PyQt5 教程 《俄罗斯方块游戏》

 

PyQt5中的俄罗斯方块

在本章中,我们将创建一个俄罗斯方块游戏克隆。

俄罗斯方块

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在1985年设计和编程的。从那以后,俄罗斯方块几乎可以在各种计算机平台上使用。

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,称为四角形:S形,Z形,T形,L形,线形,镜面L形和方形。这些形状中的每一个都形成有四个正方形。形状从板上掉下来。俄罗斯方块游戏的目的是移动和旋转形状,使它们尽可能地适合。如果我们设法形成一行,那么行就会被破坏并且我们得分。我们玩俄罗斯方块游戏,直到我们完成。

Tetrominoes

图:Tetrominoes

PyQt5是一个旨在创建应用程序的工具包。还有其他图书馆旨在创建计算机游戏。不过,PyQt5和其他应用程序工具包可用于创建简单的游戏。

创建计算机游戏是提高编程技能的好方法。

发展

我们没有Tetris游戏的图像,我们使用PyQt5编程工具包中提供的绘图API绘制了四联骨牌。每一台电脑游戏背后都有一个数学模型。所以它在俄罗斯方块中。

游戏背后的一些想法:

  • 我们使用a QtCore.QBasicTimer()创建一个游戏周期。
  • 绘制了四联体。
  • 形状在逐个平方的基础上移动(不是逐个像素)。
  • 数学上,电路板是一个简单的数字列表。

该代码由四类:TetrisBoardTetrominoe 和Shape。该Tetris课程设置了游戏。这Board是游戏逻辑的编写地。本Tetrominoe类包含名称为所有的俄罗斯方块片和Shape类包含一个俄罗斯方块一块代码。

#!/usr/bin/python3
# -*- coding: utf-8 -*-


from PyQt5.QtWidgets import QMainWindow, QFrame, QDesktopWidget, QApplication
from PyQt5.QtCore import Qt, QBasicTimer, pyqtSignal
from PyQt5.QtGui import QPainter, QColor 
import sys, random

class Tetris(QMainWindow):
    
    def __init__(self):
        super().__init__()
        
        self.initUI()
        
        
    def initUI(self):    
        '''initiates application UI'''

        self.tboard = Board(self)
        self.setCentralWidget(self.tboard)

        self.statusbar = self.statusBar()        
        self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)
        
        self.tboard.start()
        
        self.resize(180, 380)
        self.center()
        self.setWindowTitle('Tetris')        
        self.show()
        

    def center(self):
        '''centers the window on the screen'''
        
        screen = QDesktopWidget().screenGeometry()
        size = self.geometry()
        self.move((screen.width()-size.width())/2, 
            (screen.height()-size.height())/2)
        

class Board(QFrame):
    
    msg2Statusbar = pyqtSignal(str)
    
    BoardWidth = 10
    BoardHeight = 22
    Speed = 300

    def __init__(self, parent):
        super().__init__(parent)
        
        self.initBoard()
        
        
    def initBoard(self):     
        '''initiates board'''

        self.timer = QBasicTimer()
        self.isWaitingAfterLine = False
        
        self.curX = 0
        self.curY = 0
        self.numLinesRemoved = 0
        self.board = []

        self.setFocusPolicy(Qt.StrongFocus)
        self.isStarted = False
        self.isPaused = False
        self.clearBoard()
        
        
    def shapeAt(self, x, y):
        '''determines shape at the board position'''
        
        return self.board[(y * Board.BoardWidth) + x]

        
    def setShapeAt(self, x, y, shape):
        '''sets a shape at the board'''
        
        self.board[(y * Board.BoardWidth) + x] = shape
        

    def squareWidth(self):
        '''returns the width of one square'''
        
        return self.contentsRect().width() // Board.BoardWidth
        

    def squareHeight(self):
        '''returns the height of one square'''
        
        return self.contentsRect().height() // Board.BoardHeight
        

    def start(self):
        '''starts game'''
        
        if self.isPaused:
            return

        self.isStarted = True
        self.isWaitingAfterLine = False
        self.numLinesRemoved = 0
        self.clearBoard()

        self.msg2Statusbar.emit(str(self.numLinesRemoved))

        self.newPiece()
        self.timer.start(Board.Speed, self)

        
    def pause(self):
        '''pauses game'''
        
        if not self.isStarted:
            return

        self.isPaused = not self.isPaused
        
        if self.isPaused:
            self.timer.stop()
            self.msg2Statusbar.emit("paused")
            
        else:
            self.timer.start(Board.Speed, self)
            self.msg2Statusbar.emit(str(self.numLinesRemoved))

        self.update()

        
    def paintEvent(self, event):
        '''paints all shapes of the game'''
        
        painter = QPainter(self)
        rect = self.contentsRect()

        boardTop = rect.bottom() - 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 != Tetrominoe.NoShape:
                    self.drawSquare(painter,
                        rect.left() + j * self.squareWidth(),
                        boardTop + i * self.squareHeight(), shape)

        if self.curPiece.shape() != Tetrominoe.NoShape:
            
            for i in range(4):
                
                x = self.curX + self.curPiece.x(i)
                y = self.curY - self.curPiece.y(i)
                self.drawSquare(painter, rect.left() + x * self.squareWidth(),
                    boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(),
                    self.curPiece.shape())

                    
    def keyPressEvent(self, event):
        '''processes key press events'''
        
        if not self.isStarted or self.curPiece.shape() == Tetrominoe.NoShape:
            super(Board, self).keyPressEvent(event)
            return

        key = event.key()
        
        if key == Qt.Key_P:
            self.pause()
            return
            
        if self.isPaused:
            return
                
        elif key == Qt.Key_Left:
            self.tryMove(self.curPiece, self.curX - 1, self.curY)
            
        elif key == Qt.Key_Right:
            self.tryMove(self.curPiece, self.curX + 1, self.curY)
            
        elif key == Qt.Key_Down:
            self.tryMove(self.curPiece.rotateRight(), self.curX, self.curY)
            
        elif key == Qt.Key_Up:
            self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY)
            
        elif key == Qt.Key_Space:
            self.dropDown()
            
        elif key == Qt.Key_D:
            self.oneLineDown()
            
        else:
            super(Board, self).keyPressEvent(event)
                

    def timerEvent(self, event):
        '''handles timer event'''
        
        if event.timerId() == self.timer.timerId():
            
            if self.isWaitingAfterLine:
                self.isWaitingAfterLine = False
                self.newPiece()
            else:
                self.oneLineDown()
                
        else:
            super(Board, self).timerEvent(event)

            
    def clearBoard(self):
        '''clears shapes from the board'''
        
        for i in range(Board.BoardHeight * Board.BoardWidth):
            self.board.append(Tetrominoe.NoShape)

        
    def dropDown(self):
        '''drops down a shape'''
        
        newY = self.curY
        
        while newY > 0:
            
            if not self.tryMove(self.curPiece, self.curX, newY - 1):
                break
                
            newY -= 1

        self.pieceDropped()
        

    def oneLineDown(self):
        '''goes one line down with a shape'''
        
        if not self.tryMove(self.curPiece, self.curX, self.curY - 1):
            self.pieceDropped()
            

    def pieceDropped(self):
        '''after dropping shape, remove full lines and create new shape'''
        
        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):
        '''removes all full lines from the board'''
        
        numFullLines = 0
        rowsToRemove = []

        for i in range(Board.BoardHeight):
            
            n = 0
            for j in range(Board.BoardWidth):
                if not self.shapeAt(j, i) == Tetrominoe.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
            self.msg2Statusbar.emit(str(self.numLinesRemoved))
                
            self.isWaitingAfterLine = True
            self.curPiece.setShape(Tetrominoe.NoShape)
            self.update()
            

    def newPiece(self):
        '''creates a new shape'''
        
        self.curPiece = Shape()
        self.curPiece.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(Tetrominoe.NoShape)
            self.timer.stop()
            self.isStarted = False
            self.msg2Statusbar.emit("Game over")



    def tryMove(self, newPiece, newX, newY):
        '''tries to move a shape'''
        
        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) != Tetrominoe.NoShape:
                return False

        self.curPiece = newPiece
        self.curX = newX
        self.curY = newY
        self.update()
        
        return True
        

    def drawSquare(self, painter, x, y, shape):
        '''draws a square of a shape'''        
        
        colorTable = [0x000000, 0xCC6666, 0x66CC66, 0x6666CC,
                      0xCCCC66, 0xCC66CC, 0x66CCCC, 0xDAAA00]

        color = QColor(colorTable[shape])
        painter.fillRect(x + 1, y + 1, self.squareWidth() - 2, 
            self.squareHeight() - 2, color)

        painter.setPen(color.lighter())
        painter.drawLine(x, y + self.squareHeight() - 1, x, y)
        painter.drawLine(x, y, x + self.squareWidth() - 1, y)

        painter.setPen(color.darker())
        painter.drawLine(x + 1, y + self.squareHeight() - 1,
            x + self.squareWidth() - 1, y + self.squareHeight() - 1)
        painter.drawLine(x + self.squareWidth() - 1, 
            y + self.squareHeight() - 1, x + self.squareWidth() - 1, y + 1)


class Tetrominoe(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 = Tetrominoe.NoShape

        self.setShape(Tetrominoe.NoShape)
        

    def shape(self):
        '''returns shape'''
        
        return self.pieceShape
        

    def setShape(self, shape):
        '''sets a 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):
        '''chooses a random shape'''
        
        self.setShape(random.randint(1, 7))

        
    def x(self, index):
        '''returns x coordinate'''
        
        return self.coords[index][0]

        
    def y(self, index):
        '''returns y coordinate'''
        
        return self.coords[index][1]

        
    def setX(self, index, x):
        '''sets x coordinate'''
        
        self.coords[index][0] = x

        
    def setY(self, index, y):
        '''sets y coordinate'''
        
        self.coords[index][1] = y

        
    def minX(self):
        '''returns min x value'''
        
        m = self.coords[0][0]
        for i in range(4):
            m = min(m, self.coords[i][0])

        return m

        
    def maxX(self):
        '''returns max x value'''
        
        m = self.coords[0][0]
        for i in range(4):
            m = max(m, self.coords[i][0])

        return m

        
    def minY(self):
        '''returns min y value'''
        
        m = self.coords[0][1]
        for i in range(4):
            m = min(m, self.coords[i][1])

        return m

        
    def maxY(self):
        '''returns max y value'''
        
        m = self.coords[0][1]
        for i in range(4):
            m = max(m, self.coords[i][1])

        return m

        
    def rotateLeft(self):
        '''rotates shape to the left'''
        
        if self.pieceShape == Tetrominoe.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 rotateRight(self):
        '''rotates shape to the right'''
        
        if self.pieceShape == Tetrominoe.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


if __name__ == '__main__':
    
    app = QApplication([])
    tetris = Tetris()    
    sys.exit(app.exec_())

游戏简化了一点,以便更容易理解。游戏启动后立即启动。我们可以通过按键暂停游戏p。该Space密钥将立即下降Tetris的一块底部。游戏以恒定速度进行,没有实现加速。分数是我们删除的行数。

self.tboard = Board(self)
self.setCentralWidget(self.tboard)

Board创建类 的实例并将其设置为应用程序的中央窗口小部件。

self.statusbar = self.statusBar()        
self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)

我们创建一个状态栏,我们将在其中显示消息。我们将显示三条可能的消息:已删除的行数,暂停的消息或游戏消息。这 msg2Statusbar是在Board类中实现的自定义信号。这showMessage()是一种在状态栏上显示消息的内置方法。

self.tboard.start()

这条线开始游戏。

class Board(QFrame):
    
    msg2Statusbar = pyqtSignal(str)
...   

使用创建自定义信号pyqtSignal。的msg2Statusbar是,当我们想要写一个消息或得分的状态条,发出的信号。

BoardWidth = 10
BoardHeight = 22
Speed = 300

这些是Board's类变量。的BoardWidth和 BoardHeight在块定义电路板的尺寸。在 Speed定义了游戏的速度。每个300毫秒新的游戏周期将开始。

...
self.curX = 0
self.curY = 0
self.numLinesRemoved = 0
self.board = []
...

在该initBoard()方法中,我们初始化一些重要的变量。 的self.board变量是从0到7。它代表各种形状的位置,并保持在板形状的号码的列表。

def shapeAt(self, x, y):
    '''determines shape at the board position'''
    
    return self.board[(y * Board.BoardWidth) + x]

shapeAt()方法确定给定块的形状类型。

def squareWidth(self):
    '''returns the width of one square'''
    
    return self.contentsRect().width() // Board.BoardWidth

电路板可以动态调整大小。结果,块的大小可能会改变。在squareWidth()计算单个正方形的以像素为单位的宽度,并返回它。的Board.BoardWidth 是板的块的大小。

def pause(self):
    '''pauses game'''
    
    if not self.isStarted:
        return

    self.isPaused = not self.isPaused
    
    if self.isPaused:
        self.timer.stop()
        self.msg2Statusbar.emit("paused")
        
    else:
        self.timer.start(Board.Speed, self)
        self.msg2Statusbar.emit(str(self.numLinesRemoved))

    self.update()

pause()方法暂停游戏。它会停止计时器并在状态栏上显示一条消息。

def paintEvent(self, event):
    '''paints all shapes of the game'''
    
    painter = QPainter(self)
    rect = self.contentsRect()
...        

这幅画发生在这个paintEvent()方法中。该QPainter 负责PyQt5所有低级别的画。

for i in range(Board.BoardHeight):
    for j in range(Board.BoardWidth):
        shape = self.shapeAt(j, Board.BoardHeight - i - 1)
        
        if shape != Tetrominoe.NoShape:
            self.drawSquare(painter,
                rect.left() + j * self.squareWidth(),
                boardTop + i * self.squareHeight(), shape)

游戏的绘画分为两个步骤。在第一步中,我们绘制掉落到板底部的所有形状或形状的剩余部分。self.board列表变量中记住所有方块。使用该shapeAt()方法访问该变量。

if self.curPiece.shape() != Tetrominoe.NoShape:
    
    for i in range(4):
        
        x = self.curX + self.curPiece.x(i)
        y = self.curY - self.curPiece.y(i)
        self.drawSquare(painter, rect.left() + x * self.squareWidth(),
            boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(),
            self.curPiece.shape())

下一步是绘制掉落的实际作品。

elif key == Qt.Key_Right:
    self.tryMove(self.curPiece, self.curX + 1, self.curY)

keyPressEvent()方法中,我们检查按下的键。如果我们按右箭头键,我们会尝试向右移动。我们说尝试因为这件作品可能无法移动。

elif key == Qt.Key_Up:
    self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY)

该Up箭头键将旋转落下一块到左边。

elif key == Qt.Key_Space:
    self.dropDown()

该Space密钥将立即下降下降件的底部。

elif key == Qt.Key_D:
    self.oneLineDown()

按下d键,该块将向下移动一个块。它可以用来加速一点点的掉落。

def timerEvent(self, event):
    '''handles timer event'''
    
    if event.timerId() == self.timer.timerId():
        
        if self.isWaitingAfterLine:
            self.isWaitingAfterLine = False
            self.newPiece()
        else:
            self.oneLineDown()
            
    else:
        super(Board, self).timerEvent(event)

在计时器事件中,我们要么在前一个被放到底部之后创建一个新片段,要么我们将一个下降片段向下移动一行。

def clearBoard(self):
    '''clears shapes from the board'''
    
    for i in range(Board.BoardHeight * Board.BoardWidth):
        self.board.append(Tetrominoe.NoShape)

clearBoard()方法通过设置电路板的Tetrominoe.NoShape每个块来清除电路 板。

def removeFullLines(self):
    '''removes all full lines from the board'''
    
    numFullLines = 0
    rowsToRemove = []

    for i in range(Board.BoardHeight):
        
        n = 0
        for j in range(Board.BoardWidth):
            if not self.shapeAt(j, i) == Tetrominoe.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)
 ...

如果作品击中底部,我们称之为removeFullLines()方法。我们找出所有完整的行并删除它们。我们通过将当前实线上方的所有线移动一行来移除它。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,我们使用天真的引力。这意味着这些碎片可能漂浮在空隙之上。

def newPiece(self):
    '''creates a new shape'''
    
    self.curPiece = Shape()
    self.curPiece.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(Tetrominoe.NoShape)
        self.timer.stop()
        self.isStarted = False
        self.msg2Statusbar.emit("Game over")

newPiece()方法随机创建一个新的俄罗斯方块。如果这件作品无法进入其初始位置,则游戏结束。

def tryMove(self, newPiece, newX, newY):
    '''tries to move a shape'''
    
    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) != Tetrominoe.NoShape:
            return False

    self.curPiece = newPiece
    self.curX = newX
    self.curY = newY
    self.update()
    
    return True

tryMove()方法中,我们尝试移动我们的形状。如果形状位于板的边缘或与其他部件相邻,我们返回False。否则,我们将当前落下的部件放置到新位置。

class Tetrominoe(object):
    
    NoShape = 0
    ZShape = 1
    SShape = 2
    LineShape = 3
    TShape = 4
    SquareShape = 5
    LShape = 6
    MirroredLShape = 7

Tetrominoe类包含所有可能的形状的名称。我们还有NoShape一个空的空间。

Shape课程保存有关俄罗斯方块的信息。

class Shape(object):
    
    coordsTable = (
        ((0, 0),     (0, 0),     (0, 0),     (0, 0)),
        ((0, -1),    (0, 0),     (-1, 0),    (-1, 1)),
        ...
    )
...  

coordsTable元组认为我们的俄罗斯方块片的所有可能的坐标值。这是一个模板,所有部分都使用它们的坐标值。

self.coords = [[0,0] for i in range(4)]

创建后,我们创建一个空坐标列表。该列表将保存俄罗斯方块的坐标。

坐标

图:坐标

上面的图像将有助于更多地理解坐标值。例如,元组(0,-1),(0,0),( - 1,0),( - 1,-1)表示Z形。该图说明了形状。

def rotateLeft(self):
    '''rotates shape to the left'''
    
    if self.pieceShape == Tetrominoe.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

rotateLeft()方法向左旋转一块。广场不必旋转。这就是为什么我们只是返回对当前对象的引用。创建一个新片段,并将其坐标设置为旋转片段的坐标。

俄罗斯方块

图:俄罗斯方块

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