Pygame合集|【普通玩家VS高手玩家】一带传奇游戏《俄罗斯方块儿》新作—实现AI自动玩游戏~

导语 提到《俄罗斯方块》(Tetris),那真是几乎无人不知无人不晓。

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Pygame合集|【普通玩家VS高手玩家】一带传奇游戏《俄罗斯方块儿》新作—实现AI自动玩游戏~
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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!
Pygame合集|【普通玩家VS高手玩家】一带传奇游戏《俄罗斯方块儿》新作—实现AI自动玩游戏~
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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 Tetris.py、tetris_model.py 和 tetris_ai.py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)Tetris.pyPygame合集|【普通玩家VS高手玩家】一带传奇游戏《俄罗斯方块儿》新作—实现AI自动玩游戏~
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class Tetris(QMainWindow): def __init__(self): super().__init__() self.isStarted = False self.isPaused = False self.nextMove = None self.lastShape = Shape.shapeNoneself.initUI()def initUI(self): self.gridSize = 22 self.speed = 10self.timer = QBasicTimer() self.setFocusPolicy(Qt.StrongFocus)hLayout = QHBoxLayout() self.tboard = Board(self, self.gridSize) hLayout.addWidget(self.tboard)self.sidePanel = SidePanel(self, self.gridSize) hLayout.addWidget(self.sidePanel)self.statusbar = self.statusBar() self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)self.start()self.center() self.setWindowTitle('AI俄罗斯方块儿') self.show()self.setFixedSize(self.tboard.width() + self.sidePanel.width(), self.sidePanel.height() + self.statusbar.height())def center(self): screen = QDesktopWidget().screenGeometry() size = self.geometry() self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)def start(self): if self.isPaused: returnself.isStarted = True self.tboard.score = 0 BOARD_DATA.clear()self.tboard.msg2Statusbar.emit(str(self.tboard.score))BOARD_DATA.createNewPiece() self.timer.start(self.speed, self)def pause(self): if not self.isStarted: returnself.isPaused = not self.isPausedif self.isPaused: self.timer.stop() self.tboard.msg2Statusbar.emit("paused") else: self.timer.start(self.speed, self)self.updateWindow()def updateWindow(self): self.tboard.updateData() self.sidePanel.updateData() self.update()def timerEvent(self, event): if event.timerId() == self.timer.timerId(): if TETRIS_AI and not self.nextMove: self.nextMove = TETRIS_AI.nextMove() if self.nextMove: k = 0 while BOARD_DATA.currentDirection != self.nextMove[0] and k < 4: BOARD_DATA.rotateRight() k += 1 k = 0 while BOARD_DATA.currentX != self.nextMove[1] and k < 5: if BOARD_DATA.currentX > self.nextMove[1]: BOARD_DATA.moveLeft() elif BOARD_DATA.currentX < self.nextMove[1]: BOARD_DATA.moveRight() k += 1 # lines = BOARD_DATA.dropDown() lines = BOARD_DATA.moveDown() self.tboard.score += lines if self.lastShape != BOARD_DATA.currentShape: self.nextMove = None self.lastShape = BOARD_DATA.currentShape self.updateWindow() else: super(Tetris, self).timerEvent(event)def keyPressEvent(self, event): if not self.isStarted or BOARD_DATA.currentShape == Shape.shapeNone: super(Tetris, self).keyPressEvent(event) returnkey = event.key()if key == Qt.Key_P: self.pause() returnif self.isPaused: 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: self.tboard.score += BOARD_DATA.dropDown() else: super(Tetris, self).keyPressEvent(event)self.updateWindow()def drawSquare(painter, x, y, val, s): colorTable = [0x000000, 0xCC6666, 0x66CC66, 0x6666CC, 0xCCCC66, 0xCC66CC, 0x66CCCC, 0xDAAA00]if val == 0: returncolor = QColor(colorTable[val]) painter.fillRect(x + 1, y + 1, s - 2, s - 2, color)painter.setPen(color.lighter()) painter.drawLine(x, y + s - 1, x, y) painter.drawLine(x, y, x + s - 1, y)painter.setPen(color.darker()) painter.drawLine(x + 1, y + s - 1, x + s - 1, y + s - 1) painter.drawLine(x + s - 1, y + s - 1, x + s - 1, y + 1)class SidePanel(QFrame): def __init__(self, parent, gridSize): super().__init__(parent) self.setFixedSize(gridSize * 5, gridSize * BOARD_DATA.height) self.move(gridSize * BOARD_DATA.width, 0) self.gridSize = gridSizedef updateData(self): self.update()def paintEvent(self, event): painter = QPainter(self) minX, maxX, minY, maxY = BOARD_DATA.nextShape.getBoundingOffsets(0)dy = 3 * self.gridSize dx = (self.width() - (maxX - minX) * self.gridSize) / 2val = BOARD_DATA.nextShape.shape for x, y in BOARD_DATA.nextShape.getCoords(0, 0, -minY): drawSquare(painter, x * self.gridSize + dx, y * self.gridSize + dy, val, self.gridSize)class Board(QFrame): msg2Statusbar = pyqtSignal(str) speed = 10def __init__(self, parent, gridSize): super().__init__(parent) self.setFixedSize(gridSize * BOARD_DATA.width, gridSize * BOARD_DATA.height) self.gridSize = gridSize self.initBoard()def initBoard(self): self.score = 0 BOARD_DATA.clear()def paintEvent(self, event): painter = QPainter(self)# Draw backboard for x in range(BOARD_DATA.width): for y in range(BOARD_DATA.height): val = BOARD_DATA.getValue(x, y) drawSquare(painter, x * self.gridSize, y * self.gridSize, val, self.gridSize)# Draw current shape for x, y in BOARD_DATA.getCurrentShapeCoord(): val = BOARD_DATA.currentShape.shape drawSquare(painter, x * self.gridSize, y * self.gridSize, val, self.gridSize)# Draw a border painter.setPen(QColor(0x777777)) painter.drawLine(self.width()-1, 0, self.width()-1, self.height()) painter.setPen(QColor(0xCCCCCC)) painter.drawLine(self.width(), 0, self.width(), self.height())def updateData(self): self.msg2Statusbar.emit(str(self.score)) self.update()if __name__ == '__main__': # random.seed(32) app = QApplication([]) tetris = Tetris() sys.exit(app.exec_())

Pygame合集|【普通玩家VS高手玩家】一带传奇游戏《俄罗斯方块儿》新作—实现AI自动玩游戏~
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2)Tetris_model.py?Pygame合集|【普通玩家VS高手玩家】一带传奇游戏《俄罗斯方块儿》新作—实现AI自动玩游戏~
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Pygame合集|【普通玩家VS高手玩家】一带传奇游戏《俄罗斯方块儿》新作—实现AI自动玩游戏~
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import randomclass Shape(object): shapeNone = 0 shapeI = 1 shapeL = 2 shapeJ = 3 shapeT = 4 shapeO = 5 shapeS = 6 shapeZ = 7shapeCoord = ( ((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): self.shape = shapedef getRotatedOffsets(self, direction): tmpCoords = Shape.shapeCoord[self.shape] if direction == 0 or self.shape == Shape.shapeO: return ((x, y) for x, y in tmpCoords)if direction == 1: return ((-y, x) for x, y in tmpCoords)if direction == 2: if self.shape in (Shape.shapeI, Shape.shapeZ, Shape.shapeS): return ((x, y) for x, y in tmpCoords) else: return ((-x, -y) for x, y in tmpCoords)if direction == 3: if self.shape in (Shape.shapeI, Shape.shapeZ, Shape.shapeS): 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 self.getRotatedOffsets(direction))def getBoundingOffsets(self, direction): tmpCoords = self.getRotatedOffsets(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 = 22def __init__(self): self.backBoard = [0] * BoardData.width * BoardData.heightself.currentX = -1 self.currentY = -1 self.currentDirection = 0 self.currentShape = Shape() self.nextShape = Shape(random.randint(1, 7))self.shapeStat = [0] * 8def getData(self): return self.backBoard[:]def getValue(self, x, y): return self.backBoard[x + y * BoardData.width]def getCurrentShapeCoord(self): return self.currentShape.getCoords(self.currentDirection, self.currentX, self.currentY)def createNewPiece(self): minX, maxX, minY, maxY = self.nextShape.getBoundingOffsets(0) result = False if self.tryMoveCurrent(0, 5, -minY): self.currentX = 5 self.currentY = -minY self.currentDirection = 0 self.currentShape = self.nextShape self.nextShape = Shape(random.randint(1, 7)) result = True else: self.currentShape = Shape() self.currentX = -1 self.currentY = -1 self.currentDirection = 0 result = False self.shapeStat[self.currentShape.shape] += 1 return resultdef tryMoveCurrent(self, direction, x, y): return self.tryMove(self.currentShape, direction, x, y)def tryMove(self, shape, direction, x, y): for x, y in shape.getCoords(direction, x, y): if x >= BoardData.width or x < 0 or y >= BoardData.height or y < 0: return False if self.backBoard[x + y * BoardData.width] > 0: return False return Truedef moveDown(self): lines = 0 if self.tryMoveCurrent(self.currentDirection, self.currentX, self.currentY + 1): self.currentY += 1 else: self.mergePiece() lines = self.removeFullLines() self.createNewPiece() return linesdef dropDown(self): while self.tryMoveCurrent(self.currentDirection, self.currentX, self.currentY + 1): self.currentY += 1 self.mergePiece() lines = self.removeFullLines() self.createNewPiece() return linesdef moveLeft(self): if self.tryMoveCurrent(self.currentDirection, self.currentX - 1, self.currentY): self.currentX -= 1def moveRight(self): if self.tryMoveCurrent(self.currentDirection, self.currentX + 1, self.currentY): self.currentX += 1def rotateRight(self): if self.tryMoveCurrent((self.currentDirection + 1) % 4, self.currentX, self.currentY): self.currentDirection += 1 self.currentDirection %= 4def rotateLeft(self): if self.tryMoveCurrent((self.currentDirection - 1) % 4, self.currentX, self.currentY): self.currentDirection -= 1 self.currentDirection %= 4def removeFullLines(self): newBackBoard = [0] * BoardData.width * BoardData.height newY = BoardData.height - 1 lines = 0 for y in range(BoardData.height - 1, -1, -1): blockCount = sum([1 if self.backBoard[x + y * BoardData.width] > 0 else 0 for x in range(BoardData.width)]) if blockCount < BoardData.width: for x in range(BoardData.width): newBackBoard[x + newY * BoardData.width] = self.backBoard[x + y * BoardData.width] newY -= 1 else: lines += 1 if lines > 0: self.backBoard = newBackBoard return linesdef mergePiece(self): for x, y in self.currentShape.getCoords(self.currentDirection, self.currentX, self.currentY): self.backBoard[x + y * BoardData.width] = self.currentShape.shapeself.currentX = -1 self.currentY = -1 self.currentDirection = 0 self.currentShape = Shape()def clear(self): self.currentX = -1 self.currentY = -1 self.currentDirection = 0 self.currentShape = Shape() self.backBoard = [0] * BoardData.width * BoardData.heightBOARD_DATA = https://www.it610.com/article/BoardData()

3)Tetris_ai.py?Pygame合集|【普通玩家VS高手玩家】一带传奇游戏《俄罗斯方块儿》新作—实现AI自动玩游戏~
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Pygame合集|【普通玩家VS高手玩家】一带传奇游戏《俄罗斯方块儿》新作—实现AI自动玩游戏~
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from tetris_model import BOARD_DATA, Shape import math from datetime import datetime import numpy as npclass TetrisAI(object):def nextMove(self): t1 = datetime.now() if BOARD_DATA.currentShape == Shape.shapeNone: return NonecurrentDirection = BOARD_DATA.currentDirection currentY = BOARD_DATA.currentY _, _, minY, _ = BOARD_DATA.nextShape.getBoundingOffsets(0) nextY = -minY# print("=======") strategy = None if BOARD_DATA.currentShape.shape in (Shape.shapeI, Shape.shapeZ, Shape.shapeS): d0Range = (0, 1) elif BOARD_DATA.currentShape.shape == Shape.shapeO: d0Range = (0,) else: d0Range = (0, 1, 2, 3)if BOARD_DATA.nextShape.shape in (Shape.shapeI, Shape.shapeZ, Shape.shapeS): d1Range = (0, 1) elif BOARD_DATA.nextShape.shape == Shape.shapeO: d1Range = (0,) else: d1Range = (0, 1, 2, 3)for d0 in d0Range: minX, maxX, _, _ = BOARD_DATA.currentShape.getBoundingOffsets(d0) for x0 in range(-minX, BOARD_DATA.width - maxX): board = self.calcStep1Board(d0, x0) for d1 in d1Range: minX, maxX, _, _ = BOARD_DATA.nextShape.getBoundingOffsets(d1) dropDist = self.calcNextDropDist(board, d1, range(-minX, BOARD_DATA.width - maxX)) for x1 in range(-minX, BOARD_DATA.width - maxX): score = self.calculateScore(np.copy(board), d1, x1, dropDist) if not strategy or strategy[2] < score: strategy = (d0, x0, score) print("===", datetime.now() - t1) return strategydef 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.nextShape.getCoords(d0, x0, 0): yy = 0 while yy + y < BOARD_DATA.height and (yy + y < 0 or data[(y + yy), x] == Shape.shapeNone): yy += 1 yy -= 1 if yy < res[x0]: res[x0] = yy return resdef calcStep1Board(self, d0, x0): board = np.array(BOARD_DATA.getData()).reshape((BOARD_DATA.height, BOARD_DATA.width)) self.dropDown(board, BOARD_DATA.currentShape, d0, x0) return boarddef dropDown(self, data, shape, direction, x0): dy = BOARD_DATA.height - 1 for x, y in shape.getCoords(direction, x0, 0): yy = 0 while yy + y < BOARD_DATA.height and (yy + y < 0 or data[(y + yy), x] == Shape.shapeNone): yy += 1 yy -= 1 if yy < dy: dy = yy # print("dropDown: shape {0}, direction {1}, x0 {2}, dy {3}".format(shape.shape, direction, x0, dy)) self.dropDownByDist(data, shape, direction, x0, dy)def dropDownByDist(self, data, shape, direction, x0, dist): for x, y in shape.getCoords(direction, x0, 0): data[y + dist, x] = shape.shapedef calculateScore(self, step1Board, d1, x1, dropDist): # print("calculateScore") t1 = datetime.now() width = BOARD_DATA.width height = BOARD_DATA.heightself.dropDownByDist(step1Board, BOARD_DATA.nextShape, d1, x1, dropDist[x1]) # print(datetime.now() - 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] == Shape.shapeNone: 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(datetime.now() - t1)roofDy = [roofY[i] - roofY[i+1] for i in range(len(roofY) - 1)]if len(roofY) <= 0: stdY = 0 else: stdY = math.sqrt(sum([y ** 2 for y in roofY]) / len(roofY) - (sum(roofY) / len(roofY)) ** 2) if len(roofDy) <= 0: stdDY = 0 else: stdDY = math.sqrt(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(datetime.now() - 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 scoreTETRIS_AI = TetrisAI()

?4)效果展示
1)视频展示——
2)截图展示——
Pygame合集|【普通玩家VS高手玩家】一带传奇游戏《俄罗斯方块儿》新作—实现AI自动玩游戏~
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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......
Pygame合集|【普通玩家VS高手玩家】一带传奇游戏《俄罗斯方块儿》新作—实现AI自动玩游戏~
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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!源码见文末哈自取~
往期推荐阅读——
项目0.1免费测试—姓名猜性别小程序
【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~
项目1.0花样表白神器
【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
【Pygame合集|【普通玩家VS高手玩家】一带传奇游戏《俄罗斯方块儿》新作—实现AI自动玩游戏~】(更多内容+源码都在文章汇总哦!!欢迎阅读~)

Pygame合集|【普通玩家VS高手玩家】一带传奇游戏《俄罗斯方块儿》新作—实现AI自动玩游戏~
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