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
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# 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:
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原文链接:https://blog.csdn.net/m0_46278037/article/details/113851443