python小游戏开心消消乐制作8-bug解决

问题描述

在上一章的同游戏元素消除实现过程中,我们发现两次点击同一个游戏元素会造成单个元素的消除,而我们是想在两次点击同一元素时,只保存第一次点击的坐标且只算一次点击。

-MagicBlock.py
import pygame
import random
import numpy as np
TYPE_RECT = 0
TYPE_IMAGE = 1

class Block:
	
	def __init__(self,screen,left,top,width,height,type,image=None,color=None):
		self.screen = screen
		self.left = left
		self.top = top
		self.type = type
		self.image = image
		self.color = color
		self.width = width
		self.height = height
		
	def draw(self):
		
		if self.type == TYPE_RECT:
			position = self.left,self.top,self.width,self.height
			pygame.draw.rect(self.screen,self.color,position)
		elif self.type == TYPE_IMAGE:
			self.screen.blit(self.image,(self.left,self.top))

class GameBlock:
	def __init__(self,screen,start_left,start_top,block_height,block_width,row,col,type):
		self.row = row
		self.col = col
		self.screen = screen
		self.start_left = start_left
		self.start_top = start_top
		self.block_width = block_width
		self.block_height = block_height
		self.type = type
		self.blocks=[[0]*self.col for i in range(self.row)]
		self.blocks_type = np.zeros((self.row,self.col),dtype=np.int8)
		self.click_num = 0
		self.click_list = list()
	def initMagicBlock(self):
		for i in range(0,self.row,1):
			for j in range(0,self.col,1):
				if self.type == TYPE_IMAGE:
					self.blocks_type[i][j] = random.randint(1,5)
					self.blocks[i][j] = Block(self.screen,self.start_left+self.block_width*j,self.start_top+self.block_height*i,self.block_width,self.block_height,self.type,image=pygame.image.load('./image/0'+str(self.blocks_type[i][j])+"_hightlight.png"))
					self.blocks[i][j].draw()
				elif self.type == TYPE_RECT:
					self.blocks[i][j] = Block(self.screen,self.start_left+self.block_width*j,self.start_top+self.block_height*i,self.block_width,self.block_height,self.type,color=(random.randint(0,255),random.randint(0,255),random.randint(0,255)))
					self.blocks[i][j].draw()
	def mouseClick(self,x,y):
		i = (y-self.start_top)//self.block_height
		j = (x-self.start_left)//self.block_width
		if i<0 or i>self.row-1 or j<0 or j >self.col-1 or self.blocks_type[i][j] == 0:
			return False
		self.click_num += 1
		self.click_list.append([i,j])
		if self.click_num % 2 == 0:

			if self.blocks_type[self.click_list[0][0]][self.click_list[0][1]] == self.blocks_type[self.click_list[1][0]][self.click_list[1][1]]:
				self.blocks[self.click_list[0][0]][self.click_list[0][1]].type = TYPE_RECT
				self.blocks[self.click_list[0][0]][self.click_list[0][1]].color = (255,255,255)
				self.blocks[self.click_list[0][0]][self.click_list[0][1]].draw()#进行重渲染
				self.blocks[self.click_list[1][0]][self.click_list[1][1]].type = TYPE_RECT
				self.blocks[self.click_list[1][0]][self.click_list[1][1]].color = (255,255,255)
				self.blocks[self.click_list[1][0]][self.click_list[1][1]].draw()#进行重渲染
			self.click_list = list()

原因分析:

从上面的代码我们可以看到,不管是点击的是什么游戏元素我们都会进行计数和保存坐标。


解决方案:

我们可以在进行偶数计数前,进行判断该游戏元素是否为同一位置的元素,若为同一位置的元素,则不进行计数和保存坐标。
具体代码如下:

if self.click_num %2 == 1 and self.click_list[0][0] == i and self.click_list[0][1] == j:
			return False

完整代码如下:

-MagicBlock.py
import pygame
import random
import numpy as np
TYPE_RECT = 0
TYPE_IMAGE = 1

class Block:
	
	def __init__(self,screen,left,top,width,height,type,image=None,color=None):
		self.screen = screen
		self.left = left
		self.top = top
		self.type = type
		self.image = image
		self.color = color
		self.width = width
		self.height = height
		
	def draw(self):
		
		if self.type == TYPE_RECT:
			position = self.left,self.top,self.width,self.height
			pygame.draw.rect(self.screen,self.color,position)
		elif self.type == TYPE_IMAGE:
			self.screen.blit(self.image,(self.left,self.top))

class GameBlock:
	def __init__(self,screen,start_left,start_top,block_height,block_width,row,col,type):
		self.row = row
		self.col = col
		self.screen = screen
		self.start_left = start_left
		self.start_top = start_top
		self.block_width = block_width
		self.block_height = block_height
		self.type = type
		self.blocks=[[0]*self.col for i in range(self.row)]
		self.blocks_type = np.zeros((self.row,self.col),dtype=np.int8)
		self.click_num = 0
		self.click_list = list()
	def initMagicBlock(self):
		for i in range(0,self.row,1):
			for j in range(0,self.col,1):
				if self.type == TYPE_IMAGE:
					self.blocks_type[i][j] = random.randint(1,5)
					self.blocks[i][j] = Block(self.screen,self.start_left+self.block_width*j,self.start_top+self.block_height*i,self.block_width,self.block_height,self.type,image=pygame.image.load('./image/0'+str(self.blocks_type[i][j])+"_hightlight.png"))
					self.blocks[i][j].draw()
				elif self.type == TYPE_RECT:
					self.blocks[i][j] = Block(self.screen,self.start_left+self.block_width*j,self.start_top+self.block_height*i,self.block_width,self.block_height,self.type,color=(random.randint(0,255),random.randint(0,255),random.randint(0,255)))
					self.blocks[i][j].draw()
	def mouseClick(self,x,y):
		i = (y-self.start_top)//self.block_height
		j = (x-self.start_left)//self.block_width
		if i<0 or i>self.row-1 or j<0 or j >self.col-1 or self.blocks_type[i][j] == 0:
			return False
		if self.click_num %2 == 1 and self.click_list[0][0] == i and self.click_list[0][1] == j:
			return False

		self.click_num += 1
		self.click_list.append([i,j])
		if self.click_num % 2 == 0:

			if self.blocks_type[self.click_list[0][0]][self.click_list[0][1]] == self.blocks_type[self.click_list[1][0]][self.click_list[1][1]]:
				self.blocks[self.click_list[0][0]][self.click_list[0][1]].type = TYPE_RECT
				self.blocks[self.click_list[0][0]][self.click_list[0][1]].color = (255,255,255)
				self.blocks[self.click_list[0][0]][self.click_list[0][1]].draw()#进行重渲染
				self.blocks[self.click_list[1][0]][self.click_list[1][1]].type = TYPE_RECT
				self.blocks[self.click_list[1][0]][self.click_list[1][1]].color = (255,255,255)
				self.blocks[self.click_list[1][0]][self.click_list[1][1]].draw()#进行重渲染
			self.click_list = list()

效果图:
在这里插入图片描述

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