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| import pygame from pygame.locals import * from random import randint pygame.init() SCREEN_SIZE = (640, 480) main_screen = pygame.display.set_mode(SCREEN_SIZE, 0, 32) blog = '火苗999℃的博客' pygame.display.set_caption(blog)
ROTATE_LEFT, ROTATE_RIGHT, TO_BOTTOM = list(range(3))
DIAMOND_SIZE = (20, 20)
diamond_color_size = 6 COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_YELLOW, COLOR_BLACK, COLOR_NO_DIAMOND = list(range( diamond_color_size)) COLOR = { COLOR_RED: (255, 0, 0), COLOR_BLUE: (0, 0, 255), COLOR_GREEN: (0, 255, 0), COLOR_YELLOW: (255, 255, 0), COLOR_BLACK: (0, 0, 0), COLOR_NO_DIAMOND: (100, 100, 100), } COLOR_DIAMOND = { COLOR_RED: pygame.surface.Surface(DIAMOND_SIZE).convert(), COLOR_BLUE: pygame.surface.Surface(DIAMOND_SIZE).convert(), COLOR_GREEN: pygame.surface.Surface(DIAMOND_SIZE).convert(), COLOR_YELLOW: pygame.surface.Surface(DIAMOND_SIZE).convert(), COLOR_BLACK: pygame.surface.Surface(DIAMOND_SIZE).convert(), COLOR_NO_DIAMOND: pygame.surface.Surface(DIAMOND_SIZE).convert(), }
def draw_rect(lw, surface, rgb_color): rect = (lw, lw, DIAMOND_SIZE[0] - 2 * lw, DIAMOND_SIZE[1] - 2 * lw) pygame.draw.line(surface, rgb_color, (rect[0], rect[1]), (rect[0], rect[3]), lw) pygame.draw.line(surface, rgb_color, (rect[0], rect[1]), (rect[2], rect[1]), lw) pygame.draw.line(surface, rgb_color, (rect[0], rect[3]), (rect[2], rect[3]), lw) pygame.draw.line(surface, rgb_color, (rect[2], rect[1]), (rect[2], rect[3]), lw) return for x in range(diamond_color_size): COLOR_DIAMOND[x].fill(COLOR[x]) draw_rect(2, COLOR_DIAMOND[x], (128, 128, 128))
clock = pygame.time.Clock()
GAME_SCREEN_SIZE = (10, 20) GAME_SCREEN_MID = GAME_SCREEN_SIZE[0] / 2
use_font = pygame.font.Font("FONT.TTF", 16)
SCORE_POINT = (250, 100) NEXT_DIAMOND_POINT = (12, 5) MOVING_DIAMOND_OUT_POINT = (GAME_SCREEN_MID, 0) SCREEN_MID_POINT = (GAME_SCREEN_SIZE[0]*DIAMOND_SIZE[0]/2, GAME_SCREEN_SIZE[1]*DIAMOND_SIZE[1]/2) class World(object): def __init__(self, x, y, width, height): self.x = x self.y = y self.game_surface = use_font.render("game over. enter any key to restart.", True , COLOR[COLOR_RED], COLOR[COLOR_BLUE]) self.width = width self.height = height self.background = pygame.surface.Surface( (self.width * DIAMOND_SIZE[0] + 1, self.height * DIAMOND_SIZE[1] + 1)).convert() self.background.fill((200, 255, 200)) self.no_diamond = COLOR_DIAMOND[COLOR_NO_DIAMOND] self.diamonds = {} self.diamond_id = 0 self.init_diamonds() self.moving_diamond = self.create_diamond() self.moving_diamond.move_x(GAME_SCREEN_SIZE[0] / 2) self.next_diamond = self.create_diamond() self.next_diamond.move_x(NEXT_DIAMOND_POINT[0]) self.game_over = False self.d_time = 0. self.score = 0 self.score_surface = use_font.render("score: 0", True, COLOR[COLOR_BLACK], COLOR[COLOR_BLUE]) return def init_value(self): self.diamonds = {} self.diamond_id = 0 self.init_diamonds() self.moving_diamond = self.create_diamond() self.moving_diamond.move_x(GAME_SCREEN_SIZE[0] / 2) self.next_diamond = self.create_diamond() self.next_diamond.move_x(NEXT_DIAMOND_POINT[0]) self.d_time = 0. self.score = 0 self.score_surface = use_font.render("score: 0", True, COLOR[COLOR_BLACK], COLOR[COLOR_BLUE]) self.game_over = False return def init_diamonds(self): for x in range(0, self.width): for y in range(0, self.height): self.diamonds[x, y] = None return def create_diamond(self): return Diamond(self) def process(self, process_time): if self.game_over: return self.d_time += process_time if self.d_time > 500.: self.d_time -= 500. if self.moving_diamond is None: self.moving_diamond = self.next_diamond self.moving_diamond.move_x(-NEXT_DIAMOND_POINT[0] + GAME_SCREEN_SIZE[0] / 2) self.next_diamond = self.create_diamond() self.next_diamond.move_x(NEXT_DIAMOND_POINT[0]) return self.diamond_down() return def add_diamond_world(self, diamond): nodes = diamond.get_all_node() for k in list(nodes.keys()): if nodes[k] is not None: self.diamonds[nodes[k].get_pos()] = nodes[k] self.moving_diamond = None self.erase() self.check_game() return def check_game(self): for x in range(0, self.width): if self.diamonds[x, 1] is not None: self.game_over = True return False return True def render_background(self, surface): surface.blit(self.background, (self.x, self.y)) for x in range(self.width): for y in range(self.height): surface.blit(self.no_diamond, (self.x + x * DIAMOND_SIZE[0], self.y + y * DIAMOND_SIZE[1])) return def render(self, surface): self.render_background(surface) for diamond in list(self.diamonds.values()): if diamond is not None: diamond.render(surface) if self.moving_diamond: self.moving_diamond.render(surface) self.next_diamond.render(surface) surface.blit(self.score_surface, SCORE_POINT) if self.game_over: surface.blit(self.game_surface , (SCREEN_MID_POINT[0]-self.game_surface.get_width()/2+self.x , SCREEN_MID_POINT[1]-self.game_surface.get_height()/2+self.y)) return def event_key_down(self, key): if self.game_over: self.init_value() return if K_LEFT == key: self.diamond_left() elif K_RIGHT == key: self.diamond_right() elif K_DOWN == key: self.diamond_down() elif K_UP == key: self.moving_diamond_rotate() return def moving_diamond_bottom(self): if self.moving_diamond is None: return self.moving_diamond.get_bottom() return def moving_diamond_rotate(self): if self.moving_diamond is None: return index = self.moving_diamond.get_next_rotate() for v in list(index.values()): if v[0] < 0 or v[0] >= self.width or v[1] >= self.height or self.diamonds[v] is not None: return self.moving_diamond.rotate() return def diamond_down(self): if self.moving_diamond is None: return bottom = self.moving_diamond.get_bottom() for i in bottom: next_pos = (bottom[i][0], bottom[i][1] + 1) if next_pos[1] >= self.height: self.add_diamond_world(self.moving_diamond) return if self.diamonds[next_pos] is not None: self.add_diamond_world(self.moving_diamond) return self.moving_diamond.move_y(1) return def diamond_left(self): if self.moving_diamond is None: return left = self.moving_diamond.get_left() for i in left: next_pos = (left[i][0] - 1, left[i][1]) if next_pos[0] < 0 or self.diamonds[next_pos] is not None or self.width < next_pos[0]: return self.moving_diamond.move_x(-1) return def diamond_right(self): if self.moving_diamond is None: return left = self.moving_diamond.get_right() for i in left: next_pos = (left[i][0] + 1, left[i][1]) if self.width <= next_pos[0] or self.diamonds[next_pos] is not None or next_pos[0] < 0: return self.moving_diamond.move_x(1) return def point_to_index(self, point): return (point[0] - self.x) / DIAMOND_SIZE[0], (point[1] - self.y) / DIAMOND_SIZE[1] def index_to_point(self, index): return index[0] * DIAMOND_SIZE[0] + self.x, index[1] * DIAMOND_SIZE[1] + self.y def erase(self): n = 0 for line in range(0, self.height): if self.is_full(line): self.clear_line(line) n += 1 self.drop_more_than_line(line) line -= 1 self.score += n * n str = "score: %d" % self.score self.score_surface = use_font.render(str, True, COLOR[COLOR_BLACK], COLOR[COLOR_BLUE]) return def drop_more_than_line(self, line): for y in range(0, line): for x in range(0, self.width): yy = line - y if self.diamonds[x, yy] is not None: self.diamonds[x, yy].move_y(1) self.diamonds[x, yy + 1] = self.diamonds[x, yy] self.diamonds[x, yy] = None return def is_full(self, y): for x in range(0, self.width): if self.diamonds[x, y] is None: return False return True def clear_line(self, y): for x in range(0, self.width): self.diamonds[x, y] = None return class Node(object): def __init__(self, x, y, background, world): self.x = x self.y = y self.background = background self.world = world return def render(self, surface): surface.blit(self.background, (self.world.index_to_point((self.x, self.y)))) return def move_x(self, x): self.x += x return def move_y(self, y): self.y += y return def get_pos(self): return self.x, self.y def get_x(self): return self.x def get_y(self): return self.y def set_pos(self, index): self.x = index[0] self.y = index[1] return diamond_point_type_size = 7 diamond_point = { 0: {0: (0, 0), 1: (1, 0), 2: (0, 1), 3: (1, 1)}, 1: {0: (0, 0), 1: (1, 0), 2: (2, 0), 3: (0, 1)}, 2: {0: (0, 0), 1: (1, 0), 2: (2, 0), 3: (1, 1)}, 3: {0: (0, 0), 1: (0, 1), 2: (0, 2), 3: (0, 3)}, 4: {0: (0, 0), 1: (1, 0), 2: (2, 0), 3: (2, 1)}, 5: {0: (0, 0), 1: (1, 0), 2: (1, 1), 3: (2, 1)}, 6: {0: (1, 0), 1: (2, 0), 2: (0, 1), 3: (1, 1)}, } diamond_rotate_point = { 0: {0: {0: (0, 0), 1: (1, 0), 2: (0, 1), 3: (1, 1)}, 1: {0: (0, 0), 1: (1, 0), 2: (0, 1), 3: (1, 1)}, 2: {0: (0, 0), 1: (1, 0), 2: (0, 1), 3: (1, 1)}, 3: {0: (0, 0), 1: (1, 0), 2: (0, 1), 3: (1, 1)}, }, 1: {0: {0: (0, 1), 1: (1, 1), 2: (2, 1), 3: (0, 2)}, 1: {0: (0, 0), 1: (1, 0), 2: (1, 1), 3: (1, 2)}, 2: {0: (0, 1), 1: (1, 1), 2: (2, 1), 3: (2, 0)}, 3: {0: (1, 0), 1: (1, 1), 2: (1, 2), 3: (2, 2)}, }, 2: {0: {0: (0, 1), 1: (1, 1), 2: (2, 1), 3: (1, 0)}, 1: {0: (1, 0), 1: (1, 1), 2: (1, 2), 3: (2, 1)}, 2: {0: (0, 1), 1: (1, 1), 2: (2, 1), 3: (1, 2)}, 3: {0: (1, 0), 1: (1, 1), 2: (1, 2), 3: (0, 1)}, }, 3: {0: {0: (1, 0), 1: (1, 1), 2: (1, 2), 3: (1, 3)}, 1: {0: (0, 1), 1: (1, 1), 2: (2, 1), 3: (3, 1)}, 2: {0: (1, 0), 1: (1, 1), 2: (1, 2), 3: (1, 3)}, 3: {0: (0, 1), 1: (1, 1), 2: (2, 1), 3: (3, 1)}, }, 4: {0: {0: (1, 0), 1: (1, 1), 2: (1, 2), 3: (2, 0)}, 1: {0: (0, 1), 1: (1, 1), 2: (2, 1), 3: (2, 2)}, 2: {0: (1, 0), 1: (1, 1), 2: (1, 2), 3: (0, 2)}, 3: {0: (0, 1), 1: (1, 1), 2: (2, 1), 3: (0, 0)}, }, 5: {0: {0: (0, 0), 1: (1, 0), 2: (1, 1), 3: (2, 1)}, 1: {0: (1, 0), 1: (1, 1), 2: (0, 1), 3: (0, 2)}, 2: {0: (0, 0), 1: (1, 0), 2: (1, 1), 3: (2, 1)}, 3: {0: (1, 0), 1: (1, 1), 2: (0, 1), 3: (0, 2)}, }, 6: {0: {0: (0, 1), 1: (1, 1), 2: (1, 0), 3: (2, 0)}, 1: {0: (0, 0), 1: (0, 1), 2: (1, 1), 3: (1, 2)}, 2: {0: (0, 1), 1: (1, 1), 2: (1, 0), 3: (2, 0)}, 3: {0: (0, 0), 1: (0, 1), 2: (1, 1), 3: (1, 2)}, }, } class Diamond(object): def __init__(self, world): self.x = 0 self.y = 0 self.diamonds = {} self.diamonds_list = {} self.diamond_id = 0 self.init_diamonds() self.world = world self.type = None self.create(world) self.rotate_time = 0 return def init_diamonds(self): for x in range(0, 4): for y in range(0, 4): self.diamonds[x, y] = None return def create(self, world): self.type = randint(0, diamond_point_type_size - 1) rand_color = randint(0, 3) index = diamond_rotate_point[self.type][0] self.diamonds_list[0] = self.diamonds[index[0][0], index[0][1]] = Node(index[0][0], index[0][1], COLOR_DIAMOND[rand_color], world) self.diamonds_list[1] = self.diamonds[index[1][0], index[1][1]] = Node(index[1][0], index[1][1], COLOR_DIAMOND[rand_color], world) self.diamonds_list[2] = self.diamonds[index[2][0], index[2][1]] = Node(index[2][0], index[2][1], COLOR_DIAMOND[rand_color], world) self.diamonds_list[3] = self.diamonds[index[3][0], index[3][1]] = Node(index[3][0], index[3][1], COLOR_DIAMOND[rand_color], world) self.diamond_id = 4 return def turn(self): if self.type == 0: return return def render(self, surface): for diamond in list(self.diamonds.values()): if diamond is not None: diamond.render(surface) return def move_x(self, x): for diamond in list(self.diamonds.values()): if diamond is not None: diamond.move_x(x) self.x += x return def move_to(self, pos): x = self.x - pos[0] y = self.y - pos[1] for diamond in list(self.diamonds.values()): if diamond is not None: diamond.move_x(x) diamond.move_x(x) return def move_y(self, y): for diamond in list(self.diamonds.values()): if diamond is not None: diamond.move_y(y) self.y += y return def get_left(self): left = {} for y in range(0, 4): for x in range(0, 4): if self.diamonds[3 - x, y] is not None: left[y] = self.diamonds[3 - x, y].get_pos() return left def get_right(self): right = {} for y in range(0, 4): for x in range(0, 4): if self.diamonds[x, y] is not None: right[y] = self.diamonds[x, y].get_pos() return right def get_bottom(self): bottom = {} for x in range(0, 4): for y in range(0, 4): if self.diamonds[x, y] is not None: bottom[x] = self.diamonds[x, y].get_pos() return bottom def get_all_node(self): return self.diamonds def get_next_rotate(self): c_index = diamond_rotate_point[self.type][(self.rotate_time + 1) % 4].copy() for k in list(c_index.keys()): c_index[k] = (self.x + c_index[k][0], self.y + c_index[k][1]) return c_index def rotate(self): self.rotate_time = (self.rotate_time + 1) % 4 n = 0 for x in range(0, 4): for y in range(0, 4): self.diamonds[x, y] = None for i in range(0, 4): new_pos = diamond_rotate_point[self.type][self.rotate_time][i] new_pos_now = (new_pos[0] + self.x, new_pos[1] + self.y) self.diamonds_list[i].set_pos(new_pos_now) self.diamonds[new_pos] = self.diamonds_list[i] return class App(object): def __init__(self): self.screen = main_screen self.background = pygame.surface.Surface(SCREEN_SIZE).convert() self.background.fill((255, 255, 255)) self.world = World(10, 10, GAME_SCREEN_SIZE[0], GAME_SCREEN_SIZE[1]) self.create_world() return def create_world(self): self.world = World(10, 10, GAME_SCREEN_SIZE[0], GAME_SCREEN_SIZE[1]) return def run(self): while True: for event in pygame.event.get(): if event.type == QUIT: return if event.type == KEYDOWN: if event.key == K_UP: self.world.event_key_down(event.key) pressed_keys = pygame.key.get_pressed() if pressed_keys[K_LEFT]: self.world.event_key_down(K_LEFT) if pressed_keys[K_RIGHT]: self.world.event_key_down(K_RIGHT) if pressed_keys[K_DOWN]: self.world.event_key_down(K_DOWN) self.render() time_passed = clock.tick(30) self.world.process(time_passed) self.world.render(self.screen) pygame.display.update() return def render(self): self.screen.blit(self.background, (0, 0)) return if __name__ == "__main__": app = App() app.run()
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