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20214316陈启政《python程序设计》实验四

课程:《Python程序设计》
班级:2143
姓名:陈启政
学号:20214316
实验教师:王志强
实验日期:2022年5月28日
必修/选修:公选课

一.华为云ECS服务器的购买

此前在程序设计基础课程上购买过华为云服务器,因此在相同配置基础上购买即可。

二.程序源代码

import pygame
import random
import os

pygame.init()

GRID_WIDTH = 20
GRID_NUM_WIDTH = 15
GRID_NUM_HEIGHT = 25
WIDTH, HEIGHT = GRID_WIDTH * GRID_NUM_WIDTH, GRID_WIDTH * GRID_NUM_HEIGHT
SIDE_WIDTH = 200
SCREEN_WIDTH = WIDTH + SIDE_WIDTH
WHITE = (0xff, 0xff, 0xff)
BLACK = (0, 0, 0)
LINE_COLOR = (0x33, 0x33, 0x33)

CUBE_COLORS = [
    (0xcc, 0x99, 0x99), (0xff, 0xff, 0x99), (0x66, 0x66, 0x99),
    (0x99, 0x00, 0x66), (0xff, 0xcc, 0x00), (0xcc, 0x00, 0x33),
    (0xff, 0x00, 0x33), (0x00, 0x66, 0x99), (0xff, 0xff, 0x33),
    (0x99, 0x00, 0x33), (0xcc, 0xff, 0x66), (0xff, 0x99, 0x00)
]

screen = pygame.display.set_mode((SCREEN_WIDTH, HEIGHT))
pygame.display.set_caption("俄罗斯方块")
clock = pygame.time.Clock()
FPS = 30

score = 0
level = 1

screen_color_matrix = [[None] * GRID_NUM_WIDTH for i in range(GRID_NUM_HEIGHT)]

# 设置游戏的根目录为当前文件夹
base_folder = os.path.dirname(__file__)


def show_text(surf, text, size, x, y, color=WHITE):
    font_name = os.path.join(base_folder, 'C:/font/Menlo.ttc')
    font = pygame.font.Font(font_name, size)
    text_surface = font.render(text, True, color)
    text_rect = text_surface.get_rect()
    text_rect.midtop = (x, y)
    surf.blit(text_surface, text_rect)


class CubeShape(object):
    SHAPES = ['I', 'J', 'L', 'O', 'S', 'T', 'Z']
    I = [[(0, -1), (0, 0), (0, 1), (0, 2)],
         [(-1, 0), (0, 0), (1, 0), (2, 0)]]
    J = [[(-2, 0), (-1, 0), (0, 0), (0, -1)],
         [(-1, 0), (0, 0), (0, 1), (0, 2)],
         [(0, 1), (0, 0), (1, 0), (2, 0)],
         [(0, -2), (0, -1), (0, 0), (1, 0)]]
    L = [[(-2, 0), (-1, 0), (0, 0), (0, 1)],
         [(1, 0), (0, 0), (0, 1), (0, 2)],
         [(0, -1), (0, 0), (1, 0), (2, 0)],
         [(0, -2), (0, -1), (0, 0), (-1, 0)]]
    O = [[(0, 0), (0, 1), (1, 0), (1, 1)]]
    S = [[(-1, 0), (0, 0), (0, 1), (1, 1)],
         [(1, -1), (1, 0), (0, 0), (0, 1)]]
    T = [[(0, -1), (0, 0), (0, 1), (-1, 0)],
         [(-1, 0), (0, 0), (1, 0), (0, 1)],
         [(0, -1), (0, 0), (0, 1), (1, 0)],
         [(-1, 0), (0, 0), (1, 0), (0, -1)]]
    Z = [[(0, -1), (0, 0), (1, 0), (1, 1)],
         [(-1, 0), (0, 0), (0, -1), (1, -1)]]
    SHAPES_WITH_DIR = {
        'I': I, 'J': J, 'L': L, 'O': O, 'S': S, 'T': T, 'Z': Z
    }

    def __init__(self):
        self.shape = self.SHAPES[random.randint(0, len(self.SHAPES) - 1)]
        # 骨牌所在的行列
        self.center = (2, GRID_NUM_WIDTH // 2)
        self.dir = random.randint(0, len(self.SHAPES_WITH_DIR[self.shape]) - 1)
        self.color = CUBE_COLORS[random.randint(0, len(CUBE_COLORS) - 1)]

    def get_all_gridpos(self, center=None):
        curr_shape = self.SHAPES_WITH_DIR[self.shape][self.dir]
        if center is None:
            center = [self.center[0], self.center[1]]
        return [(cube[0] + center[0], cube[1] + center[1])
                for cube in curr_shape]

    def conflict(self, center):
        for cube in self.get_all_gridpos(center):
            # 超出屏幕之外,说明不合法
            if cube[0] < 0 or cube[1] < 0 or cube[0] >= GRID_NUM_HEIGHT or \
                    cube[1] >= GRID_NUM_WIDTH:
                return True
            # 不为None,说明之前已经有小方块存在了,也不合法
            if screen_color_matrix[cube[0]][cube[1]] is not None:
                return True
        return False

    def rotate(self):
        new_dir = self.dir + 1
        new_dir %= len(self.SHAPES_WITH_DIR[self.shape])
        old_dir = self.dir
        self.dir = new_dir
        if self.conflict(self.center):
            self.dir = old_dir
            return False

    def down(self):
        # import pdb; pdb.set_trace()
        center = (self.center[0] + 1, self.center[1])
        if self.conflict(center):
            return False
        self.center = center
        return True

    def left(self):
        center = (self.center[0], self.center[1] - 1)
        if self.conflict(center):
            return False
        self.center = center
        return True

    def right(self):
        center = (self.center[0], self.center[1] + 1)
        if self.conflict(center):
            return False
        self.center = center
        return True

    def draw(self):
        for cube in self.get_all_gridpos():
            pygame.draw.rect(screen, self.color,
                             (cube[1] * GRID_WIDTH, cube[0] * GRID_WIDTH,
                              GRID_WIDTH, GRID_WIDTH))
            pygame.draw.rect(screen, WHITE,
                             (cube[1] * GRID_WIDTH, cube[0] * GRID_WIDTH,
                              GRID_WIDTH, GRID_WIDTH),
                             1)


def draw_grids():
    for i in range(GRID_NUM_WIDTH):
        pygame.draw.line(screen, LINE_COLOR,
                         (i * GRID_WIDTH, 0), (i * GRID_WIDTH, HEIGHT))
    for i in range(GRID_NUM_HEIGHT):
        pygame.draw.line(screen, LINE_COLOR,
                         (0, i * GRID_WIDTH), (WIDTH, i * GRID_WIDTH))
    pygame.draw.line(screen, WHITE,
                     (GRID_WIDTH * GRID_NUM_WIDTH, 0),
                     (GRID_WIDTH * GRID_NUM_WIDTH, GRID_WIDTH * GRID_NUM_HEIGHT))


def draw_matrix():
    for i, row in zip(range(GRID_NUM_HEIGHT), screen_color_matrix):
        for j, color in zip(range(GRID_NUM_WIDTH), row):
            if color is not None:
                pygame.draw.rect(screen, color,
                                 (j * GRID_WIDTH, i * GRID_WIDTH,
                                  GRID_WIDTH, GRID_WIDTH))
                pygame.draw.rect(screen, WHITE,
                                 (j * GRID_WIDTH, i * GRID_WIDTH,
                                  GRID_WIDTH, GRID_WIDTH), 2)


def draw_score():
    show_text(screen, u'得分:{}'.format(score), 20, WIDTH + SIDE_WIDTH // 2, 100)


def remove_full_line():
    global screen_color_matrix
    global score
    global level
    new_matrix = [[None] * GRID_NUM_WIDTH for i in range(GRID_NUM_HEIGHT)]
    index = GRID_NUM_HEIGHT - 1
    n_full_line = 0
    for i in range(GRID_NUM_HEIGHT - 1, -1, -1):
        is_full = True
        for j in range(GRID_NUM_WIDTH):
            if screen_color_matrix[i][j] is None:
                is_full = False
                continue
        if not is_full:
            new_matrix[index] = screen_color_matrix[i]
            index -= 1
        else:
            n_full_line += 1
    score += n_full_line
    level = score // 20 + 1
    screen_color_matrix = new_matrix


def show_welcome(screen):
    show_text(screen, u'俄罗斯方块', 30, WIDTH / 2, HEIGHT / 2)
    show_text(screen, u'按任意键开始游戏', 20, WIDTH / 2, HEIGHT / 2 + 50)


running = True
gameover = True
counter = 0
live_cube = None
while running:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if gameover:
                gameover = False
                live_cube = CubeShape()
                break
            if event.key == pygame.K_LEFT:
                live_cube.left()
            elif event.key == pygame.K_RIGHT:
                live_cube.right()
            elif event.key == pygame.K_DOWN:
                live_cube.down()
            elif event.key == pygame.K_UP:
                live_cube.rotate()
            elif event.key == pygame.K_SPACE:
                while live_cube.down() == True:
                    pass
            remove_full_line()
    # level 是为了方便游戏的难度,level 越高 FPS // level 的值越小
    # 这样屏幕刷新的就越快,难度就越大
    if gameover is False and counter % (FPS // level) == 0:
        # down 表示下移骨牌,返回False表示下移不成功,可能超过了屏幕或者和之前固定的
        # 小方块冲突了
        if live_cube.down() == False:
            for cube in live_cube.get_all_gridpos():
                screen_color_matrix[cube[0]][cube[1]] = live_cube.color
            live_cube = CubeShape()
            if live_cube.conflict(live_cube.center):
                gameover = True
                score = 0
                live_cube = None
                screen_color_matrix = [[None] * GRID_NUM_WIDTH for i in range(GRID_NUM_HEIGHT)]
        # 消除满行
        remove_full_line()
    counter += 1
    # 更新屏幕
    screen.fill(BLACK)
    draw_grids()
    draw_matrix()
    draw_score()
    if live_cube is not None:
        live_cube.draw()
    if gameover:
        show_welcome(screen)
    pygame.display.update()

三.程序在华为云服务器上运行截图

首先下载Xshell,复制弹性公网IP地址建议一个会话,将输入用户名和密码后开始使用。

新建文件夹test,在WinScp内将写好的代码上传至华为云服务器,输入指令后程序开始运行。

 

四.程序运行视频

 https://files-cdn.cnblogs.com/files/blogs/743275/python%E8%A7%86%E9%A2%91.rar

五.实验中的问题

1.pygame的安装:

在pycharm编程游戏时,需要调用pygame库。因此在首次编程时,程序因缺少pygame库而报错。

2.版本不兼容问题

python3无法识别22.1版本以下的pip命令符,因此需要输入命令符pip install -u --force-reinstall pip Collecting pip,从而让系统可以识别21.1.2的命令符。

3.字体问题

因为电脑内缺少可使用的字体,因此需要在ttc内下载相应字体。我在ttc中随便找了一个Menlo字体,让程序可以正常运行。

4.可视化问题

华为云服务器中缺少相应的库,无法产生对应的可视化窗口。而我最开始使用的PuTTY无法下载此库,因此更换Xshell之后让程序成功运行。

六.课程总结

       首先非常感谢王志强老师这一学期为我们的辛苦付出。俗话说“师傅领进门,修行靠个人。”斯言如是,课程中的教学知识和实际应用是两回事,尽管在课程中能够理解知识,但是当自己上手实践时,才体会到不易。尤其是当代码写完之后,开始检测时,出现了许多未曾注意到的的bug。这种情况是无法避免的,正如生活中遇到的挫折。想到这一点,也许再次面对程序的问题,抑或是生活的难题,都会以一种淡然的心态去面对。

       选择python是因为此前在心底的一个想法,就是想要用编程语言编写一个自己的游戏。抱着这样的心态,我选择了python课程。12周的时光转瞬即逝,对于一门课程来说实在是太短,但对于一种学习也已足够。一本厚厚的python书还有很多知识尚未探索,倘若有时间,我也希望可以继续尝试。

       所以,在期末最后一次实验的时候,我在一众课题之中,选择了“游戏”。可惜的是我没有什么水平去制作大工程,只能制作一款俄罗斯方块来满足以下自己的好奇心。无论是开始学python还是编写游戏,初上手都是无比艰难的。但是当思绪打开时,代码也随之泉涌。每次当我不知如何是好时,我就会去CSDN,博客园这些论坛搜索相关信息,向身边的人寻求帮助。也正是因为他们,我的课程学习才能圆满结束。

       最后,我希望在之后的路上,就算忘记了学过的知识,但我希望自己不要忘记,在python课程上学习的宝贵经历。

posted on 2022-05-28 17:35  伊秋、  阅读(57)  评论(0编辑  收藏  举报