pygame实现俄罗斯方块游戏(对战篇1)

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》

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