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playColor.py
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668 lines (590 loc) · 23 KB
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# encoding: utf-8
import os, sys, random
import time
import pygame
from pygame.locals import *
from drew import *
# 常數-磚塊快速下降速度.
BRICK_DROP_RAPIDLY = 0.01
# 常數-磚塊正常下降速度.
BRICK_DOWN_SPEED_MAX = 0.5
# 視窗大小.
canvas_width = 800
canvas_height = 600
# 顏色.
color_block = (0,0,0)
color_white = (255, 255, 255)
color_red = (255, 0, 0)
color_gray = (107,130,114)
color_gray_block = (20,31,23)
color_gray_green = (0, 255, 0)
color_light_gray = (200, 200, 200)
# ColorVer:
# 橘色 - N1.
box_color_orange = (204,102,51)
# 紫色 - N2.
box_color_purple = (153,102,153)
# 藍色 - L1.
box_color_blue = (51,102,204)
# 紅色 - L2.
box_color_light_red = (204,51,51)
# 淡藍色 - T.
box_color_light_blue= (51,204,255)
# 黃色 - O.
box_color_yellow = (204,204,51)
# 綠色 - I.
box_color_green = (51,153,102)
# 定義磚塊.
brick_dict = {
"10": ( 4, 8, 9,13), "11": ( 9,10,12,13), # N1.
"20": ( 5, 8, 9,12), "21": ( 8, 9,13,14), # N2.
"30": ( 8,12,13,14), "31": ( 4, 5, 8,12), "32": (8, 9, 10, 14), "33": (5, 9, 12, 13), # L1.
"40": (10,12,13,14), "41": ( 4, 8,12,13), "42": (8, 9, 10, 12), "43": (4, 5, 9, 13), # L2.
"50": ( 9,12,13,14), "51": ( 4, 8, 9,12), "52": (8, 9, 10, 13), "53": (5, 8, 9, 13), # T.
"60": ( 8, 9,12,13), # O.
"70": (12,13,14,15), "71": ( 1, 5, 9,13) #I.
}
# 方塊陣列(10x20).
bricks_array = []
for i in range(10):
bricks_array.append([0]*20)
# 方塊陣列(4x4).
bricks = []
for i in range(4):
bricks.append([0]*4)
# 下一個方塊陣列(4x4).
bricks_next = []
for i in range(4):
bricks_next.append([0]*4)
# 下一個方塊圖形陣列(4x4).
bricks_next_object = []
for i in range(4):
bricks_next_object.append([0]*4)
# 磚塊數量串列.
bricks_list = []
for i in range(10):
bricks_list.append([0]*20)
# 方塊在容器的位置.
# (-2~6)( 為6的時候不能旋轉方塊).
container_x = 3
# (-3~16)(-3表示在上邊界外慢慢往下掉).
container_y =-4
# 除錯訊息.
debug_message = False
# 判斷遊戲結束.
game_over = False
# 磚塊下降速度.
brick_down_speed = BRICK_DOWN_SPEED_MAX
# 方塊編號(1~7).
brick_id = 1
# 方塊狀態(0~3).
brick_state = 0
# 下一個磚塊編號(1~7).
brick_next_id = 1
# 最大連線數.
lines_number_max = 0
# 本場連線數.
lines_number = 0
# 遊戲狀態.
# 0:遊戲進行中.
# 1:清除磚塊.
game_mode = 0
#-------------------------------------------------------------------------
# 函數:秀字.
# 傳入:
# text : 字串.
# x, y : 坐標.
# color : 顏色.
#-------------------------------------------------------------------------
def showFont( text, x, y, color):
global canvas
text = font.render(text, True, color)
canvas.blit( text, (x,y))
#-------------------------------------------------------------------------
# 函數:取得磚塊索引陣列.
# 傳入:
# brickId : 方塊編號(1~7).
# state : 方塊狀態(0~3).
#-------------------------------------------------------------------------
def getBrickIndex( brickId, state):
global brick_dict
# 組合字串.
brickKey = str(brickId)+str(state)
# 回傳方塊陣列.
return brick_dict[brickKey]
#-------------------------------------------------------------------------
# 轉換定義方塊到方塊陣列.
# 傳入:
# brickId : 方塊編號(1~7).
# state : 方塊狀態(0~3).
#-------------------------------------------------------------------------
def transformToBricks( brickId, state):
global bricks
# 清除方塊陣列.
for x in range(4):
for y in range(4):
bricks[x][y] = 0
# 取得磚塊索引陣列.
p_brick = getBrickIndex(brickId, state)
# 轉換方塊到方塊陣列.
for i in range(4):
bx = int(p_brick[i] % 4)
by = int(p_brick[i] / 4)
bricks[bx][by] = brickId
"""
# 印出訊息.
for y in range(4):
s = ""
for x in range(4):
s = s + str(bricks[x][y]) + ","
print(s)
"""
#-------------------------------------------------------------------------
# 判斷是否可以複製到容器內.
# 傳出:
# true : 可以.
# false : 不可以.
#-------------------------------------------------------------------------
def ifCopyToBricksArray():
global bricks, bricks_array
global container_x, container_y
posX = 0
posY = 0
for x in range(4):
for y in range(4):
if (bricks[x][y] != 0):
posX = container_x + x
posY = container_y + y
if (posX >= 0 and posY >= 0):
try:
if (bricks_array[posX][posY] != 0):
return False
except:
return False
return True
#-------------------------------------------------------------------------
# 複製方塊到容器內.
#-------------------------------------------------------------------------
def copyToBricksArray():
global bricks, bricks_array
global container_x, container_y
posX = 0
posY = 0
for x in range(4):
for y in range(4):
if (bricks[x][y] != 0):
posX = container_x + x
posY = container_y + y
if (posX >= 0 and posY >= 0):
bricks_array[posX][posY] = bricks[x][y]
#-------------------------------------------------------------------------
# 初始遊戲.
#-------------------------------------------------------------------------
def resetGame():
global BRICK_DOWN_SPEED_MAX
global bricks_array, bricks, lines_number, lines_number_max
# 清除磚塊陣列.
for x in range(10):
for y in range(20):
bricks_array[x][y] = 0
# 清除方塊陣列.
for x in range(4):
for y in range(4):
bricks[x][y] = 0
# 初始磚塊下降速度.
brick_down_speed = BRICK_DOWN_SPEED_MAX
# 最大連線數.
if(lines_number > lines_number_max):
lines_number_max = lines_number
# 連線數.
lines_number = 0
#---------------------------------------------------------------------------
# 判斷與設定要清除的方塊.
# 傳出:
# 連線數
#---------------------------------------------------------------------------
def ifClearBrick():
pointNum = 0
lineNum = 0
for y in range(20):
for x in range(10):
if (bricks_array[x][y] > 0):
pointNum = pointNum + 1
if (pointNum == 10):
for i in range(10):
lineNum = lineNum + 1
bricks_array[i][y] = 9
pointNum = 0
return lineNum
#-------------------------------------------------------------------------
# 更新下一個磚塊.
#-------------------------------------------------------------------------
def updateNextBricks(brickId):
global bricks_next
# 清除方塊陣列.
for y in range(4):
for x in range(4):
bricks_next[x][y] = 0
# 取得磚塊索引陣列.
pBrick = getBrickIndex(brickId, 0)
# 轉換方塊到方塊陣列.
for i in range(4):
bx = int(pBrick[i] % 4)
by = int(pBrick[i] / 4)
bricks_next[bx][by] = brickId
# ColorVer:設定背景顏色.
background_bricks_next.color = color_block
# 更新背景區塊.
background_bricks_next.update()
# 更新磚塊圖.
pos_y = 52
for y in range(4):
pos_x = 592
for x in range(4):
if(bricks_next[x][y] != 0):
bricks_next_object[x][y].rect[0] = pos_x
bricks_next_object[x][y].rect[1] = pos_y
# ColorVer:依照方塊編號設定顏色.
if (bricks_next[x][y]==1):
bricks_next_object[x][y].color = box_color_orange
elif (bricks_next[x][y]==2):
bricks_next_object[x][y].color = box_color_purple
elif (bricks_next[x][y]==3):
bricks_next_object[x][y].color = box_color_blue
elif (bricks_next[x][y]==4):
bricks_next_object[x][y].color = box_color_light_red
elif (bricks_next[x][y]==5):
bricks_next_object[x][y].color = box_color_light_blue
elif (bricks_next[x][y]==6):
bricks_next_object[x][y].color = box_color_yellow
elif (bricks_next[x][y]==7):
bricks_next_object[x][y].color = box_color_green
elif (bricks_next[x][y]==9):
bricks_next_object[x][y].color = color_white
bricks_next_object[x][y].update()
pos_x = pos_x + 28
pos_y = pos_y + 28
#-------------------------------------------------------------------------
# 產生新磚塊.
#-------------------------------------------------------------------------
def brickNew():
global game_over, container_x, container_y, brick_id, brick_next_id, brick_state
global lines_number, game_mode
# 判斷遊戲結束.
game_over = False
if (container_y < 0):
game_over = True
# 複製方塊到容器內.
container_y = container_y - 1
copyToBricksArray()
#------------------------------------------------
# 判斷與設定要清除的方塊.
lines = ifClearBrick() / 10;
if (lines > 0):
# 消除連線數量累加.
lines_number = lines_number + lines
# 修改連線數量.
#modifyLabel(linesNumber, fontLinesNumber)
# 1:清除磚塊.
game_mode = 1
# 初始方塊位置.
container_x = 3
container_y =-4
# 現在出現方塊.
brick_id = brick_next_id
# 下個出現方塊.
# 方塊編號(1~7).
brick_next_id = random.randint( 1, 7)
# 初始方塊狀態.
brick_state = 0
# GameOver.
if (game_over):
# 重新開始遊戲.
resetGame()
#-------------------------------------------------------------------------
# 清除的方塊.
#-------------------------------------------------------------------------
def clearBrick():
global bricks_array
# 一列一列判斷清除方塊.
temp = 0
for x in range(10):
for i in range(19):
for y in range(20):
if (bricks_array[x][y] == 9):
if (y > 0):
temp = bricks_array[x][y - 1]
bricks_array[x][y - 1] = bricks_array[x][y]
bricks_array[x][y] = temp
y = y - 1
bricks_array[x][0] = 0
#-------------------------------------------------------------------------
# 初始.
pygame.init()
# 顯示Title.
pygame.display.set_caption(u"俄羅斯方塊遊戲")
# 建立畫佈大小.
# 全螢幕模式.
canvas = pygame.display.set_mode((canvas_width, canvas_height), pygame.DOUBLEBUF and pygame.FULLSCREEN )
# 視窗模式.
#canvas = pygame.display.set_mode((canvas_width, canvas_height))
# 時脈.
clock = pygame.time.Clock()
# 查看系統支持那些字體
#print(pygame.font.get_fonts())
# 設定字型-黑體.
font = pygame.font.SysFont("simsunnsimsun", 24)
# 將繪圖方塊放入陣列.
for y in range(20):
for x in range(10):
bricks_list[x][y] = Box(pygame, canvas, "brick_x_" + str(x) + "_y_" + str(y), [ 0, 0, 26, 26], color_gray_block)
# 將繪圖方塊放入陣列.
for y in range(4):
for x in range(4):
bricks_next_object[x][y] = Box(pygame, canvas, "brick_next_x_" + str(x) + "_y_" + str(y), [ 0, 0, 26, 26], color_gray_block)
# 背景區塊.
background = Box(pygame, canvas, "background", [ 278, 18, 282, 562], color_gray)
# 背景區塊.
background_bricks_next = Box(pygame, canvas, "background_bricks_next", [ 590, 50, 114, 114], color_gray)
# 方塊編號(1~7).
brick_next_id = random.randint( 1, 7)
# 產生新磚塊.
brickNew()
#-------------------------------------------------------------------------
# 主迴圈.
#-------------------------------------------------------------------------
running = True
time_temp = time.time()
time_now = 0
while running:
# 計算時脈.
time_now = time_now + (time.time() - time_temp)
time_temp = time.time()
#---------------------------------------------------------------------
# 判斷輸入.
#---------------------------------------------------------------------
for event in pygame.event.get():
# 離開遊戲.
if event.type == pygame.QUIT:
running = False
# 判斷按下按鈕
if event.type == pygame.KEYDOWN:
#-----------------------------------------------------------------
# 判斷按下ESC按鈕
if event.key == pygame.K_ESCAPE:
running = False
# 除錯訊息開關.
elif event.key == pygame.K_d:
debug_message = not debug_message
#-----------------------------------------------------------------
# 變換方塊-上.
elif event.key == pygame.K_UP and game_mode == 0:
# 在右邊界不能旋轉.
if (container_x == 8):
break
# 判斷磚塊N1、N2、I.
if (brick_id == 1 or brick_id == 2 or brick_id == 7):
# 長條方塊旋轉例外處理.
if (brick_id == 7):
if (container_x < 0 or container_x == 7):
break
# 旋轉方塊.
brick_state = brick_state + 1
if (brick_state > 1):
brick_state = 0
# 轉換定義方塊到方塊陣列.
transformToBricks(brick_id, brick_state)
# 碰到磚塊.
if (not ifCopyToBricksArray()):
brick_state = brick_state - 1
if (brick_state < 0):
brick_state = 1
# 判斷磚跨L1、L2、T.
elif (brick_id == 3 or brick_id == 4 or brick_id == 5):
# 旋轉方塊.
brick_state = brick_state + 1
if (brick_state > 3):
brick_state = 0
# 轉換定義方塊到方塊陣列.
transformToBricks(brick_id, brick_state)
# 碰到磚塊.
if (not ifCopyToBricksArray()):
brick_state = brick_state - 1
if (brick_state < 0):
brick_state = 3
#-----------------------------------------------------------------
# 快速下降-下.
elif event.key == pygame.K_DOWN and game_mode == 0:
# 磚塊快速下降.
brick_down_speed = BRICK_DROP_RAPIDLY
#-----------------------------------------------------------------
# 移動方塊-左.
elif event.key == pygame.K_LEFT and game_mode == 0:
container_x = container_x - 1
if (container_x < 0):
if (container_x == -1):
if (bricks[0][0] != 0 or bricks[0][1] != 0 or bricks[0][2] != 0 or bricks[0][3] != 0):
container_x = container_x + 1
elif (container_x == -2):
if (bricks[1][0] != 0 or bricks[1][1] != 0 or bricks[1][2] != 0 or bricks[1][3] != 0):
container_x = container_x + 1
else:
container_x = container_x + 1
# 碰到磚塊.
if (not ifCopyToBricksArray()):
container_x = container_x + 1
#-----------------------------------------------------------------
# 移動方塊-右.
elif event.key == pygame.K_RIGHT and game_mode == 0:
container_x = container_x + 1
if (container_x > 6):
if (container_x == 7):
if (bricks[3][0] != 0 or bricks[3][1] != 0 or bricks[3][2] != 0 or bricks[3][3] != 0):
container_x = container_x - 1;
elif (container_x == 8):
if (bricks[2][0] != 0 or bricks[2][1] != 0 or bricks[2][2] != 0 or bricks[2][3] != 0):
container_x = container_x - 1
else:
container_x = container_x - 1
# 碰到磚塊.
if (not ifCopyToBricksArray()):
container_x = container_x - 1
#-----------------------------------------------------------------
# 判斷放開按鈕
if event.type == pygame.KEYUP:
# 快速下降-下.
if event.key == pygame.K_DOWN:
# 恢復正常下降速度.
brick_down_speed = BRICK_DOWN_SPEED_MAX
#---------------------------------------------------------------------
# 清除畫面.
canvas.fill(color_light_gray)
# 遊戲中.
if (game_mode == 0):
# 處理磚塊下降.
if(time_now >= brick_down_speed):
# 往下降.
container_y = container_y + 1;
# 碰到磚塊.
if (not ifCopyToBricksArray()):
#產生新塊.
brickNew()
# 轉換定義方塊到方塊陣列(bricks).
transformToBricks( brick_id, brick_state)
# 清除時脈.
time_now = 0
# 清除磚塊.
elif (game_mode == 1):
# 清除的方塊.
clearBrick()
# 遊戲中.
game_mode = 0
# 轉換定義方塊到方塊陣列.
transformToBricks(brick_id, brick_state)
#---------------------------------------------------------------------
# 更新下一個磚塊圖形.
updateNextBricks(brick_next_id)
# 更新繪圖.
pos_y = 20
# ColorVer:設定背景顏色.
background.color = color_block
# 更新背景區塊.
background.update()
for y in range(20):
pos_x = 280
for x in range(10):
if(bricks_array[x][y] != 0):
bricks_list[x][y].rect[0] = pos_x
bricks_list[x][y].rect[1] = pos_y
# ColorVer:依照方塊編號設定顏色.
if (bricks_array[x][y]==1):
bricks_list[x][y].color = box_color_orange
elif (bricks_array[x][y]==2):
bricks_list[x][y].color = box_color_purple
elif (bricks_array[x][y]==3):
bricks_list[x][y].color = box_color_blue
elif (bricks_array[x][y]==4):
bricks_list[x][y].color = box_color_light_red
elif (bricks_array[x][y]==5):
bricks_list[x][y].color = box_color_light_blue
elif (bricks_array[x][y]==6):
bricks_list[x][y].color = box_color_yellow
elif (bricks_array[x][y]==7):
bricks_list[x][y].color = box_color_green
bricks_list[x][y].update()
else:
bricks_list[x][y].color = color_gray_block
pos_x = pos_x + 28
pos_y = pos_y + 28
# 更新掉落中方塊
for y in range(4):
for x in range(4):
if (bricks[x][y] != 0):
posX = container_x + x
posY = container_y + y
if (posX >= 0 and posY >= 0):
bricks_list[posX][posY].rect[0] = (posX * 28) + 280
bricks_list[posX][posY].rect[1] = (posY * 28) + 20
# ColorVer:依照方塊編號設定顏色.
if (bricks[x][y]==1):
bricks_list[posX][posY].color = box_color_orange
elif (bricks[x][y]==2):
bricks_list[posX][posY].color = box_color_purple
elif (bricks[x][y]==3):
bricks_list[posX][posY].color = box_color_blue
elif (bricks[x][y]==4):
bricks_list[posX][posY].color = box_color_light_red
elif (bricks[x][y]==5):
bricks_list[posX][posY].color = box_color_light_blue
elif (bricks[x][y]==6):
bricks_list[posX][posY].color = box_color_yellow
elif (bricks[x][y]==7):
bricks_list[posX][posY].color = box_color_green
elif (bricks[x][y]==9):
bricks_list[posX][posY].color = color_white
bricks_list[posX][posY].update()
#---------------------------------------------------------------------
# 除錯訊息.
if(debug_message):
# 更新容器.
str_x = ""
pos_x = 15
pos_y = 20
for y in range(20):
str_x = ""
for x in range(10):
str_x = str_x + str(bricks_array[x][y]) + " "
showFont( str_x, pos_x, pos_y, color_red)
pos_y = pos_y + 28
# 更新方塊
posX = 0
posY = 0
for y in range(4):
str_x = ""
for x in range(4):
if (bricks[x][y] != 0):
posX = container_x + x
posY = container_y + y
if (posX >= 0 and posY >= 0):
str_x = str_x + str(bricks[x][y]) + " "
else:
str_x = str_x + " "
pos_x = 15 + (container_x * 26)
pos_y = 20 + (posY * 28)
showFont( str_x, pos_x, pos_y, color_white)
# ColorVer:顯示訊息.
showFont( u"下次出現方塊", 588, 16, color_block)
showFont( u"最大連線數", 588, 190, color_block)
showFont( str(int(lines_number_max)), 588, 220, color_block)
showFont( u"本局連線數", 588, 260, color_block)
showFont( str(int(lines_number)), 588, 290, color_block)
# 顯示FPS.
# 除錯訊息.
if(debug_message):
showFont( u"FPS:" + str(clock.get_fps()), 6, 0, color_gray_green)
# 更新畫面.
pygame.display.update()
clock.tick(60)
# 離開遊戲.
pygame.quit()
quit()