网上搜到一个Pygame写的俄罗斯方块(tetris),大部分看懂的前提下增加了注释,Fedora19下运行OK的
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#coding:utf8 #! /usr/bin/env python # 注释说明:shape表示一个俄罗斯方块形状 cell表示一个小方块 import sys from random import choice import pygame from pygame. locals import * from block import O, I, S, Z, L, J, T COLS = 16 ROWS = 20 CELLS = COLS * ROWS CELLPX = 32 # 每个cell的像素宽度 POS_FIRST_APPEAR = COLS / 2 SCREEN_SIZE = (COLS * CELLPX, ROWS * CELLPX) COLOR_BG = ( 0 , 0 , 0 ) def draw(grid, pos = None ): # grid是一个list,要么值为None,要么值为'Block' # 非空值在eval()的作用下,用于配置颜色 if pos: # 6x5 s = pos - 3 - 2 * COLS # upper left position for p in range ( 0 , COLS): q = s + p * COLS for i in range (q, q + 6 ): if 0 < = i < CELLS: # 0 <=i < CELLS:表示i这个cell在board内部。 c = eval (grid[i] + ".color" ) if grid[i] else COLOR_BG # 执行着色。shape的cell涂对应的class设定好的颜色,否则涂黑(背景色) a = i % COLS * CELLPX b = i / COLS * CELLPX screen.fill(c, (a, b, CELLPX, CELLPX)) else : # all screen.fill(COLOR_BG) for i, occupied in enumerate (grid): if occupied: c = eval (grid[i] + ".color" ) # 获取方块对应的颜色 a = i % COLS * CELLPX # 横向长度 b = i / COLS * CELLPX # 纵向长度 screen.fill(c, (a, b, CELLPX, CELLPX)) # fill:为cell上色, 第二个参数表示rect pygame.display.flip() # 刷新屏幕 def phi(grid1, grid2, pos): # 4x4 # 两个grid之4*4区域内是否会相撞(冲突) s = pos - 2 - 1 * COLS # upper left position for p in range ( 0 , 4 ): q = s + p * COLS for i in range (q, q + 4 ): try : if grid1[i] and grid2[i]: return False except : pass return True def merge(grid1, grid2): # 合并两个grid grid = grid1[:] for i, c in enumerate (grid2): if c: grid[i] = c return grid def complete(grid): # 减去满行 n = 0 for i in range ( 0 , CELLS, COLS): # 步长为一行。 if not None in grid[i:i + COLS]: #这一句很容易理解错误。 #实际含义是:如果grid[i:i + COLS]都不是None,那么执行下面的语句 grid = [ None ] * COLS + grid[:i] + grid[i + COLS:] n + = 1 return grid, n #n表示减去的行数,用作统计分数 pygame.init() pygame.event.set_blocked( None ) pygame.event.set_allowed((KEYDOWN, QUIT)) pygame.key.set_repeat( 75 , 0 ) pygame.display.set_caption( 'Tetris' ) screen = pygame.display.set_mode(SCREEN_SIZE) pygame.display.update() grid = [ None ] * CELLS speed = 500 screen.fill(COLOR_BG) while True : # spawn a block block = choice([O, I, S, Z, L, J, T])() pos = POS_FIRST_APPEAR if not phi(grid, block.grid(pos), pos): break # you lose pygame.time.set_timer(KEYDOWN, speed) # repeatedly create an event on the event queue # speed是时间间隔。。。speed越小,方块下落的速度越快。。。speed应该换为其他名字 while True : # move the block draw(merge(grid, block.grid(pos)), pos) event = pygame.event.wait() if event. type = = QUIT: sys.exit() try : aim = { K_UNKNOWN: pos + COLS, K_UP: pos, K_DOWN: pos + COLS, K_LEFT: pos - 1 , K_RIGHT: pos + 1 , }[event.key] except KeyError: continue if event.key = = K_UP: # 变形 block.rotate() elif event.key in (K_LEFT, K_RIGHT) and pos / COLS ! = aim / COLS: # pos/COLS表示当前位置所在行 # aim/COLS表示目标位置所在行 # 此判断表示,当shape在左边界时,不允许再向左移动(越界。。),在最右边时向右也禁止 continue grid_aim = block.grid(aim) if grid_aim and phi(grid, grid_aim, aim): pos = aim else : if event.key = = K_UP: block.rotate(times = 3 ) elif not event.key in (K_LEFT, K_RIGHT): break grid = merge(grid, block.grid(pos)) grid, n = complete(grid) if n: draw(grid) speed - = 5 * n if speed < 75 : speed = 75 |
调用的模块:
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#coding:utf-8 #! /usr/bin/env python COLS = 16 ROWS = 20 class Block(): color = ( 255 , 255 , 255 ) def __init__( self ): self ._state = 0 def __str__( self ): return self .__class__.__name__ def _orientations( self ): raise NotImplementedError() def rotate( self , times = 1 ): for i in range (times): if len ( self ._orientations()) - 1 = = self ._state: self ._state = 0 #只要_state比_orientations长度-1还要小,就让_state加1 else : self ._state + = 1 def blades( self ): # 返回对应形状的一种旋转形状。(返回一个list,list中每个元素是一个(x,y)) return self ._orientations()[ self ._state] def grid( self , pos, cols = COLS, rows = ROWS): # grid()函数:对于一个形状,从它的cell中的pos位置,按照orientations的位置提示,把所有cell涂色 # pos表示的是shape中的一个cell,也就是(0,0) if cols * rows < = pos: return None # 这种情况应该不可能出现吧。如果出现<=的情况 # 那么,pos都跑到界外了。。 grid = [ None ] * cols * rows grid[pos] = str ( self ) for b in self .blades(): x, y = b # pos/cols表示pos处于board的第几行 if pos / cols ! = (pos + x) / cols: return None i = pos + x + y * cols if i < 0 : continue elif cols * rows < = i: return None grid[i] = str ( self ) # 给相应的其他位置都“涂色”,比如对于方块,是O型的,那么pos肯定是有值的,pos位于有上角。。 return grid # 以下每个形状class,_orientations()都返回形状的列表。(0,0)一定被包含在其中,为了省略空间所以都没有写出. class O(Block): color = ( 207 , 247 , 0 ) def _orientations( self ): return ( [( - 1 , 0 ), ( - 1 , 1 ), ( 0 , 1 )], ) class I(Block): color = ( 135 , 240 , 60 ) def _orientations( self ): return ( [( - 2 , 0 ), ( - 1 , 0 ), ( 1 , 0 )], [( 0 , - 1 ), ( 0 , 1 ), ( 0 , 2 )], ) class S(Block): color = ( 171 , 252 , 113 ) def _orientations( self ): return ( [( 1 , 0 ), ( - 1 , 1 ), ( 0 , 1 )], [( 0 , - 1 ), ( 1 , 0 ), ( 1 , 1 )], ) class Z(Block): color = ( 243 , 61 , 110 ) def _orientations( self ): return ( [( - 1 , 0 ), ( 0 , 1 ), ( 1 , 1 )], [( 1 , - 1 ), ( 1 , 0 ), ( 0 , 1 )], ) class L(Block): color = ( 253 , 205 , 217 ) def _orientations( self ): return ( [( - 1 , 1 ), ( - 1 , 0 ), ( 1 , 0 )], [( 0 , - 1 ), ( 0 , 1 ), ( 1 , 1 )], [( - 1 , 0 ), ( 1 , 0 ), ( 1 , - 1 )], [( - 1 , - 1 ), ( 0 , - 1 ), ( 0 , 1 )], ) class J(Block): color = ( 140 , 180 , 225 ) def _orientations( self ): return ( [( - 1 , 0 ), ( 1 , 0 ), ( 1 , 1 )], [( 0 , 1 ), ( 0 , - 1 ), ( 1 , - 1 )], [( - 1 , - 1 ), ( - 1 , 0 ), ( 1 , 0 )], [( - 1 , 1 ), ( 0 , 1 ), ( 0 , - 1 )], ) class T(Block): color = ( 229 , 251 , 113 ) def _orientations( self ): return ( [( - 1 , 0 ), ( 0 , 1 ), ( 1 , 0 )], [( 0 , - 1 ), ( 0 , 1 ), ( 1 , 0 )], [( - 1 , 0 ), ( 0 , - 1 ), ( 1 , 0 )], [( - 1 , 0 ), ( 0 , - 1 ), ( 0 , 1 )], ) |
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原文链接:https://blog.csdn.net/zz958712568/article/details/10225975