[]

 def get_rect_arr(self):
 return self.rect_arr

 def move(self,xdiff,ydiff):
 self.sx+=xdiff
 self.sy+=ydiff
 self.new_rect_arr=[]
 for x,y in self.rect_arr:
 self.new_rect_arr.append((x+xdiff,y+ydiff))
 self.rect_arr=self.new_rect_arr

 def can_move(self,xdiff,ydiff):
 for x,y in self.rect_arr:
 if y+ydiff>=20: return False
 if x+xdiff<0 or x+xdiff>=10: return False
 return True

 def change(self):
 self.shape_id+=1
 if self.shape_id >= self.shape_num:
 self.shape_id=0

 arr = self.get_shape()
 new_arr = []
 for x,y in arr:
 if x+self.sx<0 or x+self.sx>=10:
 self.shape_id -= 1
 if self.shape_id < 0: self.shape_id = self.shape_num - 1
 return None 

 new_arr.append([x+self.sx,y+self.sy])

 return new_arr

class LongBlock(Block):
 shape_id=0
 shape_num=2
 def __init__(self, n=None):
 super(LongBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(50,180,50)

 def get_shape(self, sid=None):
 if sid is None: sid = self.shape_id
 return [(1,0),(1,1),(1,2),(1,3)] if sid==0 else [(0,2),(1,2),(2,2),(3,2)]

class SquareBlock(Block):
 shape_id=0
 shape_num=1
 def __init__(self, n=None):
 super(SquareBlock, self).__init__()
 self.rect_arr=self.get_shape()
 self.color=(0,0,255)

 def get_shape(self, sid=None):
 if sid is None: sid = self.shape_id
 return [(1,1),(1,2),(2,1),(2,2)]

class ZBlock(Block):
 shape_id=0
 shape_num=2
 def __init__(self, n=None):
 super(ZBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(30,200,200)

 def get_shape(self, sid=None):
 if sid is None: sid = self.shape_id
 return [(2,0),(2,1),(1,1),(1,2)] if sid==0 else [(0,1),(1,1),(1,2),(2,2)]

class SBlock(Block):
 shape_id=0
 shape_num=2
 def __init__(self, n=None):
 super(SBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(255,30,255)

 def get_shape(self, sid=None):
 if sid is None: sid = self.shape_id
 return [(1,0),(1,1),(2,1),(2,2)] if sid==0 else [(0,2),(1,2),(1,1),(2,1)]

class LBlock(Block):
 shape_id=0
 shape_num=4
 def __init__(self, n=None):
 super(LBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(200,200,30)

 def get_shape(self, sid=None):
 if sid is None: sid = self.shape_id
 if sid==0: return [(1,0),(1,1),(1,2),(2,2)]
 elif sid==1: return [(0,1),(1,1),(2,1),(0,2)]
 elif sid==2: return [(0,0),(1,0),(1,1),(1,2)]
 else: return [(0,1),(1,1),(2,1),(2,0)]

class JBlock(Block):
 shape_id=0
 shape_num=4
 def __init__(self, n=None):
 super(JBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(200,100,0)

 def get_shape(self, sid=None):
 if sid is None: sid = self.shape_id
 if sid==0: return [(1,0),(1,1),(1,2),(0,2)]
 elif sid==1: return [(0,1),(1,1),(2,1),(0,0)]
 elif sid==2: return [(2,0),(1,0),(1,1),(1,2)]
 else: return [(0,1),(1,1),(2,1),(2,2)]

class TBlock(Block):
 shape_id=0
 shape_num=4
 def __init__(self, n=None):
 super(TBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(255,0,0)

 def get_shape(self, sid=None):
 if sid is None: sid = self.shape_id
 if sid==0: return [(0,1),(1,1),(2,1),(1,2)]
 elif sid==1: return [(1,0),(1,1),(1,2),(0,1)]
 elif sid==2: return [(0,1),(1,1),(2,1),(1,0)]
 else: return [(1,0),(1,1),(1,2),(2,1)]

def create_block():
 n = random.randint(0,18)
 if n==0: return SquareBlock(n=0)
 elif n==1 or n==2: return LongBlock(n=n-1)
 elif n==3 or n==4: return ZBlock(n=n-3)
 elif n==5 or n==6: return SBlock(n=n-5)
 elif n>=7 and n<=10: return LBlock(n=n-7)
 elif n>=11 and n<=14: return JBlock(n=n-11)
 else: return TBlock(n=n-15)

block_manage = BlockManage(2) # two players
def run():
 pygame.init()
 addition_width = 160
 space=30
 main_block_size=30
 main_panel_width=main_block_size*COL_COUNT
 main_panel_height=main_block_size*ROW_COUNT
 screencaption = pygame.display.set_caption('Tetris')
 screen = pygame.display.set_mode((main_panel_width+addition_width+space*3,main_panel_height+space*2))
 main_panel=Panel(screen,main_block_size,[space,space,main_panel_width,main_panel_height])
 hint_box=HintBox(screen,main_block_size,[main_panel_width+space+space,space,addition_width,addition_width],block_manage)
 score_box=ScoreBox(screen,main_block_size,[main_panel_width+space+space,addition_width+space*2,addition_width,addition_width])

 main_panel.hint_box=hint_box
 main_panel.score_box=score_box

 pygame.key.set_repeat(200, 30)
 main_panel.create_move_block()

 battle_panel_width=160
 battle_block_width=battle_panel_width/COL_COUNT
 battle_panel_height=battle_block_width*ROW_COUNT
 battle_panel_x = main_panel_width+space+space+(addition_width-battle_panel_width)
 battle_panel_y = main_panel_height+space-battle_panel_height
 battle_panel=Panel(screen,battle_block_width,[battle_panel_x,battle_panel_y,battle_panel_width,battle_panel_height])
 battle_panel.hint_box=VirtualHintBox(1,block_manage)
 battle_panel.score_box=VirtualScoreBox(screen,[battle_panel_x,battle_panel_y-16,addition_width,16])
 battle_panel.create_move_block()

 diff_ticks = 300
 ticks = pygame.time.get_ticks() + diff_ticks

 player1 = HumanPlayer()
 #player1 = AIPlayer(ai_diff_ticks=100)
 player2 = AIPlayer(level=5)

 pause=0
 game_state = 1 # game status 1.normal 2.gameover
 while True:
 for event in pygame.event.get():
 if event.type == pygame.QUIT:
  pygame.quit()
  exit()
 if event.type == KEYDOWN:
 if event.key==97: pause=1-pause # press a to pause
 if event.key==112: # for debug where press p
  main_panel.get_rect_matrix().print_matrix()
 if player1.auto_mode:continue
 if event.type == KEYDOWN:
 if event.key == K_LEFT: main_panel.control_block(-1,0)
 if event.key == K_RIGHT: main_panel.control_block(1,0)
 if event.key == K_UP: main_panel.change_block()
 if event.key == K_DOWN: main_panel.control_block(0,1)
 if event.key == K_SPACE:
  flag = main_panel.move_block()
  while flag==1:
  flag = main_panel.move_block()
  if flag == 9: game_state = 2
  if main_panel.get_attach_num()>0: battle_panel.add_hinder()

 screen.fill((100,100,100)) # make background gray
 main_panel.paint()
 battle_panel.paint()

 if game_state == 2:
 myfont = pygame.font.Font(None,30)
 white = 255,255,255
 textImage = myfont.render("Game over", True, white)
 screen.blit(textImage, (160,190))
 if game_state == 3:
 myfont = pygame.font.Font(None,30)
 white = 255,255,255
 textImage = myfont.render("Player1 win", True, white)
 screen.blit(textImage, (160,190))

 pygame.display.update() 

 if pause==1: continue
 if game_state == 1:
 player1.run(main_panel)
 player2.run(battle_panel)
 if game_state == 1 and pygame.time.get_ticks() >= ticks:
 ticks+=diff_ticks
 if main_panel.move_block()==9: game_state = 2 # gameover
 if main_panel.get_attach_num()>0: battle_panel.add_hinder()
 if battle_panel.move_block()==9: game_state = 3 # gameover
 if battle_panel.get_attach_num()>0: main_panel.add_hinder()

run()

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持我们。

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