final project
user_7903673
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2 years ago
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import pygame import tkinter as tk colors = [ (0,0,0), #白色 (211,211,211), #dim gray (103,106,106) #light gray ] class Figure: x = 0 #圖形的x座標 y = 0 #圖形的y座標 figures = [ [[1, 5, 9], [4, 5, 6]], #長方形方塊和他的旋轉方塊 [[0,1,2,5,8,9,10],[0,2,4,5,6,8,10]] #I行方塊和他的選轉方塊 ] def __init__(self, x, y, figure_type): #初始化方塊的參數 self.x = x self.y = y self.type = figure_type self.color = figure_type + 1 self.rotation = 0 def image(self): #拿方塊 return self.figures[self.type][self.rotation] def rotate(self): #旋轉方塊 self.rotation = (self.rotation + 1) % len(self.figures[self.type]) class Tetris: state = "start" field = [] height = 0 width = 0 x = 100 y = 60 zoom = 20 figure = None figure_type = 0 def __init__(self, height, width): #初始化存取方塊的list self.height = height self.width = width #宣告2維list for i in range(height): new_line = [] for j in range(width): new_line.append(0) #一開始都初始化為0 代表沒有方塊 self.field.append(new_line) def new_figure(self): #宣告一個方塊 self.figure = Figure(Width//2-1, 0, self.figure_type) #初始位置為最上層的中間 def intersects(self): #判斷正在下落的方塊有沒有碰到其他方塊 intersection = False for i in range(4): for j in range(4): if i * 4 + j in self.figure.image(): if i + self.figure.y > self.height - 1 or \ j + self.figure.x > self.width - 1 or \ j + self.figure.x < 0 or \ self.field[i + self.figure.y][j + self.figure.x] > 0: #檢查下落方塊的該位置有沒有和其他方塊碰撞 intersection = True return intersection #回傳偵測結果 def go_space(self): #直接移到最下層 while not self.intersects(): #一直往下直到碰到其他方塊 self.figure.y += 1 self.figure.y -= 1 self.freeze() def go_down(self): #往下走一格 self.figure.y += 1 if self.intersects(): self.figure.y -= 1 self.freeze() def freeze(self): #走到最下面就不動了 for i in range(4): for j in range(4): if i * 4 + j in self.figure.image(): self.field[i + self.figure.y][j + self.figure.x] = self.figure.color #把該方塊加到不會動的方塊中 self.new_figure() #生成新方塊 if self.intersects(): #檢查新生成的方塊有沒有和其他方塊碰撞 game.state = "gameover" #有的話就遊戲結束了 def go_side(self, dx): #往旁邊走一格 old_x = self.figure.x #記錄初始方塊狀態 self.figure.x += dx #移動 if self.intersects(): #如果有碰到其他方塊就不移動 self.figure.x = old_x def rotate(self): #旋轉一次 old_rotation = self.figure.rotation #記錄初始方塊狀態 self.figure.rotate() #旋轉方塊 if self.intersects(): #如果有碰到其他方塊就不旋轉 self.figure.rotation = old_rotation Height=20 Width=20 #宣告gui window = tk.Tk() window.title('buildinggame') window.geometry('410x300') window.resizable(False, False) window.config(bg="white") def StartFunc(): global Height,Width #設定使用者輸入進來的長跟寬 Height=int(Height_Value.get()) Width=int(Width_Value.get()) window.destroy() #關閉gui # 宣告gui上的物件 label = tk.Label(text="蓋房子遊戲",fg="black",bg="white",font=("Arial", 30, "bold")) label.place(x=90,y=50) Height_Label = tk.Label(text="高度:",fg="black",bg="white",font=("Arial", 20, "bold")) Height_Label.place(x=90,y=150) Height_Value = tk.Entry(width=5, font=("Arial", 15, "bold"), bg="white", fg="black") Height_Value.place(x=140,y=150) Weight_Label = tk.Label(text="寬度:",fg="black",bg="white",font=("Arial", 20, "bold")) Weight_Label.place(x=200,y=150) Width_Value = tk.Entry(width=5, font=("Arial", 15, "bold"), bg="white", fg="black") Width_Value.place(x=250,y=150) button = tk.Button(window, text = 'Start', command = StartFunc,width=20,height=2,borderwidth=0) button.place(x=100,y=220) window.mainloop() #顯示gui # 初始化遊戲引擎 pygame.init() # 定義一些顏色 BLACK = (0, 0, 0) WHITE = (255, 255, 255) GRAY = (128, 128, 128) size = (Width*20+200, Height*20+150) #遊戲視窗的大小 screen = pygame.display.set_mode(size) #宣告遊戲式窗 pygame.display.set_caption("BUILDGAME") #設定式窗標題 #設定一些參數 finished = False clock = pygame.time.Clock() game = Tetris(Height, Width) Time = 0 pressing_down = False moveTime=0 while not finished: #還沒結束就一直跑 if game.figure is None: #如果沒有方塊就生成一個方塊 game.new_figure() Time += 1 #計算跑了幾次回圈 if Time % (100) == 0 or (pressing_down and Time-moveTime>50): #到達下墜時間或按著下鍵 if game.state == "start": #如果還在遊戲中 game.go_down() #往下移動一格 moveTime=Time #記錄移動時的時間 for event in pygame.event.get(): #讀取鍵盤輸入 if event.type == pygame.QUIT: #按叉叉要退出遊戲 finished = True if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: #按上要選轉 game.rotate() if event.key == pygame.K_DOWN: #按下要加速下墜 pressing_down = True if event.key == pygame.K_LEFT: #按左要往左移動一格 game.go_side(-1) if event.key == pygame.K_RIGHT: #按又要往右移動一格 game.go_side(1) if event.key == pygame.K_SPACE: #按空白鍵要直接移動到底 game.go_space() if event.key == pygame.K_q: #按q要退出遊戲 finished=True if event.key == pygame.K_c: #按c要切換I行方塊跟長方形方塊 game.figure_type = not game.figure_type if event.type == pygame.KEYUP: if event.key == pygame.K_DOWN: #結束加速下墜 pressing_down = False screen.fill(WHITE) #把螢幕填成白色 #畫不會動的方塊 for i in range(game.height): for j in range(game.width): pygame.draw.rect(screen, GRAY, [game.x + game.zoom * j, game.y + game.zoom * i, game.zoom, game.zoom], 1) #畫外誆 if game.field[i][j] > 0: #如果該格子有方塊就畫方塊 pygame.draw.rect(screen, colors[game.field[i][j]],[game.x + game.zoom * j + 1, game.y + game.zoom * i + 1, game.zoom - 2, game.zoom - 1]) #話方塊 #畫正在下落的方塊 for i in range(4): for j in range(4): p = i * 4 + j if p in game.figure.image(): #如果這格是圖形的組成方塊之一就畫在視窗上 pygame.draw.rect(screen, colors[game.figure.color], [game.x + game.zoom * (j + game.figure.x) + 1, game.y + game.zoom * (i + game.figure.y) + 1, game.zoom - 2, game.zoom - 2]) #畫方塊 if game.state == "gameover": #如果遊戲狀態是結束就要印出game over字樣 font1 = pygame.font.SysFont('Calibri', (Width*20+200)//10, True, False) #設定pygame的字體 text_game_over = font1.render("Game Over", True, (255, 0, 0)) #設定要印出的文字及顏色 screen.blit(text_game_over, [(Width*20+200)//2-text_game_over.get_width()//2,(Height*20+150)//2-text_game_over.get_height()//2]) #把game over字樣畫到螢幕上 pygame.display.flip() #把上面要顯示的物件都更新到螢幕上 pygame.quit() #關閉視窗
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