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超轻量级php框架startmvc

pyqt5实现俄罗斯方块游戏

更新时间:2020-06-19 21:06:01 作者:startmvc
本章我们要制作一个俄罗斯方块游戏。Tetris译注:称呼:方块是由四个小方格组成的俄罗斯

本章我们要制作一个俄罗斯方块游戏。

Tetris

译注:称呼:方块是由四个小方格组成的

俄罗斯方块游戏是世界上最流行的游戏之一。是由一名叫Alexey Pajitnov的俄罗斯程序员在1985年制作的,从那时起,这个游戏就风靡了各个游戏平台。

俄罗斯方块归类为下落块迷宫游戏。游戏有7个基本形状:S、Z、T、L、反向L、直线、方块,每个形状都由4个方块组成,方块最终都会落到屏幕底部。所以玩家通过控制形状的左右位置和旋转,让每个形状都以合适的位置落下,如果有一行全部被方块填充,这行就会消失,并且得分。游戏结束的条件是有形状接触到了屏幕顶部。

方块展示:

PyQt5是专门为创建图形界面产生的,里面一些专门为制作游戏而开发的组件,所以PyQt5是能制作小游戏的。

制作电脑游戏也是提高自己编程能力的一种很好的方式。

开发

没有图片,所以就自己用绘画画出来几个图形。每个游戏里都有数学模型的,这个也是。

开工之前:

  • 用QtCore.QBasicTimer()创建一个游戏循环
  • 模型是一直下落的
  • 模型的运动是以小块为基础单位的,不是按像素
  • 从数学意义上来说,模型就是就是一串数字而已

代码由四个类组成:Tetris, Board, Tetrominoe和Shape。Tetris类创建游戏,Board是游戏主要逻辑。Tetrominoe包含了所有的砖块,Shape是所有砖块的代码。


#!/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_())

游戏很简单,所以也就很好理解。程序加载之后游戏也就直接开始了,可以用P键暂停游戏,空格键让方块直接落到最下面。游戏的速度是固定的,并没有实现加速的功能。分数就是游戏中消除的行数。


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

创建了一个Board类的实例,并设置为应用的中心组件。


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

创建一个statusbar来显示三种信息:消除的行数,游戏暂停状态或者游戏结束状态。msg2Statusbar是一个自定义的信号,用在(和)Board类(交互),showMessage()方法是一个内建的,用来在statusbar上显示信息的方法。


self.tboard.start()

初始化游戏:


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

创建了一个自定义信号msg2Statusbar,当我们想往statusbar里显示信息的时候,发出这个信号就行了。


BoardWidth = 10
BoardHeight = 22
Speed = 300

这些是Board类的变量。BoardWidthBoardHeight分别是board的宽度和高度。Speed是游戏的速度,每300ms出现一个新的方块。


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

initBoard()里初始化了一些重要的变量。self.board定义了方块的形状和位置,取值范围是0-7。


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

shapeAt()决定了board里方块的的种类。


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

board的大小可以动态的改变。所以方格的大小也应该随之变化。squareWidth()计算并返回每个块应该占用多少像素--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()方法用来暂停游戏,停止计时并在statusbar上显示一条信息。


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

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

渲染是在paintEvent()方法里发生的QPainter负责PyQt5里所有低级绘画操作。


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)

渲染游戏分为两步。第一步是先画出所有已经落在最下面的的图,这些保存在self.board里。可以使用shapeAt()查看这个这个变量。


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())

第二步是画出更在下落的方块。


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

keyPressEvent()方法获得用户按下的按键。如果按下的是右方向键,就尝试把方块向右移动,说尝试是因为有可能到边界不能移动了。


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

上方向键是把方块向左旋转一下


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

空格键会直接把方块放到底部


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

D键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()是尝试移动方块的方法。如果方块已经到达board的边缘或者遇到了其他方块,就返回False。否则就把方块下落到想要


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)

在计时器事件里,要么是等一个方块下落完之后创建一个新的方块,要么是让一个方块直接落到底(move a falling piece one line down)。


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

clearBoard()方法通过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)
 ...

如果方块碰到了底部,就调用removeFullLines()方法,找到所有能消除的行消除它们。消除的具体动作就是把符合条件的行消除掉之后,再把它上面的行下降一行。注意移除满行的动作是倒着来的,因为我们是按照重力来表现游戏的,如果不这样就有可能出现有些方块浮在空中的现象。


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()方法是用来创建形状随机的方块。如果随机的方块不能正确的出现在预设的位置,游戏结束。


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

Tetrominoe类保存了所有方块的形状。我们还定义了一个NoShape的空形状。

Shape类保存类方块内部的信息。


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

coordsTable元组保存了所有的方块形状的组成。是一个构成方块的坐标模版。


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

上面创建了一个新的空坐标数组,这个数组将用来保存方块的坐标。

坐标系示意图:

上面的图片可以帮助我们更好的理解坐标值的意义。比如元组(0, -1), (0, 0), (-1, 0), (-1, -1)代表了一个Z形状的方块。这个图表就描绘了这个形状。


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()方法向右旋转一个方块。正方形的方块就没必要旋转,就直接返回了。其他的是返回一个新的,能表示这个形状旋转了的坐标。

程序展示:

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脚本之家。

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