Python Pygame实现俄罗斯方块

本文实例为大家分享了python Pygame实现俄罗斯方块的具体代码,供大家参考,具体内容如下

源码:

# coding : utf-8#: pip install pygameimport randomimport sysimport pygame#: 颜色定义COLOR_WHITE = (255, 255, 255)COLOR_BLACK = (0, 0, 0)class Block: """小块""" width = 24 height = 24 @staticmethod def draw(s, left, top, color, bg_color):  pygame.draw.rect(s, bg_color, pygame.Rect(left, top, Block.width, Block.height))  pygame.draw.rect(s, color, pygame.Rect(left, top, Block.width - 1, Block.height - 1))class Building: """积木""" def __init__(self):  """  方块的7种基本形状  每次初始化随机选择一个形状  @:return True / False  """  self.form = random.choice(   [    [     [0, 0, 0, 0, 0],     [0, 0, 1, 0, 0],     [0, 1, 1, 1, 0],     [0, 0, 0, 0, 0],     [0, 0, 0, 0, 0]    ],    [     [0, 0, 0, 0, 0],     [0, 0, 0, 0, 0],     [1, 1, 1, 1, 0],     [0, 0, 0, 0, 0],     [0, 0, 0, 0, 0]    ],    [     [0, 0, 0, 0, 0],     [0, 1, 1, 0, 0],     [0, 0, 1, 1, 0],     [0, 0, 0, 0, 0],     [0, 0, 0, 0, 0]    ],    [     [0, 0, 0, 0, 0],     [0, 0, 1, 1, 0],     [0, 1, 1, 0, 0],     [0, 0, 0, 0, 0],     [0, 0, 0, 0, 0]    ],    [     [0, 0, 0, 0, 0],     [0, 1, 1, 0, 0],     [0, 0, 1, 0, 0],     [0, 0, 1, 0, 0],     [0, 0, 0, 0, 0]    ],    [     [0, 0, 0, 0, 0],     [0, 0, 1, 1, 0],     [0, 0, 1, 0, 0],     [0, 0, 1, 0, 0],     [0, 0, 0, 0, 0]    ],    [     [0, 0, 0, 0, 0],     [0, 1, 1, 0, 0],     [0, 1, 1, 0, 0],     [0, 0, 0, 0, 0],     [0, 0, 0, 0, 0]    ]   ]) def __getitem__(self, pos):  return self.form[pos] def __setitem__(self, key, value):  self.form[key] = valueclass Layout: """棋盘""" def __init__(self):  self.block_x_count = 16;  self.block_y_count = 22;  self.layout = [[0 if 1 < i < self.block_x_count - 2 and j < self.block_y_count - 2 else 1      for i in range(self.block_x_count)] for j in range(self.block_y_count)] @property def size(self):  """返回棋盘屏幕大小(width,height)"""  return (self.block_x_count * Block.width, self.block_y_count * Block.height) def create_new_building(self):  """  创建新的积木,初始化位置为第5,0格, 速度为4  :return: 返回是否无空间创建了  """  self.building = Building()  self.building_left, self.building_top = 5, 0 #  self.drop_speed = 3  print(self.test_building_touch_wall())  return self.test_building_touch_wall()  @property def speed(self):  return self.drop_speed def test_building_touch_wall(self, x_offset=0, y_offset=0):  """  积木是否已经触底/墙壁  具体操作:  判断积木最后一排的1,是否在当前棋牌对应的位置是也是1  @:param x_offset: x的偏移量 移动时可以传入1/-1来判断  @:param y_offset: y的偏移量 正常下落时可以传入1来判断  """  for i in range(4, -1, -1):   for j in range(5):    if self.building[i][j]:     if self.layout[i + self.building_top + y_offset][j + self.building_left + x_offset]:      return True  return False def move_left_right(self, x):  """  左右移动  @:param x: 移动量 x_offset  """  #: 移动时不能撞墙  if not self.test_building_touch_wall(x_offset=x):   self.building_left += x def down_build(self):  """ 盒子的自动下移 """  self.building_top += 1 def direct_down(self):  """ 手动快速降落 """  self.drop_speed = 50 def convert_building(self):  """  * 扭转盒子的总方位 (右转)  具体操作:  把第一竖排的倒序给第一横排的  把第二竖排的倒序给第二横排的  后面同理.  """  new_box = [[0 for i in range(5)] for j in range(5)]  for i in range(5):   for j in range(4, -1, -1):    new_box[i][j] = self.building[4 - j][i]  self.building = new_box def clear_full_lines(self):  """消除满行的所有行"""  new_layout = [[0 if 1 < i < self.block_x_count - 2 and j < self.block_y_count - 2 else 1      for i in range(self.block_x_count)] for j in range(self.block_y_count)]  row_len = self.block_x_count - 4  new_row = self.block_y_count - 2 - 1  for cur_row in range(self.block_y_count - 2 - 1, 0, -1):   if sum(self.layout[cur_row][2:self.block_x_count - 2]) < row_len:    new_layout[new_row] = self.layout[cur_row]    new_row -= 1  self.layout = new_layout def put_building_to_layout(self):  """将积木放到棋盘里"""  for i in range(4, -1, -1):   for j in range(5):    if self.building[i][j]:     self.layout[i + self.building_top][j + self.building_left] = 1  #: 这里会调用消除函数  self.clear_full_lines() def draw_building(self, s):  """  显示积木  @:param s : pygame = screen   """  cur_left, cur_top = self.building_left * Block.width, self.building_top * Block.height  for i in range(5):   for j in range(5):    # 只画积木实体,不管盒子本身    if self.building[j][i]:     Block.draw(s, cur_left + i * Block.width, cur_top + j * Block.height, COLOR_BLACK, COLOR_WHITE) def draw(self, s):  """  显示棋盘  @:param s : pygame = screen   """  for i in range(self.block_x_count):   for j in range(self.block_y_count):    if self.layout[j][i] == 0:     Block.draw(s, i * Block.width, j * Block.height, COLOR_WHITE, COLOR_BLACK)    else:     Block.draw(s, i * Block.width, j * Block.height, COLOR_BLACK, COLOR_WHITE)# -------------------------------------------------------------------# Main# -------------------------------------------------------------------def main(): #: 初始化 while True:  layout = Layout()  layout.create_new_building()  pygame.init()  pygame.display.set_caption('俄罗斯方块')  screen = pygame.display.set_mode((layout.size), 0, 32)  is_over = False  #: 单局游戏循环开始 [结束后直接重新开始]  while not is_over:   #: 处理游戏消息   for e in pygame.event.get():    if e.type == pygame.QUIT:     sys.exit()    #: 处理按键    if e.type == pygame.KEYDOWN:     if e.key == pygame.K_UP:      layout.convert_building()     if e.key == pygame.K_DOWN:      layout.direct_down()     if e.key == pygame.K_LEFT:      layout.move_left_right(-1)     if e.key == pygame.K_RIGHT:      layout.move_left_right(1)   #: 是否碰触底部地面了,是 -> 融合背景 否 -> 继续下落   if layout.test_building_touch_wall(y_offset=1):    layout.put_building_to_layout()    is_over = layout.create_new_building()   else:    layout.down_build()   #: 绘制   layout.draw(screen)   layout.draw_building(screen)   pygame.display.update()   #: 速度   pygame.time.Clock().tick(layout.speed)if __name__ == '__main__': main()

效果:

更多俄罗斯方块精彩文章请点击专题:俄罗斯方块游戏集合 进行学习。

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