Python Pygame实现俄罗斯方块
(编辑:jimmy 日期: 2024/12/27 浏览:3 次 )
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 pygame import random import sys import 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] = value class 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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