** SlidePuzzle滑動(dòng)拼圖 **
先上個(gè)圖(●'?'●)
ps:本人比較笨,3 * 3 的都要解半天她我,各位可以自行增加難度
游戲中比較核心的三個(gè)方法:
方法一,就是生成有規(guī)律的二維數(shù)組,例如:
在2 x 2下: [ [ 1, 3 ] , [ 2, None ] ]
在3 x 3下: [ [ 1, 4, 7 ] , [ 2, 5, 8 ] , [ 3, 6, None ] ]
在4 x 4下: [ [ 1, 5, 9, 13 ] , [ 2, 6, 10, 14 ] , [ 3, 7, 11, 15 ] , [ 4, 8, 12, None ] ]
# 生成剛開(kāi)始的board序列
def getStartingBoard():
# 返回一個(gè)board的序列
# 舉個(gè)例子涌萤,如果board的列數(shù)和行數(shù)都是3,則返回以下數(shù)據(jù)
# [[1, 4, 7], [2, 5, 8], [3, 6, None]]
counter = 1
board = []
for x in range(BOARDWIDTH):
column = []
for y in range(BOARDHEIGHT):
column.append(counter)
counter += BOARDWIDTH
board.append(column)
counter -= BOARDWIDTH * (BOARDHEIGHT - 1) + BOARDWIDTH - 1
board[BOARDWIDTH-1][BOARDHEIGHT-1] = None
return board
方法二口猜,打亂上面生成的二維數(shù)組负溪,并返回打亂的結(jié)果和儲(chǔ)存打亂過(guò)程的每一步的一個(gè)序列
# 生成新的拼圖(就是隨機(jī)打亂已經(jīng)排序好的board,numSlides為打亂的步數(shù))
def generateNewPuzzle(numSlides):
sequence = [] # 儲(chǔ)存打亂的步數(shù)的序列
board = getStartingBoard() # 獲得開(kāi)始board的序列
drawBoard(board, '') # 繪制board
pygame.display.update() # 更新屏幕
pygame.time.wait(500) # 暫停500毫秒 for effect
lastMove = None
for i in range(numSlides):
move = getRandomMove(board, lastMove)# 隨機(jī)的移動(dòng)一步
slideAnimation(board, move, 'Generating new puzzle...', int(TILESIZE / 3)) # 滑動(dòng)的動(dòng)畫(huà)
makeMove(board, move) # 交換空白方塊的位置
sequence.append(move) # 將這個(gè)步驟添加到sequence序列中
lastMove = move
return (board, sequence)
方法三济炎,根據(jù)所有操作的的序列川抡,恢復(fù)游戲
# 根據(jù)所有操作的的序列,恢復(fù)游戲
def resetAnimation(board, allMoves):
revAllMoves = allMoves[:] # 復(fù)制一份所有操作的的序列
revAllMoves.reverse() # 倒序排列
for move in revAllMoves: # 取出每一步须尚,做相反的操作(就能恢復(fù)為原來(lái)的最初的序列)
if move == UP:
oppositeMove = DOWN
elif move == DOWN:
oppositeMove = UP
elif move == RIGHT:
oppositeMove = LEFT
elif move == LEFT:
oppositeMove = RIGHT
slideAnimation(board, oppositeMove, '', int(TILESIZE / 2)) # 滑動(dòng)的動(dòng)畫(huà)
makeMove(board, oppositeMove) # 交換空白方塊的位置
理一下思路:
1崖堤,繪制一個(gè)640*480的窗口
2,根據(jù)行數(shù)和列數(shù)生成一個(gè)有規(guī)律的二維數(shù)組 SOLVEDBOARD
3耐床,打亂上面生成的二維數(shù)組密幔,返回打亂的結(jié)果 mainBoard 和一個(gè)儲(chǔ)存打亂過(guò)程的每一步的序列solutionSeq
4,定義一個(gè)記錄玩家操作的的序列 allMoves
5撩轰,繪制主Board胯甩,邊框,左上角的文字提示堪嫂,以及右下角的三個(gè)按鈕
6偎箫,游戲主循環(huán),判斷mainBoard是否和SOLVEDBOARD相等溉苛,相等就說(shuō)明拼圖已經(jīng)還原
7镜廉,鼠標(biāo)、鍵盤(pán)事件處理
8愚战,交換空白方塊與其上下左右方塊的位置娇唯,記錄每次操作到 allMoves 中
9,點(diǎn)擊恢復(fù)按鈕:調(diào)用resetAnimation方法寂玲,allMoves 作為參數(shù)塔插,并清空 allMoves
10,點(diǎn)中的是解決方案按鈕:調(diào)用resetAnimation方法拓哟,solutionSeq + allMoves 作為參數(shù)想许,并清空 allMoves
11,點(diǎn)中的是新游戲按鈕:調(diào)用generateNewPuzzle方法生成新的 mainBoard 和 solutionSeq ,并清空 allMoves
在第8步中流纹,用到一個(gè)** DISPLAYSURF.copy() **方法
copy()方法會(huì)返回一個(gè)新的Surface糜烹,上面繪制著和原來(lái)一樣的內(nèi)容,在調(diào)用完copy方法后漱凝,如果我們?cè)谶@個(gè)Surface上面繪制image內(nèi)容疮蹦,他將不會(huì)改變這個(gè)原來(lái)那個(gè)Surface
完整代碼:
# -*- coding: UTF-8 -*-
'''
Created on 2016年11月28日
@author: 小峰峰
'''
import random, pygame, sys
from pygame.locals import *
BOARDWIDTH = 4 # board的列數(shù)
BOARDHEIGHT = 4 # board的行數(shù)
TILESIZE = 80 # 方塊的大小
WINDOWWIDTH = 640 # 窗口寬度
WINDOWHEIGHT = 480 # 窗口高度
FPS = 30 # 幀率
BLANK = None
# 定義幾個(gè)顏色 (R G B)
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
BRIGHTBLUE = ( 0, 50, 255)
DARKTURQUOISE = ( 3, 54, 73)
GREEN = ( 0, 204, 0)
BGCOLOR = DARKTURQUOISE # 背景色
TILECOLOR = GREEN # 方塊顏色
TEXTCOLOR = WHITE # 文字顏色
BORDERCOLOR = BRIGHTBLUE # 邊框顏色
BASICFONTSIZE = 20 # 字體大小
BUTTONCOLOR = WHITE # 按鈕顏色
BUTTONTEXTCOLOR = BLACK # 按鈕文字顏色
MESSAGECOLOR = WHITE # 消息顏色
XMARGIN = int((WINDOWWIDTH - (TILESIZE * BOARDWIDTH + (BOARDWIDTH - 1))) / 2) # X軸邊距
YMARGIN = int((WINDOWHEIGHT - (TILESIZE * BOARDHEIGHT + (BOARDHEIGHT - 1))) / 2) # Y軸邊距
# 定義"上下左右"操作
UP = 'up'
DOWN = 'down'
LEFT = 'left'
RIGHT = 'right'
def main():
# 全局變量
global FPSCLOCK, DISPLAYSURF, BASICFONT, RESET_SURF, RESET_RECT, NEW_SURF, NEW_RECT, SOLVE_SURF, SOLVE_RECT
pygame.init() # 初始化pygame
FPSCLOCK = pygame.time.Clock() # 獲得pygame時(shí)鐘
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) # 設(shè)置窗口大小
pygame.display.set_caption('Slide Puzzle') # 設(shè)置標(biāo)題
BASICFONT = pygame.font.Font('PAPYRUS.ttf', BASICFONTSIZE) # 設(shè)置字體,和字體大小
# 操作按鈕的屬性
RESET_SURF, RESET_RECT = makeText(' Reset ', TEXTCOLOR, TILECOLOR, WINDOWWIDTH - 120, WINDOWHEIGHT - 105) # 恢復(fù)
NEW_SURF, NEW_RECT = makeText('New Game', TEXTCOLOR, TILECOLOR, WINDOWWIDTH - 120, WINDOWHEIGHT - 70) # 新游戲
SOLVE_SURF, SOLVE_RECT = makeText(' Solve ', TEXTCOLOR, TILECOLOR, WINDOWWIDTH - 120, WINDOWHEIGHT - 35) # 解決方案
mainBoard, solutionSeq = generateNewPuzzle(80)# 打亂生成的拼圖(返回Board序列茸炒,和對(duì)應(yīng)的解決序列)
SOLVEDBOARD = getStartingBoard() # 獲得生成剛開(kāi)始的board序列愕乎,作為是否解決的參照
allMoves = [] # 記錄玩家操作的的序列
while True: # 游戲主循環(huán)
slideTo = None # 滑動(dòng)的方向
msg = '' # 左上角顯示的消息內(nèi)容
if mainBoard == SOLVEDBOARD: # 如果Board序列等于SOLVEDBOARD序列
msg = 'Solved!' # 顯示消息已經(jīng)修復(fù)好拼圖了
drawBoard(mainBoard, msg)
for event in pygame.event.get(): # 事件處理
if event.type == MOUSEBUTTONUP: # 如果是鼠標(biāo)點(diǎn)擊事件
spotx, spoty = getSpotClicked(mainBoard, event.pos[0], event.pos[1]) # 根據(jù)鼠標(biāo)點(diǎn)擊的像素坐標(biāo),獲得方塊的坐標(biāo)
if (spotx, spoty) == (None, None): # 如果沒(méi)有點(diǎn)方塊
# 檢查是否點(diǎn)中右下角的幾個(gè)按鈕
if RESET_RECT.collidepoint(event.pos): # 點(diǎn)中的是恢復(fù)按鈕
resetAnimation(mainBoard, allMoves) # 將玩家操作的的序列作為參數(shù)壁公,恢復(fù)游戲
allMoves = [] # 清空 allMoves
elif NEW_RECT.collidepoint(event.pos): # 點(diǎn)中的是新游戲
mainBoard, solutionSeq = generateNewPuzzle(80) # 重新生成游戲
allMoves = [] # 清空 allMoves
elif SOLVE_RECT.collidepoint(event.pos): # 點(diǎn)中的是解決方案
resetAnimation(mainBoard, solutionSeq + allMoves) # 將對(duì)應(yīng)的解決序列和玩家操作的的序列作為參數(shù)感论,恢復(fù)游戲
allMoves = [] # 清空 allMoves
else:
# 檢查點(diǎn)中的方塊是否與空白的方塊相鄰
blankx, blanky = getBlankPosition(mainBoard) # 獲得空白方塊的坐標(biāo)
if spotx == blankx + 1 and spoty == blanky: # 如果點(diǎn)中的方塊在空白方塊的右邊,就往左滑
slideTo = LEFT
elif spotx == blankx - 1 and spoty == blanky:# 如果點(diǎn)中的方塊在空白方塊的左邊紊册,就往右滑
slideTo = RIGHT
elif spotx == blankx and spoty == blanky + 1:# 如果點(diǎn)中的方塊在空白方塊的下邊比肄,就往上滑
slideTo = UP
elif spotx == blankx and spoty == blanky - 1:# 如果點(diǎn)中的方塊在空白方塊的上邊,就往下滑
slideTo = DOWN
elif event.type == KEYUP: # 如果是按鍵操作
# 檢查是否可以移動(dòng)湿硝,如果可以就滑動(dòng)方塊
if event.key in (K_LEFT, K_a) and isValidMove(mainBoard, LEFT):
slideTo = LEFT
elif event.key in (K_RIGHT, K_d) and isValidMove(mainBoard, RIGHT):
slideTo = RIGHT
elif event.key in (K_UP, K_w) and isValidMove(mainBoard, UP):
slideTo = UP
elif event.key in (K_DOWN, K_s) and isValidMove(mainBoard, DOWN):
slideTo = DOWN
elif event.key == K_ESCAPE: # 如果是ESC鍵薪前,退出
pygame.quit()
sys.exit()
elif event.type == QUIT: # 如果是退出操作润努,退出
pygame.quit()
sys.exit()
if slideTo:
# 根據(jù)slideTo的值來(lái)操作滑動(dòng)方塊
slideAnimation(mainBoard, slideTo, 'Click tile or press arrow keys to slide.', 8) # 滑動(dòng)的操作
makeMove(mainBoard, slideTo) # 交換空白方塊與其上下左右方塊的位置
allMoves.append(slideTo) # 記錄下這次滑動(dòng)的操作
pygame.display.update() # 更新屏幕
FPSCLOCK.tick(FPS) # 設(shè)置幀率
# 生成剛開(kāi)始的board序列
def getStartingBoard():
# 返回一個(gè)board的序列
# 舉個(gè)例子关斜,如果board的列數(shù)和行數(shù)都是3,則返回以下數(shù)據(jù)
# [[1, 4, 7], [2, 5, 8], [3, 6, None]]
counter = 1
board = []
for x in range(BOARDWIDTH):
column = []
for y in range(BOARDHEIGHT):
column.append(counter)
counter += BOARDWIDTH
board.append(column)
counter -= BOARDWIDTH * (BOARDHEIGHT - 1) + BOARDWIDTH - 1
board[BOARDWIDTH-1][BOARDHEIGHT-1] = None
print board
return board
# 獲得空白方塊的位置
def getBlankPosition(board):
for x in range(BOARDWIDTH):
for y in range(BOARDHEIGHT):
if board[x][y] == None: # 窮舉board中所有的方塊铺浇,判斷為None的就是空白方塊
return (x, y)
# 交換空白方塊與其上下左右方塊的位置
def makeMove(board, move):
blankx, blanky = getBlankPosition(board) # 獲得空白方塊的位置
# 根據(jù)slideTo交換位置
if move == UP:
board[blankx][blanky], board[blankx][blanky + 1] = board[blankx][blanky + 1], board[blankx][blanky]
elif move == DOWN:
board[blankx][blanky], board[blankx][blanky - 1] = board[blankx][blanky - 1], board[blankx][blanky]
elif move == LEFT:
board[blankx][blanky], board[blankx + 1][blanky] = board[blankx + 1][blanky], board[blankx][blanky]
elif move == RIGHT:
board[blankx][blanky], board[blankx - 1][blanky] = board[blankx - 1][blanky], board[blankx][blanky]
# 該方法用在玩家用按鍵操作時(shí)檢查方塊是否可以移動(dòng)
def isValidMove(board, move):
blankx, blanky = getBlankPosition(board) # 獲得空白方塊的位置
# 如果時(shí)向上滑動(dòng)痢畜,就要確保空白方塊不在最下面的一行鳍侣,否則就無(wú)法繼續(xù)和下面的方塊交換
# 同理丁稀,如果是向下,就確币芯郏空白方塊不在最上面
# 同理线衫,如果是向左,就確被笳郏空白方塊不在最右面
# 同理授账,如果是向右,就確辈沂唬空白方塊不在最左面
return (move == UP and blanky != len(board[0]) - 1) or \
(move == DOWN and blanky != 0) or \
(move == LEFT and blankx != len(board) - 1) or \
(move == RIGHT and blankx != 0)
# 隨機(jī)的移動(dòng)一步
def getRandomMove(board, lastMove=None):
# 定義合法的移動(dòng)集合
validMoves = [UP, DOWN, LEFT, RIGHT]
# 剔除掉不可用的方向
if lastMove == UP or not isValidMove(board, DOWN):
validMoves.remove(DOWN)
if lastMove == DOWN or not isValidMove(board, UP):
validMoves.remove(UP)
if lastMove == LEFT or not isValidMove(board, RIGHT):
validMoves.remove(RIGHT)
if lastMove == RIGHT or not isValidMove(board, LEFT):
validMoves.remove(LEFT)
# 從剩下可用的validMoves里隨機(jī)選取一個(gè)返回
return random.choice(validMoves)
# 獲得方塊左上角的像素坐標(biāo)
def getLeftTopOfTile(tileX, tileY):
left = XMARGIN + (tileX * TILESIZE) + (tileX - 1)
top = YMARGIN + (tileY * TILESIZE) + (tileY - 1)
return (left, top)
# 根據(jù)像素坐標(biāo)獲得方塊在board里的坐標(biāo)
def getSpotClicked(board, x, y):
for tileX in range(len(board)):
for tileY in range(len(board[0])):
# 獲得每一個(gè)方塊的左上角的像素坐標(biāo)
left, top = getLeftTopOfTile(tileX, tileY)
# 獲得方塊的Rect
tileRect = pygame.Rect(left, top, TILESIZE, TILESIZE)
# 判斷這個(gè)Rect是否包含點(diǎn) (x,y)
if tileRect.collidepoint(x, y):
return (tileX, tileY)
return (None, None)
# 繪制方塊以及方塊上面的數(shù)字
def drawTile(tilex, tiley, number, adjx=0, adjy=0):
# draw a tile at board coordinates tilex and tiley, optionally a few
# pixels over (determined by adjx and adjy)
left, top = getLeftTopOfTile(tilex, tiley)
pygame.draw.rect(DISPLAYSURF, TILECOLOR, (left + adjx, top + adjy, TILESIZE, TILESIZE))
textSurf = BASICFONT.render(str(number), True, TEXTCOLOR)
textRect = textSurf.get_rect()
textRect.center = left + int(TILESIZE / 2) + adjx, top + int(TILESIZE / 2) + adjy
DISPLAYSURF.blit(textSurf, textRect)
# 創(chuàng)建text的對(duì)應(yīng)的Surf和Rect
def makeText(text, color, bgcolor, top, left):
textSurf = BASICFONT.render(text, True, color, bgcolor)
textRect = textSurf.get_rect()
textRect.topleft = (top, left)
return (textSurf, textRect)
# 繪制整個(gè)Board
def drawBoard(board, message):
DISPLAYSURF.fill(BGCOLOR) # 繪制背景
if message: # 如果有消息白热,就繪制消息
textSurf, textRect = makeText(message, MESSAGECOLOR, BGCOLOR, 5, 5)
DISPLAYSURF.blit(textSurf, textRect)
#繪制每一個(gè)方塊
for tilex in range(len(board)):
for tiley in range(len(board[0])):
if board[tilex][tiley]:
drawTile(tilex, tiley, board[tilex][tiley])
# 繪制Board的邊框
left, top = getLeftTopOfTile(0, 0)
width = BOARDWIDTH * TILESIZE
height = BOARDHEIGHT * TILESIZE
pygame.draw.rect(DISPLAYSURF, BORDERCOLOR, (left - 5, top - 5, width + 11, height + 11), 4)
# 繪制右下角的三個(gè)按鈕
DISPLAYSURF.blit(RESET_SURF, RESET_RECT)
DISPLAYSURF.blit(NEW_SURF, NEW_RECT)
DISPLAYSURF.blit(SOLVE_SURF, SOLVE_RECT)
# 滑動(dòng)的動(dòng)畫(huà)
def slideAnimation(board, direction, message, animationSpeed):
blankx, blanky = getBlankPosition(board)# 獲得空白方塊的坐標(biāo)
# 根據(jù)方向操作,計(jì)算 movex粗卜、movey(也就是與之交換的方塊的坐標(biāo))
if direction == UP:
movex = blankx
movey = blanky + 1
elif direction == DOWN:
movex = blankx
movey = blanky - 1
elif direction == LEFT:
movex = blankx + 1
movey = blanky
elif direction == RIGHT:
movex = blankx - 1
movey = blanky
drawBoard(board, message) # 顯示消息
baseSurf = DISPLAYSURF.copy() # 拷貝一份原來(lái)的surface
# 在baseSurf上繪制空白的方塊屋确,覆蓋在移動(dòng)的方塊上面
moveLeft, moveTop = getLeftTopOfTile(movex, movey)
pygame.draw.rect(baseSurf, BGCOLOR, (moveLeft, moveTop, TILESIZE, TILESIZE))
pygame.display.update()
FPSCLOCK.tick(FPS)
# 顯示移動(dòng)的動(dòng)畫(huà)
# range(1,5,2) #代表從1到5,間隔2(不包含5)
for i in range(0, TILESIZE, animationSpeed):
DISPLAYSURF.blit(baseSurf, (0, 0))
if direction == UP:
drawTile(movex, movey, board[movex][movey], 0, -i)
if direction == DOWN:
drawTile(movex, movey, board[movex][movey], 0, i)
if direction == LEFT:
drawTile(movex, movey, board[movex][movey], -i, 0)
if direction == RIGHT:
drawTile(movex, movey, board[movex][movey], i, 0)
pygame.display.update()
FPSCLOCK.tick(FPS)
# 生成新的拼圖(就是隨機(jī)打亂已經(jīng)排序好的board,numSlides為打亂的步數(shù))
def generateNewPuzzle(numSlides):
sequence = [] # 儲(chǔ)存打亂的步數(shù)的序列
board = getStartingBoard() # 獲得開(kāi)始board的序列
drawBoard(board, '') # 繪制board
pygame.display.update() # 更新屏幕
pygame.time.wait(500) # 暫停500毫秒 for effect
lastMove = None
for i in range(numSlides):
move = getRandomMove(board, lastMove)# 隨機(jī)的移動(dòng)一步
slideAnimation(board, move, 'Generating new puzzle...', int(TILESIZE / 3)) # 滑動(dòng)的動(dòng)畫(huà)
makeMove(board, move) # 交換空白方塊的位置
sequence.append(move) # 將這個(gè)步驟添加到sequence序列中
lastMove = move
return (board, sequence)
# 根據(jù)所有操作的的序列攻臀,恢復(fù)游戲
def resetAnimation(board, allMoves):
revAllMoves = allMoves[:] # 復(fù)制一份所有操作的的序列
revAllMoves.reverse() # 倒序排列
for move in revAllMoves: # 取出每一步焕数,做相反的操作(就能恢復(fù)為原來(lái)的最初的序列)
if move == UP:
oppositeMove = DOWN
elif move == DOWN:
oppositeMove = UP
elif move == RIGHT:
oppositeMove = LEFT
elif move == LEFT:
oppositeMove = RIGHT
slideAnimation(board, oppositeMove, '', int(TILESIZE / 2)) # 滑動(dòng)的動(dòng)畫(huà)
makeMove(board, oppositeMove) # 交換空白方塊的位置
if __name__ == '__main__':
main()