Initial commit
This commit is contained in:
2
.gitattributes
vendored
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.gitattributes
vendored
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# Auto detect text files and perform LF normalization
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* text=auto
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181
.gitignore
vendored
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.gitignore
vendored
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# Byte-compiled / optimized / DLL files
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__pycache__/
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*.py[cod]
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*$py.class
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# C extensions
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*.so
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# Distribution / packaging
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.Python
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build/
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develop-eggs/
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dist/
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downloads/
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eggs/
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.eggs/
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lib/
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lib64/
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parts/
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sdist/
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var/
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wheels/
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share/python-wheels/
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*.egg-info/
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.installed.cfg
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*.egg
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MANIFEST
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# PyInstaller
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# Usually these files are written by a python script from a template
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# before PyInstaller builds the exe, so as to inject date/other infos into it.
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*.manifest
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*.spec
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||||
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# Installer logs
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||||
pip-log.txt
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||||
pip-delete-this-directory.txt
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||||
# Unit test / coverage reports
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||||
htmlcov/
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.tox/
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.nox/
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.coverage
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.coverage.*
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.cache
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nosetests.xml
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coverage.xml
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*.cover
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*.py,cover
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.hypothesis/
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.pytest_cache/
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cover/
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||||
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# Translations
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*.mo
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*.pot
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||||
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||||
# Django stuff:
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*.log
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||||
local_settings.py
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||||
db.sqlite3
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db.sqlite3-journal
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||||
|
||||
# Flask stuff:
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||||
instance/
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||||
.webassets-cache
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||||
|
||||
# Scrapy stuff:
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||||
.scrapy
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||||
|
||||
# Sphinx documentation
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||||
docs/_build/
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||||
|
||||
# PyBuilder
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.pybuilder/
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target/
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||||
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# Jupyter Notebook
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.ipynb_checkpoints
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# IPython
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profile_default/
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ipython_config.py
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# pyenv
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# For a library or package, you might want to ignore these files since the code is
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# intended to run in multiple environments; otherwise, check them in:
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# .python-version
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# pipenv
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# According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control.
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# However, in case of collaboration, if having platform-specific dependencies or dependencies
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# having no cross-platform support, pipenv may install dependencies that don't work, or not
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# install all needed dependencies.
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#Pipfile.lock
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# UV
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# Similar to Pipfile.lock, it is generally recommended to include uv.lock in version control.
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||||
# This is especially recommended for binary packages to ensure reproducibility, and is more
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# commonly ignored for libraries.
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#uv.lock
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# poetry
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||||
# Similar to Pipfile.lock, it is generally recommended to include poetry.lock in version control.
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||||
# This is especially recommended for binary packages to ensure reproducibility, and is more
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||||
# commonly ignored for libraries.
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||||
# https://python-poetry.org/docs/basic-usage/#commit-your-poetrylock-file-to-version-control
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#poetry.lock
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# pdm
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# Similar to Pipfile.lock, it is generally recommended to include pdm.lock in version control.
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#pdm.lock
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||||
# pdm stores project-wide configurations in .pdm.toml, but it is recommended to not include it
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# in version control.
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||||
# https://pdm.fming.dev/latest/usage/project/#working-with-version-control
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.pdm.toml
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.pdm-python
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.pdm-build/
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# PEP 582; used by e.g. github.com/David-OConnor/pyflow and github.com/pdm-project/pdm
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__pypackages__/
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||||
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||||
# Celery stuff
|
||||
celerybeat-schedule
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||||
celerybeat.pid
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||||
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||||
# SageMath parsed files
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||||
*.sage.py
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||||
|
||||
# Environments
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.env
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.venv
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env/
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venv/
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ENV/
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env.bak/
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||||
venv.bak/
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||||
|
||||
# Spyder project settings
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||||
.spyderproject
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||||
.spyproject
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||||
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||||
# Rope project settings
|
||||
.ropeproject
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||||
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||||
# mkdocs documentation
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/site
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# mypy
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.mypy_cache/
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.dmypy.json
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dmypy.json
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# Pyre type checker
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.pyre/
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# pytype static type analyzer
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.pytype/
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||||
# Cython debug symbols
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||||
cython_debug/
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# PyCharm
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||||
# JetBrains specific template is maintained in a separate JetBrains.gitignore that can
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||||
# be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore
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||||
# and can be added to the global gitignore or merged into this file. For a more nuclear
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# option (not recommended) you can uncomment the following to ignore the entire idea folder.
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#.idea/
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# Ruff stuff:
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.ruff_cache/
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||||
# PyPI configuration file
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.pypirc
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||||
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||||
# Cursor
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||||
# Cursor is an AI-powered code editor.`.cursorignore` specifies files/directories to
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# exclude from AI features like autocomplete and code analysis. Recommended for sensitive data
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||||
# refer to https://docs.cursor.com/context/ignore-files
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.cursorignore
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.cursorindexingignore
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BIN
assets/SourceHanSansCN-Regular.otf
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BIN
assets/SourceHanSansCN-Regular.otf
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BIN
assets/chain reaction.mp3
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BIN
assets/chain reaction.mp3
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BIN
assets/click.mp3
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BIN
assets/click.mp3
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BIN
assets/favicon.ico
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BIN
assets/favicon.ico
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BIN
assets/game over.mp3
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BIN
assets/game over.mp3
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Binary file not shown.
BIN
assets/game-music-loop.mp3
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BIN
assets/game-music-loop.mp3
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BIN
assets/merge.mp3
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BIN
assets/merge.mp3
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BIN
assets/press-start-2p.ttf
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BIN
assets/press-start-2p.ttf
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game_v2.py
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game_v2.py
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# game.py
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# ==============================================================================
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# --- 1. 导入所有需要的库 (IMPORT LIBRARIES) ---
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# ==============================================================================
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# 导入库就像是为你的项目准备工具箱,每个库都有特定的功能。
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import pygame # Pygame库,是制作2D游戏的核心,负责处理图形、声音、用户输入等。
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import sys # 系统库,在这里主要用于安全地退出程序 (sys.exit())。
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import os # 操作系统库,用于处理文件和文件夹路径,能确保在Windows、Mac、Linux上路径格式都正确。
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import random # 随机库,用于生成随机数,比如随机生成方块的数字。
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import time # 时间库,用于处理时间相关的操作,比如实现动画的延迟效果。
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from typing import List, Tuple, Dict, Any, Optional # 类型提示库,它不影响程序运行,但能让代码更清晰、更易读,方便开发者理解变量应该是什么类型。
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# ==============================================================================
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# --- 2. 游戏配置 (GAME CONFIGURATION) ---
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# 您可以在此区域内,自由修改游戏的所有参数,无需触碰下方的核心代码。
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# 这里就像是游戏的“控制面板”,调整数值就能改变游戏玩法和外观。
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# ==============================================================================
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# --- 2.1 核心逻辑配置 (Core Logic) ---
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# ------------------------------------------------------------------------------
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BOARD_SIZE = 6 # 棋盘尺寸。例如 6 就是 6x6 的棋盘。
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INITIAL_OPPORTUNITIES = 10 # 【重要】初始机会次数。这是游戏开始时玩家拥有的点击次数。
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MAX_OPPORTUNITIES = 10 # 允许通过消除方块累计的最大机会次数。
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MAX_INITIAL_NUMBER = 6 # 游戏开始或补充新方块时,生成的数字的最大值。例如设为10,则会随机生成1到10的整数。
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# --- 2.2 屏幕与布局 (Screen & Layout) ---
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# ------------------------------------------------------------------------------
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SCREEN_WIDTH = 900 # 游戏窗口的宽度(单位:像素)。
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SCREEN_HEIGHT = 1000 # 游戏窗口的高度(单位:像素)。
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FPS = 60 # 游戏的目标帧率 (Frames Per Second)。越高画面越流畅,但对电脑性能要求也越高。60是理想值。
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CELL_SIZE = 100 # 棋盘上每个方块的边长(单位:像素)。
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GRID_GAP = 12 # 棋盘上每个方块之间的间隙(单位:像素)。
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BOARD_BG_COLOR = (44, 62, 80) # 棋盘的背景颜色 (RGB格式)。
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EMPTY_CELL_COLOR = (52, 73, 94) # 棋盘上空格子(等待方块填充时)的颜色 (RGB格式)。
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# --- 2.3 UI 可视化配置 (UI VISUAL SETTINGS) ---
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# ------------------------------------------------------------------------------
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# 【重要】这里是您定制游戏“颜值”的核心区域。
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UI_SETTINGS = {
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# --- 主菜单界面 (Main Menu) ---
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"MENU_TITLE_LINE1": "Number", # 菜单标题第一行
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"MENU_TITLE_LINE2": "Evolve", # 菜单标题第二行
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"MENU_TITLE_POS": (SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 - 150), # 标题的中心坐标 (X, Y)。修改第二个值可上下移动标题。
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"MENU_TITLE_LINE_SPACING": 70, # 标题有多行时,行与行之间的垂直距离。
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"MENU_TITLE_FONT_SIZE": 40, # 标题的字体大小。
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"MENU_SUBTITLE_POS": (SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 - 40), # 副标题的中心坐标 (X, Y)。
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"MENU_SUBTITLE_FONT_SIZE": 14, # 副标题的字体大小。
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"MENU_START_BUTTON_POS": (SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 + 80), # “开始游戏”按钮的中心坐标 (X, Y)。
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"MENU_BUTTON_SIZE": (360, 80), # 菜单上按钮的尺寸 (宽度, 高度)。
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"MENU_BUTTON_FONT_SIZE": 32, # 菜单上按钮的字体大小。
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# --- 游戏内方块 (In-Game Cells) ---
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"CELL_NUMBER_FONT_SIZE": 45, # 【重要】棋盘方块内数字的字体大小。
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# --- 顶部信息栏 - 通用设置 (In-Game HUD - General) ---
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"HUD_HEIGHT": 200, # 顶部信息栏的整体高度。
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"HUD_BG_COLOR": (52, 73, 94), # 顶部信息栏的背景颜色。
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"HUD_LABEL_VALUE_SPACING": 40, # 【重要】信息栏中“标签(如Score)”和其下方“数值(如100)”之间的【行间距】。
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# --- 顶部信息栏 - “分数”模块 (HUD - Score Module) ---
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"HUD_SCORE_LABEL_POS": (225, 140), # “Score”标签的 (X, Y) 坐标。
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"HUD_SCORE_LABEL_FONT_SIZE": 22, # “Score”标签的字体大小。
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"HUD_SCORE_VALUE_FONT_SIZE": 36, # 分数数值的字体大小。
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"HUD_SCORE_VALUE_COLOR": (255, 215, 0), # 分数数值的颜色 (金色)。
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# --- 顶部信息栏 - “机会”模块 (HUD - Tries Module) ---
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"HUD_TRIES_LABEL_POS": (450, 140), # “Tries”标签的 (X, Y) 坐标。
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"HUD_TRIES_LABEL_FONT_SIZE": 22, # “Tries”标签的字体大小。
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"HUD_TRIES_STARS_FONT_SIZE": 36, # 机会星星的字体大小。
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"HUD_TRIES_STARS_COLOR": (255, 215, 0), # 机会星星的颜色 (金色)。
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# --- 顶部信息栏 - “最高分”模块 (HUD - Highest Module) ---
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"HUD_HIGHEST_LABEL_POS": (675, 140), # “Highest”标签的 (X, Y) 坐标。
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"HUD_HIGHEST_LABEL_FONT_SIZE": 22, # “Highest”标签的字体大小。
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"HUD_HIGHEST_VALUE_FONT_SIZE": 36, # 最高分数值的字体大小。
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"HUD_HIGHEST_VALUE_COLOR": (255, 215, 0), # 最高分数值的颜色 (金色)。
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# --- 游戏内顶部按钮 (In-Game Top Buttons) ---
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"INGAME_BUTTON_SIZE": (150, 50), # 游戏内顶部按钮的尺寸。
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"INGAME_BUTTON_FONT_SIZE": 16, # 游戏内顶部按钮的字体大小。
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"INGAME_BUTTON_Y": 35, # 游戏内顶部按钮的Y坐标。
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"INGAME_BUTTON_SPACING": 20, # 游戏内顶部按钮之间的水平间距。
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# --- 游戏结束菜单 (Game Over Menu) ---
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"GAMEOVER_TITLE_POS": (SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 - 180), # "Game Over"标题的中心坐标。
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"GAMEOVER_TITLE_FONT_SIZE": 70, # "Game Over"标题的字体大小。
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"GAMEOVER_SCORE_TEXT_BASE_POS": (SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 - 60), # 最终分数文本的【基准】中心坐标。
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"GAMEOVER_SCORE_TEXT_FONT_SIZE": 18, # 最终分数文本的字体大小。
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"GAMEOVER_SCORE_LINE_SPACING": 50, # 【重要】最终分数和最高数字之间的【行间距】。
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"GAMEOVER_RESTART_BUTTON_POS": (SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 + 80), # “再玩一局”按钮的中心坐标。
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# --- 游戏内按钮颜色 (In-Game Button Colors) ---
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"BUTTON_RESTART_BG": (26, 188, 156), # 重玩按钮的背景色
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"BUTTON_RESTART_HOVER": (22, 160, 133), # 重玩按钮悬停时的颜色
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"BUTTON_MUTE_BG": (230, 126, 34), # 静音按钮的背景色
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"BUTTON_MUTE_HOVER": (211, 84, 0), # 静音按钮悬停时的颜色
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"BUTTON_EXIT_BG": (231, 76, 60), # 退出按钮的背景色
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"BUTTON_EXIT_HOVER": (192, 57, 43), # 退出按钮悬停时的颜色
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"BUTTON_MENU_START_BG": (46, 204, 113), # 菜单“开始”按钮的背景色
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"BUTTON_MENU_START_HOVER": (39, 174, 96), # 菜单“开始”按钮悬停时的颜色
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}
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# --- 2.4 单元格颜色 (Cell Colors) ---
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# ------------------------------------------------------------------------------
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# 此颜色表定义了不同数字的方块的背景色和文字颜色。
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# 字典的键是数字,值是包含背景('bg')和文字('text')颜色的另一个字典。
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# 'default' 用于处理所有未明确定义的更高数字的颜色。
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COLOR_MAP = {
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1: {'bg': (236, 240, 241), 'text': (52, 73, 94)},
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2: {'bg': (52, 152, 219), 'text': (255, 255, 255)},
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3: {'bg': (46, 204, 113), 'text': (255, 255, 255)},
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4: {'bg': (241, 196, 15), 'text': (255, 255, 255)},
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5: {'bg': (230, 126, 34), 'text': (255, 255, 255)},
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6: {'bg': (231, 76, 60), 'text': (255, 255, 255)},
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7: {'bg': (155, 89, 182), 'text': (255, 255, 255)},
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8: {'bg': (26, 188, 156), 'text': (255, 255, 255)},
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9: {'bg': (211, 84, 0), 'text': (255, 255, 255)},
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10: {'bg': (192, 57, 43), 'text': (255, 255, 255)},
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11: {'bg': (142, 68, 173), 'text': (255, 255, 255)},
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12: {'bg': (39, 174, 96), 'text': (255, 255, 255)},
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'default': {'bg': (127, 140, 141), 'text': (255, 255, 255)}
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}
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# --- 2.5 资源文件路径 (Asset Paths) ---
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||||
# ------------------------------------------------------------------------------
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||||
# 【打包EXE修复】下面的函数和路径定义是为了解决打包成exe后闪退的问题。
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def resource_path(relative_path: str) -> str:
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"""
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获取资源的绝对路径。这是解决PyInstaller打包后找不到资源文件问题的关键。
|
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当程序被打包成一个文件(.exe)时, 资源文件会被解压到一个临时的系统文件夹中。
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||||
这个函数能正确地找到那个临时文件夹的路径。
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"""
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try:
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# PyInstaller 会创建一个名为 _MEIPASS 的临时文件夹,并把路径存储在 sys 模块中
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base_path = sys._MEIPASS
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except Exception:
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||||
# 如果不是在打包环境下运行(即直接运行.py文件),则基路径就是当前工作目录
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||||
base_path = os.path.abspath(".")
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||||
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# 将基础路径和相对路径拼接成一个完整的绝对路径
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||||
return os.path.join(base_path, relative_path)
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||||
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||||
# 【打包EXE修复】使用 resource_path 函数来重新定义所有资源文件的路径
|
||||
# 这样做可以确保无论是在开发环境还是在打包后的exe中,程序都能找到这些文件。
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||||
ASSETS_DIR_NAME = 'assets' # 资源文件夹的名称保持不变
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||||
FONT_PATH = resource_path(os.path.join(ASSETS_DIR_NAME, 'press-start-2p.ttf'))
|
||||
ICON_PATH = resource_path(os.path.join(ASSETS_DIR_NAME, 'favicon.ico'))
|
||||
CLICK_SOUND_PATH = resource_path(os.path.join(ASSETS_DIR_NAME, 'click.mp3'))
|
||||
MERGE_SOUND_PATH = resource_path(os.path.join(ASSETS_DIR_NAME, 'merge.mp3'))
|
||||
CHAIN_SOUND_PATH = resource_path(os.path.join(ASSETS_DIR_NAME, 'chain reaction.mp3'))
|
||||
GAMEOVER_SOUND_PATH = resource_path(os.path.join(ASSETS_DIR_NAME, 'game over.mp3'))
|
||||
MUSIC_PATH = resource_path(os.path.join(ASSETS_DIR_NAME, 'game-music-loop.mp3'))
|
||||
|
||||
# 定义音量
|
||||
MUSIC_VOLUME, SFX_VOLUME = 0.3, 0.5
|
||||
|
||||
# --- 2.6 其他配置 (Other Settings) ---
|
||||
# ------------------------------------------------------------------------------
|
||||
ANIMATION_SPEED = 0.2 # 动画速度。值越大,方块移动和缩放越快。
|
||||
SCORE_POPUP_DURATION = 60 # 分数弹出动画的持续时间(以帧为单位)。60帧大约是1秒。
|
||||
SCORE_POPUP_SPEED = 2 # 分数向上漂浮的速度(每帧移动的像素数)。
|
||||
WHITE = (255, 255, 255) # 预定义白色,方便使用
|
||||
GOLD = (255, 215, 0) # 预定义金色,方便使用
|
||||
DARK_OVERLAY = (0, 0, 0, 180) # 菜单背景的半透明黑色遮罩。第四个值是透明度(0-255)。
|
||||
|
||||
# ==============================================================================
|
||||
# --- 3. 游戏核心代码 (CORE GAME CODE) ---
|
||||
# 下方为游戏的核心实现,通常无需修改。这里是游戏“引擎”的部分。
|
||||
# ==============================================================================
|
||||
|
||||
def draw_text(surface: pygame.Surface, text: str, font: pygame.font.Font, color: Tuple, center: Tuple):
|
||||
"""一个通用的函数,用于在指定位置绘制【居中】的文本。"""
|
||||
# 1. 使用字体和颜色渲染文本,生成一个"文本表面"
|
||||
text_surface = font.render(str(text), True, color)
|
||||
# 2. 获取这个文本表面的矩形区域,并将其中心点设置为指定的center坐标
|
||||
text_rect = text_surface.get_rect(center=center)
|
||||
# 3. 将文本表面绘制到主屏幕(surface)上
|
||||
surface.blit(text_surface, text_rect)
|
||||
|
||||
def draw_rounded_rect(surface: pygame.Surface, rect: pygame.Rect, color: Tuple, radius: int):
|
||||
"""一个通用的函数,用于绘制圆角矩形。"""
|
||||
# Pygame内置的draw.rect函数支持border_radius参数,可以直接画出圆角
|
||||
pygame.draw.rect(surface, color, rect, border_radius=radius)
|
||||
|
||||
class Cell:
|
||||
"""此类代表棋盘上的一个单元格(方块)。它负责管理自己的所有信息和行为。"""
|
||||
def __init__(self, value: int, row: int, col: int, board_top_left: Tuple):
|
||||
"""初始化一个单元格对象。"""
|
||||
self.value = value # 方块上的数字
|
||||
self.row, self.col = row, col # 在棋盘网格中的行和列
|
||||
self.board_top_left = board_top_left # 棋盘左上角的屏幕坐标,用于计算自身位置
|
||||
|
||||
# 动画相关的属性
|
||||
self.x, self.y = self.get_target_pos() # 当前的像素坐标,用于平滑移动
|
||||
self.scale = 0.0 # 初始缩放比例为0,实现“凭空出现”的动画效果
|
||||
self.is_merging = False # 标记此方块是否正在被合并掉
|
||||
|
||||
def get_target_pos(self) -> Tuple[float, float]:
|
||||
"""根据单元格的行列位置,计算它在屏幕上的【目标】像素坐标。"""
|
||||
board_x, board_y = self.board_top_left
|
||||
# 公式:棋盘左上角坐标 + 间隙 + 自身所在行列 * (方块大小 + 间隙)
|
||||
target_x = board_x + GRID_GAP + self.col * (CELL_SIZE + GRID_GAP)
|
||||
target_y = board_y + GRID_GAP + self.row * (CELL_SIZE + GRID_GAP)
|
||||
return (target_x, target_y)
|
||||
|
||||
def update(self):
|
||||
"""每帧更新单元格的状态,用于实现平滑的动画效果(缓动动画)。"""
|
||||
# --- 位置动画 ---
|
||||
target_x, target_y = self.get_target_pos()
|
||||
# 核心公式: new_pos = current_pos + (target_pos - current_pos) * speed
|
||||
# 这会让方块每帧都靠近目标位置一段距离,速度会越来越慢,看起来很自然。
|
||||
self.x += (target_x - self.x) * ANIMATION_SPEED
|
||||
self.y += (target_y - self.y) * ANIMATION_SPEED
|
||||
|
||||
# --- 缩放动画 ---
|
||||
# 如果方块正在被合并,目标缩放为0 (消失);否则为1 (正常大小)。
|
||||
target_scale = 0.0 if self.is_merging else 1.0
|
||||
self.scale += (target_scale - self.scale) * ANIMATION_SPEED
|
||||
|
||||
def draw(self, surface: pygame.Surface):
|
||||
"""将单元格绘制到屏幕上。"""
|
||||
if self.scale < 0.01: return # 如果方块太小,不绘制以提高性能
|
||||
|
||||
colors = COLOR_MAP.get(self.value, COLOR_MAP['default'])
|
||||
scaled_size = CELL_SIZE * self.scale
|
||||
rect = pygame.Rect(self.x + (CELL_SIZE - scaled_size) / 2,
|
||||
self.y + (CELL_SIZE - scaled_size) / 2,
|
||||
scaled_size, scaled_size)
|
||||
|
||||
draw_rounded_rect(surface, rect, colors['bg'], 15)
|
||||
|
||||
# 当方块放大到一定程度时才绘制数字
|
||||
if self.scale > 0.8:
|
||||
font_size = int(UI_SETTINGS["CELL_NUMBER_FONT_SIZE"] * self.scale)
|
||||
cell_font = pygame.font.Font(FONT_PATH, font_size)
|
||||
draw_text(surface, str(self.value), cell_font, colors['text'], rect.center)
|
||||
|
||||
class ScorePopup:
|
||||
"""此类代表合并时弹出的得分数字,它会向上漂浮并逐渐消失。"""
|
||||
def __init__(self, value: int, pos: Tuple, font: pygame.font.Font):
|
||||
self.value = value
|
||||
self.pos = list(pos) # 转换为列表,因为元组tuple不能修改
|
||||
self.font = font
|
||||
self.lifetime = SCORE_POPUP_DURATION # 存活时间(帧数)
|
||||
self.alpha = 255 # 初始透明度 (255为完全不透明)
|
||||
|
||||
def update(self):
|
||||
"""每帧更新弹出分数的位置和透明度。"""
|
||||
self.pos[1] -= SCORE_POPUP_SPEED # Y坐标减小,实现向上漂浮
|
||||
self.lifetime -= 1
|
||||
self.alpha = max(0, 255 * (self.lifetime / SCORE_POPUP_DURATION))
|
||||
|
||||
def draw(self, surface: pygame.Surface):
|
||||
"""将弹出分数绘制到屏幕上。"""
|
||||
text_surface = self.font.render(f"+{self.value}", True, WHITE)
|
||||
text_surface.set_alpha(self.alpha)
|
||||
surface.blit(text_surface, self.pos)
|
||||
|
||||
class Button:
|
||||
"""一个通用的按钮类,处理绘制、鼠标悬停和点击事件。"""
|
||||
def __init__(self, rect: Tuple, text: str, font: pygame.font.Font, text_color: Tuple, bg_color: Tuple, hover_color: Tuple):
|
||||
self.rect = pygame.Rect(rect)
|
||||
self.text = text
|
||||
self.font = font
|
||||
self.text_color = text_color
|
||||
self.colors = {'normal': bg_color, 'hover': hover_color}
|
||||
self.is_hovered = False
|
||||
|
||||
def set_text(self, text: str):
|
||||
"""允许在游戏过程中改变按钮的文字,比如"Mute" -> "Unmute"."""
|
||||
self.text = text
|
||||
|
||||
def handle_event(self, event: pygame.event.Event) -> bool:
|
||||
"""处理单个事件,判断按钮是否被点击。"""
|
||||
if event.type == pygame.MOUSEMOTION:
|
||||
self.is_hovered = self.rect.collidepoint(event.pos)
|
||||
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1 and self.is_hovered:
|
||||
return True # 返回True,表示按钮被点击了
|
||||
return False
|
||||
|
||||
def draw(self, surface: pygame.Surface):
|
||||
"""将按钮绘制到屏幕上。"""
|
||||
color = self.colors['hover'] if self.is_hovered else self.colors['normal']
|
||||
draw_rounded_rect(surface, self.rect, color, 15)
|
||||
draw_text(surface, self.text, self.font, self.text_color, self.rect.center)
|
||||
|
||||
class Game:
|
||||
"""游戏的主控制类,像一个“总司令”,管理着游戏的所有方面。"""
|
||||
def __init__(self):
|
||||
"""初始化整个游戏。这个函数在游戏开始时只运行一次。"""
|
||||
pygame.init(); pygame.mixer.init()
|
||||
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
|
||||
pygame.display.set_caption("Number Evolve")
|
||||
# 【打包EXE修复】原版代码没有设置图标,这里也保持一致,仅在资源路径定义中保留ICON_PATH变量
|
||||
# 如果需要设置图标,可以取消下面这行代码的注释
|
||||
# try: pygame.display.set_icon(pygame.image.load(ICON_PATH))
|
||||
# except: print("Warning: Icon file not found or could not be loaded.")
|
||||
|
||||
self.clock = pygame.time.Clock()
|
||||
self.calculate_layout()
|
||||
self.load_assets()
|
||||
self.create_ui()
|
||||
self.reset_game_state()
|
||||
|
||||
# 游戏状态管理
|
||||
self.flow_state = "START_MENU" # 'START_MENU', 'PLAYING', 'GAME_OVER'
|
||||
self.turn_state = "IDLE" # 'IDLE', 'CHECK_MATCHES', 'MERGING', 'DROPPING', 'REFILLING'
|
||||
self.animation_end_time = 0
|
||||
self.is_muted = False
|
||||
|
||||
def calculate_layout(self):
|
||||
"""计算棋盘在屏幕上的位置,使其居中。"""
|
||||
board_width = BOARD_SIZE * CELL_SIZE + (BOARD_SIZE + 1) * GRID_GAP
|
||||
self.board_rect = pygame.Rect(
|
||||
(SCREEN_WIDTH - board_width) / 2,
|
||||
UI_SETTINGS["HUD_HEIGHT"] + (SCREEN_HEIGHT - UI_SETTINGS["HUD_HEIGHT"] - board_width) / 2,
|
||||
board_width, board_width
|
||||
)
|
||||
|
||||
def load_assets(self):
|
||||
"""加载所有外部资源文件,如字体和声音。"""
|
||||
try:
|
||||
# 【打包EXE修复】这里的 FONT_PATH 等变量现在由 resource_path 函数生成,路径总是正确的
|
||||
if not os.path.exists(FONT_PATH): raise FileNotFoundError(f"Font not found: {FONT_PATH}")
|
||||
self.fonts = {
|
||||
'title': pygame.font.Font(FONT_PATH, UI_SETTINGS["MENU_TITLE_FONT_SIZE"]),
|
||||
'subtitle': pygame.font.Font(FONT_PATH, UI_SETTINGS["MENU_SUBTITLE_FONT_SIZE"]),
|
||||
'popup': pygame.font.Font(FONT_PATH, 36),
|
||||
'button': pygame.font.Font(FONT_PATH, UI_SETTINGS["MENU_BUTTON_FONT_SIZE"]),
|
||||
'ingame_button': pygame.font.Font(FONT_PATH, UI_SETTINGS["INGAME_BUTTON_FONT_SIZE"]),
|
||||
'score_label': pygame.font.Font(FONT_PATH, UI_SETTINGS["HUD_SCORE_LABEL_FONT_SIZE"]),
|
||||
'score_value': pygame.font.Font(FONT_PATH, UI_SETTINGS["HUD_SCORE_VALUE_FONT_SIZE"]),
|
||||
'tries_label': pygame.font.Font(FONT_PATH, UI_SETTINGS["HUD_TRIES_LABEL_FONT_SIZE"]),
|
||||
'tries_stars': pygame.font.Font(FONT_PATH, UI_SETTINGS["HUD_TRIES_STARS_FONT_SIZE"]),
|
||||
'highest_label': pygame.font.Font(FONT_PATH, UI_SETTINGS["HUD_HIGHEST_LABEL_FONT_SIZE"]),
|
||||
'highest_value': pygame.font.Font(FONT_PATH, UI_SETTINGS["HUD_HIGHEST_VALUE_FONT_SIZE"]),
|
||||
'gameover_title': pygame.font.Font(FONT_PATH, UI_SETTINGS["GAMEOVER_TITLE_FONT_SIZE"]),
|
||||
'gameover_score': pygame.font.Font(FONT_PATH, UI_SETTINGS["GAMEOVER_SCORE_TEXT_FONT_SIZE"]),
|
||||
}
|
||||
self.sounds = {'click': pygame.mixer.Sound(CLICK_SOUND_PATH), 'merge': pygame.mixer.Sound(MERGE_SOUND_PATH),
|
||||
'chain': pygame.mixer.Sound(CHAIN_SOUND_PATH), 'over': pygame.mixer.Sound(GAMEOVER_SOUND_PATH)}
|
||||
for s in self.sounds.values(): s.set_volume(SFX_VOLUME)
|
||||
pygame.mixer.music.load(MUSIC_PATH)
|
||||
pygame.mixer.music.set_volume(MUSIC_VOLUME)
|
||||
except Exception as e:
|
||||
# 如果任何资源加载失败,打印错误信息并退出。
|
||||
print(f"FATAL ERROR loading assets: {e}"); sys.exit()
|
||||
|
||||
def create_ui(self):
|
||||
"""根据配置信息,创建游戏中所有的按钮实例。"""
|
||||
w, h = UI_SETTINGS["MENU_BUTTON_SIZE"]; cx, start_y = UI_SETTINGS["MENU_START_BUTTON_POS"]
|
||||
self.start_button = Button((cx - w/2, start_y, w, h), "Start Game", self.fonts['button'], WHITE, UI_SETTINGS["BUTTON_MENU_START_BG"], UI_SETTINGS["BUTTON_MENU_START_HOVER"])
|
||||
|
||||
restart_cx, restart_y = UI_SETTINGS["GAMEOVER_RESTART_BUTTON_POS"]
|
||||
self.restart_button = Button((restart_cx - w/2, restart_y, w, h), "Play Again", self.fonts['button'], WHITE, UI_SETTINGS["BUTTON_MENU_START_BG"], UI_SETTINGS["BUTTON_MENU_START_HOVER"])
|
||||
|
||||
w_ingame, h_ingame = UI_SETTINGS["INGAME_BUTTON_SIZE"]; y_ingame = UI_SETTINGS["INGAME_BUTTON_Y"]
|
||||
spacing = UI_SETTINGS["INGAME_BUTTON_SPACING"]; total_width = 3 * w_ingame + 2 * spacing
|
||||
start_x = (SCREEN_WIDTH - total_width) / 2
|
||||
|
||||
self.ingame_restart_button = Button((start_x, y_ingame, w_ingame, h_ingame), "Restart", self.fonts['ingame_button'], WHITE, UI_SETTINGS["BUTTON_RESTART_BG"], UI_SETTINGS["BUTTON_RESTART_HOVER"])
|
||||
self.mute_button = Button((start_x + w_ingame + spacing, y_ingame, w_ingame, h_ingame), "Mute", self.fonts['ingame_button'], WHITE, UI_SETTINGS["BUTTON_MUTE_BG"], UI_SETTINGS["BUTTON_MUTE_HOVER"])
|
||||
self.exit_button = Button((start_x + 2 * (w_ingame + spacing), y_ingame, w_ingame, h_ingame), "Exit", self.fonts['ingame_button'], WHITE, UI_SETTINGS["BUTTON_EXIT_BG"], UI_SETTINGS["BUTTON_EXIT_HOVER"])
|
||||
|
||||
self.score_popups = []
|
||||
|
||||
def reset_game_state(self):
|
||||
"""重置所有与一局游戏相关的变量,用于开始新游戏或重玩。"""
|
||||
self.board = [[None for _ in range(BOARD_SIZE)] for _ in range(BOARD_SIZE)]
|
||||
self.score, self.opportunities, self.highest_number, self.combo_counter = 0, INITIAL_OPPORTUNITIES, 0, 0
|
||||
self.last_clicked_pos = None
|
||||
|
||||
def start_new_game(self):
|
||||
"""开始一局全新的游戏。"""
|
||||
self.reset_game_state()
|
||||
values = [[random.randint(1, MAX_INITIAL_NUMBER) for _ in range(BOARD_SIZE)] for _ in range(BOARD_SIZE)]
|
||||
# 循环生成,直到初始棋盘上没有任何可以消除的组合,确保开局公平
|
||||
while self.check_for_matches(values)[0]:
|
||||
values = [[random.randint(1, MAX_INITIAL_NUMBER) for _ in range(BOARD_SIZE)] for _ in range(BOARD_SIZE)]
|
||||
for r in range(BOARD_SIZE):
|
||||
for c in range(BOARD_SIZE):
|
||||
self.board[r][c] = Cell(values[r][c], r, c, self.board_rect.topleft)
|
||||
if values[r][c] > self.highest_number: self.highest_number = values[r][c]
|
||||
self.flow_state, self.turn_state = "PLAYING", "IDLE"
|
||||
if not self.is_muted: pygame.mixer.music.play(-1) # -1表示无限循环播放
|
||||
|
||||
def play_sound(self, sound_key: str):
|
||||
"""播放一个指定的音效,但会检查静音状态。"""
|
||||
if not self.is_muted: self.sounds[sound_key].play()
|
||||
|
||||
def run(self):
|
||||
"""游戏的主循环。这个循环会一直运行,直到玩家关闭窗口。"""
|
||||
while True:
|
||||
# 1. 处理用户输入 (键盘、鼠标)
|
||||
self.handle_events()
|
||||
# 2. 更新游戏状态 (移动方块、计算分数、检查逻辑)
|
||||
self.update()
|
||||
# 3. 将所有东西绘制到屏幕上
|
||||
self.draw()
|
||||
# 4. 控制游戏速度,确保在所有电脑上运行速度一致
|
||||
self.clock.tick(FPS)
|
||||
|
||||
def handle_events(self):
|
||||
"""处理所有来自用户的事件。"""
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT: pygame.quit(); sys.exit()
|
||||
|
||||
# 根据当前的游戏流程状态,将事件分发给对应的处理器
|
||||
if self.flow_state == "START_MENU":
|
||||
if self.start_button.handle_event(event): self.play_sound('click'); self.start_new_game()
|
||||
elif self.flow_state == "GAME_OVER":
|
||||
if self.restart_button.handle_event(event): self.play_sound('click'); self.start_new_game()
|
||||
elif self.flow_state == "PLAYING":
|
||||
if self.ingame_restart_button.handle_event(event): self.play_sound('click'); self.start_new_game()
|
||||
if self.exit_button.handle_event(event): pygame.quit(); sys.exit()
|
||||
if self.mute_button.handle_event(event):
|
||||
self.is_muted = not self.is_muted; self.mute_button.set_text("Unmute" if self.is_muted else "Mute")
|
||||
if self.is_muted: pygame.mixer.music.pause()
|
||||
else: pygame.mixer.music.unpause()
|
||||
|
||||
# 只有在等待玩家操作(IDLE)时,才处理棋盘点击
|
||||
if self.turn_state == "IDLE" and event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
|
||||
self.handle_board_click(event.pos)
|
||||
|
||||
def update(self):
|
||||
"""每帧更新游戏世界中的所有动态对象。"""
|
||||
for r in range(BOARD_SIZE):
|
||||
for c in range(BOARD_SIZE):
|
||||
if self.board[r][c]: self.board[r][c].update()
|
||||
for p in self.score_popups[:]:
|
||||
p.update()
|
||||
if p.lifetime <= 0: self.score_popups.remove(p)
|
||||
|
||||
# 持续更新按钮的悬停状态
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
# 伪造一个MOUSEMOTION事件传递给按钮,让它们能实时响应悬停
|
||||
fake_event = pygame.event.Event(pygame.MOUSEMOTION, pos=mouse_pos)
|
||||
if self.flow_state == "START_MENU":
|
||||
self.start_button.handle_event(fake_event)
|
||||
elif self.flow_state == "GAME_OVER":
|
||||
self.restart_button.handle_event(fake_event)
|
||||
elif self.flow_state == "PLAYING":
|
||||
self.ingame_restart_button.handle_event(fake_event)
|
||||
self.mute_button.handle_event(fake_event)
|
||||
self.exit_button.handle_event(fake_event)
|
||||
|
||||
# 如果不在游戏进行中,或者动画正在播放,则不执行后续的游戏逻辑更新
|
||||
if self.flow_state != "PLAYING" or time.time() < self.animation_end_time: return
|
||||
|
||||
# --- 游戏逻辑状态机:定义了消除、下落、填充的自动流程 ---
|
||||
if self.turn_state == "CHECK_MATCHES":
|
||||
values = [[cell.value if cell else 0 for cell in row] for row in self.board]
|
||||
has_matches, matches_list = self.check_for_matches(values)
|
||||
if not has_matches:
|
||||
self.turn_state = "IDLE"; self.combo_counter = 0
|
||||
if self.opportunities <= 0:
|
||||
self.play_sound('over'); self.flow_state = "GAME_OVER"; pygame.mixer.music.stop()
|
||||
else:
|
||||
self.combo_counter += 1; self.play_sound('chain' if self.combo_counter > 1 else 'merge')
|
||||
if self.opportunities < MAX_OPPORTUNITIES: self.opportunities += 1
|
||||
self.process_merges(matches_list)
|
||||
self.turn_state = "MERGING"; self.animation_end_time = time.time() + 0.3
|
||||
elif self.turn_state == "MERGING":
|
||||
self.turn_state = "DROPPING"; self.process_gravity(); self.animation_end_time = time.time() + 0.3
|
||||
elif self.turn_state == "DROPPING":
|
||||
self.turn_state = "REFILLING"; self.process_refill(); self.animation_end_time = time.time() + 0.3
|
||||
elif self.turn_state == "REFILLING":
|
||||
self.turn_state = "CHECK_MATCHES"; self.last_clicked_pos = None
|
||||
|
||||
def draw(self):
|
||||
"""将所有游戏元素绘制到屏幕上。绘制顺序很重要,像画油画一样,一层一层往上画。"""
|
||||
self.screen.fill(UI_SETTINGS["HUD_BG_COLOR"]) # 1. 绘制最底层的背景
|
||||
self.draw_stats_bar() # 2. 绘制信息栏
|
||||
self.draw_board_bg() # 3. 绘制棋盘背景
|
||||
|
||||
for r in range(BOARD_SIZE): # 4. 绘制所有方块
|
||||
for c in range(BOARD_SIZE):
|
||||
if self.board[r][c]: self.board[r][c].draw(self.screen)
|
||||
for p in self.score_popups: p.draw(self.screen) # 5. 绘制分数弹出效果
|
||||
|
||||
# 6. 根据游戏流程,绘制最上层的UI(菜单或按钮)
|
||||
if self.flow_state == "PLAYING": self.draw_ingame_ui()
|
||||
elif self.flow_state == "START_MENU": self.draw_start_menu()
|
||||
elif self.flow_state == "GAME_OVER": self.draw_gameover_menu()
|
||||
|
||||
pygame.display.flip() # 7. 将内存中画好的一切,更新到屏幕上
|
||||
|
||||
def draw_board_bg(self):
|
||||
"""绘制棋盘的深色背景和浅色网格。"""
|
||||
draw_rounded_rect(self.screen, self.board_rect, BOARD_BG_COLOR, 20)
|
||||
for r in range(BOARD_SIZE):
|
||||
for c in range(BOARD_SIZE):
|
||||
rect = pygame.Rect(self.board_rect.left + GRID_GAP + c * (CELL_SIZE + GRID_GAP),
|
||||
self.board_rect.top + GRID_GAP + r * (CELL_SIZE + GRID_GAP), CELL_SIZE, CELL_SIZE)
|
||||
draw_rounded_rect(self.screen, rect, EMPTY_CELL_COLOR, 15)
|
||||
|
||||
def draw_stats_bar(self):
|
||||
"""绘制顶部的分数、机会、最高数字等信息。"""
|
||||
spacing = UI_SETTINGS["HUD_LABEL_VALUE_SPACING"]
|
||||
label_pos = UI_SETTINGS["HUD_SCORE_LABEL_POS"]; value_pos = (label_pos[0], label_pos[1] + spacing)
|
||||
draw_text(self.screen, "Score", self.fonts['score_label'], WHITE, label_pos)
|
||||
draw_text(self.screen, self.score, self.fonts['score_value'], UI_SETTINGS["HUD_SCORE_VALUE_COLOR"], value_pos)
|
||||
|
||||
label_pos = UI_SETTINGS["HUD_TRIES_LABEL_POS"]; value_pos = (label_pos[0], label_pos[1] + spacing)
|
||||
draw_text(self.screen, "Tries", self.fonts['tries_label'], WHITE, label_pos)
|
||||
draw_text(self.screen, '★' * self.opportunities, self.fonts['tries_stars'], UI_SETTINGS["HUD_TRIES_STARS_COLOR"], value_pos)
|
||||
|
||||
label_pos = UI_SETTINGS["HUD_HIGHEST_LABEL_POS"]; value_pos = (label_pos[0], label_pos[1] + spacing)
|
||||
draw_text(self.screen, "Highest", self.fonts['highest_label'], WHITE, label_pos)
|
||||
draw_text(self.screen, self.highest_number, self.fonts['highest_value'], UI_SETTINGS["HUD_HIGHEST_VALUE_COLOR"], value_pos)
|
||||
|
||||
def draw_start_menu(self):
|
||||
"""绘制开始菜单界面。"""
|
||||
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA); overlay.fill(DARK_OVERLAY)
|
||||
self.screen.blit(overlay, (0, 0))
|
||||
title_x, title_y = UI_SETTINGS["MENU_TITLE_POS"]; line_spacing = UI_SETTINGS["MENU_TITLE_LINE_SPACING"]
|
||||
draw_text(self.screen, UI_SETTINGS["MENU_TITLE_LINE1"], self.fonts['title'], GOLD, (title_x, title_y - line_spacing/2))
|
||||
draw_text(self.screen, UI_SETTINGS["MENU_TITLE_LINE2"], self.fonts['title'], GOLD, (title_x, title_y + line_spacing/2))
|
||||
draw_text(self.screen, "Click to upgrade, Match 3 to merge!", self.fonts['subtitle'], WHITE, UI_SETTINGS["MENU_SUBTITLE_POS"])
|
||||
self.start_button.draw(self.screen)
|
||||
|
||||
def draw_gameover_menu(self):
|
||||
"""绘制游戏结束界面。"""
|
||||
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA); overlay.fill(DARK_OVERLAY)
|
||||
self.screen.blit(overlay, (0, 0))
|
||||
draw_text(self.screen, "Game Over", self.fonts['gameover_title'], GOLD, UI_SETTINGS["GAMEOVER_TITLE_POS"])
|
||||
|
||||
base_x, base_y = UI_SETTINGS["GAMEOVER_SCORE_TEXT_BASE_POS"]; line_spacing = UI_SETTINGS["GAMEOVER_SCORE_LINE_SPACING"]
|
||||
score_text = f"Final Score: {self.score}"; highest_text = f"Highest Tile: {self.highest_number}"
|
||||
|
||||
draw_text(self.screen, score_text, self.fonts['gameover_score'], WHITE, (base_x, base_y - line_spacing/2))
|
||||
draw_text(self.screen, highest_text, self.fonts['gameover_score'], WHITE, (base_x, base_y + line_spacing/2))
|
||||
|
||||
self.restart_button.draw(self.screen)
|
||||
|
||||
def draw_ingame_ui(self):
|
||||
"""绘制游戏进行时顶部的几个功能按钮。"""
|
||||
self.ingame_restart_button.draw(self.screen); self.mute_button.draw(self.screen); self.exit_button.draw(self.screen)
|
||||
|
||||
def handle_board_click(self, mouse_pos: Tuple):
|
||||
"""处理玩家在棋盘区域的点击。"""
|
||||
if self.opportunities <= 0: return
|
||||
for r in range(BOARD_SIZE):
|
||||
for c in range(BOARD_SIZE):
|
||||
rect = pygame.Rect(self.board_rect.left + GRID_GAP + c * (CELL_SIZE + GRID_GAP),
|
||||
self.board_rect.top + GRID_GAP + r * (CELL_SIZE + GRID_GAP), CELL_SIZE, CELL_SIZE)
|
||||
if rect.collidepoint(mouse_pos) and self.board[r][c]:
|
||||
self.play_sound('click'); self.opportunities -= 1
|
||||
cell = self.board[r][c]; cell.value += 1
|
||||
if cell.value > self.highest_number: self.highest_number = cell.value
|
||||
self.last_clicked_pos, self.turn_state, self.combo_counter = (r, c), "CHECK_MATCHES", 0
|
||||
return
|
||||
|
||||
def check_for_matches(self, board_values: List[List[int]]) -> Tuple[bool, List]:
|
||||
"""检查整个棋盘,找出所有可消除的组合(使用广度优先搜索BFS)。"""
|
||||
matches, matches_list = set(), []
|
||||
for r in range(BOARD_SIZE):
|
||||
for c in range(BOARD_SIZE):
|
||||
if board_values[r][c] == 0 or (r,c) in matches: continue
|
||||
q, group = [(r, c)], set([(r, c)])
|
||||
while q:
|
||||
curr_r, curr_c = q.pop(0)
|
||||
for dr, dc in [(0,1), (0,-1), (1,0), (-1,0)]:
|
||||
nr, nc = curr_r + dr, curr_c + dc
|
||||
if 0 <= nr < BOARD_SIZE and 0 <= nc < BOARD_SIZE and \
|
||||
board_values[nr][nc] == board_values[r][c] and (nr, nc) not in group:
|
||||
group.add((nr, nc)); q.append((nr, nc))
|
||||
if len(group) >= 3: matches.update(group); matches_list.append(list(group))
|
||||
return len(matches) > 0, matches_list
|
||||
|
||||
def process_merges(self, matches_list: List[List[Tuple]]):
|
||||
"""处理所有找到的匹配组合,计算分数并更新方块数值。"""
|
||||
for group in matches_list:
|
||||
value = self.board[group[0][0]][group[0][1]].value
|
||||
if value is None: continue
|
||||
new_value = value + 1
|
||||
target_pos = group[-1]
|
||||
if self.last_clicked_pos and self.last_clicked_pos in group: target_pos = self.last_clicked_pos
|
||||
score = new_value + (new_value - 1)**2
|
||||
total_points = round(score * (1 + (self.combo_counter - 1) * 0.5))
|
||||
self.score += total_points
|
||||
if new_value > self.highest_number: self.highest_number = new_value
|
||||
|
||||
target_cell = self.board[target_pos[0]][target_pos[1]]
|
||||
if target_cell:
|
||||
popup_pos = target_cell.get_target_pos()
|
||||
self.score_popups.append(ScorePopup(total_points, popup_pos, self.fonts['popup']))
|
||||
|
||||
for r, c in group:
|
||||
if (r, c) == target_pos:
|
||||
if self.board[r][c]: self.board[r][c].value = new_value
|
||||
elif self.board[r][c]:
|
||||
self.board[r][c].is_merging = True
|
||||
|
||||
def process_gravity(self):
|
||||
"""处理重力效果,让上方的方块掉落以填补空位。"""
|
||||
for r in range(BOARD_SIZE):
|
||||
for c in range(BOARD_SIZE):
|
||||
if self.board[r][c] and self.board[r][c].is_merging: self.board[r][c] = None
|
||||
for c in range(BOARD_SIZE):
|
||||
empty_row = BOARD_SIZE - 1
|
||||
for r in range(BOARD_SIZE - 1, -1, -1):
|
||||
if self.board[r][c]:
|
||||
if r != empty_row:
|
||||
cell = self.board[r][c]; self.board[empty_row][c] = cell
|
||||
self.board[r][c] = None; cell.row = empty_row
|
||||
empty_row -= 1
|
||||
|
||||
def process_refill(self):
|
||||
"""在所有空位上生成新的随机方块。"""
|
||||
for r in range(BOARD_SIZE):
|
||||
for c in range(BOARD_SIZE):
|
||||
if not self.board[r][c]: self.board[r][c] = Cell(random.randint(1, MAX_INITIAL_NUMBER), r, c, self.board_rect.topleft)
|
||||
|
||||
# ==============================================================================
|
||||
# --- 4. 游戏入口 (GAME ENTRY POINT) ---
|
||||
# ==============================================================================
|
||||
if __name__ == '__main__':
|
||||
# 这是Python程序的标准入口。
|
||||
# 当你直接运行 `python game.py` 时,这部分代码会被执行。
|
||||
# 1. 创建一个Game类的实例 (一个游戏对象)
|
||||
# 2. 调用它的run()方法,启动游戏主循环
|
||||
Game().run()
|
||||
119
文档.md
Normal file
119
文档.md
Normal file
@@ -0,0 +1,119 @@
|
||||
# 《数字合成》游戏脚本说明文档 (v3.8)
|
||||
|
||||
|
||||
|
||||
## 1. 如何运行游戏
|
||||
|
||||
1. **安装 Pygame**: 如果您尚未安装,请打开您电脑的命令行工具(在Windows上是 **CMD** 或 **PowerShell**)并输入以下命令,然后按回车:
|
||||
|
||||
```
|
||||
pip install pygame
|
||||
```
|
||||
|
||||
2. **准备文件**:
|
||||
|
||||
- 将我们最终确定的Python代码保存为一个文件,例如 `game.py`。
|
||||
- 在与 `game.py` **完全相同的目录**下,创建一个名为 `assets` 的文件夹。
|
||||
- 将所有的资源文件(`.mp3` 音效, `press-start-2p.ttf` 字体, `.ico` 图标)全部放入这个 `assets` 文件夹。
|
||||
|
||||
您的文件结构应该如下所示,这是一个正确的示例:
|
||||
|
||||
```
|
||||
- /您的游戏文件夹/
|
||||
|- game.py
|
||||
|- /assets/
|
||||
|- press-start-2p.ttf
|
||||
|- favicon.ico
|
||||
|- click.mp3
|
||||
|- merge.mp3
|
||||
|- chain reaction.mp3
|
||||
|- game over.mp3
|
||||
|- game-music-loop.mp3
|
||||
```
|
||||
|
||||
3. **运行**: 打开命令行工具,进入到 `game.py` 所在的文件夹,然后运行:
|
||||
|
||||
```
|
||||
python game.py
|
||||
```
|
||||
|
||||
## 2. 如何将游戏打包成 .exe 文件
|
||||
|
||||
将游戏打包成一个`.exe`文件,就可以让没有安装Python的朋友也能直接在Windows电脑上玩。最常用的工具是 `pyinstaller`。
|
||||
|
||||
#### **第一步:安装 PyInstaller**
|
||||
|
||||
和安装Pygame一样,在命令行工具中输入以下命令并按回车:
|
||||
|
||||
```
|
||||
pip install pyinstaller
|
||||
```
|
||||
|
||||
#### **第二步:执行打包命令**
|
||||
|
||||
1. 打开命令行工具。
|
||||
|
||||
2. 使用 `cd` 命令进入到您的游戏文件夹(也就是`game.py`和`assets`文件夹所在的位置)。例如:
|
||||
|
||||
```
|
||||
cd C:\Users\WT\Videos\2046
|
||||
```
|
||||
|
||||
3. 输入以下打包命令,然后按回车。请**完整复制**这一整行命令:
|
||||
|
||||
```
|
||||
pyinstaller --onefile --windowed --add-data "assets;assets" --icon="assets/favicon.ico" game.py
|
||||
```
|
||||
|
||||
#### **命令解释:**
|
||||
|
||||
- `--onefile`: 将所有东西打包进一个单独的`.exe`文件中。
|
||||
- `--windowed`: 运行`.exe`时,不会出现一个黑色的命令行窗口。
|
||||
- `--add-data "assets;assets"`: **【最重要的一步】** 这会告诉打包工具,把`assets`文件夹和里面的所有内容(字体、音效)一起打包进`.exe`文件中。第一个`assets`是源文件夹,第二个`assets`是打包后在程序内部的路径。
|
||||
- `--icon="assets/favicon.ico"`: 为您的`.exe`文件设置一个自定义的图标。
|
||||
- `game.py`: 您要打包的主程序文件名。
|
||||
|
||||
#### **第三步:找到您的 .exe 文件**
|
||||
|
||||
打包过程需要一些时间。完成后,您的游戏文件夹里会出现几个新文件夹,其中一个是 `dist`。
|
||||
|
||||
**您的`.exe`文件就在 `dist` 文件夹里!** 您可以把它复制出来,发送给朋友,他们双击就可以玩了。
|
||||
|
||||
## 3. 如何自定义游戏外观(配置区详解)
|
||||
|
||||
现在,所有的配置项都集中在代码顶部的 **`UI_SETTINGS`** 字典中。您可以非常安全地修改它们。
|
||||
|
||||
### **主菜单界面 (Main Menu)**
|
||||
|
||||
- `"MENU_TITLE_POS": (X, Y)`: **主标题的中心点坐标**。修改第二个值(Y)可以整体上下移动标题。
|
||||
- `"MENU_SUBTITLE_POS": (X, Y)`: **副标题的中心点坐标**。
|
||||
- `"MENU_START_BUTTON_POS": (X, Y)`: **“开始游戏”按钮的中心点坐标**。
|
||||
|
||||
### **游戏结束菜单 (Game Over Menu)**
|
||||
|
||||
- `"GAMEOVER_TITLE_POS": (X, Y)`: **"Game Over"标题的中心坐标**。
|
||||
- `"GAMEOVER_SCORE_TEXT_BASE_POS": (X, Y)`: 这是“最终分数”和“最高数字”这两行文字的**基准中心点**。
|
||||
- `"GAMEOVER_SCORE_LINE_SPACING"`: **【重要】** 控制“最终分数”和“最高数字”之间的**行间距**。
|
||||
|
||||
### **游戏内方块 (In-Game Cells)**
|
||||
|
||||
- `"CELL_NUMBER_FONT_SIZE"`: **【重要】** 此项专门控制棋盘上**方块内部数字的字体大小**,与信息栏的字体完全独立。
|
||||
|
||||
### **顶部信息栏 (In-Game HUD)**
|
||||
|
||||
- `"HUD_LABEL_VALUE_SPACING"`: **【重要】** 这是您最关心的**行间距**。它控制着“标签”(如"Score")与其下方“数值”(如"100")之间的垂直距离。**增大此值会让它们的距离变远**。
|
||||
|
||||
#### **分数、机会、最高分模块**
|
||||
|
||||
您可以独立定制每一块:
|
||||
|
||||
- `"HUD_SCORE_LABEL_POS": (X, Y)`: “Score”**标签**的中心点坐标。
|
||||
- `"HUD_SCORE_VALUE_FONT_SIZE"`: **分数数值**的字体大小。
|
||||
- (`TRIES` 和 `HIGHEST` 模块的配置项与此类似)
|
||||
|
||||
### **游戏内顶部按钮颜色**
|
||||
|
||||
- `"BUTTON_..._BG"`: 控制各个按钮的背景色。
|
||||
- `"BUTTON_..._HOVER"`: 控制鼠标悬停在按钮上时的颜色。
|
||||
|
||||
希望这份最终的文档能够帮到您。再次为之前给您带来的所有麻烦,致以最深的歉意。
|
||||
Reference in New Issue
Block a user