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小編給大家分享一下pygame如何實現俄羅斯方塊游戲,相信大部分人都還不怎么了解,因此分享這篇文章給大家參考一下,希望大家閱讀完這篇文章后大有收獲,下面讓我們一起去了解一下吧!
一、消除后才做評價
上一篇我們是對方塊落下的位置和落下后出來的空洞進行了評價,但是這些評價都是沒有計算消除的,以至于機器人現在不會考慮去進行那些完全不會留下空洞的消除,比如下面這種消除。
但我們知道這種消除是不會產生空洞的。
所以我們要在計算評價的時候最好計算消除以后的評價。
我們只要在Matrix的函數里加一個do_clear函數來進行消除
def do_clear(self): for i in range(self.rows-1,-1,-1): if sum(self.cols*i:self.cols*(i+1))==self.cols: self.matrix[self.cols:self.cols*(i+1)]=self.matrix[0:self.cols*i]
然后在clone_matrix.fill_block(center_shape, xdiff=xdiff, ydiff=max_yindex)之后加一行
clone_matrix.do_clear()
現在機器人比以前聰明了一點,但是還有問題,只要有下面兩個問題:
1.當有更好的消除方案時,機器人并沒有選擇更好的方案(比如可以消除兩行,但是機器人選擇了消除一行)。
2.人玩的時候會避免空的列兩邊堆疊太高,而是優先在遠離空的列附近填。
下面我們進行這些修改。
二、消除時考慮獲得更高分
我們在Matrix的do_clear函數里增加一個clear_num來計算消除了多少行
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
在計算的地方加這樣兩行
clear_num=clone_matrix.do_clear() score += clear_num * 5
這樣每多消除一行會多得到5分,會激勵機器人在單次消除中去尋找更好的消除方案。
三、避免空列附近的填塞
首先空列的定義,我們可以認為像下面的圖中,1的位置還不能算完全的空列,因為列右側高起的是兩格,拯救的機會比2處大很多,2處兩邊都已經高起3格,再這樣下去只有等長條了。
所以我們在Matrix里加一個空列的獲取函數
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
在AIPlayer里增加一個get_cost_of_emptycol函數
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
在計算分數的地方增加兩行程序
empty_arr = clone_matrix.get_empty_col() score -= self.get_cost_of_emptycol(empty_arr)
現在機器人又厲害了一些,基本上沒有比較糟糕的情況下,機器人已經不會gameover了
四、已成空洞上方位置的避免
比如下圖
我們一定會盡可能避免在紅框的位置堆疊,因為這樣有助于我們消除空洞上方的方塊后可以盡快進入空洞進行新的消除,但是機器人現在還沒有這個考慮,所以我們在Matrix里繼續增加一個空洞上方方塊數的計算。
函數實現如下:
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
在計算分數的地方我們再加一行
score -= clone_matrix.get_block_above_hole()
這樣機器人就會考慮讓空洞上方的方塊盡可能少。
附下目前的完整程序。
# -*- 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 def __init__(self): super(Player, self).__init__() 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 HintBox(object): next_block=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] def take_block(self): block = self.next_block if block is None: # make first block block = create_block() self.next_block = create_block() return block 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)) textImage = myfont.render('Score:%06d'%(self.total_score), True, white) self._bg.blit(textImage, (self._x,self._y+40)) 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 Panel(object): 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] 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): for x,y in block.get_rect_arr(): self.rect_arr.append(RectInfo(x,y, block.color)) 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 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) # 用一個粗線段來填充背景 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.move_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) 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) def run(): pygame.init() 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+160+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,160,160]) score_box=ScoreBox(screen,main_block_size,[main_panel_width+space+space,160+space*2,160,160]) main_panel.hint_box=hint_box main_panel.score_box=score_box pygame.key.set_repeat(200, 30) main_panel.create_move_block() diff_ticks = 300 ticks = pygame.time.get_ticks() + diff_ticks player = AIPlayer() 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 player.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 screen.fill((100,100,100)) # make background gray main_panel.paint() hint_box.paint() score_box.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)) pygame.display.update() if pause==1: continue if game_state == 1: player.run(main_panel) if game_state == 1 and pygame.time.get_ticks() >= ticks: ticks+=diff_ticks if main_panel.move_block()==9: game_state = 2 # gameover run()
這篇先到這里,下篇繼續優化。
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