pygame实现俄罗斯方块游戏(对战篇1)

yipeiwu_com7年前Python基础

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()

更多关于俄罗斯方块的文章,请点击查看专题:《俄罗斯方块》

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【听图阁-专注于Python设计】。

相关文章

python学生信息管理系统实现代码

python学生信息管理系统实现代码

1.本人第一次学python做出来的,当时满满的成就感,当作纪念!!!!! 非常简单,复制即可使用 代码块 import json#把字符串类型的数据转换成Python基本数据类型...

Python中支持向量机SVM的使用方法详解

Python中支持向量机SVM的使用方法详解

除了在Matlab中使用PRTools工具箱中的svm算法,Python中一样可以使用支持向量机做分类。因为Python中的sklearn库也集成了SVM算法,本文的运行环境是Pycha...

Python完成哈夫曼树编码过程及原理详解

Python完成哈夫曼树编码过程及原理详解

哈夫曼树原理 秉着能不写就不写的理念,关于哈夫曼树的原理及其构建,还是贴一篇博客吧。 /post/97396.htm 其大概流程 哈夫曼编码代码 # 树节点类构建 class Tr...

Python利用ElementTree模块处理XML的方法详解

前言 最近因为工作的需要,在使用 Python 来发送 SOAP 请求以测试 Web Service 的性能,由于 SOAP 是基于 XML 的,故免不了需要使用 python 来处理...

详解Python 2.6 升级至 Python 2.7 的实践心得

前言 CentOS 6.8 安装 Python 2.7.13,因为软件版本上的需求所以考虑将 Python 升级至 2.7.13,加上生产环境还是以 RHEL 6 为主,互联网自动化运...