# Memory V2
# The second version contains the complete tile grid and the black panel on the right, there is score in the black panel. All 8 pairs of two tiles are covered by question mark when the game starts . Each time the game is played, the tiles spawn in random locations in the grid. Player can click tiles to reveal images. Game ends upon clicking close screen or all 16 tiles being exposed. Game occurs on a 4x4 grid.
import pygame,random, time
# User-defined functions
def main():
# initialize all pygame modules (some need initialization)
pygame.init()
# create a pygame display window
pygame.display.set_mode((500, 400))
# set the title of the display window
pygame.display.set_caption('Memory v1')
# get the display surface
w_surface = pygame.display.get_surface()
# create a game object
game = Game(w_surface)
# start the main game loop by calling the play method on the game
#object
game.play()
# quit pygame and clean up the pygame window
pygame.quit()
# User-defined classes
class Game:
# An object in this class represents a complete game.
def __init__(self, surface):
# Initialize a Game.
# - self is the Game to initialize
# - surface is the display window surface object
# === objects that are part of every game that we will discuss
self.surface = surface
self.bg_color = pygame.Color('black')
self.FPS = 60
self.game_Clock = pygame.time.Clock()
self.close_clicked = False
self.continue_game = True
Tile.set_surface(self.surface)
# tell grid to be size 4 meaning 4x4 or 16 squares total
grid_size = 4
self.create_grid(grid_size)
self.score=0
def draw_score(self):
# this method draws the player's score in the top-right corner of the
# game window.
# - self : the game the score is being drawn for
font_color = pygame.Color("white")
font_bg = pygame.Color("black")
font = pygame.font.SysFont("arial", 32)
text_img = font.render(str(self.score), True, font_color, font_bg)
text_pos = (460,0)
self.surface.blit(text_img, text_pos)
def create_grid(self, grid_size):
# Creates a grid of tiles that is grid_size x grid_size in size.
self.grid = [ ]
# Create list of image names to be used on the squares (we just append image(1-9) and the file type bmp
# Then we create image surfaces of each image name and add image surfaces to itself which provides us with two of each image
img_names = ['image' + str(i) + '.bmp' for i in range(1,9)]
image_surfaces = [pygame.image.load(name) for name in img_names]
image_surfaces = image_surfaces + image_surfaces
random.shuffle(image_surfaces)
# this for loop creates each row in our grid
for row_num in range(grid_size):
new_row = self.create_row(row_num, grid_size,image_surfaces)
self.grid.append(new_row)
def create_row(self, row_num, size,images):
# Create one row in a grid. Each row contains size Tiles
# required for calculating the tile's x,y coordinates on screen
# - row_num: the nth row of the grid being created
# - size : the number of tiles in the row
# returns the newly created row'
tile_height = self.surface.get_height() // size
# 3/4 to leave space for black column on side
tile_width = 3/4*self.surface.get_width() // size
new_row = [ ]
for col_num in range(size):
# number of row x tile height produces y position
# number of col x tile_width produces x position
# + 10 so it fits
pos = (row_num*tile_height+10,col_num*tile_width+10)
# assigns one of the images to each tile by pairing it with a unique coordinate
#content=pygame.image.load('image0.bmp')
#content = images[row_num*size+col_num]
one_tile = Tile(pos, tile_width, tile_height)
content=pygame.image.load('image0.bmp')
#content=images[row_num*size+col_num]
if self.handle_mouse_click==True:
content=images[row_num*size+col_num]
one_tile.set_content(content)
#one_tile = Tile(pos, tile_width, tile_height)
#one_tile.set_content(content)
new_row.append(one_tile)
return new_row
def play(self):
# Play the game until the player presses the close box.
# - self is the Game that should be continued or not.
while not self.close_clicked: # until player clicks close box
# play frame
self.handle_events()
self.draw()
if self.continue_game:
self.update()
self.decide_continue()
self.game_Clock.tick(self.FPS) # run at most with FPS listed
def handle_events(self):
# Handle each user event by changing the game state
# - self is the Game whose events will be handled
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
self.close_clicked = True
if event.type == pygame.MOUSEBUTTONDOWN:
self.handle_mouse_click(event)
def handle_mouse_click(self, event):
# responds to one mouse click on screen; that means flipping the
# tile
#print("Screen was clicked at " + str(event.pos))
for row in self.grid:
for tile in row:
if tile.select(event.pos)==True:
print('hi')
#def change_content(self,content):
#return False
#return content_switch
def draw(self):
# Draw all game objects.
# - self is the Game to draw
self.surface.fill(self.bg_color) # clear the display surface
# draws the grid
for row in self.grid:
for tile in row:
tile.draw()
self.draw_score()
pygame.display.update() # updates the display
def update(self):
# Update the game objects for the next frame.
# - self is the Game to update
self.score= pygame.time.get_ticks()//1000
pass
def decide_continue(self):
# Check and remember if the game should continue
filled_tiles = [ ]
for row in self.grid:
for tile in row:
if tile.tile_content==True:
filled_tiles.append(tile)
if len(filled_tiles) == self.grid_size ** 2:
return False
else:
return True
class Tile:
# A tile represents one location on a grid. Tiles hold content
# (in this case, an X or an O).
# class attributes that are common to all tiles
# setting surface to none isnt exactly necessary, however we set class wide attributes here before putting it in a method
surface = None
fg_color = pygame.Color("white")
bg_color = pygame.Color("black")
# set border width for each tile in grid
border_width = 5
@classmethod
def set_surface(cls, surface):
# sets the class attribute, surface
cls.surface = surface
def __init__(self, screen_position, width, height):
# initialize one instance of our Tile class. Tiles represent
# one 'position' in our tic-tac-toe board.
# - self: the tile being initialized
# - screen_position: the [x, y] coordinates to draw the tile at
# - width: the width of the tile
# - height: the height of the tile
self.screen_position = screen_position
#self.content = ''
# create a rectangle defining our boundaries
x, y = screen_position
self.rect = pygame.Rect(x, y, width, height)
def draw_content(self):
# create an rect object of image so we can blit images to surface of grid tiles
image_rect=self.content.get_rect(center=self.rect.center)
Tile.surface.blit(self.content,image_rect)
def draw(self):
# draw the contents of a tile to its surface.
# - self: the tile being drawn
self.draw_content()
pygame.draw.rect(Tile.surface, Tile.bg_color, self.rect,
Tile.border_width)
def set_content(self, new_content):
# change our tile content.
self.content = new_content
def select(self, pos):
selected=False
if self.rect.collidepoint(pos):
if self.content==pygame.image.load('image0.bmp'):
selected=True
return selected
def __eq__(self):
if self.content==pygame.image.load('image0.bmp'):
return True
def tile_content(self):
if self.content == pygame.image.load('image0.bmp'):
return False
else:
return True
main()
因此,我试图构建游戏记忆库的另一个版本,在其中单击一个图块时,问号图像“翻转”并变成我在代码中分配的实际图像,然后在我将所有内容翻转后,游戏结束瓷砖。但是,当我使用self.content == pygame.image.load('image0.bmp')时,即使我设置为true,它似乎也不起作用或返回true或任何东西。我的教授说,我需要重载==运算符(我认为我已经这样做了),但是由于某种原因,它仍然拒绝翻转我的单击,并且我不知道为什么?有人可以解释吗?
答案 0 :(得分:1)
这是因为pygame.image.load()
返回pygame.Surface()。任何对象(类的实例)都不会完全相同。
所以:
pygame.image.load("image.png") == pygame.image.load("image.png")
将始终为False
。
另外,在问一个问题时,尝试放一些小的代码段而不是整个代码段。