Example #1
0
def main():
    #初始化pygame。启用Pygame必不可少的一步,在程序开始阶段执行。
    pygame.init()
    #创建屏幕对象
    screen = pygame.display.set_mode((1200, 900))  #分辨率是1200*900
    pygame.display.set_caption("俄罗斯方块")  #窗口标题
    pygame.key.set_repeat(100, 100)  # 一直按下某个键,每过100毫秒就引发一个KEYDOWN事件

    #屏幕背景色
    bg_color = (230, 230, 230)

    game_state = GameState(screen)
    game_resource = GameResource()
    game_resource.play_bg_music()
    #游戏主循环
    while True:
        #方块触底的话
        if game_state.piece and game_state.piece.is_on_bottom:
            game_state.touch_bottom()

        #监视键盘和鼠标事件
        check_events(game_state, game_resource)

        #设定屏幕背景
        screen.blit(game_resource.load_bg_img(), (0, 0))
        #绘制方块
        if game_state.piece:
            game_state.piece.paint()
        #绘制游戏区域网格线和墙体
        GameDisplay.draw_game_window(screen, game_state, game_resource)
        #让最近绘制的屏幕可见
        pygame.display.flip()
Example #2
0
def draw_vs_img(screen, player_side):
    computer_side = OFFENSIVE_SIDE if player_side == DEFENSIVE_SIDE else DEFENSIVE_SIDE
    side_position = (DEFENSIVE_SIDE_X - 120, DEFENSIVE_SIDE_Y - 40)
    if player_side == DEFENSIVE_SIDE:
        screen.blit(GameResource.load_you_x_vs_computer_o_img(), side_position)
    else:
        screen.blit(GameResource.load_you_o_vs_computer_x_img(), side_position)
Example #3
0
def draw_winner_img(screen, winner):
    img_postion = (MARGIN_LEFT + 50, MARGIN_TOP + 50)
    if winner == "player":
        screen.blit(GameResource.load_you_won_img(), img_postion)
    elif winner == "duce":
        screen.blit(GameResource.load_duce_img(), img_postion)
    else:
        screen.blit(GameResource.load_computer_won_img(), img_postion)
Example #4
0
 def __init__(self):
     self.screen = pygame.display.set_mode((320, 400))
     pygame.display.set_caption("HRD 2.0")
     self.clock = pygame.time.Clock()
     self.person = Person(self.screen)
     self.resource = GameResource()
     self.resource.play_bg_music()
     self.auto = 0   
Example #5
0
def draw_piece(screen, cell, piece_type):
    cell_width = BOARD_SIZE // 3
    r, c = cell
    left = MARGIN_LEFT + 25 + c * cell_width
    top = MARGIN_TOP + 25 + r * cell_width
    if piece_type == DEFENSIVE_SIDE:
        screen.blit(GameResource.load_x_piece_img(), (left, top))
    else:
        screen.blit(GameResource.load_o_piece_img(), (left, top))
Example #6
0
def main():

    pygame.init()

    screen = pygame.display.set_mode((1200, 900))  #resolution ratio 1200*900
    pygame.display.set_caption("TetrisGame")  #window title
    pygame.key.set_repeat(50, 100)

    #background color
    bg_color = (230, 230, 230)

    #create blocks
    #piece = None

    random.seed(int(time.time()))
    #game_wall = GameWall(screen)
    #piece = Piece(random.choice(PIECE_TYPES), screen,game_wall)
    game_state = GameState(screen)
    game_resource = GameResource()
    game_resource.play_bg_music()

    #main body

    while True:

        if game_state.piece and game_state.piece.is_on_bottom:
            '''game_state.wall.add_to_wall(game_state.piece)
            game_state.add_score(game_state.wall.eliminate_lines())
            game_state.piece = Piece(random.choice(PIECE_TYPES), screen,game_state.wall)'''
            game_state.touch_bottom()

        check_events(game_state, game_resource)

        #Fill in the screen background color
        screen.blit(game_resource.load_bg_img(), (0, 0))
        #screen.fill(bg_color)
        #draw the wall
        #GameDisplay.draw_game_area(screen, game_state)

        #draw block with method
        if game_state.piece:
            game_state.piece.paint()

        GameDisplay.draw_game_area(screen, game_state, game_resource)
        # make draw visible
        pygame.display.flip()
Example #7
0
def main():
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    pygame.display.set_caption(u'俄罗斯方块')
    pygame.key.set_repeat(100, 100)
    game_resource = GameResource()
    game_state = GameState(screen, game_resource)
    game_resource.play_bg_music()

    while True:
        if game_state.piece and game_state.piece.is_at_bottom:
            game_state.touch_bottom()
        if game_state.score >= game_state.difficulty * SCORE_PER_LEVEL:
            game_state.add_difficulty()
        check_events(game_state, game_resource)
        screen.blit(game_resource.load_bg_img(), (0, 0))
        GameDisplay.draw_game_area(game_state, game_resource)
        if game_state.piece:
            GameDisplay.draw_piece(game_state)
        pygame.display.flip()
Example #8
0
def draw_select_side(screen):
    select_tip_font = pygame.font.SysFont('simhei', 24)
    select_tip_surface = select_tip_font.render('点击鼠标选择:', False, BLACK)
    select_tip_position = (MARGIN_LEFT - 200, DEFENSIVE_SIDE_Y + 15)
    screen.blit(select_tip_surface, select_tip_position)

    draw_select_button(screen, DEFENSIVE_SIDE_X, DEFENSIVE_SIDE_Y, '选后手(X)')
    draw_select_button(screen, OFFENSIVE_SIDE_X, OFFENSIVE_SIDE_Y, '选先手(O)')

    demo_position = (MARGIN_LEFT - 100, DEFENSIVE_SIDE_Y + 100)
    screen.blit(GameResource.load_howto_sanlianqi_img(), demo_position)
Example #9
0
def main():
    pygame.init()  #初始化
    #创建屏幕对象
    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    pygame.display.set_caption("俄罗斯方块")
    pygame.key.set_repeat(10, 100)  #按下按键超过10ms触发下一次按键
    bg_color = BG_COLOR
    #建立方块对象
    #piece = Piece('J',screen)
    random.seed(int(time.time()))  #产生不同的随机序列

    #定义一个二维数组,且全部初始化为'_'
    #game_wall = GameWall(screen)
    # random.choice(range)在范围内随机选取一个作为返回值
    #piece = Piece(random.choice(PIECE_TYPES), screen,game_wall)
    game_state = GameState(screen)
    game_resource = GameResource()

    #pygame.event.get():从事件队列中取出所有事件对象,
    #得到待处理事件列表
    while True:
        #当前方块触底
        if game_state.piece and game_state.piece.is_on_botton:
            #将当前方块标记为wall
            game_state.wall.add_to_wall(game_state.piece)
            game_state.add_score(game_state.wall.eliminate_lines())

            #生成新的方块在游戏区域最上
            #piece = Piece(random.choice(PIECE_TYPES),screen,game_state.wall)
            game_state.piece = Piece(random.choice(PIECE_TYPES), screen,
                                     game_state.wall)
        #监视键盘和鼠标事件
        check_events(game_state.piece)

        #填充屏幕背景颜色
        screen.fill(bg_color)
        #绘制游戏区域
        GameDisplay.draw_game_area(screen, game_state, game_resource)
        #绘制小方块
        #draw_cell(screen,GAME_AREA_LEFT+GAME_AREA_WIDTH//2,GAME_AREA_TOP)
        if game_state.piece:
            game_state.piece.paint()
        #让最近绘制的屏幕可见
        pygame.display.flip()
Example #10
0
def draw_newgame_img(screen):
    img_position = (MARGIN_LEFT - 50, MARGIN_TOP + BOARD_SIZE + 50)
    screen.blit(GameResource.load_newgame_tip_img(), img_position)
Example #11
0
def draw_title(screen):
    title_postion = (MARGIN_LEFT, MARGIN_TOP - 300)
    screen.blit(GameResource.load_game_title_img(), title_postion)
Example #12
0
class HRD():
    def __init__(self):
        self.screen = pygame.display.set_mode((320, 400))
        pygame.display.set_caption("HRD 2.0")
        self.clock = pygame.time.Clock()
        self.person = Person(self.screen)
        self.resource = GameResource()
        self.resource.play_bg_music()
        self.auto = 0   
           
    def run(self):
        global enable_print
        self.screen.fill((0, 0, 0))
        while True:
            # max fps limit
            self.clock.tick(30)
            for event in pygame.event.get():
                if event.type == QUIT:
                    return
                elif event.type == KEYDOWN:
                    # press esc to clear screen
                    if event.key == K_ESCAPE:
                        enable_print = 1
                        print('ESC KEY') 
                        pygame.quit
                        exit()
                    elif event.key ==K_m:
                        self.resource.pause_bg_music()                      
                    elif event.key ==K_b:
                        self.person.step_back_move()                      
                    elif event.key ==K_f:
                        self.auto = 0
                        self.person.step_forward_move()                      
                    elif event.key ==K_a:
                        self.person.__init__(self.screen)                        
                        self.auto = 1
                        #self.person.auto_move()                      
                    elif event.key ==K_UP:
                        enable_print = 1
                        self.auto = 0
                        self.person.__init__(self.screen)                        
                elif event.type == MOUSEBUTTONDOWN:
                    if  self.person.click_button(event.pos): #pos means coordinate when mouse.down
                        #print('mouse-down: click a person')
                        pass
                    else:
                        print('mouse-down: Not click a person')
                        #self.brush.start_draw(event.pos)
                elif event.type == MOUSEMOTION:
                    self.person.move_button(event.pos, event.rel) #rel代表相对距离
                    #print('mouse motion')
                    #self.brush.draw(event.pos)
                elif event.type == MOUSEBUTTONUP:
                    self.person.up_mouse(event.pos)
                    #print('mouse up')
                    #self.brush.end_draw()
                
            if(self.auto==1) : 
                pygame.time.wait(400)        
                self.person.step_forward_move() 
            self.person.draw()
            pygame.display.update()