#!/usr/bin/python3
# -*- coding: utf-8 -*- """
ZetCode PyQt5 tutorial This is a Tetris game clone. """ from PyQt5.QtWidgets import QMainWindow, QFrame, QDesktopWidget, QApplication
from PyQt5.QtCore import Qt, QBasicTimer, pyqtSignal
from PyQt5.QtGui import QPainter, QColor
import sys, random class Tetris(QMainWindow): def __init__(self):
super().__init__() self.initUI() def initUI(self):
'''initiates application UI''' self.tboard = Board(self)
self.setCentralWidget(self.tboard) self.statusbar = self.statusBar()
self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage) self.tboard.start() self.resize(180, 380)
self.center()
self.setWindowTitle('Tetris')
self.show() def center(self):
'''centers the window on the screen''' screen = QDesktopWidget().screenGeometry()
size = self.geometry()
self.move((screen.width()-size.width())/2,
(screen.height()-size.height())/2) class Board(QFrame): msg2Statusbar = pyqtSignal(str) BoardWidth = 10
BoardHeight = 22
Speed = 300 def __init__(self, parent):
super().__init__(parent) self.initBoard() def initBoard(self):
'''initiates board''' self.timer = QBasicTimer()
self.isWaitingAfterLine = False self.curX = 0
self.curY = 0
self.numLinesRemoved = 0
self.board = [] self.setFocusPolicy(Qt.StrongFocus)
self.isStarted = False
self.isPaused = False
self.clearBoard() def shapeAt(self, x, y):
'''determines shape at the board position''' return self.board[(y * Board.BoardWidth) + x] def setShapeAt(self, x, y, shape):
'''sets a shape at the board''' self.board[(y * Board.BoardWidth) + x] = shape def squareWidth(self):
'''returns the width of one square''' return self.contentsRect().width() // Board.BoardWidth def squareHeight(self):
'''returns the height of one square''' return self.contentsRect().height() // Board.BoardHeight def start(self):
'''starts game''' if self.isPaused:
return self.isStarted = True
self.isWaitingAfterLine = False
self.numLinesRemoved = 0
self.clearBoard() self.msg2Statusbar.emit(str(self.numLinesRemoved)) self.newPiece()
self.timer.start(Board.Speed, self) def pause(self):
'''pauses game''' if not self.isStarted:
return self.isPaused = not self.isPaused if self.isPaused:
self.timer.stop()
self.msg2Statusbar.emit("paused") else:
self.timer.start(Board.Speed, self)
self.msg2Statusbar.emit(str(self.numLinesRemoved)) self.update() def paintEvent(self, event):
'''paints all shapes of the game''' painter = QPainter(self)
rect = self.contentsRect() boardTop = rect.bottom() - Board.BoardHeight * self.squareHeight() for i in range(Board.BoardHeight):
for j in range(Board.BoardWidth):
shape = self.shapeAt(j, Board.BoardHeight - i - 1) if shape != Tetrominoe.NoShape:
self.drawSquare(painter,
rect.left() + j * self.squareWidth(),
boardTop + i * self.squareHeight(), shape) if self.curPiece.shape() != Tetrominoe.NoShape: for i in range(4): x = self.curX + self.curPiece.x(i)
y = self.curY - self.curPiece.y(i)
self.drawSquare(painter, rect.left() + x * self.squareWidth(),
boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(),
self.curPiece.shape()) def keyPressEvent(self, event):
'''processes key press events''' if not self.isStarted or self.curPiece.shape() == Tetrominoe.NoShape:
super(Board, self).keyPressEvent(event)
return key = event.key() if key == Qt.Key_P:
self.pause()
return if self.isPaused:
return elif key == Qt.Key_Left:
self.tryMove(self.curPiece, self.curX - 1, self.curY) elif key == Qt.Key_Right:
self.tryMove(self.curPiece, self.curX + 1, self.curY) elif key == Qt.Key_Down:
self.tryMove(self.curPiece.rotateRight(), self.curX, self.curY) elif key == Qt.Key_Up:
self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY) elif key == Qt.Key_Space:
self.dropDown() elif key == Qt.Key_D:
self.oneLineDown() else:
super(Board, self).keyPressEvent(event) def timerEvent(self, event):
'''handles timer event''' if event.timerId() == self.timer.timerId(): if self.isWaitingAfterLine:
self.isWaitingAfterLine = False
self.newPiece()
else:
self.oneLineDown() else:
super(Board, self).timerEvent(event) def clearBoard(self):
'''clears shapes from the board''' for i in range(Board.BoardHeight * Board.BoardWidth):
self.board.append(Tetrominoe.NoShape) def dropDown(self):
'''drops down a shape''' newY = self.curY while newY > 0: if not self.tryMove(self.curPiece, self.curX, newY - 1):
break newY -= 1 self.pieceDropped() def oneLineDown(self):
'''goes one line down with a shape''' if not self.tryMove(self.curPiece, self.curX, self.curY - 1):
self.pieceDropped() def pieceDropped(self):
'''after dropping shape, remove full lines and create new shape''' for i in range(4): x = self.curX + self.curPiece.x(i)
y = self.curY - self.curPiece.y(i)
self.setShapeAt(x, y, self.curPiece.shape()) self.removeFullLines() if not self.isWaitingAfterLine:
self.newPiece() def removeFullLines(self):
'''removes all full lines from the board''' numFullLines = 0
rowsToRemove = [] for i in range(Board.BoardHeight): n = 0
for j in range(Board.BoardWidth):
if not self.shapeAt(j, i) == Tetrominoe.NoShape:
n = n + 1 if n == 10:
rowsToRemove.append(i) rowsToRemove.reverse() for m in rowsToRemove: for k in range(m, Board.BoardHeight):
for l in range(Board.BoardWidth):
self.setShapeAt(l, k, self.shapeAt(l, k + 1)) numFullLines = numFullLines + len(rowsToRemove) if numFullLines > 0: self.numLinesRemoved = self.numLinesRemoved + numFullLines
self.msg2Statusbar.emit(str(self.numLinesRemoved)) self.isWaitingAfterLine = True
self.curPiece.setShape(Tetrominoe.NoShape)
self.update() def newPiece(self):
'''creates a new shape''' self.curPiece = Shape()
self.curPiece.setRandomShape()
self.curX = Board.BoardWidth // 2 + 1
self.curY = Board.BoardHeight - 1 + self.curPiece.minY() if not self.tryMove(self.curPiece, self.curX, self.curY): self.curPiece.setShape(Tetrominoe.NoShape)
self.timer.stop()
self.isStarted = False
self.msg2Statusbar.emit("Game over") def tryMove(self, newPiece, newX, newY):
'''tries to move a shape''' for i in range(4): x = newX + newPiece.x(i)
y = newY - newPiece.y(i) if x < 0 or x >= Board.BoardWidth or y < 0 or y >= Board.BoardHeight:
return False if self.shapeAt(x, y) != Tetrominoe.NoShape:
return False self.curPiece = newPiece
self.curX = newX
self.curY = newY
self.update() return True def drawSquare(self, painter, x, y, shape):
'''draws a square of a shape''' colorTable = [0x000000, 0xCC6666, 0x66CC66, 0x6666CC,
0xCCCC66, 0xCC66CC, 0x66CCCC, 0xDAAA00] color = QColor(colorTable[shape])
painter.fillRect(x + 1, y + 1, self.squareWidth() - 2,
self.squareHeight() - 2, color) painter.setPen(color.lighter())
painter.drawLine(x, y + self.squareHeight() - 1, x, y)
painter.drawLine(x, y, x + self.squareWidth() - 1, y) painter.setPen(color.darker())
painter.drawLine(x + 1, y + self.squareHeight() - 1,
x + self.squareWidth() - 1, y + self.squareHeight() - 1)
painter.drawLine(x + self.squareWidth() - 1,
y + self.squareHeight() - 1, x + self.squareWidth() - 1, y + 1) class Tetrominoe(object): NoShape = 0
ZShape = 1
SShape = 2
LineShape = 3
TShape = 4
SquareShape = 5
LShape = 6
MirroredLShape = 7 class Shape(object): coordsTable = (
((0, 0), (0, 0), (0, 0), (0, 0)),
((0, -1), (0, 0), (-1, 0), (-1, 1)),
((0, -1), (0, 0), (1, 0), (1, 1)),
((0, -1), (0, 0), (0, 1), (0, 2)),
((-1, 0), (0, 0), (1, 0), (0, 1)),
((0, 0), (1, 0), (0, 1), (1, 1)),
((-1, -1), (0, -1), (0, 0), (0, 1)),
((1, -1), (0, -1), (0, 0), (0, 1))
) def __init__(self): self.coords = [[0,0] for i in range(4)]
self.pieceShape = Tetrominoe.NoShape self.setShape(Tetrominoe.NoShape) def shape(self):
'''returns shape''' return self.pieceShape def setShape(self, shape):
'''sets a shape''' table = Shape.coordsTable[shape] for i in range(4):
for j in range(2):
self.coords[i][j] = table[i][j] self.pieceShape = shape def setRandomShape(self):
'''chooses a random shape''' self.setShape(random.randint(1, 7)) def x(self, index):
'''returns x coordinate''' return self.coords[index][0] def y(self, index):
'''returns y coordinate''' return self.coords[index][1] def setX(self, index, x):
'''sets x coordinate''' self.coords[index][0] = x def setY(self, index, y):
'''sets y coordinate''' self.coords[index][1] = y def minX(self):
'''returns min x value''' m = self.coords[0][0]
for i in range(4):
m = min(m, self.coords[i][0]) return m def maxX(self):
'''returns max x value''' m = self.coords[0][0]
for i in range(4):
m = max(m, self.coords[i][0]) return m def minY(self):
'''returns min y value''' m = self.coords[0][1]
for i in range(4):
m = min(m, self.coords[i][1]) return m def maxY(self):
'''returns max y value''' m = self.coords[0][1]
for i in range(4):
m = max(m, self.coords[i][1]) return m def rotateLeft(self):
'''rotates shape to the left''' if self.pieceShape == Tetrominoe.SquareShape:
return self result = Shape()
result.pieceShape = self.pieceShape for i in range(4): result.setX(i, self.y(i))
result.setY(i, -self.x(i)) return result def rotateRight(self):
'''rotates shape to the right''' if self.pieceShape == Tetrominoe.SquareShape:
return self result = Shape()
result.pieceShape = self.pieceShape for i in range(4): result.setX(i, -self.y(i))
result.setY(i, self.x(i)) return result if __name__ == '__main__': app = QApplication([])
tetris = Tetris()
sys.exit(app.exec_())

游戏很简单,所以也就很好理解。程序加载之后游戏也就直接开始了,可以用P键暂停游戏,空格键让方块直接落到最下面。游戏的速度是固定的,并没有实现加速的功能。分数就是游戏中消除的行数。

self.tboard = Board(self)
self.setCentralWidget(self.tboard)

创建了一个Board类的实例,并设置为应用的中心组件。

self.statusbar = self.statusBar()
self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)

创建一个statusbar来显示三种信息:消除的行数,游戏暂停状态或者游戏结束状态。msg2Statusbar是一个自定义的信号,用在(和)Board类(交互),showMessage()方法是一个内建的,用来在statusbar上显示信息的方法。

self.tboard.start()

初始化游戏:

class Board(QFrame):

    msg2Statusbar = pyqtSignal(str)
...

创建了一个自定义信号msg2Statusbar,当我们想往statusbar里显示信息的时候,发出这个信号就行了。

BoardWidth = 10
BoardHeight = 22
Speed = 300

这些是Board类的变量。BoardWidthBoardHeight分别是board的宽度和高度。Speed是游戏的速度,每300ms出现一个新的方块。

...
self.curX = 0
self.curY = 0
self.numLinesRemoved = 0
self.board = []
...

initBoard()里初始化了一些重要的变量。self.board定义了方块的形状和位置,取值范围是0-7。

def shapeAt(self, x, y):
return self.board[(y * Board.BoardWidth) + x]

shapeAt()决定了board里方块的的种类。

def squareWidth(self):
return self.contentsRect().width() // Board.BoardWidth

board的大小可以动态的改变。所以方格的大小也应该随之变化。squareWidth()计算并返回每个块应该占用多少像素--也即Board.BoardWidth

def pause(self):
'''pauses game''' if not self.isStarted:
return self.isPaused = not self.isPaused if self.isPaused:
self.timer.stop()
self.msg2Statusbar.emit("paused") else:
self.timer.start(Board.Speed, self)
self.msg2Statusbar.emit(str(self.numLinesRemoved)) self.update()

pause()方法用来暂停游戏,停止计时并在statusbar上显示一条信息。

def paintEvent(self, event):
'''paints all shapes of the game''' painter = QPainter(self)
rect = self.contentsRect()
...

渲染是在paintEvent()方法里发生的QPainter负责PyQt5里所有低级绘画操作。

for i in range(Board.BoardHeight):
for j in range(Board.BoardWidth):
shape = self.shapeAt(j, Board.BoardHeight - i - 1) if shape != Tetrominoe.NoShape:
self.drawSquare(painter,
rect.left() + j * self.squareWidth(),
boardTop + i * self.squareHeight(), shape)

渲染游戏分为两步。第一步是先画出所有已经落在最下面的的图,这些保存在self.board里。可以使用shapeAt()查看这个这个变量。

if self.curPiece.shape() != Tetrominoe.NoShape:

    for i in range(4):

        x = self.curX + self.curPiece.x(i)
y = self.curY - self.curPiece.y(i)
self.drawSquare(painter, rect.left() + x * self.squareWidth(),
boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(),
self.curPiece.shape())

第二步是画出更在下落的方块。

elif key == Qt.Key_Right:
self.tryMove(self.curPiece, self.curX + 1, self.curY)

keyPressEvent()方法获得用户按下的按键。如果按下的是右方向键,就尝试把方块向右移动,说尝试是因为有可能到边界不能移动了。

elif key == Qt.Key_Up:
self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY)

上方向键是把方块向左旋转一下

elif key == Qt.Key_Space:
self.dropDown()

空格键会直接把方块放到底部

elif key == Qt.Key_D:
self.oneLineDown()

D键是加速一次下落速度。

def tryMove(self, newPiece, newX, newY):

    for i in range(4):

        x = newX + newPiece.x(i)
y = newY - newPiece.y(i) if x < 0 or x >= Board.BoardWidth or y < 0 or y >= Board.BoardHeight:
return False if self.shapeAt(x, y) != Tetrominoe.NoShape:
return False self.curPiece = newPiece
self.curX = newX
self.curY = newY
self.update()
return True

tryMove()是尝试移动方块的方法。如果方块已经到达board的边缘或者遇到了其他方块,就返回False。否则就把方块下落到想要

def timerEvent(self, event):

    if event.timerId() == self.timer.timerId():

        if self.isWaitingAfterLine:
self.isWaitingAfterLine = False
self.newPiece()
else:
self.oneLineDown() else:
super(Board, self).timerEvent(event)

在计时器事件里,要么是等一个方块下落完之后创建一个新的方块,要么是让一个方块直接落到底(move a falling piece one line down)。

def clearBoard(self):

    for i in range(Board.BoardHeight * Board.BoardWidth):
self.board.append(Tetrominoe.NoShape)

clearBoard()方法通过Tetrominoe.NoShape清空broad

def removeFullLines(self):

    numFullLines = 0
rowsToRemove = [] for i in range(Board.BoardHeight): n = 0
for j in range(Board.BoardWidth):
if not self.shapeAt(j, i) == Tetrominoe.NoShape:
n = n + 1 if n == 10:
rowsToRemove.append(i) rowsToRemove.reverse() for m in rowsToRemove: for k in range(m, Board.BoardHeight):
for l in range(Board.BoardWidth):
self.setShapeAt(l, k, self.shapeAt(l, k + 1)) numFullLines = numFullLines + len(rowsToRemove)
...

如果方块碰到了底部,就调用removeFullLines()方法,找到所有能消除的行消除它们。消除的具体动作就是把符合条件的行消除掉之后,再把它上面的行下降一行。注意移除满行的动作是倒着来的,因为我们是按照重力来表现游戏的,如果不这样就有可能出现有些方块浮在空中的现象。

def newPiece(self):

    self.curPiece = Shape()
self.curPiece.setRandomShape()
self.curX = Board.BoardWidth // 2 + 1
self.curY = Board.BoardHeight - 1 + self.curPiece.minY() if not self.tryMove(self.curPiece, self.curX, self.curY): self.curPiece.setShape(Tetrominoe.NoShape)
self.timer.stop()
self.isStarted = False
self.msg2Statusbar.emit("Game over")

newPiece()方法是用来创建形状随机的方块。如果随机的方块不能正确的出现在预设的位置,游戏结束。

class Tetrominoe(object):

    NoShape = 0
ZShape = 1
SShape = 2
LineShape = 3
TShape = 4
SquareShape = 5
LShape = 6
MirroredLShape = 7

Tetrominoe类保存了所有方块的形状。我们还定义了一个NoShape的空形状。

Shape类保存类方块内部的信息。

class Shape(object):

    coordsTable = (
((0, 0), (0, 0), (0, 0), (0, 0)),
((0, -1), (0, 0), (-1, 0), (-1, 1)),
...
)
...

coordsTable元组保存了所有的方块形状的组成。是一个构成方块的坐标模版。

self.coords = [[0,0] for i in range(4)]

上面创建了一个新的空坐标数组,这个数组将用来保存方块的坐标。

坐标系示意图:

上面的图片可以帮助我们更好的理解坐标值的意义。比如元组(0, -1), (0, 0), (-1, 0), (-1, -1)代表了一个Z形状的方块。这个图表就描绘了这个形状。

def rotateLeft(self):

    if self.pieceShape == Tetrominoe.SquareShape:
return self result = Shape()
result.pieceShape = self.pieceShape for i in range(4): result.setX(i, self.y(i))
result.setY(i, -self.x(i)) return result

rotateLeft()方法向右旋转一个方块。正方形的方块就没必要旋转,就直接返回了。其他的是返回一个新的,能表示这个形状旋转了的坐标。

程序展示:

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