0

现在我们的代码从左上角开始创建一个网格,从左到右逐行填充行和列。目前,它可以选择一堆图像。它是使用一些在形状和稀有形状之间选择的 IF 语句设置的。我试图弄清楚如何做的是更改代码,而不是选择随机的稀有形状,我可以决定产生什么稀有形状。对 Python 来说还是新手,从其他语言中找到很多对我有意义的小东西在 Python 中不起作用,所以它让我有点失望。

编辑:

这是完整的代码。归功于 cactusbin 编写并由 Gareth Rees 修订的基本代码。

import pygame, random, time, sys
from pygame.locals import *
import itertools
import os

WHITE = (255, 255, 255)
BLACK = (0, 0, 0)

SHAPE_WIDTH = 64                # Width of each shape (pixels).
SHAPE_HEIGHT = 64               # Height of each shape (pixels).
PUZZLE_COLUMNS = 10              # Number of columns on the board.
PUZZLE_ROWS = 11                # Number of rows on the board.
MARGIN = 118                     # Margin around the board (pixels).
WINDOW_WIDTH = PUZZLE_COLUMNS * SHAPE_WIDTH + 2 * MARGIN + 485
WINDOW_HEIGHT = PUZZLE_ROWS * SHAPE_HEIGHT + 2 * MARGIN - 150
FONT_SIZE = 60
TEXT_OFFSET = MARGIN + 950

# Map from number of matches to points scored.
MINIMUM_MATCH = 10
EXTRA_LENGTH_POINTS = .1
RANDOM_POINTS = .3
DELAY_PENALTY_SECONDS = 1
DELAY_PENALTY_POINTS = 0

FPS = 30
EXPLOSION_SPEED = 15            # In frames per second.
SPIN_SPEED = 15
REFILL_SPEED = 10               # In cells per second.

VERTICAL = False

class Cell(object):
"""
A cell on the board, with properties:
`image` -- a `Surface` object containing the sprite to draw here.
`offset` -- vertical offset in pixels for drawing this cell.
"""
def __init__(self, image):
    self.offset = 0.0
    self.image = image

def tick(self, dt):
    self.offset = max(0.0, self.offset - dt * REFILL_SPEED)

class Board(object):
"""
A rectangular board of cells, with properties:
`w` -- width in cells.
`h` -- height in cells.
`size` -- total number of cells.
`board` -- list of cells.
`matches` -- list of matches, each being a list of exploding cells.
`refill` -- list of cells that are moving up to refill the board.
`score` -- score due to chain reactions.
"""
def __init__(self, width, height):
    self.explosion = [pygame.image.load('images/explosion{}.png'.format(i))
                      for i in range(1, 7)]
    self.spin = [pygame.image.load('images/powerframe{}.png'.format(i))
                  for i in range (1, 12)]
    self.image_color = {}
    self.shapes = []
    self.rareshapes = []

    colors = 'red blue yellow'
    letters = 'acgtu'

    for c in colors.split():
        im = pygame.image.load('images/{}.png'.format(c))
        self.shapes.append(im)
        self.image_color[im] = c
        for l in letters:
            im = pygame.image.load('rareimages/{}{}.png'.format(c, l))
            self.rareshapes.append(im)
            self.image_color[im] = l

    self.background = pygame.image.load("images/bg.png")
    self.blank = pygame.image.load("images/blank.png")
    self.x = pygame.image.load("images/x.png")
    self.w = width
    self.h = height
    self.size = width * height
    self.board = [Cell(self.blank) for _ in range(self.size)]
    self.matches = []
    self.refill = []
    self.score = 0.0
    self.spin_time = 15


def randomize(self):
    """
    Replace the entire board with fresh shapes.
    """
    rare_shapes = [1, 9, 23, 27, 40, 42, 50, 56, 70, 81, 90]

    for i in range(self.size):
        if i in rare_shapes:
            self.board[i] = Cell(random.choice(self.rareshapes))
        else:
            self.board[i] = Cell(random.choice(self.shapes))

def pos(self, i, j):
    """
    Return the index of the cell at position (i, j).
    """
    assert(0 <= i < self.w)
    assert(0 <= j < self.h)
    return j * self.w + i

def busy(self):
    """
    Return `True` if the board is busy animating an explosion or a
    refill and so no further swaps should be permitted.
    """
    return self.refill or self.matches

def tick(self, dt):
    """
    Advance the board by `dt` seconds: move rising blocks (if
    any); otherwise animate explosions for the matches (if any);
    otherwise check for matches.
    """
    if self.refill:
        for c in self.refill:
            c.tick(dt)
        self.refill = [c for c in self.refill if c.offset > 0]
        if self.refill:
            return
    elif self.matches:
        self.explosion_time += dt
        f = int(self.explosion_time * EXPLOSION_SPEED)
        if f < len(self.explosion):
            self.update_matches(self.explosion[f])
            return
        self.update_matches(self.blank)
        self.refill = list(self.refill_columns())
    self.explosion_time = 0
    self.matches = self.find_matches()

def draw(self, display):
    """
    Draw the board on the pygame surface `display`.
    """
    display.blit(self.background, (0, 0))
    for i, c in enumerate(self.board):
        display.blit(c.image,
                     (MARGIN + SHAPE_WIDTH * (i % self.w),
                      MARGIN + SHAPE_HEIGHT * (i // self.w - c.offset) - 68))
    display.blit(self.x, (995, 735))
    display.blit(self.x, (1112, 735))
    display.blit(self.x, (1228, 735))

def swap(self, cursor):
    """
    Swap the two board cells covered by `cursor` and update the
    matches.
    """
    i = self.pos(*cursor)
    b = self.board
    b[i], b[i+1] = b[i+1], b[i]
    self.matches = self.find_matches()


def find_matches(self):
    """
    Search for matches (lines of cells with identical images) and
    return a list of them, each match being represented as a list
    of board positions.
    """
    def lines():
        for j in range(self.h):
            yield range(j * self.w, (j + 1) * self.w)
        for i in range(self.w):
            yield range(i, self.size, self.w)
    def key(i):
        return self.image_color.get(self.board[i].image)
    def matches():
        for line in lines():
            for _, group in itertools.groupby(line, key):
                match = list(group)
                if len(match) >= MINIMUM_MATCH:
                    yield match
                    self.score = self.score + 1
    return list(matches())

def update_matches(self, image):
    """
    Replace all the cells in any of the matches with `image`.
    """
    for match in self.matches:
        for position in match:
            self.board[position].image = image

def refill_columns(self):
    """
    Move cells downwards in columns to fill blank cells, and
    create new cells as necessary so that each column is full. Set
    appropriate offsets for the cells to animate into place.
    """
    for i in range(self.w):
        target = self.size - i - 1
        for pos in range(target, -1, -self.w):
            if self.board[pos].image != self.blank:
                c = self.board[target]
                c.image = self.board[pos].image
                c.offset = (target - pos) // self.w
                target -= self.w
                yield c
        offset = 1 + (target - pos) // self.w
        for pos in range(target, -1, -self.w):
            c = self.board[pos]
            c.image = random.choice(self.shapes)
            c.offset = offset
            yield c

class Game(object):
"""
The state of the game, with properties:
`clock` -- the pygame clock.
`display` -- the window to draw into.
`font` -- a font for drawing the score.
`board` -- the board of cells.
`cursor` -- the current position of the (left half of) the cursor.
`score` -- the player's score.
`last_swap_ticks` -- 
`swap_time` -- time since last swap (in seconds).
"""
def __init__(self):
    pygame.init()
    pygame.display.set_caption("Nucleotide")
    self.clock = pygame.time.Clock()
    self.display = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT),
                                           DOUBLEBUF)
    self.board = Board(PUZZLE_COLUMNS, PUZZLE_ROWS)
    self.font = pygame.font.Font(None, FONT_SIZE)

def start(self):
    """
    Start a new game with a random board.
    """
    self.board.randomize()
    self.cursor = [0, 0]
    self.score = 0.0
    self.swap_time = 125

def quit(self):
    """
    Quit the game and exit the program.
    """
    pygame.quit()
    sys.exit()

def play(self):
    """
    Play a game: repeatedly tick, draw and respond to input until
    the QUIT event is received.
    """
    self.start()
    while True:
        self.draw()
        dt = min(self.clock.tick(FPS) / 1000, 1 / FPS)
        self.swap_time -= dt
        for event in pygame.event.get():
            if event.type == KEYUP:
                self.input(event.key)
            elif event.type == QUIT:
                self.quit()
            elif self.swap_time == 0:
                self.quit()
        self.board.tick(dt)

def input(self, key):
    """
    Respond to the player pressing `key`.
    """
    if key == K_q:
        self.quit()
    elif key == K_RIGHT and self.cursor[0] < self.board.w - 2:
        self.cursor[0] += 1
    elif key == K_LEFT and self.cursor[0] > 0:
        self.cursor[0] -= 1
    elif key == K_DOWN and self.cursor[1] < self.board.h - 1:
        self.cursor[1] += 1
    elif key == K_UP and self.cursor[1] > 0:
        self.cursor[1] -= 1
    elif key == K_SPACE and not self.board.busy():
        self.swap()

def swap(self):
    """
    Swap the two cells under the cursor and update the player's score.
    """
    self.board.swap(self.cursor)

def draw(self):
    self.board.draw(self.display)
    self.draw_score()
    self.draw_time()
    if VERTICAL == False:
        self.draw_cursor()
    elif VERTICAL == True:
        self.draw_cursor2()
    pygame.display.update()

def draw_time(self):
    s = int(self.swap_time)
    text = self.font.render(str(int(s/60)) + ":" + str(s%60).zfill(2),
                            True, BLACK)
    self.display.blit(text, (TEXT_OFFSET, WINDOW_HEIGHT - 170))

def draw_score(self):
    total_score = self.score

def draw_cursor(self):
    topLeft = (MARGIN + self.cursor[0] * SHAPE_WIDTH,
            MARGIN + self.cursor[1] * SHAPE_HEIGHT - 68)
    topRight = (topLeft[0] + SHAPE_WIDTH * 2, topLeft[1])
    bottomLeft = (topLeft[0], topLeft[1] + SHAPE_HEIGHT)
    bottomRight = (topRight[0], topRight[1] + SHAPE_HEIGHT)
    pygame.draw.lines(self.display, WHITE, True,
            [topLeft, topRight, bottomRight, bottomLeft], 3)

if __name__ == '__main__':
    Game().play()
4

2 回答 2

1

如果您要求的是一种更轻松地指定应放置稀有形状而不是正常形状的稀有形状计数间隔的方法,则以下方法更具可读性:

def randomize(self):
   """
   Replace the entire board with fresh shapes.
   """
   # locations we want to place a rare shape
   rare_shapes = [9, 23, 27]

   for i in range(self.size):
      if i in rare_shapes:
         self.board[i] = Cell(random.choice(self.rareshapes))
      else:
         self.board[i] = Cell (random.choice(self.shapes))

或者,如果您不想每次都对间隔进行硬编码,您可以随机填充稀有形状,从而获得更多样化的体验(即,如果您正在设计游戏或类似的东西)。

于 2013-10-30T16:37:18.030 回答
0

我不清楚“我可以决定生成什么稀有形状而不是随机选择稀有形状”是什么意思。您愿意提供更多解释吗?就像您如何告诉程序使用哪个稀有形状一样?

同时,这里有一个更 Python 的代码版本:

def randomize(self):
    """
    Replace the entire board with fresh shapes.
    """

    specials = dict((x, self.rareshapes) for x in (9, 23, 27))
    get_shape_source = lambda x: specials.get(x, self.shapes) 

    for i in xrange(min(self.size, 41)):
        self.board[i] = Cell(random.choice(get_shape_source(i)))

请注意,如果len(self.board) < min(self.size, 41)这仍然是您当前代码的基本功能,那么这将中断。

编辑:根据您的评论,明确选择哪个稀有形状去哪里的明显方法是将图像与斑点明确关联。现在最好的方法是什么/配置它的最佳位置实际上取决于您的整个代码,或者至少取决于您发布的内容。作为一个非常简单且最小的示例,您可以这样做:

from collections import ordereddict

def load_images(self)  
    self.image_color = {}
    self.shapes = []
    self.rareshapes = ordereddict()

    colors = 'red',  'blue', 'yellow'
    letters = 'acgtu'

    for c in colors:
        im = pygame.image.load('images/{}.png'.format(c))
        self.shapes.append(im)
        self.image_color[im] = c
        for l in letters:
            im = pygame.image.load('rareimages/{}{}.png'.format(c, l))
            self.rareshapes.[(c, l)] = im
            self.image_color[im] = l

def randomize(self):
    """
    Replace the entire board with fresh shapes.
    """

    raremap = {
       # spot index : rareshape
       9: ('red', 'a')],  
       23: ('blue', 'u'), 
       27: ('yellow', 'g') 
       }

    for i in xrange(self.size):
        if i in raremap:
            im = self.rareshapes[raremap[i]]
        else:
            im = random.choice(self.shapes)
        self.board[i] = Cell(im)

但从长远来看,这将是无法维护的——太多硬编码的东西,太多的知识从一种方法泄漏到另一种方法。我不知道“自我”是一个实例,但您应该考虑拆分责任,这样您就可以在一个类中拥有不变的部分,而在另一个类中拥有“配置”(要加载的图像、点/稀有形状映射等)。想到的一些设计模式是 TemplateMethod(您有一个抽象基类,其中包含不变部分和实现“配置”部分的具体子类)、Builder,当然还有 Strategy(在您的情况下,“策略”类会负责的配置)。

于 2013-10-30T16:25:01.830 回答