我正在使用Python开发我的第一款游戏,类似于宝石迷阵,只有几个曲目。游戏运行良好,但我试图做一个不起作用的改变。
目前游戏中有一个名为“选择栏”的游标。玩家在两个形状之间左右,上下移动此栏。当他们想要交换形状位置时,只需按空格键和图像交换位置即可。虽然这种格式运行良好,但我希望光标能够在水平和垂直之间切换。现在,条形只是水平的,这使得从上方或下方交换形状变得不可能。
以下是完整代码:
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 = 4
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.
"""
rareshapecount = 0
for i in range(self.size):
if rareshapecount <= 8:
self.board[i] = Cell (random.choice(self.shapes))
rareshapecount = rareshapecount + 1
elif rareshapecount == 9:
self.board[i] = Cell (random.choice(self.rareshapes))
rareshapecount = rareshapecount + 1
elif rareshapecount <=22:
self.board[i] = Cell(random.choice(self.shapes))
rareshapecount = rareshapecount + 1
elif rareshapecount == 23:
self.board[i] = Cell(random.choice(self.rareshapes))
rareshapecount = rareshapecount + 1
elif rareshapecount <= 26:
self.board[i] = Cell (random.choice(self.shapes))
rareshapecount = rareshapecount + 1
elif rareshapecount == 27:
self.board[i] = Cell (random.choice(self.rareshapes))
rareshapecount = rareshapecount + 1
elif rareshapecount <= 40:
self.board[i] = Cell (random.choice(self.shapes))
rareshapecount = rareshapecount + 1
elif rareshapecount == 41:
self.board[i] = Cell (random.choice(self.rareshapes))
rareshapecount = rareshapecount + 1
elif rareshapecount <= 45:
self.board[i] = Cell (random.choice(self.shapes))
rareshapecount = rareshapecount + 1
elif rareshapecount == 46:
self.board[i] = Cell (random.choice(self.rareshapes))
rareshapecount = rareshapecount + 1
elif rareshapecount <= 57:
self.board[i] = Cell (random.choice(self.shapes))
rareshapecount = rareshapecount + 1
elif rareshapecount <= 59:
self.board[i] = Cell (random.choice(self.rareshapes))
rareshapecount = rareshapecount + 1
elif rareshapecount <= 70:
self.board[i] = Cell (random.choice(self.shapes))
rareshapecount = rareshapecount + 1
elif rareshapecount == 71:
self.board[i] = Cell (random.choice(self.rareshapes))
rareshapecount = rareshapecount + 1
elif rareshapecount <= 200:
self.board[i] = Cell (random.choice(self.shapes))
rareshapecount = rareshapecount + 1
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.cursor2 = [0, 0]
self.score = 0.0
self.swap_time = 10
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) / 1000.0, 1.0 / 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 == 0.0:
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_f:
if VERTICAL == False:
VERTICAL = True
elif VERTICAL == True:
VERTICAL = False
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.
"""
swap_penalties = int(self.swap_time / DELAY_PENALTY_SECONDS)
self.swap_time = 1
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('{}:{:02}'.format(s / 60, s % 60),
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)
def draw_cursor2(self):
topLeft = (MARGIN + self.cursor[0] * SHAPE_WIDTH,
MARGIN + self.cursor[1] * SHAPE_HEIGHT - 68)
topRight = (topLeft[0] + SHAPE_WIDTH, topLeft[1])
bottomLeft = (topLeft[0], topLeft[1] + SHAPE_HEIGHT * 2)
bottomRight = (topRight[0], topRight[1] + SHAPE_HEIGHT * 2)
pygame.draw.lines(self.display, WHITE, True,
[topLeft, topRight, bottomRight, bottomLeft], 3)
if __name__ == '__main__':
Game().play()
编辑:
我决定只编辑这个帖子,而不是开始新帖子,因为它是关于同一个问题。我已经取得了一些进展,并将所有内容改为True / False,如建议的那样。但是,每次按“F”切换栏时,我都会遇到“UnboundLocalError:局部变量'VERTICAL'在引用之前引用”错误。我一直试图解决的另一个问题是,一旦切换了条形,它就不会交换正确的方向。如果条形是垂直的,它仍然会水平交换瓷砖。编辑前的代码已更改,现在包含整个游戏。
有关错误的任何想法?如果我将VERTICAL设置为True,则条形图会切换,因此绘图代码是正确的,所以我认为它与按下按键有关。另外,关于交换的任何想法都要使它们垂直交换?