我正在关注本教程,并且我自己的代码有所不同,但我认为如果我用英文显示原始代码会更容易。所以原始代码使用 7 种颜色和 5 种形状,我也有 7 种颜色和 5 种形状,但是我将它们作为图片,尽管原始代码自己绘制形状然后对其进行着色。我使用形状或颜色名称创建变量,例如 SQUARE = “square” RED = “red”。所以那些大写变量等于带有颜色或形状名称的字符串。
问题是什么都没有发生,当我运行游戏时窗口没有响应。
def getRandomizedBoard():
# Get a list of every possible shape in every possible color.
icons = []
for c in (PUNANE, ROHELINE, SININE, MUST, KOLLANE, CYAN, LILLA):
for s in (NURK, VIISNURK, RING, RUUT, SYDA):
icons.append( (s, c) )
# To decide how many icons to use, shuffle the list and then truncate it.
random.shuffle(icons)
numIconsUsed = int(COLS * ROWS / 2)
icons = icons[:numIconsUsed] * 2 # going to need pairs of icons
# Create the board data structure.
board = []
for x in range(COLS):
columns = []
for y in range(ROWS):
randomIndex = random.randint(0, len(icons) - 1)
columns.append(icons[randomIndex])
del icons[randomIndex]
board.append(columns)
return board
绘制我更改为 blit 图像的形状的函数。
def drawShape(shape, color, boxx, boxy):
left, top = leftTopOfBox(boxx, boxy)
if shape == NURK:
ekraan.blit(color+NURK+".png")
elif shape == VIISNURK:
ekraan.blit(color+VIISNURK+".png")
elif shape == RING:
ekraan.blit(color+RING+".png")
elif shape == RUUT:
ekraan.blit(color+RUUT+".png")
elif shape == SYDA:
ekraan.blit(color+SYDA+".png")
这是原文:
# Memory
# http://inventwithpython.com
# By Al Sweigart al@inventwithpython.com
import random
import time
import pygame
import sys
from pygame.locals import *
FPS = 30
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
REVEALSPEED = 8
COLS = 10
ROWS = 6
BOXSIZE = 40
GAPSIZE = 10
DARKGRAY = (60, 60, 60)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
ORANGE = (255, 128, 0)
PURPLE = (255, 0, 255)
CYAN = (0, 255, 255)
BGCOLOR = DARKGRAY
BOXCOLOR = WHITE
DONUT = 1
SQUARE = 2
DIAMOND = 3
LINES = 4
OVAL = 5
def main():
global MAINCLOCK, MAINSURF
pygame.init()
MAINCLOCK = pygame.time.Clock()
MAINSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
mousex = 0
mousey = 0
pygame.display.set_caption('Memory')
mainBoard = getRandomizedBoard()
revealedBoxes = generateRevealedBoxesData(False)
firstStep = True
firstSelection = None
MAINSURF.fill(BGCOLOR)
startGameAnimation(mainBoard)
# Main game loop:
while True:
clicked = False
# Draw the board.
MAINSURF.fill(BGCOLOR)
drawBoard(mainBoard, revealedBoxes)
# Handle any events.
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
if event.type == MOUSEMOTION:
mousex, mousey = event.pos
if event.type == MOUSEBUTTONUP:
mousex, mousey = event.pos
clicked = True
boxx, boxy = isOverBox(mousex, mousey)
if boxx != None and boxy != None:
# The mouse is over a box.
highlightBox(boxx, boxy)
if clicked and not revealedBoxes[boxx][boxy]:
revealBoxesAnimation(mainBoard, [(boxx, boxy)], REVEALSPEED)
#unrevealBoxesAnimation(mainBoard, [(boxx, boxy)], REVEALSPEED)
revealedBoxes[boxx][boxy] = True
if firstStep:
firstSelection = (boxx, boxy)
firstStep = False
else:
# Check if there is a match.
shape1, color1 = getShapeAndColor(mainBoard, firstSelection[0], firstSelection[1])
shape2, color2 = getShapeAndColor(mainBoard, boxx, boxy)
if shape1 != shape2 or color1 != color2:
# Icons don't match. Unreveal both selections.
time.sleep(1)
unrevealBoxesAnimation(mainBoard, [(firstSelection[0], firstSelection[1]), (boxx, boxy)], REVEALSPEED)
revealedBoxes[firstSelection[0]][firstSelection[1]] = False
revealedBoxes[boxx][boxy] = False
elif hasWon(revealedBoxes):
gameWonAnimation(mainBoard)
time.sleep(2)
# Reset the board
mainBoard = getRandomizedBoard()
revealedBoxes = generateRevealedBoxesData(False)
# Show the fully unrevealed board for a second.
drawBoard(mainBoard, revealedBoxes)
pygame.display.update()
time.sleep(1)
# Replay the start game animation.
startGameAnimation(mainBoard)
firstStep = True
# Redraw the screen and wait a clock tick.
pygame.display.update()
MAINCLOCK.tick(FPS)
def generateRevealedBoxesData(val):
dataStruct = []
for c in range(COLS):
dataStruct.append([val] * ROWS)
return dataStruct
def splitIntoGroupsOf(groupSize, theList):
result = []
for i in range(0, len(theList), groupSize):
result.append(theList[i:i+groupSize])
return result
def startGameAnimation(board):
fakeRevealedBoxes = generateRevealedBoxesData(False)
boxes = []
for x in range(COLS):
for y in range(ROWS):
boxes.append( (x, y) )
random.shuffle(boxes)
groups = splitIntoGroupsOf(8, boxes)
for g in groups:
drawBoard(board, fakeRevealedBoxes)
revealBoxesAnimation(board, g, REVEALSPEED)
unrevealBoxesAnimation(board, g, REVEALSPEED)
def gameWonAnimation(board):
global BGCOLOR, BOXCOLOR
fakeRevealedBoxes = generateRevealedBoxesData(True)
for i in range(14):
BGCOLOR, BOXCOLOR = BOXCOLOR, BGCOLOR
MAINSURF.fill(BGCOLOR)
drawBoard(board, fakeRevealedBoxes)
pygame.display.update()
time.sleep(0.3)
def hasWon(revealed):
for i in revealed:
if False in i:
return False
return True
def getShapeAndColor(board, boxx, boxy):
return board[boxx][boxy][0], board[boxx][boxy][1]
def revealBoxesAnimation(board, boxes, speed):
# Do the "box reveal" animation.
for i in range(BOXSIZE, -speed - 1, -speed):
for b in boxes:
drawBoxCover(board, b, i)
pygame.display.update()
MAINCLOCK.tick(FPS)
def unrevealBoxesAnimation(board, boxes, speed):
# Do the "box cover" animation.
for i in range(0, BOXSIZE, speed):
for b in boxes:
drawBoxCover(board, b, i)
pygame.display.update()
MAINCLOCK.tick(FPS)
def drawBoxCover(board, b, coverage):
"""Both the revealBoxesAnimation() and unrevealBoxesAnimation() do the exact same thing inside their nested for loops, so instead of copying and pasting that code twice, we just put the code in its own function and call that function twice. Getting rid of duplicated code this way is often a good idea, because if we want to change the code later (say, if we find a bug in it), then we only have to change it in one place instead of multiple places. It also makes our program shorter and easier to read."""
left, top = leftTopOfBox(b[0], b[1])
pygame.draw.rect(MAINSURF, BGCOLOR, (left, top, BOXSIZE, BOXSIZE))
shape, color = getShapeAndColor(board, b[0], b[1])
drawShape(shape, color, b[0], b[1])
if coverage > 0:
pygame.draw.rect(MAINSURF, BOXCOLOR, (left, top, coverage, BOXSIZE))
def getRandomizedBoard():
# Memory
# http://inventwithpython.com
# By Al Sweigart al@inventwithpython.com
import random
import time
import pygame
import sys
from pygame.locals import *
FPS = 30
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
REVEALSPEED = 8
COLS = 10
ROWS = 6
BOXSIZE = 40
GAPSIZE = 10
DARKGRAY = (60, 60, 60)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
ORANGE = (255, 128, 0)
PURPLE = (255, 0, 255)
CYAN = (0, 255, 255)
BGCOLOR = DARKGRAY
BOXCOLOR = WHITE
DONUT = 1
SQUARE = 2
DIAMOND = 3
LINES = 4
OVAL = 5
def main():
global MAINCLOCK, MAINSURF
pygame.init()
MAINCLOCK = pygame.time.Clock()
MAINSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
mousex = 0
mousey = 0
pygame.display.set_caption('Memory')
mainBoard = getRandomizedBoard()
revealedBoxes = generateRevealedBoxesData(False)
firstStep = True
firstSelection = None
MAINSURF.fill(BGCOLOR)
startGameAnimation(mainBoard)
# Main game loop:
while True:
clicked = False
# Draw the board.
MAINSURF.fill(BGCOLOR)
drawBoard(mainBoard, revealedBoxes)
# Handle any events.
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
if event.type == MOUSEMOTION:
mousex, mousey = event.pos
if event.type == MOUSEBUTTONUP:
mousex, mousey = event.pos
clicked = True
boxx, boxy = isOverBox(mousex, mousey)
if boxx != None and boxy != None:
# The mouse is over a box.
highlightBox(boxx, boxy)
if clicked and not revealedBoxes[boxx][boxy]:
revealBoxesAnimation(mainBoard, [(boxx, boxy)], REVEALSPEED)
#unrevealBoxesAnimation(mainBoard, [(boxx, boxy)], REVEALSPEED)
revealedBoxes[boxx][boxy] = True
if firstStep:
firstSelection = (boxx, boxy)
firstStep = False
else:
# Check if there is a match.
shape1, color1 = getShapeAndColor(mainBoard, firstSelection[0], firstSelection[1])
shape2, color2 = getShapeAndColor(mainBoard, boxx, boxy)
if shape1 != shape2 or color1 != color2:
# Icons don't match. Unreveal both selections.
time.sleep(1)
unrevealBoxesAnimation(mainBoard, [(firstSelection[0], firstSelection[1]), (boxx, boxy)], REVEALSPEED)
revealedBoxes[firstSelection[0]][firstSelection[1]] = False
revealedBoxes[boxx][boxy] = False
elif hasWon(revealedBoxes):
gameWonAnimation(mainBoard)
time.sleep(2)
# Reset the board
mainBoard = getRandomizedBoard()
revealedBoxes = generateRevealedBoxesData(False)
# Show the fully unrevealed board for a second.
drawBoard(mainBoard, revealedBoxes)
pygame.display.update()
time.sleep(1)
# Replay the start game animation.
startGameAnimation(mainBoard)
firstStep = True
# Redraw the screen and wait a clock tick.
pygame.display.update()
MAINCLOCK.tick(FPS)
def generateRevealedBoxesData(val):
dataStruct = []
for c in range(COLS):
dataStruct.append([val] * ROWS)
return dataStruct
def splitIntoGroupsOf(groupSize, theList):
result = []
for i in range(0, len(theList), groupSize):
result.append(theList[i:i+groupSize])
return result
def startGameAnimation(board):
fakeRevealedBoxes = generateRevealedBoxesData(False)
boxes = []
for x in range(COLS):
for y in range(ROWS):
boxes.append( (x, y) )
random.shuffle(boxes)
groups = splitIntoGroupsOf(8, boxes)
for g in groups:
drawBoard(board, fakeRevealedBoxes)
revealBoxesAnimation(board, g, REVEALSPEED)
unrevealBoxesAnimation(board, g, REVEALSPEED)
def gameWonAnimation(board):
global BGCOLOR, BOXCOLOR
fakeRevealedBoxes = generateRevealedBoxesData(True)
for i in range(14):
BGCOLOR, BOXCOLOR = BOXCOLOR, BGCOLOR
MAINSURF.fill(BGCOLOR)
drawBoard(board, fakeRevealedBoxes)
pygame.display.update()
time.sleep(0.3)
def hasWon(revealed):
for i in revealed:
if False in i:
return False
return True
def getShapeAndColor(board, boxx, boxy):
return board[boxx][boxy][0], board[boxx][boxy][1]
def revealBoxesAnimation(board, boxes, speed):
# Do the "box reveal" animation.
for i in range(BOXSIZE, -speed - 1, -speed):
for b in boxes:
drawBoxCover(board, b, i)
pygame.display.update()
MAINCLOCK.tick(FPS)
def unrevealBoxesAnimation(board, boxes, speed):
# Do the "box cover" animation.
for i in range(0, BOXSIZE, speed):
for b in boxes:
drawBoxCover(board, b, i)
pygame.display.update()
MAINCLOCK.tick(FPS)
def drawBoxCover(board, b, coverage):
"""Both the revealBoxesAnimation() and unrevealBoxesAnimation() do the exact same thing inside their nested for loops, so instead of copying and pasting that code twice, we just put the code in its own function and call that function twice. Getting rid of duplicated code this way is often a good idea, because if we want to change the code later (say, if we find a bug in it), then we only have to change it in one place instead of multiple places. It also makes our program shorter and easier to read."""
left, top = leftTopOfBox(b[0], b[1])
pygame.draw.rect(MAINSURF, BGCOLOR, (left, top, BOXSIZE, BOXSIZE))
shape, color = getShapeAndColor(board, b[0], b[1])
drawShape(shape, color, b[0], b[1])
if coverage > 0:
pygame.draw.rect(MAINSURF, BOXCOLOR, (left, top, coverage, BOXSIZE))
def getRandomizedBoard():
# Get a list of every possible shape in every possible color.
icons = []
for c in (RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, CYAN):
for s in (DONUT, SQUARE, DIAMOND, LINES, OVAL):
icons.append( (s, c) )
# To decide how many icons to use, shuffle the list and then truncate it.
random.shuffle(icons)
numIconsUsed = int(COLS * ROWS / 2)
icons = icons[:numIconsUsed] * 2 # going to need pairs of icons
# Create the board data structure.
board = []
for x in range(COLS):
columns = []
for y in range(ROWS):
randomIndex = random.randint(0, len(icons) - 1)
columns.append(icons[randomIndex])
del icons[randomIndex]
board.append(columns)
return board
def leftTopOfBox(boxx, boxy):
# See how big the margins are for each side.
xmargin = int((WINDOWWIDTH - (COLS * (BOXSIZE + GAPSIZE))) / 2)
ymargin = int((WINDOWHEIGHT - (ROWS * (BOXSIZE + GAPSIZE))) / 2)
left = boxx * (BOXSIZE + GAPSIZE) + xmargin
top = boxy * (BOXSIZE + GAPSIZE) + ymargin
return (left, top)
def drawBoard(board, revealed):
for boxx in range(COLS):
for boxy in range(ROWS):
left, top = leftTopOfBox(boxx, boxy)
if not revealed[boxx][boxy]:
# Draw a covered box.
pygame.draw.rect(MAINSURF, BOXCOLOR, (left, top, BOXSIZE, BOXSIZE))
else:
# Draw the icon.
shape, color = getShapeAndColor(board, boxx, boxy)
drawShape(shape, color, boxx, boxy)
def isOverBox(x, y):
for boxx in range(COLS):
for boxy in range(ROWS):
left, top = leftTopOfBox(boxx, boxy)
boxRect = pygame.Rect(left, top, BOXSIZE, BOXSIZE)
if boxRect.collidepoint(x, y):
return (boxx, boxy)
return (None, None)
def highlightBox(boxx, boxy):
left, top = leftTopOfBox(boxx, boxy)
pygame.draw.rect(MAINSURF, BLUE, (left - 5, top - 5, BOXSIZE + 10, BOXSIZE + 10), 4)
def drawShape(shape, color, boxx, boxy):
quarter = int(BOXSIZE * 0.25)
half = int(BOXSIZE * 0.5)
left, top = leftTopOfBox(boxx, boxy)
if shape == DONUT:
pygame.draw.circle(MAINSURF, color, (left + half, top + half), half - 5)
pygame.draw.circle(MAINSURF, BGCOLOR, (left + half, top + half), quarter - 5)
elif shape == SQUARE:
pygame.draw.rect(MAINSURF, color, (left + 10, top + 10, BOXSIZE - 20, BOXSIZE - 20))
elif shape == DIAMOND:
pygame.draw.polygon(MAINSURF, color, ((left + half, top), (left + BOXSIZE, top + half), (left + half, top + BOXSIZE), (left, top + half)))
elif shape == LINES:
for i in range(0, BOXSIZE, 4):
pygame.draw.line(MAINSURF, color, (left, top + i), (left + i, top))
pygame.draw.line(MAINSURF, color, (left + i, top + BOXSIZE), (left + BOXSIZE, top + i))
elif shape == OVAL:
pygame.draw.ellipse(MAINSURF, color, (left, top + quarter, BOXSIZE, half))
if __name__ == '__main__':
main()