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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
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
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]
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()
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