文章先介紹了關(guān)于俄羅斯方塊游戲的幾個(gè)術(shù)語。
- 邊框――由10*20個(gè)空格組成,方塊就落在這里面。
- 盒子――組成方塊的其中小方塊,是組成方塊的基本單元。
- 方塊――從邊框頂?shù)粝碌臇|西,游戲者可以翻轉(zhuǎn)和改變位置。每個(gè)方塊由4個(gè)盒子組成。
- 形狀――不同類型的方塊。這里形狀的名字被叫做T, S, Z ,J, L, I , O。如下圖所示:
模版――用一個(gè)列表存放形狀被翻轉(zhuǎn)后的所有可能樣式。全部存放在變量里,變量名字如S_SHAPE_TEMPLATE or J_SHAPE_TEMPLATE
著陸――當(dāng)一個(gè)方塊到達(dá)邊框的底部或接觸到在其他的盒子話,我們就說這個(gè)方塊著陸了。那樣的話,另一個(gè)方塊就會(huì)開始下落。
下面先把代碼敲一遍,試著了解作者意圖,體會(huì)俄羅斯方塊游戲的制作過程。
import random, time, pygame, sys from pygame.locals import * FPS = 25 WINDOWWIDTH = 640 WINDOWHEIGHT = 480 BOXSIZE = 20 BOARDWIDTH = 10 BOARDHEIGHT = 20 BLANK = '.' MOVESIDEWAYSFREQ = 0.15 MOVEDOWNFREQ = 0.1 XMARGIN = int((WINDOWWIDTH - BOARDWIDTH * BOXSIZE) / 2) TOPMARGIN = WINDOWHEIGHT - (BOARDHEIGHT * BOXSIZE) - 5 # R G B WHITE = (255, 255, 255) GRAY = (185, 185, 185) BLACK = ( 0, 0, 0) RED = (155, 0, 0) LIGHTRED = (175, 20, 20) GREEN = ( 0, 155, 0) LIGHTGREEN = ( 20, 175, 20) BLUE = ( 0, 0, 155) LIGHTBLUE = ( 20, 20, 175) YELLOW = (155, 155, 0) LIGHTYELLOW = (175, 175, 20) BORDERCOLOR = BLUE BGCOLOR = BLACK TEXTCOLOR = WHITE TEXTSHADOWCOLOR = GRAY COLORS = ( BLUE, GREEN, RED, YELLOW) LIGHTCOLORS = (LIGHTBLUE, LIGHTGREEN, LIGHTRED, LIGHTYELLOW) assert len(COLORS) == len(LIGHTCOLORS) # each color must have light color TEMPLATEWIDTH = 5 TEMPLATEHEIGHT = 5 S_SHAPE_TEMPLATE = [['.....', '.....', '..OO.', '.OO..', '.....'], ['.....', '..O..', '..OO.', '...O.', '.....']] Z_SHAPE_TEMPLATE = [['.....', '.....', '.OO..', '..OO.', '.....'], ['.....', '..O..', '.OO..', '.O...', '.....']] I_SHAPE_TEMPLATE = [['..O..', '..O..', '..O..', '..O..', '.....'], ['.....', '.....', 'OOOO.', '.....', '.....']] O_SHAPE_TEMPLATE = [['.....', '.....', '.OO..', '.OO..', '.....']] J_SHAPE_TEMPLATE = [['.....', '.O...', '.OOO.', '.....', '.....'], ['.....', '..OO.', '..O..', '..O..', '.....'], ['.....', '.....', '.OOO.', '...O.', '.....'], ['.....', '..O..', '..O..', '.OO..', '.....']] L_SHAPE_TEMPLATE = [['.....', '...O.', '.OOO.', '.....', '.....'], ['.....', '..O..', '..O..', '..OO.', '.....'], ['.....', '.....', '.OOO.', '.O...', '.....'], ['.....', '.OO..', '..O..', '..O..', '.....']] T_SHAPE_TEMPLATE = [['.....', '..O..', '.OOO.', '.....', '.....'], ['.....', '..O..', '..OO.', '..O..', '.....'], ['.....', '.....', '.OOO.', '..O..', '.....'], ['.....', '..O..', '.OO..', '..O..', '.....']] PIECES = {'S': S_SHAPE_TEMPLATE, 'Z': Z_SHAPE_TEMPLATE, 'J': J_SHAPE_TEMPLATE, 'L': L_SHAPE_TEMPLATE, 'I': I_SHAPE_TEMPLATE, 'O': O_SHAPE_TEMPLATE, 'T': T_SHAPE_TEMPLATE} def main(): global FPSCLOCK, DISPLAYSURF, BASICFONT, BIGFONT pygame.init() FPSCLOCK = pygame.time.Clock() DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) BASICFONT = pygame.font.Font('freesansbold.ttf', 18) BIGFONT = pygame.font.Font('freesansbold.ttf', 100) pygame.display.set_caption('Tetromino') showTextScreen('Tetromino') while True: # game loop if random.randint(0, 1) == 0: pygame.mixer.music.load('tetrisb.mid') else: pygame.mixer.music.load('tetrisc.mid') pygame.mixer.music.play(-1, 0.0) runGame() pygame.mixer.music.stop() showTextScreen('Game Over') def runGame(): # setup variables for the start of the game board = getBlankBoard() lastMoveDownTime = time.time() lastMoveSidewaysTime = time.time() lastFallTime = time.time() movingDown = False # note: there is no movingUp variable movingLeft = False movingRight = False score = 0 level, fallFreq = calculateLevelAndFallFreq(score) fallingPiece = getNewPiece() nextPiece = getNewPiece() while True: # game loop if fallingPiece == None: # No falling piece in play, so start a new piece at the top fallingPiece = nextPiece nextPiece = getNewPiece() lastFallTime = time.time() # reset lastFallTime if not isValidPosition(board, fallingPiece): return # can't fit a new piece on the board, so game over checkForQuit() for event in pygame.event.get(): # event handling loop if event.type == KEYUP: if (event.key == K_p): # Pausing the game DISPLAYSURF.fill(BGCOLOR) pygame.mixer.music.stop() showTextScreen('Paused') # pause until a key press pygame.mixer.music.play(-1, 0.0) lastFallTime = time.time() lastMoveDownTime = time.time() lastMoveSidewaysTime = time.time() elif (event.key == K_LEFT or event.key == K_a): movingLeft = False elif (event.key == K_RIGHT or event.key == K_d): movingRight = False elif (event.key == K_DOWN or event.key == K_s): movingDown = False elif event.type == KEYDOWN: # moving the piece sideways if (event.key == K_LEFT or event.key == K_a) and isValidPosition(board, fallingPiece, adjX=-1): fallingPiece['x'] -= 1 movingLeft = True movingRight = False lastMoveSidewaysTime = time.time() elif (event.key == K_RIGHT or event.key == K_d) and isValidPosition(board, fallingPiece, adjX=1): fallingPiece['x'] += 1 movingRight = True movingLeft = False lastMoveSidewaysTime = time.time() # rotating the piece (if there is room to rotate) elif (event.key == K_UP or event.key == K_w): fallingPiece['rotation'] = (fallingPiece['rotation'] + 1) % len(PIECES[fallingPiece['shape']]) if not isValidPosition(board, fallingPiece): fallingPiece['rotation'] = (fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']]) elif (event.key == K_q): # rotate the other direction fallingPiece['rotation'] = (fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']]) if not isValidPosition(board, fallingPiece): fallingPiece['rotation'] = (fallingPiece['rotation'] + 1) % len(PIECES[fallingPiece['shape']]) # making the piece fall faster with the down key elif (event.key == K_DOWN or event.key == K_s): movingDown = True if isValidPosition(board, fallingPiece, adjY=1): fallingPiece['y'] += 1 lastMoveDownTime = time.time() # move the current piece all the way down elif event.key == K_SPACE: movingDown = False movingLeft = False movingRight = False for i in range(1, BOARDHEIGHT): if not isValidPosition(board, fallingPiece, adjY=i): break fallingPiece['y'] += i - 1 # handle moving the piece because of user input if (movingLeft or movingRight) and time.time() - lastMoveSidewaysTime > MOVESIDEWAYSFREQ: if movingLeft and isValidPosition(board, fallingPiece, adjX=-1): fallingPiece['x'] -= 1 elif movingRight and isValidPosition(board, fallingPiece, adjX=1): fallingPiece['x'] += 1 lastMoveSidewaysTime = time.time() if movingDown and time.time() - lastMoveDownTime > MOVEDOWNFREQ and isValidPosition(board, fallingPiece, adjY=1): fallingPiece['y'] += 1 lastMoveDownTime = time.time() # let the piece fall if it is time to fall if time.time() - lastFallTime > fallFreq: # see if the piece has landed if not isValidPosition(board, fallingPiece, adjY=1): # falling piece has landed, set it on the board addToBoard(board, fallingPiece) score += removeCompleteLines(board) level, fallFreq = calculateLevelAndFallFreq(score) fallingPiece = None else: # piece did not land, just move the piece down fallingPiece['y'] += 1 lastFallTime = time.time() # drawing everything on the screen DISPLAYSURF.fill(BGCOLOR) drawBoard(board) drawStatus(score, level) drawNextPiece(nextPiece) if fallingPiece != None: drawPiece(fallingPiece) pygame.display.update() FPSCLOCK.tick(FPS) def makeTextObjs(text, font, color): surf = font.render(text, True, color) return surf, surf.get_rect() def terminate(): pygame.quit() sys.exit() def checkForKeyPress(): # Go through event queue looking for a KEYUP event. # Grab KEYDOWN events to remove them from the event queue. checkForQuit() for event in pygame.event.get([KEYDOWN, KEYUP]): if event.type == KEYDOWN: continue return event.key return None def showTextScreen(text): # This function displays large text in the # center of the screen until a key is pressed. # Draw the text drop shadow titleSurf, titleRect = makeTextObjs(text, BIGFONT, TEXTSHADOWCOLOR) titleRect.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2)) DISPLAYSURF.blit(titleSurf, titleRect) # Draw the text titleSurf, titleRect = makeTextObjs(text, BIGFONT, TEXTCOLOR) titleRect.center = (int(WINDOWWIDTH / 2) - 3, int(WINDOWHEIGHT / 2) - 3) DISPLAYSURF.blit(titleSurf, titleRect) # Draw the additional "Press a key to play." text. pressKeySurf, pressKeyRect = makeTextObjs('Press a key to play.', BASICFONT, TEXTCOLOR) pressKeyRect.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2) + 100) DISPLAYSURF.blit(pressKeySurf, pressKeyRect) while checkForKeyPress() == None: pygame.display.update() FPSCLOCK.tick() def checkForQuit(): for event in pygame.event.get(QUIT): # get all the QUIT events terminate() # terminate if any QUIT events are present for event in pygame.event.get(KEYUP): # get all the KEYUP events if event.key == K_ESCAPE: terminate() # terminate if the KEYUP event was for the Esc key pygame.event.post(event) # put the other KEYUP event objects back def calculateLevelAndFallFreq(score): # Based on the score, return the level the player is on and # how many seconds pass until a falling piece falls one space. level = int(score / 10) + 1 fallFreq = 0.27 - (level * 0.02) return level, fallFreq def getNewPiece(): # return a random new piece in a random rotation and color shape = random.choice(list(PIECES.keys())) newPiece = {'shape': shape, 'rotation': random.randint(0, len(PIECES[shape]) - 1), 'x': int(BOARDWIDTH / 2) - int(TEMPLATEWIDTH / 2), 'y': -2, # start it above the board (i.e. less than 0) 'color': random.randint(0, len(COLORS)-1)} return newPiece def addToBoard(board, piece): # fill in the board based on piece's location, shape, and rotation for x in range(TEMPLATEWIDTH): for y in range(TEMPLATEHEIGHT): if PIECES[piece['shape']][piece['rotation']][y][x] != BLANK: board[x + piece['x']][y + piece['y']] = piece['color'] def getBlankBoard(): # create and return a new blank board data structure board = [] for i in range(BOARDWIDTH): board.append([BLANK] * BOARDHEIGHT) return board def isOnBoard(x, y): return x >= 0 and x < BOARDWIDTH and y < BOARDHEIGHT def isValidPosition(board, piece, adjX=0, adjY=0): # Return True if the piece is within the board and not colliding for x in range(TEMPLATEWIDTH): for y in range(TEMPLATEHEIGHT): isAboveBoard = y + piece['y'] + adjY < 0 if isAboveBoard or PIECES[piece['shape']][piece['rotation']][y][x] == BLANK: continue if not isOnBoard(x + piece['x'] + adjX, y + piece['y'] + adjY): return False if board[x + piece['x'] + adjX][y + piece['y'] + adjY] != BLANK: return False return True def isCompleteLine(board, y): # Return True if the line filled with boxes with no gaps. for x in range(BOARDWIDTH): if board[x][y] == BLANK: return False return True def removeCompleteLines(board): # Remove any completed lines on the board, move everything above them down, and return the number of complete lines. numLinesRemoved = 0 y = BOARDHEIGHT - 1 # start y at the bottom of the board while y >= 0: if isCompleteLine(board, y): # Remove the line and pull boxes down by one line. for pullDownY in range(y, 0, -1): for x in range(BOARDWIDTH): board[x][pullDownY] = board[x][pullDownY-1] # Set very top line to blank. for x in range(BOARDWIDTH): board[x][0] = BLANK numLinesRemoved += 1 # Note on the next iteration of the loop, y is the same. # This is so that if the line that was pulled down is also # complete, it will be removed. else: y -= 1 # move on to check next row up return numLinesRemoved def convertToPixelCoords(boxx, boxy): # Convert the given xy coordinates of the board to xy # coordinates of the location on the screen. return (XMARGIN + (boxx * BOXSIZE)), (TOPMARGIN + (boxy * BOXSIZE)) def drawBox(boxx, boxy, color, pixelx=None, pixely=None): # draw a single box (each tetromino piece has four boxes) # at xy coordinates on the board. Or, if pixelx & pixely # are specified, draw to the pixel coordinates stored in # pixelx & pixely (this is used for the "Next" piece). if color == BLANK: return if pixelx == None and pixely == None: pixelx, pixely = convertToPixelCoords(boxx, boxy) pygame.draw.rect(DISPLAYSURF, COLORS[color], (pixelx + 1, pixely + 1, BOXSIZE - 1, BOXSIZE - 1)) pygame.draw.rect(DISPLAYSURF, LIGHTCOLORS[color], (pixelx + 1, pixely + 1, BOXSIZE - 4, BOXSIZE - 4)) def drawBoard(board): # draw the border around the board pygame.draw.rect(DISPLAYSURF, BORDERCOLOR, (XMARGIN - 3, TOPMARGIN - 7, (BOARDWIDTH * BOXSIZE) + 8, (BOARDHEIGHT * BOXSIZE) + 8), 5) # fill the background of the board pygame.draw.rect(DISPLAYSURF, BGCOLOR, (XMARGIN, TOPMARGIN, BOXSIZE * BOARDWIDTH, BOXSIZE * BOARDHEIGHT)) # draw the individual boxes on the board for x in range(BOARDWIDTH): for y in range(BOARDHEIGHT): drawBox(x, y, board[x][y]) def drawStatus(score, level): # draw the score text scoreSurf = BASICFONT.render('Score: %s' % score, True, TEXTCOLOR) scoreRect = scoreSurf.get_rect() scoreRect.topleft = (WINDOWWIDTH - 150, 20) DISPLAYSURF.blit(scoreSurf, scoreRect) # draw the level text levelSurf = BASICFONT.render('Level: %s' % level, True, TEXTCOLOR) levelRect = levelSurf.get_rect() levelRect.topleft = (WINDOWWIDTH - 150, 50) DISPLAYSURF.blit(levelSurf, levelRect) def drawPiece(piece, pixelx=None, pixely=None): shapeToDraw = PIECES[piece['shape']][piece['rotation']] if pixelx == None and pixely == None: # if pixelx & pixely hasn't been specified, use the location stored in the piece data structure pixelx, pixely = convertToPixelCoords(piece['x'], piece['y']) # draw each of the boxes that make up the piece for x in range(TEMPLATEWIDTH): for y in range(TEMPLATEHEIGHT): if shapeToDraw[y][x] != BLANK: drawBox(None, None, piece['color'], pixelx + (x * BOXSIZE), pixely + (y * BOXSIZE)) def drawNextPiece(piece): # draw the "next" text nextSurf = BASICFONT.render('Next:', True, TEXTCOLOR) nextRect = nextSurf.get_rect() nextRect.topleft = (WINDOWWIDTH - 120, 80) DISPLAYSURF.blit(nextSurf, nextRect) # draw the "next" piece drawPiece(piece, pixelx=WINDOWWIDTH-120, pixely=100) if __name__ == '__main__': main()
代碼一開始仍是一些變量的初始化,我們這里還加載了time模塊,后面會(huì)用到。BOXSIZE, BOARDWIDTH, BOARDHEIGHT與前面貪吃蛇相關(guān)初始化類似,使其與屏幕像素點(diǎn)聯(lián)系起來。
MOVESIDEWAYSFREQ = 0.15 MOVEDOWNFREQ = 0.1
這兩個(gè)變量的作用是這樣的,每當(dāng)游戲者按下左鍵或右鍵,下降的方塊相應(yīng)的向左或右移一個(gè)格子。然而游戲者也可以一直按下方向左鍵或右鍵讓方塊保持移動(dòng)。MOVESIDEWAYSFREQ這個(gè)固定值表示如果一直按下方向左鍵或右鍵那么每0.15秒方塊才會(huì)繼續(xù)移動(dòng)。
MOVEDOWNFREQ 這個(gè)固定值與上面的是一樣的除了它是告訴當(dāng)游戲者一直按下方向下鍵時(shí)方塊下落的頻率。
XMARGIN = int((WINDOWWIDTH - BOARDWIDTH * BOXSIZE) / 2) TOPMARGIN = WINDOWHEIGHT - (BOARDHEIGHT * BOXSIZE) - 5
這兩句的意思就看下面這個(gè)圖就明白了。
然后是一些顏色值的定義。其中要注意的是COLORS和LIGHTCOLORS,COLORS是組成方塊的小方塊的顏色,而LIGHTCOLORS是圍繞在小方塊周圍的顏色,為了強(qiáng)調(diào)出輪廓而設(shè)計(jì)的。
接著是定義方塊了。游戲必須知道每個(gè)類型的方塊有多少種形狀,在這里我們用在列表中嵌入含有字符串的列表來構(gòu)成這個(gè)模版,一個(gè)方塊類型的模版含有了這個(gè)方塊可能變換的所有形狀。比如I的模版如下:
I_SHAPE_TEMPLATE = [['..O..', '..O..', '..O..', '..O..', '.....'], ['.....', '.....', 'OOOO.', '.....', '.....']]
TEMPLATEWIDTH = 5和TEMPLATEHEIGHT = 5則表示組成形狀的行和列,如下圖所示:
在看這段定義。
PIECES = {'S': S_SHAPE_TEMPLATE, 'Z': Z_SHAPE_TEMPLATE, 'J': J_SHAPE_TEMPLATE, 'L': L_SHAPE_TEMPLATE, 'I': I_SHAPE_TEMPLATE, 'O': O_SHAPE_TEMPLATE, 'T': T_SHAPE_TEMPLATE}
PIECES這個(gè)變量是一個(gè)字典,里面儲(chǔ)存了所有的不同模版。因?yàn)槊總€(gè)又有一個(gè)類型的方塊的所有變換形狀。那就意味著PIECES變量包含了每個(gè)類型的方塊和所有的的變換形狀。這就是存放我們游戲中用到的形狀的數(shù)據(jù)結(jié)構(gòu)。(又加強(qiáng)了對(duì)字典的理解)
主函數(shù)main()
主函數(shù)的前部分主要是創(chuàng)建一些全局變量和在游戲開始之前顯示一個(gè)開始畫面。
while True: # game loop if random.randint(0, 1) == 0: pygame.mixer.music.load('tetrisb.mid') else: pygame.mixer.music.load('tetrisc.mid') pygame.mixer.music.play(-1, 0.0) runGame() pygame.mixer.music.stop() showTextScreen('Game Over')
上面這段代碼中runGame()是程序的核心部分。循環(huán)中首先簡(jiǎn)單的隨機(jī)決定采用哪個(gè)背景音樂。然后調(diào)用runGame(),當(dāng)游戲失敗,runGame()就會(huì)返回到main()函數(shù),這時(shí)會(huì)停止背景音樂和顯示游戲失敗的畫面。
當(dāng)游戲者按下一個(gè)鍵,showTextScreen()顯示游戲失敗的函數(shù)就會(huì)返回。游戲循環(huán)會(huì)再次開始然后繼續(xù)下一次游戲。
runGame()
def runGame(): # setup variables for the start of the game board = getBlankBoard() lastMoveDownTime = time.time() lastMoveSidewaysTime = time.time() lastFallTime = time.time() movingDown = False # note: there is no movingUp variable movingLeft = False movingRight = False score = 0 level, fallFreq = calculateLevelAndFallFreq(score) fallingPiece = getNewPiece() nextPiece = getNewPiece()
在游戲開始和方塊掉落之前,我們需要初始化一些跟游戲開始相關(guān)的變量。fallingPiece變量被賦值成當(dāng)前掉落的變量,nextPiece變量被賦值成游戲者可以在屏幕NEXT區(qū)域看見的下一個(gè)方塊。
while True: # game loop if fallingPiece == None: # No falling piece in play, so start a new piece at the top fallingPiece = nextPiece nextPiece = getNewPiece() lastFallTime = time.time() # reset lastFallTime if not isValidPosition(board, fallingPiece): return # can't fit a new piece on the board, so game over checkForQuit()
這部分包含了當(dāng)方塊往底部掉落時(shí)的的所有代碼。fallingPiece變量在方塊著陸后被設(shè)置成None。這意味著nextPiece變量中的下一個(gè)方塊應(yīng)該被賦值給fallingPiece變量,然后一個(gè)隨機(jī)的方塊又會(huì)被賦值給nextPiece變量。lastFallTime變量也被賦值成當(dāng)前時(shí)間,這樣我們就可以通過fallFreq變量控制方塊下落的頻率。
來自getNewPiece函數(shù)的方塊只有一部分被放置在方框區(qū)域中。但是如果這是一個(gè)非法的位置,比如此時(shí)游戲方框已經(jīng)被填滿(isVaildPostion()函數(shù)返回False),那么我們就知道方框已經(jīng)滿了,游戲者輸?shù)袅擞螒颉.?dāng)這些發(fā)生時(shí),runGame()函數(shù)就會(huì)返回。
事件處理循環(huán)
事件循環(huán)主要處理當(dāng)翻轉(zhuǎn)方塊,移動(dòng)方塊時(shí)或者暫停游戲時(shí)的一些事情。
暫停游戲
if (event.key == K_p): # Pausing the game DISPLAYSURF.fill(BGCOLOR) pygame.mixer.music.stop() showTextScreen('Paused') # pause until a key press pygame.mixer.music.play(-1, 0.0) lastFallTime = time.time() lastMoveDownTime = time.time() lastMoveSidewaysTime = time.time()
如果游戲者按下P鍵,游戲就會(huì)暫停。我們應(yīng)該隱藏掉游戲界面以防止游戲者作弊(否則游戲者會(huì)看著畫面思考怎么處理方塊),用DISPLAYSURF.fill(BGCOLOR)就可以實(shí)現(xiàn)這個(gè)效果。注意的是我們還要保存一些時(shí)間變量值。
elif (event.key == K_LEFT or event.key == K_a): movingLeft = False elif (event.key == K_RIGHT or event.key == K_d): movingRight = False elif (event.key == K_DOWN or event.key == K_s): movingDown = False
停止按下方向鍵或ASD鍵會(huì)把moveLeft,moveRight,movingDown變量設(shè)置為False.,表明游戲者不再想要在此方向上移動(dòng)方塊。后面的代碼會(huì)基于moving變量處理一些事情。注意的上方向鍵和W鍵是用來翻轉(zhuǎn)方塊的而不是移動(dòng)方塊。這就是為什么沒有movingUp變量.
elif event.type == KEYDOWN: # moving the piece sideways if (event.key == K_LEFT or event.key == K_a) and isValidPosition(board, fallingPiece, adjX=-1): fallingPiece['x'] -= 1 movingLeft = True movingRight = False lastMoveSidewaysTime = time.time()
當(dāng)左方向鍵按下(而且往左移動(dòng)是有效的,通過調(diào)用isVaildPosition()函數(shù)知道的),那么我們應(yīng)該改變一個(gè)方塊的位置使其向左移動(dòng)一個(gè)通過讓rallingPiece['x']減1.isVaildPosition()函數(shù)有個(gè)參數(shù)選項(xiàng)是adjX和adjY.平常,isVaildPostion()函數(shù)檢查方塊的位置通過函數(shù)的第二個(gè)參數(shù)的傳遞。然而,有時(shí)我們不想檢查方塊當(dāng)前的位置,而是偏離當(dāng)前方向幾個(gè)格子的位置。
比如adjX=-1,則表示向左移動(dòng)一個(gè)格子后方塊的位置,為+1則表示向右移動(dòng)一個(gè)格子后的位置。adjY同理如此。
movingLeft變量會(huì)被設(shè)置為True,確保方塊不會(huì)向右移動(dòng),此時(shí)movingRight變量設(shè)置為False。同時(shí)需要更新lastMoveSidewaysTime的值。
這個(gè)lastMoveSidewaysTime變量設(shè)置的原因是這樣。因?yàn)橛螒蛘哂锌赡芤恢卑粗较蜴I讓其方塊移動(dòng)。如果moveLeft被設(shè)置為True,程序就會(huì)知道方向左鍵已經(jīng)被按下。如果在lastMoveSidewaysTime變量?jī)?chǔ)存的時(shí)間基礎(chǔ)上,0.15秒(儲(chǔ)存在MOVESIDEAYSFREQ變量中)過去后,那么此時(shí)程序就會(huì)將方塊再次向左移動(dòng)一個(gè)格子。
elif (event.key == K_UP or event.key == K_w): fallingPiece['rotation'] = (fallingPiece['rotation'] + 1) % len(PIECES[fallingPiece['shape']]) if not isValidPosition(board, fallingPiece): fallingPiece['rotation'] = (fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']])
如果方向鍵上或W鍵被按下,那么就會(huì)翻轉(zhuǎn)方塊。上面的代碼做的就是將儲(chǔ)存在fallingPiece字典中的‘rotation'鍵的鍵值加1.然而,當(dāng)增加的'rotation'鍵值大于所有當(dāng)前類型方塊的形狀的數(shù)目的話(此變量?jī)?chǔ)存在len(SHAPES[fallingPiece['shape']])變量中),那么它翻轉(zhuǎn)到最初的形狀。
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if not isValidPosition(board, fallingPiece): fallingPiece['rotation'] = (fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']])
如果翻轉(zhuǎn)后的形狀無效因?yàn)槠渲械囊恍┬》綁K已經(jīng)超過邊框的范圍,那么我們就要把它變回原來的形狀通過將fallingPiece['rotation')減去1.
elif (event.key == K_q): # rotate the other direction fallingPiece['rotation'] = (fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']]) if not isValidPosition(board, fallingPiece): fallingPiece['rotation'] = (fallingPiece['rotation'] + 1) % len(PIECES[fallingPiece['shape']])
這段代碼與上面之前的那段代碼是一個(gè)意思,不同的是這段代碼是當(dāng)游戲者按下Q鍵時(shí)翻轉(zhuǎn)方塊朝相反的方向。這里我們減去1而不是加1.
elif (event.key == K_DOWN or event.key == K_s): movingDown = True if isValidPosition(board, fallingPiece, adjY=1): fallingPiece['y'] += 1 lastMoveDownTime = time.time()
如果下鍵被按下,游戲者此時(shí)希望方塊下降的比平常快。fallingPiece['y'] += 1使方塊下落一個(gè)格子(前提是這是一個(gè)有效的下落)moveDown被設(shè)置為True,lastMoceDownTime變量也被設(shè)置為當(dāng)前時(shí)間。這個(gè)變量以后將被檢查當(dāng)方向下鍵一直按下時(shí)從而保證方塊以一個(gè)比平??斓乃俾氏陆怠?
elif event.key == K_SPACE: movingDown = False movingLeft = False movingRight = False for i in range(1, BOARDHEIGHT): if not isValidPosition(board, fallingPiece, adjY=i): break fallingPiece['y'] += i - 1
當(dāng)游戲者按下空格鍵,方塊將會(huì)迅速的下落至著陸。程序首先需要找出到它著陸需要下降個(gè)多少個(gè)格子。其中有關(guān)moving的三個(gè)變量都要被設(shè)置為False(保證程序后面部分的代碼知道游戲者已經(jīng)停止了按下所有的方向鍵)。
if (movingLeft or movingRight) and time.time() - lastMoveSidewaysTime > MOVESIDEWAYSFREQ: if movingLeft and isValidPosition(board, fallingPiece, adjX=-1): fallingPiece['x'] -= 1 elif movingRight and isValidPosition(board, fallingPiece, adjX=1): fallingPiece['x'] += 1 lastMoveSidewaysTime = time.time()
這段代碼是處理一直按下某個(gè)方向鍵時(shí)的情況。
如果用戶按住鍵超過0.15秒。那么表達(dá)式(movingLeft or movingRight) and time.time() - lastMoveSidewaysTime > MOVESIDEWAYSFREQ:返回True。這樣的話我們就可以移動(dòng)方塊向左或向右移動(dòng)一個(gè)格子。
這個(gè)做法是很用的,因?yàn)槿绻脩糁貜?fù)的按下方向鍵讓方塊移動(dòng)多個(gè)格子是很煩人的。好的做法是,用戶可以按住方向鍵讓方塊保持移動(dòng)直到松開鍵為止。最后別忘了更新lastMoveSideWaysTime變量。
if movingDown and time.time() - lastMoveDownTime > MOVEDOWNFREQ and isValidPosition(board, fallingPiece, adjY=1): fallingPiece['y'] += 1 lastMoveDownTime = time.time()
這段代碼的意思跟上面的代碼差不多。
if time.time() - lastFallTime > fallFreq: # see if the piece has landed if not isValidPosition(board, fallingPiece, adjY=1): # falling piece has landed, set it on the board addToBoard(board, fallingPiece) score += removeCompleteLines(board) level, fallFreq = calculateLevelAndFallFreq(score) fallingPiece = None else: # piece did not land, just move the piece down fallingPiece['y'] += 1 lastFallTime = time.time()
方塊自然下落的速率由lastFallTime變量決定。如果自從上個(gè)方塊掉落了一個(gè)格子后過去了足夠的時(shí)間,那么上面代碼就會(huì)再讓方塊移動(dòng)一個(gè)格子。
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