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Commit
fd836f2c
authored
Jun 24, 2023
by
BellCodeEditor
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my_Tetris.py
my_Tetris.py
View file @
fd836f2c
import
pygame
import
pygame
from
pygame
import
locals
from
pygame
import
locals
import
random
pygame
.
init
()
#
初始化
pygame
.
init
()
#
鍒濆鍖?
score
=
0
score
=
0
grid_size
=
20
#
格子大小
grid_size
=
20
#
鏍煎瓙澶у皬
grid_num_width
=
15
#
横向格子数量
grid_num_width
=
15
#
妯悜鏍煎瓙鏁伴噺
grid_num_height
=
25
#
纵向格子数量
grid_num_height
=
25
#
绾靛悜鏍煎瓙鏁伴噺
FPS
=
30
FPS
=
30
#
创建窗口
#
鍒涘缓绐楀彛
screen
=
pygame
.
display
.
set_mode
((
460
,
500
))
screen
=
pygame
.
display
.
set_mode
((
460
,
500
))
pygame
.
display
.
set_caption
(
"俄罗斯方块"
)
pygame
.
display
.
set_caption
(
"俄罗斯方块"
)
clock
=
pygame
.
time
.
Clock
()
# pygame
时钟,控制游戏速度(帧数)
clock
=
pygame
.
time
.
Clock
()
# pygame
鏃堕挓锛屾帶鍒舵父鎴忛€熷害锛堝抚鏁帮級
#
载入素材
#
杞藉叆绱犳潗
background
=
pygame
.
image
.
load
(
'bg.png'
)
background
=
pygame
.
image
.
load
(
'bg.png'
)
font
=
pygame
.
font
.
Font
(
'STKAITI.TTF'
,
60
)
# 字体
font
=
pygame
.
font
.
Font
(
'STKAITI.TTF'
,
60
)
# 瀛椾綋
# 俄罗斯方块所有形状
O
=
[[(
0
,
0
),
(
0
,
1
),
(
1
,
0
),
(
1
,
1
)]]
O
=
[[(
0
,
0
),
(
0
,
1
),
(
1
,
0
),
(
1
,
1
)]]
I
=
[[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
0
,
2
)],
I
=
[[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
0
,
2
)],
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
2
,
0
)]]
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
2
,
0
)]]
...
@@ -36,48 +35,68 @@ L = [[(-1, 0), (0, 0), (1, 0), (1, 1)],
...
@@ -36,48 +35,68 @@ L = [[(-1, 0), (0, 0), (1, 0), (1, 1)],
[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
1
,
-
1
)],
[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
1
,
-
1
)],
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
-
1
,
-
1
)],
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
-
1
,
-
1
)],
[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
-
1
,
1
)]]
[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
-
1
,
1
)]]
shape_list
=
[
I
,
J
,
L
,
O
,
S
,
T
,
Z
]
# 7种类型俄罗斯方块
shape_list
=
[
I
,
J
,
L
,
O
,
S
,
T
,
Z
]
# 7绉嶇被鍨嬩縿缃楁柉鏂瑰潡
# 一些RGB颜色
cube_colors
=
[
cube_colors
=
[
(
204
,
153
,
153
),
(
102
,
102
,
153
),(
153
,
0
,
102
),
(
204
,
153
,
153
),
(
102
,
102
,
153
),(
153
,
0
,
102
),
(
255
,
204
,
0
),
(
204
,
0
,
51
),(
255
,
0
,
51
),
(
0
,
102
,
153
),
(
255
,
204
,
0
),
(
204
,
0
,
51
),(
255
,
0
,
51
),
(
0
,
102
,
153
),
(
153
,
0
,
51
),
(
204
,
255
,
102
),
(
255
,
153
,
0
)]
(
153
,
0
,
51
),
(
204
,
255
,
102
),
(
255
,
153
,
0
)]
center
=
[
2
,
8
]
# 第2行第8列
current_shape
=
[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
-
1
,
0
)]
center
=
[
2
,
8
]
# 涓績鐐癸紝2琛?鍒?
shape
=
random
.
choice
(
shape_list
)
index
=
random
.
randint
(
0
,
len
(
shape
)
-
1
)
current_shape
=
shape
[
index
]
color
=
random
.
choice
(
cube_colors
)
def
check
(
center
):
for
cube
in
current_shape
:
cube
=
(
cube
[
0
]
+
center
[
0
],
cube
[
1
]
+
center
[
1
])
if
cube
[
0
]
<
1
or
cube
[
1
]
<
1
or
cube
[
0
]
>
grid_num_height
\
or
cube
[
1
]
>
grid_num_width
:
return
False
while
True
:
while
True
:
for
event
in
pygame
.
event
.
get
():
for
event
in
pygame
.
event
.
get
():
if
event
.
type
==
locals
.
QUIT
:
if
event
.
type
==
locals
.
QUIT
:
exit
()
exit
()
if
event
.
type
==
locals
.
KEYDOWN
:
if
event
.
type
==
locals
.
KEYDOWN
:
if
event
.
key
==
locals
.
K_RIGHT
:
# 向右
if
event
.
key
==
locals
.
K_RIGHT
:
if
center
[
1
]
<
15
:
center
[
1
]
=
center
[
1
]
+
1
center
[
1
]
+=
1
if
check
(
center
)
==
False
:
elif
event
.
key
==
locals
.
K_LEFT
:
# 向左
center
[
1
]
=
center
[
1
]
-
1
if
center
[
1
]
>
1
:
center
[
1
]
-=
1
elif
event
.
key
==
locals
.
K_DOWN
:
# 向下
elif
event
.
key
==
locals
.
K_LEFT
:
center
[
1
]
=
center
[
1
]
-
1
if
check
(
center
)
==
False
:
center
[
1
]
=
center
[
1
]
+
1
elif
event
.
key
==
locals
.
K_DOWN
:
if
center
[
0
]
<
25
:
if
center
[
0
]
<
25
:
center
[
0
]
+=
1
center
[
0
]
=
center
[
0
]
+
1
#
将背景图画上去
#
灏嗚儗鏅浘鐢讳笂鍘?
screen
.
blit
(
background
,
(
0
,
0
))
screen
.
blit
(
background
,
(
0
,
0
))
#
计算出所有小方块的行、列位置
#
璁$畻鍑烘墍鏈夊皬鏂瑰潡鐨勮銆佸垪浣嶇疆
current_pos
=
[]
current_pos
=
[]
for
cube
in
current_shape
:
for
cube
in
current_shape
:
# cube 绔嬫柟浣?
pos
=
(
cube
[
0
]
+
center
[
0
],
cube
[
1
]
+
center
[
1
])
pos
=
(
cube
[
0
]
+
center
[
0
],
cube
[
1
]
+
center
[
1
])
#鐢ㄧ浉瀵逛綅缃姞涓婂睆骞曚腑蹇冪偣鎵€鍦ㄧ殑浣嶇疆
current_pos
.
append
(
pos
)
current_pos
.
append
(
pos
)
# 取出所有小方块的行、列位置,计算坐标,绘制俄罗斯方块
# 鍙栧嚭鎵€鏈夊皬鏂瑰潡鐨勮銆佸垪浣嶇疆锛岃绠楀潗鏍囷紝缁樺埗淇勭綏鏂柟鍧?
for
cube
in
current_pos
:
for
cube
in
current_pos
:
pygame
.
draw
.
rect
(
screen
,
color
,
pygame
.
draw
.
rect
(
screen
,
color
,
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
20
,
20
),
0
)
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
pygame
.
draw
.
rect
(
screen
,
(
255
,
255
,
255
),
grid_size
,
grid_size
),
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
20
,
20
),
1
)
0
)
# 得分
pygame
.
draw
.
rect
(
screen
,
(
255
,
255
,
255
),
text_surface
=
font
.
render
(
str
(
score
),
True
,
(
0
,
0
,
0
))
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
screen
.
blit
(
text_surface
,
(
350
,
70
))
grid_size
,
grid_size
),
# 刷新画面
1
)
# 寰楀垎
score_text
=
font
.
render
(
str
(
score
),
True
,
(
0
,
0
,
0
))
screen
.
blit
(
score_text
,
(
350
,
70
))
# 鍒锋柊鐢婚潰
pygame
.
display
.
update
()
pygame
.
display
.
update
()
clock
.
tick
(
FPS
)
clock
.
tick
(
FPS
)
\ No newline at end of file
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