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pyqt5實現(xiàn)俄羅斯方塊游戲

發(fā)布時間:2020-10-07 19:49:04 來源:腳本之家 閱讀:165 作者:派森學(xué)python 欄目:開發(fā)技術(shù)

本章我們要制作一個俄羅斯方塊游戲。

Tetris

譯注:稱呼:方塊是由四個小方格組成的

俄羅斯方塊游戲是世界上最流行的游戲之一。是由一名叫Alexey Pajitnov的俄羅斯程序員在1985年制作的,從那時起,這個游戲就風(fēng)靡了各個游戲平臺。

俄羅斯方塊歸類為下落塊迷宮游戲。游戲有7個基本形狀:S、Z、T、L、反向L、直線、方塊,每個形狀都由4個方塊組成,方塊最終都會落到屏幕底部。所以玩家通過控制形狀的左右位置和旋轉(zhuǎn),讓每個形狀都以合適的位置落下,如果有一行全部被方塊填充,這行就會消失,并且得分。游戲結(jié)束的條件是有形狀接觸到了屏幕頂部。

方塊展示:

pyqt5實現(xiàn)俄羅斯方塊游戲

PyQt5是專門為創(chuàng)建圖形界面產(chǎn)生的,里面一些專門為制作游戲而開發(fā)的組件,所以PyQt5是能制作小游戲的。

制作電腦游戲也是提高自己編程能力的一種很好的方式。

開發(fā)

沒有圖片,所以就自己用繪畫畫出來幾個圖形。每個游戲里都有數(shù)學(xué)模型的,這個也是。

開工之前:

  • 用QtCore.QBasicTimer()創(chuàng)建一個游戲循環(huán)
  • 模型是一直下落的
  • 模型的運動是以小塊為基礎(chǔ)單位的,不是按像素
  • 從數(shù)學(xué)意義上來說,模型就是就是一串?dāng)?shù)字而已

代碼由四個類組成:Tetris, Board, Tetrominoe和Shape。Tetris類創(chuàng)建游戲,Board是游戲主要邏輯。Tetrominoe包含了所有的磚塊,Shape是所有磚塊的代碼。

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

"""
ZetCode PyQt5 tutorial 
This is a Tetris game clone.

Author: Jan Bodnar
Website: zetcode.com 
Last edited: August 2017
"""

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_())

游戲很簡單,所以也就很好理解。程序加載之后游戲也就直接開始了,可以用P鍵暫停游戲,空格鍵讓方塊直接落到最下面。游戲的速度是固定的,并沒有實現(xiàn)加速的功能。分?jǐn)?shù)就是游戲中消除的行數(shù)。

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

創(chuàng)建了一個Board類的實例,并設(shè)置為應(yīng)用的中心組件。

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

創(chuàng)建一個statusbar來顯示三種信息:消除的行數(shù),游戲暫停狀態(tài)或者游戲結(jié)束狀態(tài)。msg2Statusbar是一個自定義的信號,用在(和)Board類(交互),showMessage()方法是一個內(nèi)建的,用來在statusbar上顯示信息的方法。

self.tboard.start()

初始化游戲:

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

創(chuàng)建了一個自定義信號msg2Statusbar,當(dāng)我們想往statusbar里顯示信息的時候,發(fā)出這個信號就行了。

BoardWidth = 10
BoardHeight = 22
Speed = 300

這些是Board類的變量。BoardWidthBoardHeight分別是board的寬度和高度。Speed是游戲的速度,每300ms出現(xiàn)一個新的方塊。

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

initBoard()里初始化了一些重要的變量。self.board定義了方塊的形狀和位置,取值范圍是0-7。

def shapeAt(self, x, y):
  return self.board[(y * Board.BoardWidth) + x]

shapeAt()決定了board里方塊的的種類。

def squareWidth(self):
  return self.contentsRect().width() // Board.BoardWidth

board的大小可以動態(tài)的改變。所以方格的大小也應(yīng)該隨之變化。squareWidth()計算并返回每個塊應(yīng)該占用多少像素--也即Board.BoardWidth。

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()方法用來暫停游戲,停止計時并在statusbar上顯示一條信息。

def paintEvent(self, event):
  '''paints all shapes of the game'''

  painter = QPainter(self)
  rect = self.contentsRect()
...

渲染是在paintEvent()方法里發(fā)生的QPainter負(fù)責(zé)PyQt5里所有低級繪畫操作。

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)

渲染游戲分為兩步。第一步是先畫出所有已經(jīng)落在最下面的的圖,這些保存在self.board里??梢允褂?code>shapeAt()查看這個這個變量。

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())

第二步是畫出更在下落的方塊。

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

keyPressEvent()方法獲得用戶按下的按鍵。如果按下的是右方向鍵,就嘗試把方塊向右移動,說嘗試是因為有可能到邊界不能移動了。

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

上方向鍵是把方塊向左旋轉(zhuǎn)一下

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

空格鍵會直接把方塊放到底部

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

D鍵是加速一次下落速度。

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) != Tetrominoe.NoShape:
      return False

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

tryMove()是嘗試移動方塊的方法。如果方塊已經(jīng)到達(dá)board的邊緣或者遇到了其他方塊,就返回False。否則就把方塊下落到想要

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

在計時器事件里,要么是等一個方塊下落完之后創(chuàng)建一個新的方塊,要么是讓一個方塊直接落到底(move a falling piece one line down)。

def clearBoard(self):
  
  for i in range(Board.BoardHeight * Board.BoardWidth):
    self.board.append(Tetrominoe.NoShape)

clearBoard()方法通過Tetrominoe.NoShape清空broad。

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) == 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)
 ...

如果方塊碰到了底部,就調(diào)用removeFullLines()方法,找到所有能消除的行消除它們。消除的具體動作就是把符合條件的行消除掉之后,再把它上面的行下降一行。注意移除滿行的動作是倒著來的,因為我們是按照重力來表現(xiàn)游戲的,如果不這樣就有可能出現(xiàn)有些方塊浮在空中的現(xiàn)象。

def newPiece(self):
  
  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()方法是用來創(chuàng)建形狀隨機(jī)的方塊。如果隨機(jī)的方塊不能正確的出現(xiàn)在預(yù)設(shè)的位置,游戲結(jié)束。

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

Tetrominoe類保存了所有方塊的形狀。我們還定義了一個NoShape的空形狀。

Shape類保存類方塊內(nèi)部的信息。

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

coordsTable元組保存了所有的方塊形狀的組成。是一個構(gòu)成方塊的坐標(biāo)模版。

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

上面創(chuàng)建了一個新的空坐標(biāo)數(shù)組,這個數(shù)組將用來保存方塊的坐標(biāo)。

坐標(biāo)系示意圖:

pyqt5實現(xiàn)俄羅斯方塊游戲

上面的圖片可以幫助我們更好的理解坐標(biāo)值的意義。比如元組(0, -1), (0, 0), (-1, 0), (-1, -1)代表了一個Z形狀的方塊。這個圖表就描繪了這個形狀。

def rotateLeft(self):
  
  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()方法向右旋轉(zhuǎn)一個方塊。正方形的方塊就沒必要旋轉(zhuǎn),就直接返回了。其他的是返回一個新的,能表示這個形狀旋轉(zhuǎn)了的坐標(biāo)。

程序展示:

pyqt5實現(xiàn)俄羅斯方塊游戲

以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持億速云。

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