現在、私たちのコードは、左上から開始し、行と列を左から右に行ごとに埋めるグリッドを作成します。現在、選択できる画像がたくさんあります。これは、シェイプとレアシェイプを選択する少数の IF ステートメントを使用して設定されます。私がどのようにやるかを理解しようとしているのは、コードを変更して、ランダムなレアシェイプを選択する代わりに、どのレアシェイプがスポーンするかを決定できるようにすることです。まだ Python は初めてで、他の言語から私にとって意味のある多くの小さなことを見つけることは、Python では機能しないため、少し気が遠くなります。
編集:
これが完全なコードです。cactusbin によって書かれ、Gareth Rees によって改訂された基本コードの功績。
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 = 10
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.
"""
rare_shapes = [1, 9, 23, 27, 40, 42, 50, 56, 70, 81, 90]
for i in range(self.size):
if i in rare_shapes:
self.board[i] = Cell(random.choice(self.rareshapes))
else:
self.board[i] = Cell(random.choice(self.shapes))
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.score = 0.0
self.swap_time = 125
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, 1 / 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:
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_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.
"""
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(str(int(s/60)) + ":" + str(s%60).zfill(2),
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)
if __name__ == '__main__':
Game().play()