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:
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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()
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效果:
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/m0_46278037/article/details/113851443