最近更新于2021年5月5日
在本章中,我们将创造一款《俄罗斯方块》的克隆游戏。
俄罗斯方块游戏是有史以来最受欢迎的电脑游戏之一。最初的游戏是由俄罗斯程序员Alexey Pajitnov在1985年设计和编写的。从那时起,《俄罗斯方块》便以各种形式出现在几乎所有电脑平台上。
俄罗斯方块是一种下落的方块拼图游戏。在这个游戏中,我们有七种不同的形状,叫做Tetrominoe:S形、Z形、T形、L形、线形、镜像L形和方形。每一个形状都由四个正方形组成。这些形状正从Board上掉下来。俄罗斯方块游戏的目标是移动和旋转形状,使它们尽可能适合。如果我们能排成一排,那排就会被破坏,我们就能得分。当方块从顶部溢出时结束游戏。
PyQt6是一个用于创建应用程序的工具包。还有其他一些库是专门用来制作电脑游戏的。不过,PyQt6和其他应用程序工具包可以用来创建简单的游戏。
制作电脑游戏是提高编程技能的好方法。
我们没有俄罗斯方块游戏的图像,我们使用PyQt6编程工具包中可用的绘图API绘制了俄罗斯方块。每个电脑游戏背后都有一个数学模型。《俄罗斯方块》就是这样。
游戏背后的一些理念:
- 我们使用QtCore。QBasicTimer来创建一个游戏循环。
- Tetrominoe是画出来的。
- 形状在一个正方形的基础上移动(不是一个像素一个像素)。
- 从数学上讲,Board就是一个简单的数字列表。
该代码包括四类:Tetris、Board、Tetrominoe和Shape。Tetris类设置游戏。Board是编写游戏逻辑的地方。Tetrominoe类包含所有俄罗斯方块的名称,Shape类包含一个俄罗斯方块的代码。
# tetris.py
#!/usr/bin/python
"""
ZetCode PyQt6 tutorial
This is a Tetris game clone.
Author: Jan Bodnar
Website: zetcode.com
"""
import random
import sys
from PyQt6.QtCore import Qt, QBasicTimer, pyqtSignal
from PyQt6.QtGui import QPainter, QColor
from PyQt6.QtWidgets import QMainWindow, QFrame, QApplication
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"""
qr = self.frameGeometry()
cp = self.screen().availableGeometry().center()
qr.moveCenter(cp)
self.move(qr.topLeft())
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.FocusPolicy.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.Key_P:
self.pause()
return
if self.isPaused:
return
elif key == Qt.Key.Key_Left.value:
self.tryMove(self.curPiece, self.curX - 1, self.curY)
elif key == Qt.Key.Key_Right.value:
self.tryMove(self.curPiece, self.curX + 1, self.curY)
elif key == Qt.Key.Key_Down.value:
self.tryMove(self.curPiece.rotateRight(), self.curX, self.curY)
elif key == Qt.Key.Key_Up.value:
self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY)
elif key == Qt.Key.Key_Space.value:
self.dropDown()
elif key == Qt.Key.Key_D.value:
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:
NoShape = 0
ZShape = 1
SShape = 2
LineShape = 3
TShape = 4
SquareShape = 5
LShape = 6
MirroredLShape = 7
class Shape:
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
def main():
app = QApplication([])
tetris = Tetris()
sys.exit(app.exec())
if __name__ == '__main__':
main()
游戏稍微简化了一点,以便更容易理解。游戏启动后立即开始。我们可以按P键暂停游戏。空格键会立即将方块掉落到底部。游戏以恒定的速度运行,没有加速。分数是我们已经删除的行数。
self.tboard = Board(self)
self.setCentralWidget(self.tboard)
创建Board类的一个实例,并将其设置为应用程序的中心控件。
self.statusbar = self.statusBar()
self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)
我们创建一个显示消息的状态栏。我们将显示三个可能的消息:已删除的行数、暂停的消息或游戏结束消息。msg2Statusbar是在Board类中实现的自定义信号。showMessage是一个内置的方法,它在状态栏上显示消息。
self.tboard.start()
这一行开始游戏。
class Board(QFrame):
msg2Statusbar = pyqtSignal(str)
...
使用pyqtSignal创建自定义信号。msg2Statusbar是当我们想向状态栏写入消息或分数时发出的信号。
BoardWidth = 10
BoardHeight = 22
Speed = 300
这些是Board的类变量。BoardWidth和BoardHeight以块的形式定义board的大小。速度定义了游戏的速度。每300毫秒一个新的游戏周期将开始。
...
self.curX = 0
self.curY = 0
self.numLinesRemoved = 0
self.board = []
...
在initBoard方法中,我们初始化了一些重要的变量。self.board变量是一个从0到7的数字列表。它表示各种形状的位置和形状在board上的剩余位置。
def shapeAt(self, x, y):
"""determines shape at the board position"""
return self.board[(y * Board.BoardWidth) + x]
shapeAt方法确定给定形状块的类型。
def squareWidth(self):
"""returns the width of one square"""
return self.contentsRect().width() // Board.BoardWidth
可以动态调整单board的大小。因此,块的大小可能会改变。squareWidth以像素为单位计算单个正方形的宽度并返回它。Board.BoardWidth是board的大小。
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方法暂停游戏。它会停止计时器并在状态栏上显示一条消息。
def paintEvent(self, event):
"""paints all shapes of the game"""
painter = QPainter(self)
rect = self.contentsRect()
...
绘图发生在paintEvent方法中。QPainter负责PyQt6中所有低级的绘图。
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)
游戏的绘图分为两个步骤。在第一步中,我们绘制所有的形状,或已被放置到board底部的形状的剩余部分。所有的方块都记在self.board列表变量里。使用shapeAt方法访问该变量。
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())
下一步是画出正在掉落的方块。
elif key == Qt.Key.Key_Right.value:
self.tryMove(self.curPiece, self.curX + 1, self.curY)
在keyPressEvent方法中,我们检查是否按下了键。如果我们按下右箭头键,我们就会尝试向右移动方块。我们说尝试,是因为方块可能无法移动。
elif key == Qt.Key.Key_Up.value:
self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY)
向上的方向键将把下落的方块向左旋转。
elif key == Qt.Key.Key_Space.value:
self.dropDown()
空格键会立即将下落的方块掉落到底部。
elif key == Qt.Key.Key_D.value:
self.oneLineDown()
按下D键,方块就会向下走一段。它可以用来加速方块的下落。
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)
在timer事件中,我们要么在前一个掉落到底部之后创建一个新方块,要么将底部的方块向下移动一行。
def clearBoard(self):
"""clears shapes from the board"""
for i in range(Board.BoardHeight * Board.BoardWidth):
self.board.append(Tetrominoe.NoShape)
clearBoard方法通过在board的每个块上设置Tetrominoe.NoShape来清除board。
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)
...
如果方块到达底部,我们调用removeFullLines方法。我们找出所有的完整的行,并删除它们。我们通过移动当前整行之上的所有行来做到这一点,并向下删除一行。注意,我们颠倒了要删除的行的顺序。否则,它将不能正常工作。在我们的例子中,我们用的是自然重力。这意味着方块可能漂浮在空白间隙之上。
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")
newPiece方法会随机创建一个新的俄罗斯方块。如果方块不能进入它的初始位置,游戏就结束了。
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
在tryMove方法中,我们尝试移动形状。如果该形状位于棋盘的边缘或与其他方块相邻,则返回False。否则,我们将当前下落的方块放置到一个新的位置。
class Tetrominoe:
NoShape = 0
ZShape = 1
SShape = 2
LineShape = 3
TShape = 4
SquareShape = 5
LShape = 6
MirroredLShape = 7
Tetrominoe类包含所有可能形状的名称。对于空形状,我们也有一个NoShape。
Shape类保存关于俄罗斯方块的信息。
class Shape(object):
coordsTable = (
((0, 0), (0, 0), (0, 0), (0, 0)),
((0, -1), (0, 0), (-1, 0), (-1, 1)),
...
)
...
coordsTable元组保存了俄罗斯方块所有可能的坐标值。这是一个模板,所有的部分都从这个模板中获得它们的坐标值。
self.coords = [[0,0] for i in range(4)]
在创建之后,我们创建了一个空的坐标列表。该列表将保存俄罗斯方块的坐标。
上面的图像将有助于理解更多的坐标值。例如,元组(0,-1)、(0,0)、(-1,0)、(-1,-1)表示一个Z形。图表说明了形状。
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
rotatleft方法将一个方块向左旋转。正方形不需要旋转。这就是为什么我们只返回对当前对象的引用。创建一个新方块,并将其坐标设置为旋转后的方块的坐标。
这是PyQt6中的俄罗斯方块游戏。