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()