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pygame實現俄羅斯方塊游戲(AI篇1)

發布時間:2020-09-22 02:41:17 來源:腳本之家 閱讀:257 作者:冰風漫天 欄目:開發技術

上次更新到pygame實現俄羅斯方塊游戲(基礎篇3)

現在繼續

一、定義玩家類

定義玩家類是為了便于進行手動和機器模式或各種不同機器人模式的混合使用,增加代碼擴展性。
可以先定義一個玩家基類

class Player(object):
 auto_mode=False # 是否是自動模式,自動模式應當不響應鍵盤操作
 def __init__(self):
 pass
 def run(self): # 進行操作
 pass

手動類和機器類繼承自Player類

class HumanPlayer(Player):
 def __init__(self):
 super(Player, self).__init__()

class AIPlayer(Player):
 auto_mode=True
 def __init__(self):
 super(Player, self).__init__()
 def run(self):
 pass

下面然后游戲代碼中做下面三處修改

pygame實現俄羅斯方塊游戲(AI篇1)

好了,現在玩家類添加完畢,由于HumanPlayer類的run執行的是pass,原來的操作沒有受到影響,下面該去實現AIPlayer的run了

二、貪心計算

方塊有N種形態,每種形態有若干種水平位置,假設AI只管方塊變形和移動能落得最低位置,越低越好。
首先,我們要將當前游戲界面的方塊情況告訴玩家,所以我們在Player類的run函數增加一下panel參數,將panel作為run的參數傳入。

AIPlayer的代碼大致改成下面這樣

class AIPlayer(Player):
 cal_block_id=-1 # 用于判斷是否方塊發生了變化
 ctl_arr=[] # 存:1=變、2=左、3=右、4=下,這些數
 auto_mode=True
 def __init__(self):
 super(Player, self).__init__()

 def run(self, panel):
 if panel.block_id == self.cal_block_id: # block_id沒變,按原來計算好的操作規則進行
  if len(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()
   if flag == 9: game_state = 2
 else: # block_id變了,計算新方塊的操作規則
  self.cal_block_id = panel.block_id
  matrix = panel.get_rect_matrix()
  #matrix.print_matrix() # print for debug
  #
  # 添加計算操作的邏輯
  #
  pass

這里為了方便計算將panel中rect_arr轉成matrix,一般建議matrix用numpy的,這邊的使用場景比較簡單,就不增加依賴包了,自己實現一個簡單的matrix

class Matrix(object):
 rows = 0
 cols = 0
 data = []
 def __init__(self, rows, cols):
 self.rows = rows
 self.cols = cols 
 self.data = [0 for i in range(rows*cols)]

 def set_val(self, x, y, val):
 self.data[y*self.cols+x] = val

 def get_val(self, x, y):
 return self.data[y*cols+x]
 
 def print_matrix(self):
 for i in range(self.rows):
  print self.data[self.cols*i:self.cols*(i+1)]

panel的get_rect_matrix是這么實現的

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

為獲取不同形態的值,Block類和子類的get_shape函數稍作修改,增加一個輸入

class TBlock(Block): # 四種形態
 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)]

計算最優操作的代碼如下,大致思路是落下的四個方塊的Y值加起來越大越好

def cal_best_arr(self, panel):
 matrix = panel.get_rect_matrix()
 #matrix.print_matrix() # print for debug
 cur_shape_id = panel.moving_block.shape_id
 shape_num = panel.moving_block.shape_num
 max_score = 0
 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): # 左右可以移動的范圍
  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)]
  arr.append(4)
  for yindex in range(-miny, ROW_COUNT-maxy): # 往下檢測碰撞
   if matrix.cross_block(center_shape, xdiff=xdiff, ydiff=yindex):
   break
   score = sum([y+yindex for x,y in center_shape])
   #print i,xdiff,yindex,score
   if score > max_score: 
   max_score = score
   best_arr = arr
 self.ctl_arr = best_arr

pygame實現俄羅斯方塊游戲(AI篇1)

大概的AI效果有了,但是發現它還不會考慮造成空洞的影響,下面還要繼續優化

三、空洞的懲罰

Matrix類加一個獲取空洞數的函數,這里先簡單定義為上方有方塊為空洞

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: # 上方有方塊的當成空洞
   #print x,y
   hole_num+=1
 return hole_num

計算最佳操作的函數加入空洞的懲罰值修改如下

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): # 左右可以移動的范圍
  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): # 往下檢測碰撞
   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])

  # 克隆矩陣并且將方塊落下,便于計算落下后的空洞數
  clone_matrix = matrix.clone()
  clone_matrix.fill_block(center_shape, xdiff=xdiff, ydiff=max_yindex)
  score -= clone_matrix.get_hole_number() * COL_COUNT

  if score > max_score: 
   max_score = score
   best_arr = arr
 self.ctl_arr = best_arr+[4]

pygame實現俄羅斯方塊游戲(AI篇1)

現在AI的表現正常一些了,先優化到這,下章繼續,下面繼續貼下目前的完整代碼

# -*- 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_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: # 上方有方塊的當成空洞
   #print x,y
   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 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 # 是否是自動模式,自動模式應當不響應鍵盤操作
 def __init__(self):
 pass
 def run(self, panel): # 進行操作
 pass

class HumanPlayer(Player):
 def __init__(self):
 super(Player, self).__init__()

class AIPlayer(Player):
 cal_block_id=-1 # 用于判斷是否方塊發生了變化
 ctl_arr=[] # 存:1=變、2=左、3=右、4=下,這些數
 auto_mode=True
 ai_diff_ticks = 1 # 移動一次的時間,單位毫秒
 
 def __init__(self):
 super(Player, self).__init__()
 self.ctl_ticks = pygame.time.get_ticks() + self.ai_diff_ticks

 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): # 左右可以移動的范圍
  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): # 往下檢測碰撞
   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])

  # 克隆矩陣并且將方塊落下,便于計算落下后的空洞數
  clone_matrix = matrix.clone()
  clone_matrix.fill_block(center_shape, xdiff=xdiff, ydiff=max_yindex)
  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沒變,按原來計算好的操作規則進行
  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變了,計算新方塊的操作規則
  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: # 如果還沒有方塊,先產生一個
  block = create_block()
 
 self.next_block = create_block() # 產生下一個方塊
 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
 # 繪制正在落下的方塊
 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
  # 計算使方塊繪制在提示窗中心位置所需要的偏移像素
  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): # 用于繪制整個游戲窗口的版面
 block_id=0
 #rect_arr=[RectInfo(4,19,[0,0,255]),RectInfo(6,19,[0,0,255])] # 已經落底下的方塊
 rect_arr=[] # 已經落底下的方塊
 moving_block=None # 正在落下的方塊
 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) # 方塊挪到中間 
 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): # 變形不能造成方塊重疊
  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 # 游戲失敗
  self.create_move_block()
  return 2

 def check_clear(self):
 tmp_arr = [[] for i in range(20)]
 # 先將方塊按行存入數組
 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)]
 # 從下往上計算可以消除的行,并記錄消除行后其他行的向下偏移數量
 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=[]
  # 跳過移除行,并將其他行做偏移
  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
 
 # 繪制已經落底下的方塊
 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)
 
 # 繪制正在落下的方塊
 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): # 用于獲取方塊種的四個矩形列表
 return self.rect_arr

 def move(self,xdiff,ydiff): # 用于移動方塊的方法
 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 # 下一形態
 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: # 變形不能超出左右邊界
  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): # 兩種形態
 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): # 一種形態
 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): # 兩種形態
 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): # 兩種形態
 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): # 四種形態
 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): # 四種形態
 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): # 四種形態
 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)) #設置窗口長寬
 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 # 移動一次蛇頭的事件,單位毫秒
 ticks = pygame.time.get_ticks() + diff_ticks

 player = AIPlayer()

 pause=0
 game_state = 1 # 游戲狀態1.表示正常 2.表示失敗
 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 # 按鍵盤a支持暫停
  if event.key==112: # for debug # 按鍵盤p打印矩陣信息
   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)) # 將界面設置為灰色
 main_panel.paint() # 主面盤繪制
 hint_box.paint() # 繪制下一個方塊的提示窗
 score_box.paint() # 繪制總分

 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() # 必須調用update才能看到繪圖顯示

 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 # 游戲結束

run()

以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持億速云。

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