- 俄罗斯方块游戏
- Tetris
- 开发
俄罗斯方块游戏
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 tutorialThis is a Tetris game clone.Author: Jan BodnarWebsite: zetcode.comLast edited: August 2017"""from PyQt5.QtWidgets import QMainWindow, QFrame, QDesktopWidget, QApplicationfrom PyQt5.QtCore import Qt, QBasicTimer, pyqtSignalfrom PyQt5.QtGui import QPainter, QColorimport sys, randomclass 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 = 10BoardHeight = 22Speed = 300def __init__(self, parent):super().__init__(parent)self.initBoard()def initBoard(self):'''initiates board'''self.timer = QBasicTimer()self.isWaitingAfterLine = Falseself.curX = 0self.curY = 0self.numLinesRemoved = 0self.board = []self.setFocusPolicy(Qt.StrongFocus)self.isStarted = Falseself.isPaused = Falseself.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] = shapedef squareWidth(self):'''returns the width of one square'''return self.contentsRect().width() // Board.BoardWidthdef squareHeight(self):'''returns the height of one square'''return self.contentsRect().height() // Board.BoardHeightdef start(self):'''starts game'''if self.isPaused:returnself.isStarted = Trueself.isWaitingAfterLine = Falseself.numLinesRemoved = 0self.clearBoard()self.msg2Statusbar.emit(str(self.numLinesRemoved))self.newPiece()self.timer.start(Board.Speed, self)def pause(self):'''pauses game'''if not self.isStarted:returnself.isPaused = not self.isPausedif 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)returnkey = event.key()if key == Qt.Key_P:self.pause()returnif self.isPaused:returnelif 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 = Falseself.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.curYwhile newY > 0:if not self.tryMove(self.curPiece, self.curX, newY - 1):breaknewY -= 1self.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 = 0rowsToRemove = []for i in range(Board.BoardHeight):n = 0for j in range(Board.BoardWidth):if not self.shapeAt(j, i) == Tetrominoe.NoShape:n = n + 1if 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 + numFullLinesself.msg2Statusbar.emit(str(self.numLinesRemoved))self.isWaitingAfterLine = Trueself.curPiece.setShape(Tetrominoe.NoShape)self.update()def newPiece(self):'''creates a new shape'''self.curPiece = Shape()self.curPiece.setRandomShape()self.curX = Board.BoardWidth // 2 + 1self.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 = Falseself.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 Falseif self.shapeAt(x, y) != Tetrominoe.NoShape:return Falseself.curPiece = newPieceself.curX = newXself.curY = newYself.update()return Truedef 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 = 0ZShape = 1SShape = 2LineShape = 3TShape = 4SquareShape = 5LShape = 6MirroredLShape = 7class 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.NoShapeself.setShape(Tetrominoe.NoShape)def shape(self):'''returns shape'''return self.pieceShapedef 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 = shapedef 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] = xdef setY(self, index, y):'''sets y coordinate'''self.coords[index][1] = ydef minX(self):'''returns min x value'''m = self.coords[0][0]for i in range(4):m = min(m, self.coords[i][0])return mdef maxX(self):'''returns max x value'''m = self.coords[0][0]for i in range(4):m = max(m, self.coords[i][0])return mdef minY(self):'''returns min y value'''m = self.coords[0][1]for i in range(4):m = min(m, self.coords[i][1])return mdef maxY(self):'''returns max y value'''m = self.coords[0][1]for i in range(4):m = max(m, self.coords[i][1])return mdef rotateLeft(self):'''rotates shape to the left'''if self.pieceShape == Tetrominoe.SquareShape:return selfresult = Shape()result.pieceShape = self.pieceShapefor i in range(4):result.setX(i, self.y(i))result.setY(i, -self.x(i))return resultdef rotateRight(self):'''rotates shape to the right'''if self.pieceShape == Tetrominoe.SquareShape:return selfresult = Shape()result.pieceShape = self.pieceShapefor i in range(4):result.setX(i, -self.y(i))result.setY(i, self.x(i))return resultif __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 = 10BoardHeight = 22Speed = 300
这些是Board类的变量。BoardWidth和BoardHeight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 = 0self.curY = 0self.numLinesRemoved = 0self.board = []...
在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:returnself.isPaused = not self.isPausedif 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)
在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 Falseif self.shapeAt(x, y) != Tetrominoe.NoShape:return Falseself.curPiece = newPieceself.curX = newXself.curY = newYself.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 = Falseself.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 = 0rowsToRemove = []for i in range(Board.BoardHeight):n = 0for j in range(Board.BoardWidth):if not self.shapeAt(j, i) == Tetrominoe.NoShape:n = n + 1if 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 + 1self.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 = Falseself.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 = 0ZShape = 1SShape = 2LineShape = 3TShape = 4SquareShape = 5LShape = 6MirroredLShape = 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 selfresult = Shape()result.pieceShape = self.pieceShapefor 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:

