我,小编要做一个俄罗斯方块!惊不惊喜,意不意外!
要是做出来,你们可要点赞加关注!?
记住,一定要看到最后,不然要后悔!!!
‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’‘’
首先,我们要新建一个文件,小编给文件取名为blocks(小编希望你们也取这名),记住一定要保存。要像小编的烟花程序一样,留着。
然后,有请代码出场:
import random
from collections import namedtuple
Point = namedtuple('Point', 'X Y')
Shape = namedtuple('Shape', 'X Y Width Height')
Block = namedtuple('Block', 'template start_pos end_pos name next')
# 方块形状的设计,我最初我是做成 4 × 4,因为长宽最长都是4,这样旋转的时候就不考虑怎么转了,就是从一个图形替换成另一个
# 其实要实现这个功能,只需要固定左上角的坐标就可以了
# S形方块
S_BLOCK = [Block(['.OO',
'OO.',
'...'], Point(0, 0), Point(2, 1), 'S', 1),
Block(['O..',
'OO.',
'.O.'], Point(0, 0), Point(1, 2), 'S', 0)]
# Z形方块
Z_BLOCK = [Block(['OO.',
'.OO',
'...'], Point(0, 0), Point(2, 1), 'Z', 1),
Block(['.O.',
'OO.',
'O..'], Point(0, 0), Point(1, 2), 'Z', 0)]
# I型方块
I_BLOCK = [Block(['.O..',
'.O..',
'.O..',
'.O..'], Point(1, 0), Point(1, 3), 'I', 1),
Block(['....',
'....',
'OOOO',
'....'], Point(0, 2), Point(3, 2), 'I', 0)]
# O型方块
O_BLOCK = [Block(['OO',
'OO'], Point(0, 0), Point(1, 1), 'O', 0)]
# J型方块
J_BLOCK = [Block(['O..',
'OOO',
'...'], Point(0, 0), Point(2, 1), 'J', 1),
Block(['.OO',
'.O.',
'.O.'], Point(1, 0), Point(2, 2), 'J', 2),
Block(['...',
'OOO',
'..O'], Point(0, 1), Point(2, 2), 'J', 3),
Block(['.O.',
'.O.',
'OO.'], Point(0, 0), Point(1, 2), 'J', 0)]
# L型方块
L_BLOCK = [Block(['..O',
'OOO',
'...'], Point(0, 0), Point(2, 1), 'L', 1),
Block(['.O.',
'.O.',
'.OO'], Point(1, 0), Point(2, 2), 'L', 2),
Block(['...',
'OOO',
'O..'], Point(0, 1), Point(2, 2), 'L', 3),
Block(['OO.',
'.O.',
'.O.'], Point(0, 0), Point(1, 2), 'L', 0)]
# T型方块
T_BLOCK = [Block(['.O.',
'OOO',
'...'], Point(0, 0), Point(2, 1), 'T', 1),
Block(['.O.',
'.OO',
'.O.'], Point(1, 0), Point(2, 2), 'T', 2),
Block(['...',
'OOO',
'.O.'], Point(0, 1), Point(2, 2), 'T', 3),
Block(['.O.',
'OO.',
'.O.'], Point(0, 0), Point(1, 2), 'T', 0)]
BLOCKS = {'O': O_BLOCK,
'I': I_BLOCK,
'Z': Z_BLOCK,
'T': T_BLOCK,
'L': L_BLOCK,
'S': S_BLOCK,
'J': J_BLOCK}
def get_block():
block_name = random.choice('OIZTLSJ')
b = BLOCKS[block_name]
idx = random.randint(0, len(b) - 1)
return b[idx]
def get_next_block(block):
b = BLOCKS[block.name]
return b[block.next]
代码写完后
再新建一个文件,这里就能随便取名字了!
代码:
import sys
import time
import pygame
from pygame.locals import *
import blocks#上一个的文件名要保留,然后把上一个文件的名字写在这(blocks)
SIZE = 30 # 每个小方格大小
BLOCK_HEIGHT = 25 # 游戏区高度
BLOCK_WIDTH = 10 # 游戏区宽度
BORDER_WIDTH = 4 # 游戏区边框宽度
BORDER_COLOR = (40, 40, 200) # 游戏区边框颜色
SCREEN_WIDTH = SIZE * (BLOCK_WIDTH + 5) # 游戏屏幕的宽
SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT # 游戏屏幕的高
BG_COLOR = (40, 40, 60) # 背景色
BLOCK_COLOR = (20, 128, 200) #
BLACK = (0, 0, 0)
RED = (200, 30, 30) # GAME OVER 的字体颜色
def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
imgText = font.render(text, True, fcolor)
screen.blit(imgText, (x, y))
def main():
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('俄罗斯方块')
font1 = pygame.font.SysFont('SimHei', 24) # 黑体24
font2 = pygame.font.Font(None, 72) # GAME OVER 的字体
font_pos_x = BLOCK_WIDTH * SIZE + BORDER_WIDTH + 10 # 右侧信息显示区域字体位置的X坐标
gameover_size = font2.size('GAME OVER')
font1_height = int(font1.size('得分')[1])
cur_block = None # 当前下落方块
next_block = None # 下一个方块
cur_pos_x, cur_pos_y = 0, 0
game_area = None # 整个游戏区域
game_over = True
start = False # 是否开始,当start = True,game_over = True 时,才显示 GAME OVER
score = 0 # 得分
orispeed = 0.5 # 原始速度
speed = orispeed # 当前速度
pause = False # 暂停
last_drop_time = None # 上次下落时间
last_press_time = None # 上次按键时间
def _dock():
nonlocal cur_block, next_block, game_area, cur_pos_x, cur_pos_y, game_over, score, speed
for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
for _j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1):
if cur_block.template[_i][_j] != '.':
game_area[cur_pos_y + _i][cur_pos_x + _j] = '0'
if cur_pos_y + cur_block.start_pos.Y <= 0:
game_over = True
else:
# 计算消除
remove_idxs = []
for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
if all(_x == '0' for _x in game_area[cur_pos_y + _i]):
remove_idxs.append(cur_pos_y + _i)
if remove_idxs:
# 计算得分
remove_count = len(remove_idxs)
if remove_count == 1:
score += 100
elif remove_count == 2:
score += 300
elif remove_count == 3:
score += 700
elif remove_count == 4:
score += 1500
speed = orispeed - 0.03 * (score // 10000)
# 消除
_i = _j = remove_idxs[-1]
while _i >= 0:
while _j in remove_idxs:
_j -= 1
if _j < 0:
game_area[_i] = ['.'] * BLOCK_WIDTH
else:
game_area[_i] = game_area[_j]
_i -= 1
_j -= 1
cur_block = next_block
next_block = blocks.get_block()
cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
def _judge(pos_x, pos_y, block):
nonlocal game_area
for _i in range(block.start_pos.Y, block.end_pos.Y + 1):
if pos_y + block.end_pos.Y >= BLOCK_HEIGHT:
return False
for _j in range(block.start_pos.X, block.end_pos.X + 1):
if pos_y + _i >= 0 and block.template[_i][_j] != '.' and game_area[pos_y + _i][pos_x + _j] != '.':
return False
return True
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_RETURN:
if game_over:
start = True
game_over = False
score = 0
last_drop_time = time.time()
last_press_time = time.time()
game_area = [['.'] * BLOCK_WIDTH for _ in range(BLOCK_HEIGHT)]
cur_block = blocks.get_block()
next_block = blocks.get_block()
cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
elif event.key == K_SPACE:
if not game_over:
pause = not pause
elif event.key in (K_w, K_UP):
# 旋转
# 其实记得不是很清楚了,比如
# .0.
# .00
# ..0
# 这个在最右边靠边的情况下是否可以旋转,我试完了网上的俄罗斯方块,是不能旋转的,这里我们就按不能旋转来做
# 我们在形状设计的时候做了很多的空白,这样只需要规定整个形状包括空白部分全部在游戏区域内时才可以旋转
if 0 <= cur_pos_x <= BLOCK_WIDTH - len(cur_block.template[0]):
_next_block = blocks.get_next_block(cur_block)
if _judge(cur_pos_x, cur_pos_y, _next_block):
cur_block = _next_block
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
if not game_over and not pause:
if time.time() - last_press_time > 0.1:
last_press_time = time.time()
if cur_pos_x > - cur_block.start_pos.X:
if _judge(cur_pos_x - 1, cur_pos_y, cur_block):
cur_pos_x -= 1
if event.key == pygame.K_RIGHT:
if not game_over and not pause:
if time.time() - last_press_time > 0.1:
last_press_time = time.time()
# 不能移除右边框
if cur_pos_x + cur_block.end_pos.X + 1 < BLOCK_WIDTH:
if _judge(cur_pos_x + 1, cur_pos_y, cur_block):
cur_pos_x += 1
if event.key == pygame.K_DOWN:
if not game_over and not pause:
if time.time() - last_press_time > 0.1:
last_press_time = time.time()
if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):
_dock()
else:
last_drop_time = time.time()
cur_pos_y += 1
_draw_background(screen)
_draw_game_area(screen, game_area)
_draw_gridlines(screen)
_draw_info(screen, font1, font_pos_x, font1_height, score)
# 画显示信息中的下一个方块
_draw_block(screen, next_block, font_pos_x, 30 + (font1_height + 6) * 5, 0, 0)
if not game_over:
cur_drop_time = time.time()
if cur_drop_time - last_drop_time > speed:
if not pause:
# 不应该在下落的时候来判断到底没,我们玩俄罗斯方块的时候,方块落到底的瞬间是可以进行左右移动
if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):
_dock()
else:
last_drop_time = cur_drop_time
cur_pos_y += 1
else:
if start:
print_text(screen, font2,
(SCREEN_WIDTH - gameover_size[0]) // 2, (SCREEN_HEIGHT - gameover_size[1]) // 2,
'GAME OVER', RED)
# 画当前下落方块
_draw_block(screen, cur_block, 0, 0, cur_pos_x, cur_pos_y)
pygame.display.flip()
# 画背景
def _draw_background(screen):
# 填充背景色
screen.fill(BG_COLOR)
# 画游戏区域分隔线
pygame.draw.line(screen, BORDER_COLOR,
(SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, 0),
(SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)
# 画网格线
def _draw_gridlines(screen):
# 画网格线 竖线
for x in range(BLOCK_WIDTH):
pygame.draw.line(screen, BLACK, (x * SIZE, 0), (x * SIZE, SCREEN_HEIGHT), 1)
# 画网格线 横线
for y in range(BLOCK_HEIGHT):
pygame.draw.line(screen, BLACK, (0, y * SIZE), (BLOCK_WIDTH * SIZE, y * SIZE), 1)
# 画已经落下的方块
def _draw_game_area(screen, game_area):
if game_area:
for i, row in enumerate(game_area):
for j, cell in enumerate(row):
if cell != '.':
pygame.draw.rect(screen, BLOCK_COLOR, (j * SIZE, i * SIZE, SIZE, SIZE), 0)
# 画单个方块
def _draw_block(screen, block, offset_x, offset_y, pos_x, pos_y):
if block:
for i in range(block.start_pos.Y, block.end_pos.Y + 1):
for j in range(block.start_pos.X, block.end_pos.X + 1):
if block.template[i][j] != '.':
pygame.draw.rect(screen, BLOCK_COLOR,
(offset_x + (pos_x + j) * SIZE, offset_y + (pos_y + i) * SIZE, SIZE, SIZE), 0)
# 画得分等信息
def _draw_info(screen, font, pos_x, font_height, score):
print_text(screen, font, pos_x, 10, f'得分: ')
print_text(screen, font, pos_x, 10 + font_height + 6, f'{score}')
print_text(screen, font, pos_x, 20 + (font_height + 6) * 2, f'速度: ')
print_text(screen, font, pos_x, 20 + (font_height + 6) * 3, f'{score // 10000}')
print_text(screen, font, pos_x, 30 + (font_height + 6) * 4, f'下一个:')
if __name__ == '__main__':
main()
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拜拜!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?
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