TENUKIS v0.2
自動で落下・固定するようになりました。
消える時及び新ミノ登場時に少し待ち時間を設けました。
次ミノを表示するようにしました。
登場時に回転ボタンを押しておくことで、回転した状態で登場するようにしました(が、しばしば上手くいかない。なぜだろう?)。
点数を表示するようにしました。そのうちテトリス連続の場合にコンボでボーナス点が入るようにしたいですね。
ゲームオーバー時に自動的に終了するようにしました。将来的には続けてニューゲームを開始できるようにしたいし、それが容易な実装に変更しました。
まだ回転ルールが一部怪しいです。あと横押しっぱでがががっとスライドさせられるようにしたいです。 pygame.key.set_repeat
を試してみたんですが、これは全てのキーにかかってしまうので、横移動だけじゃなく回転も連続入力されてしまうようになるっぽいのでちょっと困る。
ともあれ、イベントの発生・感知タイミングについては研究が必要な感じです。
現時点のソースはこんな感じ。パブリックドメインで。内部的には結構大きく変わってたりします。
# -*- coding:utf-8 -*- import pygame from pygame.locals import * import random SCR_W = 320 # 表示ウィンドウの横幅 SCR_H = 240 # 表示ウィンドウの縦幅 class Mino: """ テトラミノの基底クラス """ blocks = None # blocksは左上を(0,0)とするブロックの配置 ( ( (x1,y1),(x2,y2)...),... ) の形式 appearance_at = (3,0) #出現場所 def __init__(self, field): self.field = field self.position = [i for i in self.appearance_at] self.rotation = 0 #現在の回転位置 self.color_id = 1 def get_blocks(self): """ 現在の回転位置に基づくblock """ return self.blocks[self.rotation] def get_block_positions(self): """ 現在の各blockのfield上の座標 """ return [(self.position[0]+block[0], self.position[1]+block[1]) for block in self.get_blocks()] def can_alive(self, blocks, position, field): """ position,blocks で定義されたブロック群が field で存在しうるか """ for block in blocks: p = (block[0]+position[0], block[1]+position[1]) if p[0]<0: return False try: b = field[p[1]][p[0]] if b != None: return False except IndexError: return False return True def rotate_r(self): """ selfを右回転させる。落下したらTrue(アソビがリセットされる) """ if self.can_alive(self.blocks[(self.rotation+1)%len(self.blocks)], self.position, self.field): self.rotation = (self.rotation+1)%len(self.blocks) else: return False def rotate_l(self): if self.can_alive(self.blocks[(self.rotation-1)%len(self.blocks)], self.position, self.field): self.rotation = (self.rotation-1)%len(self.blocks) return self.fall() else: return False def move_r(self): if self.can_alive(self.blocks[self.rotation], (self.position[0]+1, self.position[1]), self.field): self.position[0] += 1 else: return False def move_l(self): if self.can_alive(self.blocks[self.rotation], (self.position[0]-1, self.position[1]), self.field): self.position[0] -= 1 else: return False def fall(self): fell = False # 1行でも落ちたか否か while self.can_alive( self.blocks[self.rotation], (self.position[0], self.position[1]+1), self.field): self.position[1] += 1 if not fell: fell = True return fell class MinoT(Mino): blocks = (((0,1),(1,1),(2,1),(1,2)), #T ((1,0),(0,1),(1,1),(1,2)), ((1,1),(0,2),(1,2),(2,2)), ((1,0),(1,1),(2,1),(1,2))) #ト def rotate_r(self): if self.can_alive(self.blocks[(self.rotation+1)%len(self.blocks)], self.position, self.field): self.rotation = (self.rotation+1)%len(self.blocks) elif (self.rotation == 1 and self.can_alive(self.blocks[2], (self.position[0]-1, self.position[1]), self.field)): self.position[0] -= 1 self.rotation = 2 else: return False def rotate_l(self): if self.can_alive(self.blocks[(self.rotation-1)%len(self.blocks)], self.position, self.field): self.rotation = (self.rotation-1)%len(self.blocks) elif (self.rotation == 3 and self.can_alive(self.blocks[2], (self.position[0]+1, self.position[1]), self.field)): self.position[0] += 1 self.rotation = 2 else: return False class MinoI(Mino): blocks = (((0,1),(1,1),(2,1),(3,1)), ((2,0),(2,1),(2,2),(2,3))) def rotate_r(self): if self.can_alive(self.blocks[1-self.rotation], self.position, self.field): self.rotation = 1-self.rotation else: return False class MinoO(Mino): appearance_at = (4,0) blocks = [[(0,0),(0,1),(1,0),(1,1)]] class MinoZ(Mino): blocks = (((0,1),(1,1),(1,2),(2,2)), ((2,0),(1,1),(2,1),(1,2))) def rotate_r(self): if self.can_alive(self.blocks[1-self.rotation], self.position, self.field): self.rotation = 1-self.rotation return True elif self.can_alive(self.blocks[1-self.rotation], (self.position[0]-1,self.position[1]), self.field): self.position[0] -= 1 self.rotation = 1-self.rotation return True else: return False def rotate_l(self): return self.rotate_r() class MinoS(Mino): blocks = (((1,1),(2,1),(0,2),(1,2)), ((0,0),(0,1),(1,1),(1,2))) def rotate_r(self): if self.can_alive(self.blocks[1-self.rotation], self.position, self.field): self.rotation = 1-self.rotation return True elif self.can_alive(self.blocks[1-self.rotation], (self.position[0]+1,self.position[1]), self.field): self.position[0] += 1 self.rotation = 1-self.rotation return True else: return False def rotate_l(self): return self.rotate_r() class MinoL(Mino): blocks = (((0,1),(1,1),(2,1),(0,2)), ((0,0),(1,0),(1,1),(1,2)), ((2,1),(0,2),(1,2),(2,2)), ((1,0),(1,1),(1,2),(2,2))) #L def rotate_r(self): if self.can_alive(self.blocks[(self.rotation+1)%len(self.blocks)], self.position, self.field): self.rotation = (self.rotation+1)%len(self.blocks) elif (self.rotation == 1 and self.can_alive(self.blocks[2], (self.position[0]+1, self.position[1]), self.field)): self.position[0] += 1 self.rotation = 2 elif (self.rotation == 1 and self.can_alive(self.blocks[2], (self.position[0]-1, self.position[1]), self.field)): self.position[0] -= 1 self.rotation = 2 elif (self.rotation == 3 and self.can_alive(self.blocks[0], (self.position[0]+1, self.position[1]), self.field)): self.position[0] += 1 self.rotation = 0 else: return False def rotate_l(self): if self.can_alive(self.blocks[(self.rotation-1)%len(self.blocks)], self.position, self.field): self.rotation = (self.rotation-1)%len(self.blocks) elif (self.rotation == 0 and self.can_alive(self.blocks[3], (self.position[0]-1, self.position[1]), self.field)): self.position[0] -= 1 self.rotation = 3 elif (self.rotation == 1 and self.can_alive(self.blocks[0], (self.position[0]-1, self.position[1]), self.field)): self.position[0] -= 1 self.rotation = 0 elif (self.rotation == 3 and self.can_alive(self.blocks[2], (self.position[0]+1, self.position[1]), self.field)): self.position[0] += 1 self.rotation = 2 else: return False class MinoJ(Mino): blocks = (((0,1),(1,1),(2,1),(2,2)), ((2,0),(2,1),(1,2),(2,2)), # 」 ((0,1),(0,2),(1,2),(2,2)), ((1,0),(2,0),(1,1),(1,2))) #「 def rotate_r(self): if self.can_alive(self.blocks[(self.rotation+1)%len(self.blocks)], self.position, self.field): self.rotation = (self.rotation+1)%len(self.blocks) elif (self.rotation == 0 and self.can_alive(self.blocks[1], (self.position[0]+1, self.position[1]), self.field)): self.position[0] += 1 self.rotation = 1 elif (self.rotation == 1 and self.can_alive(self.blocks[2], (self.position[0]+1, self.position[1]), self.field)): self.position[0] += 1 self.rotation = 2 elif (self.rotation == 3 and self.can_alive(self.blocks[0], (self.position[0]+1, self.position[1]), self.field)): self.position[0] += 1 self.rotation = 0 else: return False class MinoGenerator: def __init__(self, field): self.c = 0 self.field = field random.shuffle(MinoGenerator.kinds) kinds = [MinoT, MinoI, MinoO, MinoZ, MinoS, MinoL, MinoJ] def next(self): self.c += 1 if self.c > len(MinoGenerator.kinds)-1: self.c = self.c % len(MinoGenerator.kinds) random.shuffle(MinoGenerator.kinds) return (MinoGenerator.kinds[self.c])(self.field) class Score(): def __init__(self, screen): self.font = pygame.font.Font(None, 32) # フォントを読み込む self.screen = screen self._value = 0 self._text = self.font.render("score", True, (255,255,255)) self.screen.blit( self._text, (260,0)) self.render() def get(self): return self._value def set(self,v): self._value = v self.render() def append(self,v): self.set( self._value + v ) def render(self): v = self.font.render( str(self.get()*100), True, (255,255,255), (128,128,128)) self.screen.blit( v, (self.screen.get_width() - v.get_width()-5, 32)) class Game(): """ 1ゲーム """ FPS = 60 #frame per second MSPF = 1000/FPS #milliseconds per frame MAX_ASOBI = 120 #設置後固定までのフレーム数 MAX_DELETE_TIME = 10 #列が消える場合の次ミノ落下までのフレーム数 MAX_WAIT_BEFORE_MINO = 30 #設置(&削除)後、次のミノの登場までのフレーム数 WIDTH = 10 HEIGHT = 20 def __init__(self, screen, block_size=10): self.screen = screen self.block_size = block_size self.surface = pygame.Surface(( block_size*Game.WIDTH, block_size*Game.HEIGHT )) self.next_surface = pygame.Surface(( block_size*4, block_size*4 )) #次ミノ表示 self.clock = pygame.time.Clock() self.asobi = Game.MAX_ASOBI self.delete_time = Game.MAX_DELETE_TIME self.wait_before_mino = Game.MAX_WAIT_BEFORE_MINO self.field = [[ None for i in range(Game.WIDTH)] for j in range(Game.HEIGHT)] #10*20のマス。Noneが空、[0-6]が色。 self.minogen = MinoGenerator( self.field ) self.mino = self.minogen.next() self.next_mino = self.minogen.next() self.score = Score(self.screen) self.render() self.render_next() def main_loop(self): while(True): if self.mino: self.clock.tick( Game.FPS ) #FPS self.asobi -= 1 if self.asobi < 0: self.settle_and_next() self.render() next else: for event in pygame.event.get(): # イベントチェック if event.type == QUIT: # 終了が押された? return if (event.type == KEYDOWN and event.key == K_ESCAPE): # ESCが押された? return #左移動 if(event.type == KEYDOWN and event.key == K_LEFT): self.move_l() #右移動 elif(event.type == KEYDOWN and event.key == K_RIGHT): self.move_r() #右回転 elif (event.type == KEYDOWN and event.key == K_KP2): self.rotate_r() #左回転 elif (event.type == KEYDOWN and ((event.key == K_KP1 ) or (event.key == K_KP3))): self.rotate_l() #固定 elif(event.type == KEYDOWN and event.key == K_DOWN): self.settle_and_next() next if self.fall(): self.asobi = self.MAX_ASOBI self.render() next def settle_and_next(self): """ self.mino を self.field に固定し、新ミノを出す """ for block in self.mino.get_block_positions(): self.field[block[1]][block[0]] = self.mino.color_id self.mino = None self.render() if self.delete_line(): #delete_line()は消える列があれば消してTrueを返す self.render() pygame.time.wait( self.delete_time * Game.MSPF ) pygame.time.wait( self.wait_before_mino * Game.MSPF ) self.mino = self.next_mino #回転チェック for event in pygame.event.get(KEYDOWN): if (event.key == K_KP2): self.mino.rotate_r() elif ((event.key == K_KP1 ) or (event.key == K_KP3)): self.mino.rotate_l() self.next_mino = self.minogen.next() self.render_next() if not self.mino.can_alive(self.mino.get_blocks(), self.mino.position, self.field): #将来的にはコード変えたい。 self.render() raise GameOver( self.score.get() ) self.fall() return def delete_line(self): """ 列を消す。消した列数を返す。 """ deleted = 0 for line in xrange(len(self.field)): is_filled = True for block in self.field[line]: if block == None: is_filled = False if is_filled: del self.field[line] self.field.insert(0, [None for i in xrange(self.WIDTH)]) deleted += 1 self.score.append([0,1,3,7,12][deleted]) #点数 return deleted def move_l(self): self.mino.move_l() self.fall() def move_r(self): self.mino.move_r() self.fall() def rotate_l(self): self.mino.rotate_l() self.fall() def rotate_r(self): self.mino.rotate_r() self.fall() def fall(self): if self.mino.fall(): self.asobi = self.MAX_ASOBI return True else: return False def _render_block(self, position, color): """ position = (x,y) のマスを描画する """ pygame.draw.rect(self.surface, color, pygame.Rect( (self.block_size*position[0], self.block_size*position[1]), (self.block_size, self.block_size) )) def render(self): """ メイン画面を描画する """ self.surface.fill( (0,0,0) ) # 固定済みブロックの描画 for line in xrange(len(self.field)): for masu in xrange(len(self.field[line])): if( self.field[line][masu] != None ): self._render_block( (masu, line), (220,220,220) ) # 操作中のミノの表示 if self.mino: for block in self.mino.get_block_positions(): self._render_block( (block[0], block[1]), (255,255,255) ) # screen に書き付ける。 self.screen.blit(self.surface, (10,20)) pygame.display.flip() def render_next(self): """ 次ミノを描画する """ self.next_surface.fill((0,0,0)) for block in self.next_mino.blocks[0]: pygame.draw.rect(self.next_surface, (255,255,255), pygame.Rect( (self.block_size*block[0], self.block_size*block[1]), (self.block_size, self.block_size) )) self.screen.blit(self.next_surface, (120,20)) pygame.display.flip() class GameOver(Exception): def __init__(self, score): self.score = score def __str__(self): return "GAME OVER -- socre:" + str(self.score) def main(): pygame.init() # pygameの初期化 screen = pygame.display.set_mode( (SCR_W, SCR_H) ) # 画面を作る pygame.display.set_caption('TENUKIS') # タイトル c = pygame.Color(128,128,128) screen.fill(c) pygame.display.flip() game = Game(screen) try: game.main_loop() except GameOver as go: pygame.time.wait(1000) print go return if __name__ == '__main__': main() # end of file