今天就跟大家聊聊有關(guān)使用pygame怎么實現(xiàn)一個俄羅斯方塊游戲,可能很多人都不太了解,為了讓大家更加了解,小編給大家總結(jié)了以下內(nèi)容,希望大家根據(jù)這篇文章可以有所收獲。
創(chuàng)新互聯(lián)建站網(wǎng)站建設(shè)公司是一家服務(wù)多年做網(wǎng)站建設(shè)策劃設(shè)計制作的公司,為廣大用戶提供了成都做網(wǎng)站、成都網(wǎng)站建設(shè),成都網(wǎng)站設(shè)計,1元廣告,成都做網(wǎng)站選創(chuàng)新互聯(lián)建站,貼合企業(yè)需求,高性價比,滿足客戶不同層次的需求一站式服務(wù)歡迎致電。一、對戰(zhàn)的方塊管理
定義一個BlockManage管理對戰(zhàn)的方塊
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)
根據(jù)BlockManage根據(jù)傳入的玩家id返回方塊,保證每個玩家拿到的方塊序列十一致的,所以在每次創(chuàng)建方塊時存放了玩家數(shù)量相同的拷貝,拷貝是避免對象的引用造成對同一個方塊對象操作混亂。
然后HintBox里加入block_manage的引用并且在take_block函數(shù)里將創(chuàng)建Block改為使用block_manage去取方塊
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
分別定義一個VirtualHintBox和一個VirtualScoreBox,用于給右下角面板上的
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并分別傳遞給主面板的hint_box和右下角面板的VirtualHintBox,右下角面板的定義和初使設(shè)置完了以后,將下面的player改為player1和player2兩個玩家。
在游戲主循環(huán)增加完相應(yīng)的設(shè)置和操作,現(xiàn)在就可以玩人機對戰(zhàn)了。
當然如果你把
player1 = HumanPlayer() player2 = AIPlayer(ai_diff_ticks=350)
改成
player1 = AIPlayer(ai_diff_ticks=150) player2 = AIPlayer(ai_diff_ticks=350)
當然就是一場機器人對機器人的戰(zhàn)斗
二、記分和增加對抗性
增加記分顯示比較容易,給VirtualScoreBox實現(xiàn)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
增加對抗性的話先設(shè)置個規(guī)則,誰的分數(shù)滿1000,就可以給另一方增加兩層方塊作為攻擊,為便于計算,我們在Panel里增加一個數(shù)字,用于標記對對方攻擊的次數(shù)。
Panel里增加一個添加障礙物的函數(shù)
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里再添加一個獲取是否有攻擊觸發(fā)的函數(shù)
def get_attach_num(self): if self.score_box.total_score /1000 > self.attack_num: self.attack_num+=1 return 1 else: return 0
主循環(huán)里再增加攻擊的處理
好了,現(xiàn)在對戰(zhàn)效果也完成了。
最后再給AIPlayer一個level屬性,將level映射為時間間隔
以現(xiàn)在的機器人水平,試了下大概能戰(zhàn)勝5級的AIPlayer。
最后附下目前的代碼。
# -*- 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) # 用一個粗線段來填充背景 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()
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