私はこのチュートリアルに従っていますが、私自身のコードは異なりますが、元のコードを英語で示した方が簡単だと思いました. 元のコードは 7 色と 5 つの形を使っているので、私も 7 色と 5 つの形を持っていますが、元のコードは形自体を描いてから色を付けましたが、絵として持っています。SQUARE = "square" RED = "red" のように、形や色の名前で変数を作成しました。したがって、これらの大文字の変数は、色または形状の名前を持つ文字列に等しくなります。
問題は、ゲームを実行しても何も起こらず、ウィンドウが応答しないことです。
def getRandomizedBoard():
# Get a list of every possible shape in every possible color.
icons = []
for c in (PUNANE, ROHELINE, SININE, MUST, KOLLANE, CYAN, LILLA):
for s in (NURK, VIISNURK, RING, RUUT, SYDA):
icons.append( (s, c) )
# To decide how many icons to use, shuffle the list and then truncate it.
random.shuffle(icons)
numIconsUsed = int(COLS * ROWS / 2)
icons = icons[:numIconsUsed] * 2 # going to need pairs of icons
# Create the board data structure.
board = []
for x in range(COLS):
columns = []
for y in range(ROWS):
randomIndex = random.randint(0, len(icons) - 1)
columns.append(icons[randomIndex])
del icons[randomIndex]
board.append(columns)
return board
画像をブリットするために変更した形状を描画する機能。
def drawShape(shape, color, boxx, boxy):
left, top = leftTopOfBox(boxx, boxy)
if shape == NURK:
ekraan.blit(color+NURK+".png")
elif shape == VIISNURK:
ekraan.blit(color+VIISNURK+".png")
elif shape == RING:
ekraan.blit(color+RING+".png")
elif shape == RUUT:
ekraan.blit(color+RUUT+".png")
elif shape == SYDA:
ekraan.blit(color+SYDA+".png")
ここにオリジナルがあります:
# Memory
# http://inventwithpython.com
# By Al Sweigart al@inventwithpython.com
import random
import time
import pygame
import sys
from pygame.locals import *
FPS = 30
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
REVEALSPEED = 8
COLS = 10
ROWS = 6
BOXSIZE = 40
GAPSIZE = 10
DARKGRAY = (60, 60, 60)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
ORANGE = (255, 128, 0)
PURPLE = (255, 0, 255)
CYAN = (0, 255, 255)
BGCOLOR = DARKGRAY
BOXCOLOR = WHITE
DONUT = 1
SQUARE = 2
DIAMOND = 3
LINES = 4
OVAL = 5
def main():
global MAINCLOCK, MAINSURF
pygame.init()
MAINCLOCK = pygame.time.Clock()
MAINSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
mousex = 0
mousey = 0
pygame.display.set_caption('Memory')
mainBoard = getRandomizedBoard()
revealedBoxes = generateRevealedBoxesData(False)
firstStep = True
firstSelection = None
MAINSURF.fill(BGCOLOR)
startGameAnimation(mainBoard)
# Main game loop:
while True:
clicked = False
# Draw the board.
MAINSURF.fill(BGCOLOR)
drawBoard(mainBoard, revealedBoxes)
# Handle any events.
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
if event.type == MOUSEMOTION:
mousex, mousey = event.pos
if event.type == MOUSEBUTTONUP:
mousex, mousey = event.pos
clicked = True
boxx, boxy = isOverBox(mousex, mousey)
if boxx != None and boxy != None:
# The mouse is over a box.
highlightBox(boxx, boxy)
if clicked and not revealedBoxes[boxx][boxy]:
revealBoxesAnimation(mainBoard, [(boxx, boxy)], REVEALSPEED)
#unrevealBoxesAnimation(mainBoard, [(boxx, boxy)], REVEALSPEED)
revealedBoxes[boxx][boxy] = True
if firstStep:
firstSelection = (boxx, boxy)
firstStep = False
else:
# Check if there is a match.
shape1, color1 = getShapeAndColor(mainBoard, firstSelection[0], firstSelection[1])
shape2, color2 = getShapeAndColor(mainBoard, boxx, boxy)
if shape1 != shape2 or color1 != color2:
# Icons don't match. Unreveal both selections.
time.sleep(1)
unrevealBoxesAnimation(mainBoard, [(firstSelection[0], firstSelection[1]), (boxx, boxy)], REVEALSPEED)
revealedBoxes[firstSelection[0]][firstSelection[1]] = False
revealedBoxes[boxx][boxy] = False
elif hasWon(revealedBoxes):
gameWonAnimation(mainBoard)
time.sleep(2)
# Reset the board
mainBoard = getRandomizedBoard()
revealedBoxes = generateRevealedBoxesData(False)
# Show the fully unrevealed board for a second.
drawBoard(mainBoard, revealedBoxes)
pygame.display.update()
time.sleep(1)
# Replay the start game animation.
startGameAnimation(mainBoard)
firstStep = True
# Redraw the screen and wait a clock tick.
pygame.display.update()
MAINCLOCK.tick(FPS)
def generateRevealedBoxesData(val):
dataStruct = []
for c in range(COLS):
dataStruct.append([val] * ROWS)
return dataStruct
def splitIntoGroupsOf(groupSize, theList):
result = []
for i in range(0, len(theList), groupSize):
result.append(theList[i:i+groupSize])
return result
def startGameAnimation(board):
fakeRevealedBoxes = generateRevealedBoxesData(False)
boxes = []
for x in range(COLS):
for y in range(ROWS):
boxes.append( (x, y) )
random.shuffle(boxes)
groups = splitIntoGroupsOf(8, boxes)
for g in groups:
drawBoard(board, fakeRevealedBoxes)
revealBoxesAnimation(board, g, REVEALSPEED)
unrevealBoxesAnimation(board, g, REVEALSPEED)
def gameWonAnimation(board):
global BGCOLOR, BOXCOLOR
fakeRevealedBoxes = generateRevealedBoxesData(True)
for i in range(14):
BGCOLOR, BOXCOLOR = BOXCOLOR, BGCOLOR
MAINSURF.fill(BGCOLOR)
drawBoard(board, fakeRevealedBoxes)
pygame.display.update()
time.sleep(0.3)
def hasWon(revealed):
for i in revealed:
if False in i:
return False
return True
def getShapeAndColor(board, boxx, boxy):
return board[boxx][boxy][0], board[boxx][boxy][1]
def revealBoxesAnimation(board, boxes, speed):
# Do the "box reveal" animation.
for i in range(BOXSIZE, -speed - 1, -speed):
for b in boxes:
drawBoxCover(board, b, i)
pygame.display.update()
MAINCLOCK.tick(FPS)
def unrevealBoxesAnimation(board, boxes, speed):
# Do the "box cover" animation.
for i in range(0, BOXSIZE, speed):
for b in boxes:
drawBoxCover(board, b, i)
pygame.display.update()
MAINCLOCK.tick(FPS)
def drawBoxCover(board, b, coverage):
"""Both the revealBoxesAnimation() and unrevealBoxesAnimation() do the exact same thing inside their nested for loops, so instead of copying and pasting that code twice, we just put the code in its own function and call that function twice. Getting rid of duplicated code this way is often a good idea, because if we want to change the code later (say, if we find a bug in it), then we only have to change it in one place instead of multiple places. It also makes our program shorter and easier to read."""
left, top = leftTopOfBox(b[0], b[1])
pygame.draw.rect(MAINSURF, BGCOLOR, (left, top, BOXSIZE, BOXSIZE))
shape, color = getShapeAndColor(board, b[0], b[1])
drawShape(shape, color, b[0], b[1])
if coverage > 0:
pygame.draw.rect(MAINSURF, BOXCOLOR, (left, top, coverage, BOXSIZE))
def getRandomizedBoard():
# Memory
# http://inventwithpython.com
# By Al Sweigart al@inventwithpython.com
import random
import time
import pygame
import sys
from pygame.locals import *
FPS = 30
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
REVEALSPEED = 8
COLS = 10
ROWS = 6
BOXSIZE = 40
GAPSIZE = 10
DARKGRAY = (60, 60, 60)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
ORANGE = (255, 128, 0)
PURPLE = (255, 0, 255)
CYAN = (0, 255, 255)
BGCOLOR = DARKGRAY
BOXCOLOR = WHITE
DONUT = 1
SQUARE = 2
DIAMOND = 3
LINES = 4
OVAL = 5
def main():
global MAINCLOCK, MAINSURF
pygame.init()
MAINCLOCK = pygame.time.Clock()
MAINSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
mousex = 0
mousey = 0
pygame.display.set_caption('Memory')
mainBoard = getRandomizedBoard()
revealedBoxes = generateRevealedBoxesData(False)
firstStep = True
firstSelection = None
MAINSURF.fill(BGCOLOR)
startGameAnimation(mainBoard)
# Main game loop:
while True:
clicked = False
# Draw the board.
MAINSURF.fill(BGCOLOR)
drawBoard(mainBoard, revealedBoxes)
# Handle any events.
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
if event.type == MOUSEMOTION:
mousex, mousey = event.pos
if event.type == MOUSEBUTTONUP:
mousex, mousey = event.pos
clicked = True
boxx, boxy = isOverBox(mousex, mousey)
if boxx != None and boxy != None:
# The mouse is over a box.
highlightBox(boxx, boxy)
if clicked and not revealedBoxes[boxx][boxy]:
revealBoxesAnimation(mainBoard, [(boxx, boxy)], REVEALSPEED)
#unrevealBoxesAnimation(mainBoard, [(boxx, boxy)], REVEALSPEED)
revealedBoxes[boxx][boxy] = True
if firstStep:
firstSelection = (boxx, boxy)
firstStep = False
else:
# Check if there is a match.
shape1, color1 = getShapeAndColor(mainBoard, firstSelection[0], firstSelection[1])
shape2, color2 = getShapeAndColor(mainBoard, boxx, boxy)
if shape1 != shape2 or color1 != color2:
# Icons don't match. Unreveal both selections.
time.sleep(1)
unrevealBoxesAnimation(mainBoard, [(firstSelection[0], firstSelection[1]), (boxx, boxy)], REVEALSPEED)
revealedBoxes[firstSelection[0]][firstSelection[1]] = False
revealedBoxes[boxx][boxy] = False
elif hasWon(revealedBoxes):
gameWonAnimation(mainBoard)
time.sleep(2)
# Reset the board
mainBoard = getRandomizedBoard()
revealedBoxes = generateRevealedBoxesData(False)
# Show the fully unrevealed board for a second.
drawBoard(mainBoard, revealedBoxes)
pygame.display.update()
time.sleep(1)
# Replay the start game animation.
startGameAnimation(mainBoard)
firstStep = True
# Redraw the screen and wait a clock tick.
pygame.display.update()
MAINCLOCK.tick(FPS)
def generateRevealedBoxesData(val):
dataStruct = []
for c in range(COLS):
dataStruct.append([val] * ROWS)
return dataStruct
def splitIntoGroupsOf(groupSize, theList):
result = []
for i in range(0, len(theList), groupSize):
result.append(theList[i:i+groupSize])
return result
def startGameAnimation(board):
fakeRevealedBoxes = generateRevealedBoxesData(False)
boxes = []
for x in range(COLS):
for y in range(ROWS):
boxes.append( (x, y) )
random.shuffle(boxes)
groups = splitIntoGroupsOf(8, boxes)
for g in groups:
drawBoard(board, fakeRevealedBoxes)
revealBoxesAnimation(board, g, REVEALSPEED)
unrevealBoxesAnimation(board, g, REVEALSPEED)
def gameWonAnimation(board):
global BGCOLOR, BOXCOLOR
fakeRevealedBoxes = generateRevealedBoxesData(True)
for i in range(14):
BGCOLOR, BOXCOLOR = BOXCOLOR, BGCOLOR
MAINSURF.fill(BGCOLOR)
drawBoard(board, fakeRevealedBoxes)
pygame.display.update()
time.sleep(0.3)
def hasWon(revealed):
for i in revealed:
if False in i:
return False
return True
def getShapeAndColor(board, boxx, boxy):
return board[boxx][boxy][0], board[boxx][boxy][1]
def revealBoxesAnimation(board, boxes, speed):
# Do the "box reveal" animation.
for i in range(BOXSIZE, -speed - 1, -speed):
for b in boxes:
drawBoxCover(board, b, i)
pygame.display.update()
MAINCLOCK.tick(FPS)
def unrevealBoxesAnimation(board, boxes, speed):
# Do the "box cover" animation.
for i in range(0, BOXSIZE, speed):
for b in boxes:
drawBoxCover(board, b, i)
pygame.display.update()
MAINCLOCK.tick(FPS)
def drawBoxCover(board, b, coverage):
"""Both the revealBoxesAnimation() and unrevealBoxesAnimation() do the exact same thing inside their nested for loops, so instead of copying and pasting that code twice, we just put the code in its own function and call that function twice. Getting rid of duplicated code this way is often a good idea, because if we want to change the code later (say, if we find a bug in it), then we only have to change it in one place instead of multiple places. It also makes our program shorter and easier to read."""
left, top = leftTopOfBox(b[0], b[1])
pygame.draw.rect(MAINSURF, BGCOLOR, (left, top, BOXSIZE, BOXSIZE))
shape, color = getShapeAndColor(board, b[0], b[1])
drawShape(shape, color, b[0], b[1])
if coverage > 0:
pygame.draw.rect(MAINSURF, BOXCOLOR, (left, top, coverage, BOXSIZE))
def getRandomizedBoard():
# Get a list of every possible shape in every possible color.
icons = []
for c in (RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, CYAN):
for s in (DONUT, SQUARE, DIAMOND, LINES, OVAL):
icons.append( (s, c) )
# To decide how many icons to use, shuffle the list and then truncate it.
random.shuffle(icons)
numIconsUsed = int(COLS * ROWS / 2)
icons = icons[:numIconsUsed] * 2 # going to need pairs of icons
# Create the board data structure.
board = []
for x in range(COLS):
columns = []
for y in range(ROWS):
randomIndex = random.randint(0, len(icons) - 1)
columns.append(icons[randomIndex])
del icons[randomIndex]
board.append(columns)
return board
def leftTopOfBox(boxx, boxy):
# See how big the margins are for each side.
xmargin = int((WINDOWWIDTH - (COLS * (BOXSIZE + GAPSIZE))) / 2)
ymargin = int((WINDOWHEIGHT - (ROWS * (BOXSIZE + GAPSIZE))) / 2)
left = boxx * (BOXSIZE + GAPSIZE) + xmargin
top = boxy * (BOXSIZE + GAPSIZE) + ymargin
return (left, top)
def drawBoard(board, revealed):
for boxx in range(COLS):
for boxy in range(ROWS):
left, top = leftTopOfBox(boxx, boxy)
if not revealed[boxx][boxy]:
# Draw a covered box.
pygame.draw.rect(MAINSURF, BOXCOLOR, (left, top, BOXSIZE, BOXSIZE))
else:
# Draw the icon.
shape, color = getShapeAndColor(board, boxx, boxy)
drawShape(shape, color, boxx, boxy)
def isOverBox(x, y):
for boxx in range(COLS):
for boxy in range(ROWS):
left, top = leftTopOfBox(boxx, boxy)
boxRect = pygame.Rect(left, top, BOXSIZE, BOXSIZE)
if boxRect.collidepoint(x, y):
return (boxx, boxy)
return (None, None)
def highlightBox(boxx, boxy):
left, top = leftTopOfBox(boxx, boxy)
pygame.draw.rect(MAINSURF, BLUE, (left - 5, top - 5, BOXSIZE + 10, BOXSIZE + 10), 4)
def drawShape(shape, color, boxx, boxy):
quarter = int(BOXSIZE * 0.25)
half = int(BOXSIZE * 0.5)
left, top = leftTopOfBox(boxx, boxy)
if shape == DONUT:
pygame.draw.circle(MAINSURF, color, (left + half, top + half), half - 5)
pygame.draw.circle(MAINSURF, BGCOLOR, (left + half, top + half), quarter - 5)
elif shape == SQUARE:
pygame.draw.rect(MAINSURF, color, (left + 10, top + 10, BOXSIZE - 20, BOXSIZE - 20))
elif shape == DIAMOND:
pygame.draw.polygon(MAINSURF, color, ((left + half, top), (left + BOXSIZE, top + half), (left + half, top + BOXSIZE), (left, top + half)))
elif shape == LINES:
for i in range(0, BOXSIZE, 4):
pygame.draw.line(MAINSURF, color, (left, top + i), (left + i, top))
pygame.draw.line(MAINSURF, color, (left + i, top + BOXSIZE), (left + BOXSIZE, top + i))
elif shape == OVAL:
pygame.draw.ellipse(MAINSURF, color, (left, top + quarter, BOXSIZE, half))
if __name__ == '__main__':
main()