这是PyQt6教程。本教程适合初学者和中级程序员。阅读本教程后,您将能够编写非平凡的PyQt6应用程序。
代码示例可在本站下载:教程源代码
目录
- 引言
- 日期和时间
- 第一个工程
- 菜单与工具栏
- 布局管理
- 事件和信号
- 对话框
- 控件
- 拖放
- 绘画
- 自定义控件
- 俄罗斯方块
俄罗斯方块设计
在本章中,我们创建了一个俄罗斯方块游戏克隆。
俄罗斯方块
俄罗斯方块游戏是有史以来最受欢迎的电脑游戏之一。最初的游戏是由俄罗斯程序员Alexey Pajitnov于1985年设计和编程的。从那时起,俄罗斯方块几乎在每个计算机平台上都有很多变体。
俄罗斯方块被称为落块益智游戏。在这个游戏中,我们有七种不同的形状,称为tetrominoes:S形、Z形、T形、L形、线形、镜像L形和方形。这些形状中的每一个都由四个正方形形成。形状从木板上掉下来。俄罗斯方块游戏的目标是移动和旋转形状,使其尽可能地贴合。如果我们设法排成一排,那排就被摧毁了,我们得分。我们玩俄罗斯方块游戏,直到达到极限。
PyQt6是一个用于创建应用程序的工具包。还有其他旨在创建电脑游戏的库。然而,PyQt6和其他应用程序工具包可用于创建简单的游戏。
制作电脑游戏是提高编程技能的好方法。
The development
我们没有俄罗斯方块游戏的图像,我们使用PyQt6编程工具包中提供的绘图API绘制俄罗斯方块。每个电脑游戏的背后都有一个数学模型。俄罗斯方块也是如此。
游戏背后的一些想法:
- 我们使用控件来创建游戏循环。QtCore.QBasicTimer
- tetrominoes被画出来了。
- 形状以正方形为基础移动(不是逐像素移动)。
- 从数学上讲,棋盘是一个简单的数字列表。
该代码由四个类组成:、和。全班同学布置游戏。这是编写游戏逻辑的地方。该类包含所有俄罗斯方块的名称,该类包含俄罗斯方块代码。TetrisBoardTetrominoeShape
#!/usr/bin/python """ ZetCode PyQt6 tutorial This is a Tetris game clone. Author: Jan Bodnar Website: zetcode.com """ import random import sys from PyQt6.QtCore import Qt, QBasicTimer, pyqtSignal from PyQt6.QtGui import QPainter, QColor from PyQt6.QtWidgets import QMainWindow, QFrame, QApplication class Tetris(QMainWindow): def __init__(self): super().__init__() self.initUI() def initUI(self): """initiates application UI""" self.tboard = Board(self) self.setCentralWidget(self.tboard) self.statusbar = self.statusBar() self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage) self.tboard.start() self.resize(180, 380) self.center() self.setWindowTitle('Tetris') self.show() def center(self): """centers the window on the screen""" qr = self.frameGeometry() cp = self.screen().availableGeometry().center() qr.moveCenter(cp) self.move(qr.topLeft()) class Board(QFrame): msg2Statusbar = pyqtSignal(str) BoardWidth = 10 BoardHeight = 22 Speed = 300 def __init__(self, parent): super().__init__(parent) self.initBoard() def initBoard(self): """initiates board""" self.timer = QBasicTimer() self.isWaitingAfterLine = False self.curX = 0 self.curY = 0 self.numLinesRemoved = 0 self.board = [] self.setFocusPolicy(Qt.FocusPolicy.StrongFocus) self.isStarted = False self.isPaused = False self.clearBoard() def shapeAt(self, x, y): """determines shape at the board position""" return self.board[(y * Board.BoardWidth) + x] def setShapeAt(self, x, y, shape): """sets a shape at the board""" self.board[(y * Board.BoardWidth) + x] = shape def squareWidth(self): """returns the width of one square""" return self.contentsRect().width() // Board.BoardWidth def squareHeight(self): """returns the height of one square""" return self.contentsRect().height() // Board.BoardHeight def start(self): """starts game""" if self.isPaused: return self.isStarted = True self.isWaitingAfterLine = False self.numLinesRemoved = 0 self.clearBoard() self.msg2Statusbar.emit(str(self.numLinesRemoved)) self.newPiece() self.timer.start(Board.Speed, self) def pause(self): """pauses game""" if not self.isStarted: return self.isPaused = not self.isPaused if self.isPaused: self.timer.stop() self.msg2Statusbar.emit("paused") else: self.timer.start(Board.Speed, self) self.msg2Statusbar.emit(str(self.numLinesRemoved)) self.update() def paintEvent(self, event): """paints all shapes of the game""" painter = QPainter(self) rect = self.contentsRect() boardTop = rect.bottom() - Board.BoardHeight * self.squareHeight() for i in range(Board.BoardHeight): for j in range(Board.BoardWidth): shape = self.shapeAt(j, Board.BoardHeight - i - 1) if shape != Tetrominoe.NoShape: self.drawSquare(painter, rect.left() + j * self.squareWidth(), boardTop + i * self.squareHeight(), shape) if self.curPiece.shape() != Tetrominoe.NoShape: for i in range(4): x = self.curX + self.curPiece.x(i) y = self.curY - self.curPiece.y(i) self.drawSquare(painter, rect.left() + x * self.squareWidth(), boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(), self.curPiece.shape()) def keyPressEvent(self, event): """processes key press events""" if not self.isStarted or self.curPiece.shape() == Tetrominoe.NoShape: super(Board, self).keyPressEvent(event) return key = event.key() if key == Qt.Key.Key_P: self.pause() return if self.isPaused: return elif key == Qt.Key.Key_Left.value: self.tryMove(self.curPiece, self.curX - 1, self.curY) elif key == Qt.Key.Key_Right.value: self.tryMove(self.curPiece, self.curX + 1, self.curY) elif key == Qt.Key.Key_Down.value: self.tryMove(self.curPiece.rotateRight(), self.curX, self.curY) elif key == Qt.Key.Key_Up.value: self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY) elif key == Qt.Key.Key_Space.value: self.dropDown() elif key == Qt.Key.Key_D.value: self.oneLineDown() else: super(Board, self).keyPressEvent(event) def timerEvent(self, event): """handles timer event""" if event.timerId() == self.timer.timerId(): if self.isWaitingAfterLine: self.isWaitingAfterLine = False self.newPiece() else: self.oneLineDown() else: super(Board, self).timerEvent(event) def clearBoard(self): """clears shapes from the board""" for i in range(Board.BoardHeight * Board.BoardWidth): self.board.append(Tetrominoe.NoShape) def dropDown(self): """drops down a shape""" newY = self.curY while newY > 0: if not self.tryMove(self.curPiece, self.curX, newY - 1): break newY -= 1 self.pieceDropped() def oneLineDown(self): """goes one line down with a shape""" if not self.tryMove(self.curPiece, self.curX, self.curY - 1): self.pieceDropped() def pieceDropped(self): """after dropping shape, remove full lines and create new shape""" for i in range(4): x = self.curX + self.curPiece.x(i) y = self.curY - self.curPiece.y(i) self.setShapeAt(x, y, self.curPiece.shape()) self.removeFullLines() if not self.isWaitingAfterLine: self.newPiece() def removeFullLines(self): """removes all full lines from the board""" numFullLines = 0 rowsToRemove = [] for i in range(Board.BoardHeight): n = 0 for j in range(Board.BoardWidth): if not self.shapeAt(j, i) == Tetrominoe.NoShape: n = n + 1 if n == 10: rowsToRemove.append(i) rowsToRemove.reverse() for m in rowsToRemove: for k in range(m, Board.BoardHeight): for l in range(Board.BoardWidth): self.setShapeAt(l, k, self.shapeAt(l, k + 1)) numFullLines = numFullLines + len(rowsToRemove) if numFullLines > 0: self.numLinesRemoved = self.numLinesRemoved + numFullLines self.msg2Statusbar.emit(str(self.numLinesRemoved)) self.isWaitingAfterLine = True self.curPiece.setShape(Tetrominoe.NoShape) self.update() def newPiece(self): """creates a new shape""" self.curPiece = Shape() self.curPiece.setRandomShape() self.curX = Board.BoardWidth // 2 + 1 self.curY = Board.BoardHeight - 1 + self.curPiece.minY() if not self.tryMove(self.curPiece, self.curX, self.curY): self.curPiece.setShape(Tetrominoe.NoShape) self.timer.stop() self.isStarted = False self.msg2Statusbar.emit("Game over") def tryMove(self, newPiece, newX, newY): """tries to move a shape""" for i in range(4): x = newX + newPiece.x(i) y = newY - newPiece.y(i) if x < 0 or x >= Board.BoardWidth or y < 0 or y >= Board.BoardHeight: return False if self.shapeAt(x, y) != Tetrominoe.NoShape: return False self.curPiece = newPiece self.curX = newX self.curY = newY self.update() return True def drawSquare(self, painter, x, y, shape): """draws a square of a shape""" colorTable = [0x000000, 0xCC6666, 0x66CC66, 0x6666CC, 0xCCCC66, 0xCC66CC, 0x66CCCC, 0xDAAA00] color = QColor(colorTable[shape]) painter.fillRect(x + 1, y + 1, self.squareWidth() - 2, self.squareHeight() - 2, color) painter.setPen(color.lighter()) painter.drawLine(x, y + self.squareHeight() - 1, x, y) painter.drawLine(x, y, x + self.squareWidth() - 1, y) painter.setPen(color.darker()) painter.drawLine(x + 1, y + self.squareHeight() - 1, x + self.squareWidth() - 1, y + self.squareHeight() - 1) painter.drawLine(x + self.squareWidth() - 1, y + self.squareHeight() - 1, x + self.squareWidth() - 1, y + 1) class Tetrominoe: NoShape = 0 ZShape = 1 SShape = 2 LineShape = 3 TShape = 4 SquareShape = 5 LShape = 6 MirroredLShape = 7 class Shape: coordsTable = ( ((0, 0), (0, 0), (0, 0), (0, 0)), ((0, -1), (0, 0), (-1, 0), (-1, 1)), ((0, -1), (0, 0), (1, 0), (1, 1)), ((0, -1), (0, 0), (0, 1), (0, 2)), ((-1, 0), (0, 0), (1, 0), (0, 1)), ((0, 0), (1, 0), (0, 1), (1, 1)), ((-1, -1), (0, -1), (0, 0), (0, 1)), ((1, -1), (0, -1), (0, 0), (0, 1)) ) def __init__(self): self.coords = [[0, 0] for i in range(4)] self.pieceShape = Tetrominoe.NoShape self.setShape(Tetrominoe.NoShape) def shape(self): """returns shape""" return self.pieceShape def setShape(self, shape): """sets a shape""" table = Shape.coordsTable[shape] for i in range(4): for j in range(2): self.coords[i][j] = table[i][j] self.pieceShape = shape def setRandomShape(self): """chooses a random shape""" self.setShape(random.randint(1, 7)) def x(self, index): """returns x coordinate""" return self.coords[index][0] def y(self, index): """returns y coordinate""" return self.coords[index][1] def setX(self, index, x): """sets x coordinate""" self.coords[index][0] = x def setY(self, index, y): """sets y coordinate""" self.coords[index][1] = y def minX(self): """returns min x value""" m = self.coords[0][0] for i in range(4): m = min(m, self.coords[i][0]) return m def maxX(self): """returns max x value""" m = self.coords[0][0] for i in range(4): m = max(m, self.coords[i][0]) return m def minY(self): """returns min y value""" m = self.coords[0][1] for i in range(4): m = min(m, self.coords[i][1]) return m def maxY(self): """returns max y value""" m = self.coords[0][1] for i in range(4): m = max(m, self.coords[i][1]) return m def rotateLeft(self): """rotates shape to the left""" if self.pieceShape == Tetrominoe.SquareShape: return self result = Shape() result.pieceShape = self.pieceShape for i in range(4): result.setX(i, self.y(i)) result.setY(i, -self.x(i)) return result def rotateRight(self): """rotates shape to the right""" if self.pieceShape == Tetrominoe.SquareShape: return self result = Shape() result.pieceShape = self.pieceShape for i in range(4): result.setX(i, -self.y(i)) result.setY(i, self.x(i)) return result def main(): app = QApplication([]) tetris = Tetris() sys.exit(app.exec()) if __name__ == '__main__': main()游戏被简化了一点,这样更容易理解。游戏启动后立即开始。我们可以按这个键暂停游戏。钥匙会让俄罗斯方块瞬间掉到底部。游戏以恒定速度进行,没有加速。分数是我们删除的行数。pSpace
self.tboard = Board(self) self.setCentralWidget(self.tboard)创建该类的一个实例,并将其设置为应用程序的中心控件
self.statusbar = self.statusBar() self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)我们创建了一个状态栏,用于显示消息。我们将显示三条可能的消息:已删除的行数、暂停的消息或游戏结束的消息。是在Board类中实现的自定义信号。是一个在状态栏上显示消息的内置方法。msg2状态栏显示消息
self.tboard.start()这条线启动了游戏。
class Board(QFrame): msg2Statusbar = pyqtSignal(str) ...使用创建自定义信号。当我们想在状态栏上写一条消息或分数时,会发出一个信号。
BoardWidth = 10 BoardHeight = 22 Speed = 300这些是类变量。和以块为单位定义电路板的大小。定义了游戏的速度。每300毫秒将开始一个新的游戏周期。
Board'sBoardWidthBoardHeightSpeed
... self.curX = 0 self.curY = 0 self.numLinesRemoved = 0 self.board = [] ...在该方法中,我们初始化了一些重要的变量。变量是一个从0到7的数字列表。它代表了各种形状的位置和板上形状的残留。
initBoardself.board
def shapeAt(self, x, y): """determines shape at the board position""" return self.board[(y * Board.BoardWidth) + x]该方法确定给定块处的形状类型。
def squareWidth(self): """returns the width of one square""" return self.contentsRect().width() // Board.BoardWidth该板可以动态调整大小。因此,块的大小可能会发生变化。计算单个正方形的宽度(以像素为单位)并返回。是板的大小(以块为单位)。
def pause(self): """pauses game""" if not self.isStarted: return self.isPaused = not self.isPaused if self.isPaused: self.timer.stop() self.msg2Statusbar.emit("paused") else: self.timer.start(Board.Speed, self) self.msg2Statusbar.emit(str(self.numLinesRemoved)) self.update()该方法暂停游戏。它停止计时器并在状态栏上显示一条消息。
def paintEvent(self, event): """paints all shapes of the game""" painter = QPainter(self) rect = self.contentsRect() ...绘画是按照这种方法进行的。负责PyQt6中的所有低级绘制。
for i in range(Board.BoardHeight): for j in range(Board.BoardWidth): shape = self.shapeAt(j, Board.BoardHeight - i - 1) if shape != Tetrominoe.NoShape: self.drawSquare(painter, rect.left() + j * self.squareWidth(), boardTop + i * self.squareHeight(), shape)游戏的绘画分为两个步骤。在第一步中,我们绘制所有形状,或掉落到板底部的形状的剩余部分。所有方块都会被记住在列表变量中。使用该方法访问变量。
if self.curPiece.shape() != Tetrominoe.NoShape: for i in range(4): x = self.curX + self.curPiece.x(i) y = self.curY - self.curPiece.y(i) self.drawSquare(painter, rect.left() + x * self.squareWidth(), boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(), self.curPiece.shape())下一步是绘制正在坠落的实际工件。
elif key == Qt.Key.Key_Right.value: self.tryMove(self.curPiece, self.curX + 1, self.curY)在该方法中,我们检查是否按下了按键。如果我们按向右箭头键,我们会尝试将工件向右移动。我们说尝试,因为这件作品可能无法移动。
elif key == Qt.Key.Key_Up.value: self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY)箭头键将使下落块向左旋转。
elif key == Qt.Key.Key_Space.value: self.dropDown()钥匙会立即将掉落的碎片掉落到底部。
elif key == Qt.Key.Key_D.value: self.oneLineDown()按下该键,该块将向下移动一个街区。它可以用来稍微加速碎片的下落
def timerEvent(self, event): """handles timer event""" if event.timerId() == self.timer.timerId(): if self.isWaitingAfterLine: self.isWaitingAfterLine = False self.newPiece() else: self.oneLineDown() else: super(Board, self).timerEvent(event)在计时器事件中,我们要么在上一块掉落到底部后创建一个新的块,要么将掉落的块向下移动一行。
def clearBoard(self): """clears shapes from the board""" for i in range(Board.BoardHeight * Board.BoardWidth): self.board.append(Tetrominoe.NoShape)该方法通过在板的每个块上设置来清除板。
def removeFullLines(self): """removes all full lines from the board""" numFullLines = 0 rowsToRemove = [] for i in range(Board.BoardHeight): n = 0 for j in range(Board.BoardWidth): if not self.shapeAt(j, i) == Tetrominoe.NoShape: n = n + 1 if n == 10: rowsToRemove.append(i) rowsToRemove.reverse() for m in rowsToRemove: for k in range(m, Board.BoardHeight): for l in range(Board.BoardWidth): self.setShapeAt(l, k, self.shapeAt(l, k + 1)) numFullLines = numFullLines + len(rowsToRemove) ...如果工件碰到底部,我们调用该方法。我们找出所有完整的行并将其删除。我们通过将当前整行上方的所有行向下移动一行来实现。请注意,我们颠倒了要删除的行的顺序。否则,它将无法正常工作。在我们的例子中,我们使用了一种天真的引力。这意味着这些碎片可能会漂浮在空隙之上。
def newPiece(self): """creates a new shape""" self.curPiece = Shape() self.curPiece.setRandomShape() self.curX = Board.BoardWidth // 2 + 1 self.curY = Board.BoardHeight - 1 + self.curPiece.minY() if not self.tryMove(self.curPiece, self.curX, self.curY): self.curPiece.setShape(Tetrominoe.NoShape) self.timer.stop() self.isStarted = False self.msg2Statusbar.emit("Game over")该方法随机创建一个新的俄罗斯方块。如果棋子不能回到初始位置,游戏就结束了。
def tryMove(self, newPiece, newX, newY): """tries to move a shape""" for i in range(4): x = newX + newPiece.x(i) y = newY - newPiece.y(i) if x < 0 or x >= Board.BoardWidth or y < 0 or y >= Board.BoardHeight: return False if self.shapeAt(x, y) != Tetrominoe.NoShape: return False self.curPiece = newPiece self.curX = newX self.curY = newY self.update() return True在这种方法中,我们试图移动我们的形状。如果形状位于板的边缘或与其他部分相邻,我们将返回。否则,我们将当前的落锤放置在一个新的位置。
class Tetrominoe: NoShape = 0 ZShape = 1 SShape = 2 LineShape = 3 TShape = 4 SquareShape = 5 LShape = 6 MirroredLShape = 7该类包含所有可能形状的名称。我们还有一个空位。
该类保存有关俄罗斯方块的信息。
class Shape(object): coordsTable = ( ((0, 0), (0, 0), (0, 0), (0, 0)), ((0, -1), (0, 0), (-1, 0), (-1, 1)), ... ) ...元组包含我们俄罗斯方块的所有可能坐标值。这是一个模板,所有部分都从中获取坐标值。
self.coords = [[0,0] for i in range(4)]创建后,我们创建一个空坐标列表。该列表将保存俄罗斯方块的坐标。
上图将有助于更深入地理解坐标值。例如,元组(0,-1)、(0,0)、(-1,0)和(-1,-1)表示Z形。该图说明了形状。
def rotateLeft(self): """rotates shape to the left""" if self.pieceShape == Tetrominoe.SquareShape: return self result = Shape() result.pieceShape = self.pieceShape for i in range(4): result.setX(i, self.y(i)) result.setY(i, -self.x(i)) return result该方法将工件向左旋转。正方形不必旋转。这就是为什么我们简单地返回对当前对象的引用。将创建一个新工件,并将其坐标设置为旋转工件的坐标。
这是PyQt6中的俄罗斯方块游戏。