# game.py # ============================================================================== # --- 1. 导入所有需要的库 (IMPORT LIBRARIES) --- # ============================================================================== # 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。 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。 import sys # 系统库,在这里主要用于安全地退出程序 (sys.exit())。 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。 import random # 随机库,用于生成随机数,比如随机生成方块的数字。 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。 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。 # ============================================================================== # --- 2. 游戏配置 (GAME CONFIGURATION) --- # 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。 # 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。 # ============================================================================== # --- 2.1 核心逻辑配置 (Core Logic) --- # ------------------------------------------------------------------------------ BOARD_SIZE = 6 # 棋盘尺寸。例如 6 就是 6x6 的棋盘。 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。 MAX_OPPORTUNITIES = 10 # 允许通过消除方块累计的最大机会次数。 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。 # --- 2.2 屏幕与布局 (Screen & Layout) --- # ------------------------------------------------------------------------------ SCREEN_WIDTH = 900 # 游戏窗口的宽度(单位:像素)。 SCREEN_HEIGHT = 1000 # 游戏窗口的高度(单位:像素)。 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。 CELL_SIZE = 100 # 棋盘上每个方块的边长(单位:像素)。 GRID_GAP = 12 # 棋盘上每个方块之间的间隙(单位:像素)。 BOARD_BG_COLOR = (44, 62, 80) # 棋盘的背景颜色 (RGB格式)。 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)。 # --- 2.3 UI 可视化配置 (UI VISUAL SETTINGS) --- # ------------------------------------------------------------------------------ # 【重要】这里是您定制游戏“颜值”的核心区域。 UI_SETTINGS = { # --- 主菜单界面 (Main Menu) --- "MENU_TITLE_LINE1": "Number", # 菜单标题第一行 "MENU_TITLE_LINE2": "Evolve", # 菜单标题第二行 "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。 "MENU_TITLE_LINE_SPACING": 70, # 标题有多行时,行与行之间的垂直距离。 "MENU_TITLE_FONT_SIZE": 40, # 标题的字体大小。 "MENU_SUBTITLE_POS": (SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 - 40), # 副标题的中心坐标 (X, Y)。 "MENU_SUBTITLE_FONT_SIZE": 14, # 副标题的字体大小。 "MENU_START_BUTTON_POS": (SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 + 80), # “开始游戏”按钮的中心坐标 (X, Y)。 "MENU_BUTTON_SIZE": (360, 80), # 菜单上按钮的尺寸 (宽度, 高度)。 "MENU_BUTTON_FONT_SIZE": 32, # 菜单上按钮的字体大小。 # --- 游戏内方块 (In-Game Cells) --- "CELL_NUMBER_FONT_SIZE": 45, # 【重要】棋盘方块内数字的字体大小。 # --- 顶部信息栏 - 通用设置 (In-Game HUD - General) --- "HUD_HEIGHT": 200, # 顶部信息栏的整体高度。 "HUD_BG_COLOR": (52, 73, 94), # 顶部信息栏的背景颜色。 "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】。 # --- 顶部信息栏 - “分数”模块 (HUD - Score Module) --- "HUD_SCORE_LABEL_POS": (225, 140), # “Score”标签的 (X, Y) 坐标。 "HUD_SCORE_LABEL_FONT_SIZE": 22, # “Score”标签的字体大小。 "HUD_SCORE_VALUE_FONT_SIZE": 36, # 分数数值的字体大小。 "HUD_SCORE_VALUE_COLOR": (255, 215, 0), # 分数数值的颜色 (金色)。 # --- 顶部信息栏 - “机会”模块 (HUD - Tries Module) --- "HUD_TRIES_LABEL_POS": (450, 140), # “Tries”标签的 (X, Y) 坐标。 "HUD_TRIES_LABEL_FONT_SIZE": 22, # “Tries”标签的字体大小。 "HUD_TRIES_STARS_FONT_SIZE": 36, # 机会星星的字体大小。 "HUD_TRIES_STARS_COLOR": (255, 215, 0), # 机会星星的颜色 (金色)。 # --- 顶部信息栏 - “最高分”模块 (HUD - Highest Module) --- "HUD_HIGHEST_LABEL_POS": (675, 140), # “Highest”标签的 (X, Y) 坐标。 "HUD_HIGHEST_LABEL_FONT_SIZE": 22, # “Highest”标签的字体大小。 "HUD_HIGHEST_VALUE_FONT_SIZE": 36, # 最高分数值的字体大小。 "HUD_HIGHEST_VALUE_COLOR": (255, 215, 0), # 最高分数值的颜色 (金色)。 # --- 游戏内顶部按钮 (In-Game Top Buttons) --- "INGAME_BUTTON_SIZE": (150, 50), # 游戏内顶部按钮的尺寸。 "INGAME_BUTTON_FONT_SIZE": 16, # 游戏内顶部按钮的字体大小。 "INGAME_BUTTON_Y": 35, # 游戏内顶部按钮的Y坐标。 "INGAME_BUTTON_SPACING": 20, # 游戏内顶部按钮之间的水平间距。 # --- 游戏结束菜单 (Game Over Menu) --- "GAMEOVER_TITLE_POS": (SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 - 180), # "Game Over"标题的中心坐标。 "GAMEOVER_TITLE_FONT_SIZE": 70, # "Game Over"标题的字体大小。 "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。 "GAMEOVER_SCORE_TEXT_FONT_SIZE": 18, # 最终分数文本的字体大小。 "GAMEOVER_SCORE_LINE_SPACING": 50, # 【重要】最终分数和最高数字之间的【行间距】。 "GAMEOVER_RESTART_BUTTON_POS": (SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 + 80), # “再玩一局”按钮的中心坐标。 # --- 游戏内按钮颜色 (In-Game Button Colors) --- "BUTTON_RESTART_BG": (26, 188, 156), # 重玩按钮的背景色 "BUTTON_RESTART_HOVER": (22, 160, 133), # 重玩按钮悬停时的颜色 "BUTTON_MUTE_BG": (230, 126, 34), # 静音按钮的背景色 "BUTTON_MUTE_HOVER": (211, 84, 0), # 静音按钮悬停时的颜色 "BUTTON_EXIT_BG": (231, 76, 60), # 退出按钮的背景色 "BUTTON_EXIT_HOVER": (192, 57, 43), # 退出按钮悬停时的颜色 "BUTTON_MENU_START_BG": (46, 204, 113), # 菜单“开始”按钮的背景色 "BUTTON_MENU_START_HOVER": (39, 174, 96), # 菜单“开始”按钮悬停时的颜色 } # --- 2.4 单元格颜色 (Cell Colors) --- # ------------------------------------------------------------------------------ # 此颜色表定义了不同数字的方块的背景色和文字颜色。 # 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。 # 'default' 用于处理所有未明确定义的更高数字的颜色。 COLOR_MAP = { 1: {'bg': (236, 240, 241), 'text': (52, 73, 94)}, 2: {'bg': (52, 152, 219), 'text': (255, 255, 255)}, 3: {'bg': (46, 204, 113), 'text': (255, 255, 255)}, 4: {'bg': (241, 196, 15), 'text': (255, 255, 255)}, 5: {'bg': (230, 126, 34), 'text': (255, 255, 255)}, 6: {'bg': (231, 76, 60), 'text': (255, 255, 255)}, 7: {'bg': (155, 89, 182), 'text': (255, 255, 255)}, 8: {'bg': (26, 188, 156), 'text': (255, 255, 255)}, 9: {'bg': (211, 84, 0), 'text': (255, 255, 255)}, 10: {'bg': (192, 57, 43), 'text': (255, 255, 255)}, 11: {'bg': (142, 68, 173), 'text': (255, 255, 255)}, 12: {'bg': (39, 174, 96), 'text': (255, 255, 255)}, 'default': {'bg': (127, 140, 141), 'text': (255, 255, 255)} } # --- 2.5 资源文件路径 (Asset Paths) --- # ------------------------------------------------------------------------------ # 【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。 def resource_path(relative_path: str) -> str: """ 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。 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。 这个函数能正确地找到那个临时文件夹的路径。 """ try: # 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 base_path = sys._MEIPASS except Exception: # 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 base_path = os.path.abspath(".") # 将基础路径和相对路径拼接成一个完整的绝对路径 return os.path.join(base_path, relative_path) # 【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。 ASSETS_DIR_NAME = 'assets' # 资源文件夹的名称保持不变 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()