开心消消乐:Python

"""
用到以下键:
   “x”和“y”——游戏在棋盘上的位置。0,0是左上角。
                   还有一个y可以设置的ROWABOVEBOARD行,表示它在棋盘上。
                   
           方向——四个常量变量之一,上、下、左、右,游戏前进的方向。
           
    'imageNum' —— GEMIMAGES的整数索引,用于表示这个游戏用哪个图像。
"""
import random, time, pygame, sys, copy
from pygame.locals import *

FPS = 30 # 每30秒更新屏幕
WINDOWWIDTH = 600  # 窗口宽度
WINDOWHEIGHT = 600 # 窗口高度

BOARDWIDTH = 8 # 8列
BOARDHEIGHT = 8 # 8行
GEMIMAGESIZE = 64 # 每小格的宽度和高度

NUMGEMIMAGES = 6    # 图片的类型,.png格式,从0开始命名 gem0.png
assert NUMGEMIMAGES >= 5 # 最少5种图片

NUMMATCHSOUNDS = 6  # 音乐的类型,.wav格式,从0开始命名 match0.wav

MOVERATE = 25 #1到100,更大的num意味着更快的动作
DEDUCTSPEED = 0.8 # 每减少1分扣减DEDUCTSPEED秒。

#             R    G    B
PURPLE    = (255,   0, 255)
LIGHTBLUE = (255, 202, 255)
BLUE      = ( 77, 219, 255)
RED       = (255, 100, 100)
BLACK     = (  0,   0,   0)
BROWN     = ( 85,  65,   0)
HIGHLIGHTCOLOR = PURPLE # 游戏边界的颜色
BGCOLOR = LIGHTBLUE # 屏幕上的背景色
GRIDCOLOR = BLUE # 游戏板的颜色
GAMEOVERCOLOR = RED #“游戏结束”文字的颜色
GAMEOVERBGCOLOR = BLACK # “游戏结束”文字的颜色
SCORECOLOR = BROWN # 得分文本的颜色

# 从线到边的距离
# 它被多次使用,因此在这里计算一次并存储在变量中
XMARGIN = int((WINDOWWIDTH - GEMIMAGESIZE * BOARDWIDTH) / 2)
YMARGIN = int((WINDOWHEIGHT - GEMIMAGESIZE * BOARDHEIGHT) / 2)

# 方向常数
UP = 'up'
DOWN = 'down'
LEFT = 'left'
RIGHT = 'right'

EMPTY_SPACE = -1 # 一个任意的非正值
ROWABOVEBOARD = 'row above board' # 一个任意的非整数值

def main():
    global FPSCLOCK, DISPLAYSURF, GEMIMAGES, GAMESOUNDS, BASICFONT, BOARDRECTS

    # 初始设置
    pygame.init()
    FPSCLOCK = pygame.time.Clock()
    DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
    pygame.display.set_caption('Gemgem')
    BASICFONT = pygame.font.Font('freesansbold.ttf', 36)
    
    # 加载图片
    GEMIMAGES = []
    for i in range(1, NUMGEMIMAGES+1):
        gemImage = pygame.image.load('gem%s.png' % i)
        if gemImage.get_size() != (GEMIMAGESIZE, GEMIMAGESIZE):
            gemImage = pygame.transform.smoothscale(gemImage, (GEMIMAGESIZE, GEMIMAGESIZE))
        GEMIMAGES.append(gemImage)

    # 加载声音
    GAMESOUNDS = {}
    GAMESOUNDS['bad swap'] = pygame.mixer.Sound('badswap.wav')
    GAMESOUNDS['match'] = []
    for i in range(NUMMATCHSOUNDS):
        GAMESOUNDS['match'].append(pygame.mixer.Sound('match%s.wav' % i))

    
    # 创建pygame,矩形对象,用于为每个板空间执行板坐标到像素坐标的转换
    BOARDRECTS = []
    for x in range(BOARDWIDTH):
        BOARDRECTS.append([])
        for y in range(BOARDHEIGHT):
            r = pygame.Rect((XMARGIN + (x * GEMIMAGESIZE),
                             YMARGIN + (y * GEMIMAGESIZE),
                             GEMIMAGESIZE,
                             GEMIMAGESIZE))
            BOARDRECTS[x].append(r)

    while True:
        runGame()


def runGame():
    # 运行游戏,当游戏结束时,这个函数返回

    # 初始化面板
    gameBoard = getBlankBoard()
    score = 0
    fillBoardAndAnimate(gameBoard, [], score) # Drop the initial gems.

    # 初始化变量
    firstSelectedGem = None
    lastMouseDownX = None
    lastMouseDownY = None
    gameIsOver = False
    lastScoreDeduction = time.time()
    clickContinueTextSurf = None

    while True: # 主要游戏循环
        clickedSpace = None
        for event in pygame.event.get(): # 事件处理循环
            if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
                pygame.quit()
                sys.exit()
            elif event.type == KEYUP and event.key == K_BACKSPACE:
                return # start a new game

            elif event.type == MOUSEBUTTONUP:
                if gameIsOver:
                    return # 游戏结束后,点击开始一个新的游戏

                if event.pos == (lastMouseDownX, lastMouseDownY):
                    # 此事件是鼠标单击,而不是鼠标拖动结束
                    clickedSpace = checkForGemClick(event.pos)
                else:
                    # 这是鼠标拖动结束
                    firstSelectedGem = checkForGemClick((lastMouseDownX, lastMouseDownY))
                    clickedSpace = checkForGemClick(event.pos)
                    if not firstSelectedGem or not clickedSpace:
                        # 如果不是有效拖动的一部分,取消选中这两个
                        firstSelectedGem = None
                        clickedSpace = None
            elif event.type == MOUSEBUTTONDOWN:
                # 这是鼠标点击或拖动的开始
                lastMouseDownX, lastMouseDownY = event.pos

        if clickedSpace and not firstSelectedGem:
            # 这是第一次点击宝石
            firstSelectedGem = clickedSpace
        elif clickedSpace and firstSelectedGem:
            #点击并选择了两个宝石,交换。
            firstSwappingGem, secondSwappingGem = getSwappingGems(gameBoard, firstSelectedGem, clickedSpace)
            if firstSwappingGem == None and secondSwappingGem == None:
                # 如果两者都不是,那么宝石就不是相邻的
                firstSelectedGem = None # 取消选择第一块宝石
                continue

            # 在屏幕上显示交换动画
            boardCopy = getBoardCopyMinusGems(gameBoard, (firstSwappingGem, secondSwappingGem))
            animateMovingGems(boardCopy, [firstSwappingGem, secondSwappingGem], [], score)

            # 交换在面板上的数据结构上的宝石
            gameBoard[firstSwappingGem['x']][firstSwappingGem['y']] = secondSwappingGem['imageNum']
            gameBoard[secondSwappingGem['x']][secondSwappingGem['y']] = firstSwappingGem['imageNum']

            # 看看这是不是一个匹配的动作
            matchedGems = findMatchingGems(gameBoard)
            if matchedGems == []:
                # 不是一个匹配的移动;交换宝石
                GAMESOUNDS['bad swap'].play()
                animateMovingGems(boardCopy, [firstSwappingGem, secondSwappingGem], [], score)
                gameBoard[firstSwappingGem['x']][firstSwappingGem['y']] = firstSwappingGem['imageNum']
                gameBoard[secondSwappingGem['x']][secondSwappingGem['y']] = secondSwappingGem['imageNum']
            else:
                # 是一个匹配的移动
                scoreAdd = 0
                while matchedGems != []:
                    # 删除匹配的宝石,然后拉下板

                    # points是一个dicts列表,它告诉fillBoardAndAnimate()在屏幕上显示文本以显示玩家获得多少点数。
                    # 点数是一个列表,因为如果玩家得到多个匹配,那么就会出现多个点数文本。
                    
                    points = []
                    for gemSet in matchedGems:
                        scoreAdd += (10 + (len(gemSet) - 3) * 10)
                        for gem in gemSet:
                            gameBoard[gem[0]][gem[1]] = EMPTY_SPACE
                        points.append({'points': scoreAdd,
                                       'x': gem[0] * GEMIMAGESIZE + XMARGIN,
                                       'y': gem[1] * GEMIMAGESIZE + YMARGIN})
                    random.choice(GAMESOUNDS['match']).play()
                    score += scoreAdd

                    # 掉落新的宝石
                    fillBoardAndAnimate(gameBoard, points, score)

                    # 检查是否有新的匹配
                    matchedGems = findMatchingGems(gameBoard)
            firstSelectedGem = None

            if not canMakeMove(gameBoard):
                gameIsOver = True

        # 画出面板
        DISPLAYSURF.fill(BGCOLOR)
        drawBoard(gameBoard)
        if firstSelectedGem != None:
            highlightSpace(firstSelectedGem['x'], firstSelectedGem['y'])
        if gameIsOver:
            if clickContinueTextSurf == None:
                #只呈现文本一次。在以后的迭代中,只需使用clickContinueTextSurf中已经存在的Surface对象
                clickContinueTextSurf = BASICFONT.render('Final Score: %s (Click to continue)' % (score), 1, GAMEOVERCOLOR, GAMEOVERBGCOLOR)
                clickContinueTextRect = clickContinueTextSurf.get_rect()
                clickContinueTextRect.center = int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2)
            DISPLAYSURF.blit(clickContinueTextSurf, clickContinueTextRect)
        elif score > 0 and time.time() - lastScoreDeduction > DEDUCTSPEED:
            # 分数随时间而下降
            score -= 1
            lastScoreDeduction = time.time()
        drawScore(score)
        pygame.display.update()
        FPSCLOCK.tick(FPS)


def getSwappingGems(board, firstXY, secondXY):
    # 如果两个宝石在(X, Y)坐标处的宝石相邻,那么它们的“方向”键被设置为适当的方向值,以便彼此交换
    # 否则,返回(None, None)
    firstGem = {'imageNum': board[firstXY['x']][firstXY['y']],
                'x': firstXY['x'],
                'y': firstXY['y']}
    secondGem = {'imageNum': board[secondXY['x']][secondXY['y']],
                 'x': secondXY['x'],
                 'y': secondXY['y']}
    highlightedGem = None
    if firstGem['x'] == secondGem['x'] + 1 and firstGem['y'] == secondGem['y']:
        firstGem['direction'] = LEFT
        secondGem['direction'] = RIGHT
    elif firstGem['x'] == secondGem['x'] - 1 and firstGem['y'] == secondGem['y']:
        firstGem['direction'] = RIGHT
        secondGem['direction'] = LEFT
    elif firstGem['y'] == secondGem['y'] + 1 and firstGem['x'] == secondGem['x']:
        firstGem['direction'] = UP
        secondGem['direction'] = DOWN
    elif firstGem['y'] == secondGem['y'] - 1 and firstGem['x'] == secondGem['x']:
        firstGem['direction'] = DOWN
        secondGem['direction'] = UP
    else:
        # 这些宝石不相邻,不能交换
        return None, None
    return firstGem, secondGem


def getBlankBoard():
    # 创建并返回空白板数据结构
    board = []
    for x in range(BOARDWIDTH):
        board.append([EMPTY_SPACE] * BOARDHEIGHT)
    return board


def canMakeMove(board):
    # 如果棋盘处于可以对其进行匹配移动的状态,则返回True。否则返回假

    # oneOffPatterns中的模式表示gem,它们的配置方式是只需要移动一次就可以创建一个三元组
    
    oneOffPatterns = (((0,1), (1,0), (2,0)),
                      ((0,1), (1,1), (2,0)),
                      ((0,0), (1,1), (2,0)),
                      ((0,1), (1,0), (2,1)),
                      ((0,0), (1,0), (2,1)),
                      ((0,0), (1,1), (2,1)),
                      ((0,0), (0,2), (0,3)),
                      ((0,0), (0,1), (0,3)))

    # x和y变量在黑板上的每个空间上迭代。如果我们使用+表示当前在黑板上迭代的空间,那么这个模式:(0,1),(1,0),(2,0))表示相同的
    
    # 宝石是这样设置的:
    #
    #     +A
    #     B
    #     C
    #
    # 即,gem A与+的偏移量为(0,1),gem B与(1,0)的偏移量为(2,0)。在这种情况下,gem A可以被交换到左边以形成一个垂直的三排三连音
    #
    # 有八种可能的方式使宝石远离形成一个三元组,因此oneOffPattern有8种模式

    for x in range(BOARDWIDTH):
        for y in range(BOARDHEIGHT):
            for pat in oneOffPatterns:
                # 检查每个可能的模式“匹配在下一步”,看看是否可以做一个可能的行动
                
                if (getGemAt(board, x+pat[0][0], y+pat[0][1]) == \
                    getGemAt(board, x+pat[1][0], y+pat[1][1]) == \
                    getGemAt(board, x+pat[2][0], y+pat[2][1]) != None) or \
                   (getGemAt(board, x+pat[0][1], y+pat[0][0]) == \
                    getGemAt(board, x+pat[1][1], y+pat[1][0]) == \
                    getGemAt(board, x+pat[2][1], y+pat[2][0]) != None):
                    return True # return True the first time you find a pattern
    return False


def drawMovingGem(gem, progress):
    # 画一个宝石沿着它的“方向”键指示的方向滑动。进度参数是从0(刚开始)到100(幻灯片完成)的数字
    
    movex = 0
    movey = 0
    progress *= 0.01

    if gem['direction'] == UP:
        movey = -int(progress * GEMIMAGESIZE)
    elif gem['direction'] == DOWN:
        movey = int(progress * GEMIMAGESIZE)
    elif gem['direction'] == RIGHT:
        movex = int(progress * GEMIMAGESIZE)
    elif gem['direction'] == LEFT:
        movex = -int(progress * GEMIMAGESIZE)

    basex = gem['x']
    basey = gem['y']
    if basey == ROWABOVEBOARD:
        basey = -1

    pixelx = XMARGIN + (basex * GEMIMAGESIZE)
    pixely = YMARGIN + (basey * GEMIMAGESIZE)
    r = pygame.Rect( (pixelx + movex, pixely + movey, GEMIMAGESIZE, GEMIMAGESIZE) )
    DISPLAYSURF.blit(GEMIMAGES[gem['imageNum']], r)


def pullDownAllGems(board):
    # 将木板上的宝石拉到底部,以填补任何空缺
    for x in range(BOARDWIDTH):
        gemsInColumn = []
        for y in range(BOARDHEIGHT):
            if board[x][y] != EMPTY_SPACE:
                gemsInColumn.append(board[x][y])
        board[x] = ([EMPTY_SPACE] * (BOARDHEIGHT - len(gemsInColumn))) + gemsInColumn


def getGemAt(board, x, y):
    if x < 0 or y < 0 or x >= BOARDWIDTH or y >= BOARDHEIGHT:
        return None
    else:
        return board[x][y]


def getDropSlots(board):
    # 为每个列创建一个“drop slot”,并用该列缺少的一些gem填充该slot。这个函数假设宝石的重力已经下降
    
    boardCopy = copy.deepcopy(board)
    pullDownAllGems(boardCopy)

    dropSlots = []
    for i in range(BOARDWIDTH):
        dropSlots.append([])

    # 计算黑板上每一列的空格数
    for x in range(BOARDWIDTH):
        for y in range(BOARDHEIGHT-1, -1, -1): # 从底部开始,向上
            if boardCopy[x][y] == EMPTY_SPACE:
                possibleGems = list(range(len(GEMIMAGES)))
                for offsetX, offsetY in ((0, -1), (1, 0), (0, 1), (-1, 0)):
                    # 缩小可能的宝石的范围,我们应该把它们放在空白的地方,这样当它们掉落的时候,我们就不会把两个相同的宝石放在一起
                    neighborGem = getGemAt(boardCopy, x + offsetX, y + offsetY)
                    if neighborGem != None and neighborGem in possibleGems:
                        possibleGems.remove(neighborGem)

                newGem = random.choice(possibleGems)
                boardCopy[x][y] = newGem
                dropSlots[x].append(newGem)
    return dropSlots


def findMatchingGems(board):
    gemsToRemove = [] # a list of lists of gems in matching triplets that should be removed
    boardCopy = copy.deepcopy(board)

    # 循环遍历每个空间,检查3个相邻的相同的宝石
    for x in range(BOARDWIDTH):
        for y in range(BOARDHEIGHT):
            # 寻找水平匹配
            if getGemAt(boardCopy, x, y) == getGemAt(boardCopy, x + 1, y) == getGemAt(boardCopy, x + 2, y) and getGemAt(boardCopy, x, y) != EMPTY_SPACE:
                targetGem = boardCopy[x][y]
                offset = 0
                removeSet = []
                while getGemAt(boardCopy, x + offset, y) == targetGem:
                    #继续检查一行中是否有超过3个gem
                    removeSet.append((x + offset, y))
                    boardCopy[x + offset][y] = EMPTY_SPACE
                    offset += 1
                gemsToRemove.append(removeSet)

            # 寻找垂直匹配
            if getGemAt(boardCopy, x, y) == getGemAt(boardCopy, x, y + 1) == getGemAt(boardCopy, x, y + 2) and getGemAt(boardCopy, x, y) != EMPTY_SPACE:
                targetGem = boardCopy[x][y]
                offset = 0
                removeSet = []
                while getGemAt(boardCopy, x, y + offset) == targetGem:
                    # 继续检查,以防一行中有超过3个gem
                    removeSet.append((x, y + offset))
                    boardCopy[x][y + offset] = EMPTY_SPACE
                    offset += 1
                gemsToRemove.append(removeSet)

    return gemsToRemove


def highlightSpace(x, y):
    pygame.draw.rect(DISPLAYSURF, HIGHLIGHTCOLOR, BOARDRECTS[x][y], 4)


def getDroppingGems(board):
    #找到所有在他们下面有一个空空间的宝石
    boardCopy = copy.deepcopy(board)
    droppingGems = []
    for x in range(BOARDWIDTH):
        for y in range(BOARDHEIGHT - 2, -1, -1):
            if boardCopy[x][y + 1] == EMPTY_SPACE and boardCopy[x][y] != EMPTY_SPACE:
                # 如果不是空的,这个空间会下降,但是下面的空间是空的
                droppingGems.append( {'imageNum': boardCopy[x][y], 'x': x, 'y': y, 'direction': DOWN} )
                boardCopy[x][y] = EMPTY_SPACE
    return droppingGems


def animateMovingGems(board, gems, pointsText, score):
    # pointsText是一个带有'x'、'y'和'points'键的字典
    progress = 0 #进展在0代表开始,100代表完成
    while progress < 100: # 动画循环
        DISPLAYSURF.fill(BGCOLOR)
        drawBoard(board)
        for gem in gems: # 布置每一个宝石
            drawMovingGem(gem, progress)
        drawScore(score)
        for pointText in pointsText:
            pointsSurf = BASICFONT.render(str(pointText['points']), 1, SCORECOLOR)
            pointsRect = pointsSurf.get_rect()
            pointsRect.center = (pointText['x'], pointText['y'])
            DISPLAYSURF.blit(pointsSurf, pointsRect)

        pygame.display.update()
        FPSCLOCK.tick(FPS)
        progress += MOVERATE # 为下一帧的动画进行更多的进展


def moveGems(board, movingGems):
    # 移动宝石是一个带有键x, y,方向,imageNum的字典列表
    for gem in movingGems:
        if gem['y'] != ROWABOVEBOARD:
            board[gem['x']][gem['y']] = EMPTY_SPACE
            movex = 0
            movey = 0
            if gem['direction'] == LEFT:
                movex = -1
            elif gem['direction'] == RIGHT:
                movex = 1
            elif gem['direction'] == DOWN:
                movey = 1
            elif gem['direction'] == UP:
                movey = -1
            board[gem['x'] + movex][gem['y'] + movey] = gem['imageNum']
        else:
            # 宝石位于板的上方(新的宝石来自板的上方)
            board[gem['x']][0] = gem['imageNum'] # move to top row


def fillBoardAndAnimate(board, points, score):
    dropSlots = getDropSlots(board)
    while dropSlots != [[]] * BOARDWIDTH:
        # 只要有更多的宝石掉落,做掉落的动画
        movingGems = getDroppingGems(board)
        for x in range(len(dropSlots)):
            if len(dropSlots[x]) != 0:
                # 使每个槽中最低的宝石开始向下移动
                movingGems.append({'imageNum': dropSlots[x][0], 'x': x, 'y': ROWABOVEBOARD, 'direction': DOWN})

        boardCopy = getBoardCopyMinusGems(board, movingGems)
        animateMovingGems(boardCopy, movingGems, points, score)
        moveGems(board, movingGems)

        # 通过删除之前的最低的gem,从下拉槽中删除下一行gems是最低的
        
        for x in range(len(dropSlots)):
            if len(dropSlots[x]) == 0:
                continue
            board[x][0] = dropSlots[x][0]
            del dropSlots[x][0]


def checkForGemClick(pos):
    # 查看鼠标点击是否在面板上
    for x in range(BOARDWIDTH):
        for y in range(BOARDHEIGHT):
            if BOARDRECTS[x][y].collidepoint(pos[0], pos[1]):
                return {'x': x, 'y': y}
    return None # Click不在面板上


def drawBoard(board):
    for x in range(BOARDWIDTH):
        for y in range(BOARDHEIGHT):
            pygame.draw.rect(DISPLAYSURF, GRIDCOLOR, BOARDRECTS[x][y], 1)
            gemToDraw = board[x][y]
            if gemToDraw != EMPTY_SPACE:
                DISPLAYSURF.blit(GEMIMAGES[gemToDraw], BOARDRECTS[x][y])


def getBoardCopyMinusGems(board, gems):
    # 创建并返回已传递的板数据结构的副本,并从其中删除“gems”列表中的gems
    # Gems是一个dicts列表,带有键x, y,方向,imageNum

    boardCopy = copy.deepcopy(board)

    # 从面板板数据结构拷贝中删除一些宝石
    for gem in gems:
        if gem['y'] != ROWABOVEBOARD:
            boardCopy[gem['x']][gem['y']] = EMPTY_SPACE
    return boardCopy


def drawScore(score):
    scoreImg = BASICFONT.render(str(score), 1, SCORECOLOR)
    scoreRect = scoreImg.get_rect()
    scoreRect.bottomleft = (10, WINDOWHEIGHT - 6)
    DISPLAYSURF.blit(scoreImg, scoreRect)


if __name__ == '__main__':
    main()

 

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值