[猜名字小程序游戏]抖音小程序游戏怎么改名字?
门
提到《俄罗斯方块》 (Tetris),那真的是几乎所有人都知道的人。
其历史之悠久,可玩性之持久,能手轻轻一挥,吊打一大波游戏。
对于绝大多数小友而言,《俄罗斯方块》的规则根本无需多言——将形状不一的方块填满一行消除
即可。这款火了30几年的《俄罗斯方块》游戏之前就已经写过的哈,往期的Pygame合集里面可以
找找看!但今天木木子介绍的是《俄罗斯方块》的新作——实现AI自动玩儿游戏。
估计会让你三观尽毁,下巴掉落,惊呼:我玩了假游戏吧!
正文
移动、掉落、填充、消除!
木木子·你我的童年回忆《俄罗斯方块AI版本》已正式上线!
代码由三部分组成 Te、 和 游戏的主要逻辑由 Tetis 控制,model 定义了方块的样式,AI 顾名思义实现了主要的 AI 算法。
1)Te
class Tetris(QMainWindow):
def __init__(self):
super().__init__()
= False
= False
= None
= S
()
def initUI(self):
= 22
= 10
= QBasicTimer()
)
hLayout = QHBoxLayout()
= Board(self, )
()
= SidePanel(self, )
()
= ()
.msg2Statusbar[str].connect(.showMessage)
()
()
('AI俄罗斯方块儿')
()
(.width() + .width(),
.height() + .height())
def center(self):
screen = QDesktopWidget().screenGeometry()
size = ()
() - ()) // 2, () - ()) // 2)
def start(self):
if :
return
= True
.score = 0
BOARD_DATA.clear()
.msg2Statusbar.emit(str(.score))
BOARD_DATA.createNewPiece()
.start(, self)
def pause(self):
if not :
return
= not
if :
.stop()
.msg2Statusbar.emit("paused")
else:
.start(, self)
()
def updateWindow(self):
.updateData()
.updateData()
()
def timerEvent(self, event):
if event.timerId() == .timerId():
if TETRIS_AI and not :
= TETRIS_AI.nextMove()
if :
k = 0
while BOARD_DATA.currentDirection != [0] and k < 4:
BOARD_DATA.rotateRight()
k += 1
k = 0
while BOARD_DATA.currentX != [1] and k < 5:
if BOARD_DATA.currentX > [1]:
BOARD_DATA.moveLeft()
elif BOARD_DATA.currentX < [1]:
BOARD_DATA.moveRight()
k += 1
# lines = BOARD_DATA.dropDown()
lines = BOARD_DATA.moveDown()
.score += lines
if != BOARD_DATA.currentShape:
= None
= BOARD_DATA.currentShape
()
else:
super(Tetris, self).timerEvent(event)
def keyPressEvent(self, event):
if not or BOARD_DATA.currentShape == S:
super(Tetris, self).keyPressEvent(event)
return
key = event.key()
if key == Qt.Key_P:
()
return
if :
return
elif key == Qt.Key_Left:
BOARD_DATA.moveLeft()
elif key == Qt.Key_Right:
BOARD_DATA.moveRight()
elif key == Qt.Key_Up:
BOARD_DATA.rotateLeft()
elif key == Qt.Key_Space:
.score += BOARD_DATA.dropDown()
else:
super(Tetris, self).keyPressEvent(event)
()
def drawSquare(painter, x, y, val, s):
colorTable = [0x000000, 0xCC6666, 0x66CC66, 0x6666CC,
0xCCCC66, 0xCC66CC, 0x66CCCC, 0xDAAA00]
if val == 0:
return
color = QColor(colorTable[val])
(x + 1, y + 1, s - 2, s - 2, color)
())
(x, y + s - 1, x, y)
(x, y, x + s - 1, y)
())
(x + 1, y + s - 1, x + s - 1, y + s - 1)
(x + s - 1, y + s - 1, x + s - 1, y + 1)
class SidePanel(QFrame):
def __init__(self, parent, gridSize):
super().__init__(parent)
(gridSize * 5, gridSize * BOARD_DATA.height)
(gridSize * BOARD_DATA.width, 0)
= gridSize
def updateData(self):
()
def paintEvent(self, event):
painter = QPainter(self)
minX, maxX, minY, maxY = BOARD_DATA.nex(0)
dy = 3 *
dx = () - (maxX - minX) * ) / 2
val = BOARD_DATA.nex
for x, y in BOARD_DATA.nex(0, 0, -minY):
drawSquare(painter, x * + dx, y * + dy, val, )
class Board(QFrame):
msg2Statusbar = pyqtSignal(str)
speed = 10
def __init__(self, parent, gridSize):
super().__init__(parent)
(gridSize * BOARD_DATA.width, gridSize * BOARD_DATA.height)
= gridSize
()
def initBoard(self):
= 0
BOARD_DATA.clear()
def paintEvent(self, event):
painter = QPainter(self)
# Draw backboard
for x in range):
for y in range):
val = BOARD_DATA.getValue(x, y)
drawSquare(painter, x * , y * , val, )
# Draw current shape
for x, y in BOARD_DATA.getCurrentShapeCoord():
val = BOARD_DATA.curren
drawSquare(painter, x * , y * , val, )
# Draw a border
(QColor(0x777777))
()-1, 0, ()-1, ())
(QColor(0xCCCCCC))
(), 0, (), ())
def updateData(self):
(str())
()
if __name__ == '__main__':
# random.seed(32)
app = QApplication([])
tetris = Tetris()
())
2
import random
class Shape(object):
shapeNone = 0
shapeI = 1
shapeL = 2
shapeJ = 3
shapeT = 4
shapeO = 5
shapeS = 6
shapeZ = 7
shapeCoord = (
((0, 0), (0, 0), (0, 0), (0, 0)),
((0, -1), (0, 0), (0, 1), (0, 2)),
((0, -1), (0, 0), (0, 1), (1, 1)),
((0, -1), (0, 0), (0, 1), (-1, 1)),
((0, -1), (0, 0), (0, 1), (1, 0)),
((0, 0), (0, -1), (1, 0), (1, -1)),
((0, 0), (0, -1), (-1, 0), (1, -1)),
((0, 0), (0, -1), (1, 0), (-1, -1))
)
def __init__(self, shape=0):
= shape
def getRotatedOffsets(self, direction):
tmpCoords = S[]
if direction == 0 or == S:
return ((x, y) for x, y in tmpCoords)
if direction == 1:
return ((-y, x) for x, y in tmpCoords)
if direction == 2:
if in , S, S):
return ((x, y) for x, y in tmpCoords)
else:
return ((-x, -y) for x, y in tmpCoords)
if direction == 3:
if in , S, S):
return ((-y, x) for x, y in tmpCoords)
else:
return ((y, -x) for x, y in tmpCoords)
def getCoords(self, direction, x, y):
return ((x + xx, y + yy) for xx, yy in (direction))
def getBoundingOffsets(self, direction):
tmpCoords = (direction)
minX, maxX, minY, maxY = 0, 0, 0, 0
for x, y in tmpCoords:
if minX > x:
minX = x
if maxX < x:
maxX = x
if minY > y:
minY = y
if maxY < y:
maxY = y
return (minX, maxX, minY, maxY)
class BoardData(object):
width = 10
height = 22
def __init__(self):
= [0] * BoardDa * BoardDa
= -1
= -1
= 0
= Shape()
= Shape(1, 7))
Stat = [0] * 8
def getData(self):
return [:]
def getValue(self, x, y):
return [x + y * BoardDa]
def getCurrentShapeCoord(self):
return self.curren(, , )
def createNewPiece(self):
minX, maxX, minY, maxY = self.nex(0)
result = False
if (0, 5, -minY):
= 5
= -minY
= 0
=
= Shape(1, 7))
result = True
else:
= Shape()
= -1
= -1
= 0
result = False
Stat[self.curren] += 1
return result
def tryMoveCurrent(self, direction, x, y):
return (, direction, x, y)
def tryMove(self, shape, direction, x, y):
for x, y in (direction, x, y):
if x >= BoardDa or x < 0 or y >= BoardDa or y < 0:
return False
if [x + y * BoardDa] > 0:
return False
return True
def moveDown(self):
lines = 0
if (, , + 1):
+= 1
else:
()
lines = ()
()
return lines
def dropDown(self):
while (, , + 1):
+= 1
()
lines = ()
()
return lines
def moveLeft(self):
if (, - 1, ):
-= 1
def moveRight(self):
if (, + 1, ):
+= 1
def rotateRight(self):
if (( + 1) % 4, , ):
+= 1
%= 4
def rotateLeft(self):
if (( - 1) % 4, , ):
-= 1
%= 4
def removeFullLines(self):
newBackBoard = [0] * BoardDa * BoardDa
newY = BoardDa - 1
lines = 0
for y in range(BoardDa - 1, -1, -1):
blockCount = sum([1 if [x + y * BoardDa] > 0 else 0 for x in range(BoardDa)])
if blockCount < BoardDa:
for x in range(BoardDa):
newBackBoard[x + newY * BoardDa] = [x + y * BoardDa]
newY -= 1
else:
lines += 1
if lines > 0:
= newBackBoard
return lines
def mergePiece(self):
for x, y in self.curren(, , ):
[x + y * BoardDa] = self.curren
= -1
= -1
= 0
= Shape()
def clear(self):
= -1
= -1
= 0
= Shape()
= [0] * BoardDa * BoardDa
BOARD_DATA = BoardData()
3
from tetris_model import BOARD_DATA, Shape
import math
from datetime import datetime
import numpy as np
class TetrisAI(object):
def nextMove(self):
t1 = da()
if BOARD_DATA.currentShape == S:
return None
currentDirection = BOARD_DATA.currentDirection
currentY = BOARD_DATA.currentY
_, _, minY, _ = BOARD_DATA.nex(0)
nextY = -minY
# print("=======")
strategy = None
if BOARD_DATA.curren in , S, S):
d0Range = (0, 1)
elif BOARD_DATA.curren == S:
d0Range = (0,)
else:
d0Range = (0, 1, 2, 3)
if BOARD_DATA.nex in , S, S):
d1Range = (0, 1)
elif BOARD_DATA.nex == S:
d1Range = (0,)
else:
d1Range = (0, 1, 2, 3)
for d0 in d0Range:
minX, maxX, _, _ = BOARD_DATA.curren(d0)
for x0 in range(-minX, BOARD_DATA.width - maxX):
board = (d0, x0)
for d1 in d1Range:
minX, maxX, _, _ = BOARD_DATA.nex(d1)
dropDist = (board, d1, range(-minX, BOARD_DATA.width - maxX))
for x1 in range(-minX, BOARD_DATA.width - maxX):
score = (board), d1, x1, dropDist)
if not strategy or strategy[2] < score:
strategy = (d0, x0, score)
print("===", da() - t1)
return strategy
def calcNextDropDist(self, data, d0, xRange):
res = {}
for x0 in xRange:
if x0 not in res:
res[x0] = BOARD_DATA.height - 1
for x, y in BOARD_DATA.nex(d0, x0, 0):
yy = 0
while yy + y < BOARD_DATA.height and (yy + y < 0 or data[(y + yy), x] == S):
yy += 1
yy -= 1
if yy < res[x0]:
res[x0] = yy
return res
def calcStep1Board(self, d0, x0):
board = np.array()).reshape(, BOARD_DATA.width))
(board, BOARD_DATA.currentShape, d0, x0)
return board
def dropDown(self, data, shape, direction, x0):
dy = BOARD_DATA.height - 1
for x, y in (direction, x0, 0):
yy = 0
while yy + y < BOARD_DATA.height and (yy + y < 0 or data[(y + yy), x] == S):
yy += 1
yy -= 1
if yy < dy:
dy = yy
# print("dropDown: shape {0}, direction {1}, x0 {2}, dy {3}".forma, direction, x0, dy))
ByDist(data, shape, direction, x0, dy)
def dropDownByDist(self, data, shape, direction, x0, dist):
for x, y in (direction, x0, 0):
data[y + dist, x] =
def calculateScore(self, step1Board, d1, x1, dropDist):
# print("calculateScore")
t1 = da()
width = BOARD_DATA.width
height = BOARD_DATA.height
ByDist(step1Board, BOARD_DATA.nextShape, d1, x1, dropDist[x1])
# print(da() - t1)
# Term 1: lines to be removed
fullLines, nearFullLines = 0, 0
roofY = [0] * width
holeCandidates = [0] * width
holeConfirm = [0] * width
vHoles, vBlocks = 0, 0
for y in range(height - 1, -1, -1):
hasHole = False
hasBlock = False
for x in range(width):
if step1Board[y, x] == S:
hasHole = True
holeCandidates[x] += 1
else:
hasBlock = True
roofY[x] = height - y
if holeCandidates[x] > 0:
holeConfirm[x] += holeCandidates[x]
holeCandidates[x] = 0
if holeConfirm[x] > 0:
vBlocks += 1
if not hasBlock:
break
if not hasHole and hasBlock:
fullLines += 1
vHoles = sum([x ** .7 for x in holeConfirm])
maxHeight = max(roofY) - fullLines
# print(da() - t1)
roofDy = [roofY[i] - roofY[i+1] for i in range(len(roofY) - 1)]
if len(roofY) <= 0:
stdY = 0
else:
stdY = ma(sum([y ** 2 for y in roofY]) / len(roofY) - (sum(roofY) / len(roofY)) ** 2)
if len(roofDy) <= 0:
stdDY = 0
else:
stdDY = ma(sum([y ** 2 for y in roofDy]) / len(roofDy) - (sum(roofDy) / len(roofDy)) ** 2)
absDy = sum([abs(x) for x in roofDy])
maxDy = max(roofY) - min(roofY)
# print(da() - t1)
score = fullLines * 1.8 - vHoles * 1.0 - vBlocks * 0.5 - maxHeight ** 1.5 * 0.02 \
- stdY * 0.0 - stdDY * 0.01 - absDy * 0.2 - maxDy * 0.3
# print(score, fullLines, vHoles, vBlocks, maxHeight, stdY, stdDY, absDy, roofY, d0, x0, d1, x1)
return score
TETRIS_AI = TetrisAI()
4)效果展示
1)视频展示——
【普通玩家VS高手玩家】一带传奇游戏《俄罗斯方块儿》AI版!
2)截图展示——
总结
于茫茫人海相遇——感谢你的阅读!相遇即是缘分,如有帮助到你,记得三连哦~
我是木木子,一个不止能编程的女码农,还能教你玩游戏、制作节日惊喜、甚至撩小姐姐、小哥哥的表白小程序哦......
写在最后——往期也有很多精彩内容,欢迎阅读!关注我,每日更新
完整的免费源码领取处:找我吖!私信小编06即可啦
往期推荐阅读——
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【免费测试】姓名测算性别—仅需这几步即可:来看程序员是如何解决的?爱了爱了~
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【程序员】多久没有真诚表白了?新晋表白神器了解一下(让你感动到哭出声来~)
项目7.0 赛车游戏
【Pygame实战】如果你是赛车爱好者:这款新赛车游戏分分钟让你上瘾(超跑又是谁的梦想?)
项目7.1 虐单身狗游戏
Pygame实战:慎点|虐单身狗的最高境界是…【附源码】
文章汇总——
项目1.0 Python—2021 |已有文章汇总 | 持续更新,直接看这篇就够了
(更多内容+源码都在文章汇总哦!!欢迎阅读~)
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