上篇更新到pygame实现俄罗斯方块游戏(AI篇2),原本应该继续做优化,不过考虑到完成游戏
上篇更新到pygame实现俄罗斯方块游戏(AI篇2) ,原本应该继续做优化,不过考虑到完成游戏完整性,这张就先把对战做好。
一、对战的方块管理
定义一个BlockManage管理对战的方块
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)
根据BlockManage根据传入的玩家id返回方块,保证每个玩家拿到的方块序列十一致的,所以在每次创建方块时存放了玩家数量相同的拷贝,拷贝是避免对象的引用造成对同一个方块对象操作混乱。
然后HintBox里加入block_manage的引用并且在take_block函数里将创建Block改为使用block_manage去取方块
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
分别定义一个VirtualHintBox和一个VirtualScoreBox,用于给右下角面板上的
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并分别传递给主面板的hint_box和右下角面板的VirtualHintBox,右下角面板的定义和初使设置完了以后,将下面的player改为player1和player2两个玩家。
在游戏主循环增加完相应的设置和操作,现在就可以玩人机对战了。
当然如果你把
player1 = HumanPlayer()
player2 = AIPlayer(ai_diff_ticks=350)
改成
player1 = AIPlayer(ai_diff_ticks=150)
player2 = AIPlayer(ai_diff_ticks=350)
当然就是一场机器人对机器人的战斗
二、记分和增加对抗性
增加记分显示比较容易,给VirtualScoreBox实现下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
增加对抗性的话先设置个规则,谁的分数满1000,就可以给另一方增加两层方块作为攻击,为便于计算,我们在Panel里增加一个数字,用于标记对对方攻击的次数。
Panel里增加一个添加障碍物的函数
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里再添加一个获取是否有攻击触发的函数
def get_attach_num(self):
if self.score_box.total_score /1000 > self.attack_num:
self.attack_num+=1
return 1
else:
return 0
主循环里再增加攻击的处理
好了,现在对战效果也完成了。
最后再给AIPlayer一个level属性,将level映射为时间间隔
以现在的机器人水平,试了下大概能战胜5级的AIPlayer。
最后附下目前的代码。
# -*- 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) # 用一个粗线段来填充背景
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()
pygame
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