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想要在按下q键时暂停游戏,暂停状态按q键继续游戏,该怎么写time_out_action方法
def process_running(key): #运行状态下按键时的控制
global state
if key == pygame.K_LEFT:move_left_action() # 左键 向左移动
if key == pygame.K_RIGHT:move_right_action() # 右键 向右移动
if key == pygame.K_SPACE:hard_drop_action() # 空格键硬下落
if key == pygame.K_UP:rotate_right_action() # 向右旋转
if key == pygame.K_q:time_out_action()#暂停游戏
def time_out_action():
以下是全部函数
main.py :
# 主程序(启动)
import pygame,sys # 导入pygame模块
from day07.tetris.settings import Setting # 导入settings模块中的Setting类
from day07.tetris.Tetromino import Tetromino # 导入Tetromino模块中的Tetromino类
pygame.init()# 初始化窗口
screen = pygame.display.set_mode((525,550)) # 创建屏幕(窗口),并设置屏幕大小
pygame.display.set_caption("俄罗斯方块")
clockObj = pygame.time.Clock() # 确定程序运行最大帧速度
set = Setting()# 创建Settings对象
wall = [[None for col in range(0,10)] for row in range(0,20)]#打墙
# wall = [[None,None,None,None,....],[None,None,None,None,....],....]
RUNNING = 0 #运行状态
PAUSE = 1 # 暂停状态
GAMEOVER = 2 # 结束状态
state = RUNNING
flag = False
def full_cell(row):# 检查某一行是否满了
# row:当前行,有一个cell为None就是不满
for cell in wall[row]:
if cell is None:
return False
return True
def delete_row(row): # 删除某一行
while row>0:
col = 0
while col <10:
wall[row][col] = wall[row-1][col]
col+=1
row-=1
for cell in wall[0]:
cell = None
scoreTable = [0,1,5,10,50]
def destory_lines(): # 删除若干行
global lines,score,scoreTable
one_time_lines = 0
row = 0
while row<19:
if full_cell(row):
delete_row(row)
one_time_lines += 1
row += 1
score += scoreTable[one_time_lines]
lines += one_time_lines
level = 1;lines = 0;score = 0
def score_blit(): #绘制分数和等级
fontObj = pygame.font.Font("arial.ttf",35)#得到字体对象
scoreObj = fontObj.render("SCORE:"+str(score),True,(50,20,240))#得到绘制的文本
linesObj = fontObj.render("LINES:"+str(lines),True,(50,20,240))
levelObj = fontObj.render("LEVEL:" + str(level), True, (50, 20, 240))
screen.blit(scoreObj,(310,150))#绘制分数
screen.blit(linesObj, (310, 205))#绘制行
screen.blit(levelObj, (310, 260))#绘制等级
speed = 40 # 下落的速度
index = 0 # 下落的频率
def drop_action(): #下落流程的控制
global speed,index,score,lines,level
speed = 40-(lines//100) # 每100行速度减1
if speed < 1:speed = 1
level = 41 - speed
index += 1
if index % speed == 0:
soft_drop()
if index>10000:
index = 0
def can_drop(): # 该方法主要用来判断图形是否可以继续下落
global currentOne
#不能下落情况:1.当图形中有任意一个方块触底的时候
# 2.当图形中有任意一个方块落到墙不是None的位置
for cell in currentOne.cells:
row = cell.row
col = cell.col
if row == 19:return False
if col>=0 and col<10 and row+1>0 and row+1<=19 and wall[row+1][col] is not None:
return False
return True
# 不能继续下落的方块固定在墙上
def land_into_wall():
global currentOne
for cell in currentOne.cells: # 利用循环将图形中的每个小方块取出来
row = cell.row
col = cell.col
wall[row][col] = cell # 将小方块放到墙的列表中去,这样该位置的None就被替换了
def soft_drop(): # 软下落
global currentOne,nextOne
if can_drop():
currentOne.drop()
else:
land_into_wall()
destory_lines()
currentOne = nextOne
nextOne = Tetromino.rand_one()
def hard_drop_action(): # 硬下落
global currentOne,nextOne # 声明此处的变量是全部变量不是局部变量
while can_drop():
soft_drop() # 调用软下落
destory_lines()
land_into_wall()
currentOne = nextOne
nextOne = Tetromino.rand_one()
# 绘制当前图形和下一个图形
currentOne = Tetromino.rand_one() # 当前图形
nextOne = Tetromino.rand_one() # 下一个图形
def current_next_blit():
for cell in currentOne.cells: # 将当前图形中的每个小方块取出来
x = cell.col
y = cell.row
screen.blit(cell.img,(x*26+15-1,y*26+15-1)) # 绘制当前图形
for cell in nextOne.cells: # 将下一个图形的每一个小方块取出来
x = cell.col
y = cell.row
screen.blit(cell.img,((x+10)*26+15,(y+1)*26+15)) # 绘制下一个图形
def bg_wall_blit():
'''绘制背景图和墙壁'''
screen.blit(set.bgImage,(0,0))#绘制背景图
#绘制墙壁
for row in range(0,20):
for col in range(0,10):
if wall[row][col] is None: # 绘制空白墙
pygame.draw.rect(screen,(0,0,0),(col*26+15,row*26+15,26,26),1)
else: # 绘制实心墙(图性墙)
screen.blit(wall[row][col].img,(col*26+15-1,row*26+15-1))
# 判断是否越界
def out_of_bounds():
for cell in currentOne.cells:
col = cell.col
if col<0 or col>9:
return True
return False
# 判断是否重合
def coincide():
for cell in currentOne.cells:
row = cell.row
col = cell.col
if wall[row][col] is not None:
return True
return False
# 左移流程的控制
def move_left_action():
currentOne.move_left()
if out_of_bounds() or coincide():
move_right_action()
# 右移流程的控制
def move_right_action():
currentOne.move_right()
if out_of_bounds() or coincide():
move_left_action()
def process_running(key): #运行状态下按键时的控制
global state
if key == pygame.K_LEFT:move_left_action() # 左键 向左移动
if key == pygame.K_RIGHT:move_right_action() # 右键 向右移动
if key == pygame.K_SPACE:hard_drop_action() # 空格键硬下落
if key == pygame.K_UP:rotate_right_action() # 向右旋转
if key == pygame.K_q:time_out_action()#暂停游戏
def time_out_action():
def rotate_right_action():
currentOne.rotate_right()
if out_of_bounds() or coincide():
currentOne.rotate_left() # 向左旋转
def action():
bg_wall_blit() # 调用绘制背景图和墙壁的方法
current_next_blit() # 调用绘制当前图形和下一个图形
# hard_drop_action()# 调用硬下落方法
score_blit() #调用绘制分数,等级,消去的行
drop_action() # 下落流程的控制
def main():
while True:
# 遍历事件的列表(鼠标事件,键盘事件,。。。)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
process_running(event.key)
pygame.display.update() # 刷
clockObj.tick(60) # 设置帧数
action() # 调用action方法
if __name__ == '__main__':
main() # 启动程序
cell.py:
# 小方块类
class Cell:
def __init__(self,row,col,img):
self.row = row
self.col = col
self.img = img
def drop(self):
'''下降,纵坐标+1'''
self.row += 1
def move_left(self):
'''左移,横坐标-1'''
self.col -= 1
def move_right(self):
'''右移,横坐标+1'''
self.col += 1
settings.py :
# 加载图片
import pygame
class Setting:
def __init__(self):
self.bgImage = pygame.image.load("img/tetris.png")
self.T = pygame.image.load("img/T.png")
self.S = pygame.image.load("img/S.png")
self.Z = pygame.image.load("img/Z.png")
self.O = pygame.image.load("img/O.png")
self.L = pygame.image.load("img/L.png")
self.J = pygame.image.load("img/J.png")
self.I = pygame.image.load("img/I.png")
self.pause = pygame.image.load("img/pause.png")
self.gameover = pygame.image.load("img/game-over.png")
state.py:
class State:
def __init__(self,row0,col0,row1,col1,row2,col2,row3,col3):
self.row0 = row0
self.col0 = col0
self.row1 = row1
self.col1 = col1
self.row2 = row2
self.col2 = col2
self.row3 = row3
self.col3 = col3
Tetromino.py:
# 图形类
from day07.tetris.cell import Cell
from day07.tetris.settings import Setting
import random
from day07.tetris.state import State
class Tetromino:
'''基类'''
index = 1000
def drop(self): # 下降
for cell in self.cells: # 循环获取方块列表中的所有小方块
cell.drop() # 每个小方块都调用下降的方法
def move_left(self): # 左移
for cell in self.cells: # 循环获取方块列表中的所有小方块
cell.move_left() # 每个小方块都调用左移的方法
def move_right(self): # 右移
for cell in self.cells: # 循环获取方块列表中的所有小方块
cell.move_right() # 每个小方块都调用右移的方法
@classmethod
def rand_one(cls): # 使用类方法是因为可以直接用类名调用,不需要创建Tetromino对象
i = random.randint(1,7) # 随机产生1-7之间的任意整数
if i == 1:return T() # 产生不同的整数就返回不同的图形对象,保证每次产生图形的随机性
if i == 2: return J()
if i == 3:return O()
if i == 4: return Z()
if i == 5:return S()
if i == 6: return I()
if i == 7:return L()
def rotate_right(self): # 向右旋转
self.index += 1
s = self.states[self.index % len(self.states)]
row = self.cells[3].row
col = self.cells[3].col
self.cells[0].row = row + s.row0
self.cells[1].row = row + s.row1
self.cells[2].row = row + s.row2
self.cells[0].col = col + s.col0
self.cells[1].col = col + s.col1
self.cells[2].col = col + s.col2
def rotate_left(self): # 向右旋转
self.index += 1
s = self.states[self.index % len(self.states)]
row = self.cells[3].row
col = self.cells[3].col
self.cells[0].row = row - s.row0
self.cells[1].row = row - s.row1
self.cells[2].row = row - s.row2
self.cells[0].col = col - s.col0
self.cells[1].col = col - s.col1
self.cells[2].col = col - s.col2
set = Setting() # 创建Settings()对象
class T(Tetromino):
def __init__(self):
self.cells = [Cell(1, 4, set.T), Cell(0, 3, set.T),
Cell(0, 5, set.T), Cell(0, 4, set.T)]
self.states = [State(1, 0, 0, -1, 0, 1, 0, 0), State(0, -1, -1, 0, 1, 0, 0, 0),
State(-1, 0, 0, 1, 0, -1, 0, 0), State(0, 1, 1, 0, -1, 0, 0, 0)]
class L(Tetromino):
def __init__(self):
self.cells = [Cell(1, 3, set.L), Cell(0, 3, set.L),
Cell(0, 5, set.L), Cell(0, 4, set.L)]
self.states = [State( 1, -1, 0, -1, 0, 1, 0, 0), State( -1, -1, -1, 0, 1, 0, 0, 0),
State(-1, 1, 0, 1, 0, -1, 0, 0), State( 1, 1, 1, 0, -1, 0, 0, 0)]
class S(Tetromino):
def __init__(self):
self.cells = [Cell(1, 4, set.S), Cell(1, 3, set.S),
Cell(0, 4, set.S), Cell(0, 5, set.S)]
self.states = [State(0,0,0,-1,-1,0,-1,1), State(0,0,-1,0,0,1,1,1)]
class O(Tetromino):
def __init__(self):
self.cells = [Cell(1, 3, set.O), Cell(0, 4, set.O),
Cell(0, 3, set.O), Cell(1, 4, set.O)]
self.states = [State(1,0,0,1,0,0,1,1), State(1,0,0,1,0,0,1,1)]
class I(Tetromino):
def __init__(self):
self.cells = [Cell(0, 4, set.I), Cell(0, 3, set.I),
Cell(0, 5, set.I), Cell(0, 6, set.I)]
self.states = [State(0,0,0,-1,0,1,0,2), State(0,0,-1,0,1,0,2,0)]
class Z(Tetromino):
def __init__(self):
self.cells = [Cell(1, 4, set.Z), Cell(0, 3, set.Z),
Cell(0, 4, set.Z), Cell(1, 5, set.Z)]
self.states = [State(0, 0, -1, -1, -1, 0, 0, 1), State(0, 0, -1, 1, 0, 1, 1, 0)]
class J(Tetromino):
def __init__(self):
self.cells = [Cell(1, 5, set.J), Cell(0, 3, set.J),
Cell(0, 5, set.J), Cell(0, 4, set.J)]
self.states = [State( 1, 1, 0, -1, 0, 1, 0, 0), State(1, -1, -1, 0, 1, 0, 0, 0),
State( -1, -1, 0, 1, 0, -1, 0, 0), State(-1, 1, 1, 0, -1, 0, 0, 0)]
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