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Commit
0803ba66
authored
3 years ago
by
BellCodeEditor
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1.py
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1.py
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0803ba66
import
pygame
from
pygame
import
locals
import
random
pygame
.
init
()
# 初始化
score
=
0
grid_size
=
20
# 格子大小
grid_num_width
=
15
# 横向格子数量
grid_num_height
=
25
# 纵向格子数量
FPS
=
30
# 帧率
count
=
0
states
=
False
# 创建窗口
screen
=
pygame
.
display
.
set_mode
((
460
,
500
))
pygame
.
display
.
set_caption
(
"俄罗斯方块"
)
clock
=
pygame
.
time
.
Clock
()
# pygame时钟,控制游戏速度(帧数)
# 载入素材
background
=
pygame
.
image
.
load
(
'bg.png'
)
font
=
pygame
.
font
.
Font
(
'STKAITI.TTF'
,
60
)
# 字体
# 俄罗斯方块所有形状
O
=
[[(
0
,
0
),
(
0
,
1
),
(
1
,
0
),
(
1
,
1
)]]
I
=
[[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
0
,
2
)],
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
2
,
0
)]]
Z
=
[[(
0
,
-
1
),
(
0
,
0
),
(
1
,
0
),
(
1
,
1
)],
[(
-
1
,
0
),
(
0
,
0
),
(
0
,
-
1
),
(
1
,
-
1
)]]
S
=
[[(
-
1
,
0
),
(
0
,
0
),
(
0
,
1
),
(
1
,
1
)],
[(
1
,
-
1
),
(
1
,
0
),
(
0
,
0
),
(
0
,
1
)]]
T
=
[[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
-
1
,
0
)],
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
0
,
1
)],
[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
1
,
0
)],
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
0
,
-
1
)]]
J
=
[[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
1
,
-
1
)],
[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
-
1
,
-
1
)],
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
-
1
,
1
)],
[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
1
,
1
)]]
L
=
[[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
1
,
1
)],
[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
1
,
-
1
)],
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
-
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
# 一些RGB颜色
cube_colors
=
[(
204
,
153
,
153
),
(
102
,
102
,
153
),(
153
,
0
,
102
),
(
255
,
204
,
0
),
(
204
,
0
,
51
),(
255
,
0
,
51
),
(
0
,
102
,
153
),
(
153
,
0
,
51
),
(
204
,
255
,
102
),
(
255
,
153
,
0
)]
def
check
(
center
):
for
cube
in
current_shape
:
cube
=
(
cube
[
0
]
+
center
[
0
],
cube
[
1
]
+
center
[
1
])
# 当前的小方块超出网格的行、列,就返回False
if
cube
[
0
]
<
1
or
cube
[
1
]
<
1
or
cube
[
0
]
>
grid_num_height
\
or
cube
[
1
]
>
grid_num_width
:
return
False
if
num_list
[
cube
[
0
]
-
1
][
cube
[
1
]
-
1
]
!=
0
:
return
False
# 格子基础数字设为0
num_list
=
[]
for
i
in
range
(
25
):
num_list
.
append
([
0
]
*
15
)
while
True
:
for
event
in
pygame
.
event
.
get
():
if
event
.
type
==
locals
.
QUIT
:
exit
()
if
event
.
type
==
locals
.
KEYDOWN
:
if
event
.
key
==
locals
.
K_LEFT
:
# 向左
center
[
1
]
=
center
[
1
]
-
1
# 左移1列
if
check
(
center
)
==
False
:
center
[
1
]
=
center
[
1
]
+
1
# 右移1列
elif
event
.
key
==
locals
.
K_RIGHT
:
# 向右
center
[
1
]
=
center
[
1
]
+
1
if
check
(
center
)
==
False
:
center
[
1
]
=
center
[
1
]
-
1
elif
event
.
key
==
locals
.
K_DOWN
:
# 向下
center
[
0
]
=
center
[
0
]
+
1
if
check
(
center
)
==
False
:
center
[
0
]
=
center
[
0
]
-
1
elif
event
.
key
==
locals
.
K_UP
:
# 向上键
old_index
=
index
index
+=
1
if
index
>=
len
(
shape
):
index
=
0
current_shape
=
shape
[
index
]
if
check
(
center
)
==
False
:
index
=
old_index
current_shape
=
shape
[
index
]
# 生成新俄罗斯方块
if
states
==
False
:
states
=
True
center
=
[
2
,
8
]
# 第2行第8列
shape
=
random
.
choice
(
shape_list
)
index
=
random
.
randint
(
0
,
len
(
shape
)
-
1
)
# 随机形状索引
current_shape
=
shape
[
index
]
color
=
random
.
choice
(
cube_colors
)
# 随机选取一种颜色
count
+=
1
if
count
%
FPS
==
0
:
# 降落速度的算式
center
[
0
]
=
center
[
0
]
+
1
if
check
(
center
)
==
False
:
center
[
0
]
=
center
[
0
]
-
1
states
=
False
for
cube
in
current_pos
:
num_list
[
cube
[
0
]
-
1
][
cube
[
1
]
-
1
]
=
color
# 将背景图画上去
screen
.
blit
(
background
,
(
0
,
0
))
# 计算出所有小方块的行、列位置
current_pos
=
[]
for
cube
in
current_shape
:
pos
=
(
cube
[
0
]
+
center
[
0
],
cube
[
1
]
+
center
[
1
])
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
for
cube
in
current_pos
:
pygame
.
draw
.
rect
(
screen
,
color
,(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
20
,
20
),
0
)
pygame
.
draw
.
rect
(
screen
,
(
255
,
255
,
255
),
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
20
,
20
),
1
)
# 画出降落后的方块
for
i
,
row
in
zip
(
range
(
1
,
26
),
num_list
):
for
j
,
colors
in
zip
(
range
(
1
,
16
),
row
):
if
colors
!=
0
:
pygame
.
draw
.
rect
(
screen
,
colors
,
(
j
*
20
-
20
,
i
*
20
-
20
,
20
,
20
))
pygame
.
draw
.
rect
(
screen
,
(
255
,
255
,
255
),
(
j
*
20
-
20
,
i
*
20
-
20
,
20
,
20
),
1
)
new_list
=
[]
# 新的地图列表
for
i
in
range
(
25
):
new_list
.
append
([
0
]
*
15
)
row_index
=
24
for
i
in
range
(
24
,
-
1
,
-
1
):
is_full
=
True
for
j
in
range
(
grid_num_width
):
if
num_list
[
i
][
j
]
==
0
:
is_full
=
False
if
is_full
==
False
:
new_list
[
row_index
]
=
num_list
[
i
]
row_index
-=
1
else
:
score
+=
1
num_list
=
new_list
# 得分
text_surface
=
font
.
render
(
str
(
score
),
True
,
(
0
,
0
,
0
))
screen
.
blit
(
text_surface
,
(
350
,
70
))
# 刷新画面
pygame
.
display
.
update
()
clock
.
tick
(
FPS
)
\ No newline at end of file
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1.配音
0 → 100644
View file @
0803ba66
import pygame
import pygame
from pygame import locals
import random
pygame.init() # 初始化
score = 0
grid_size = 20 # 格子大小
grid_num_width = 15 # 横向格子数量
grid_num_height = 25 # 纵向格子数量
FPS = 30 # 帧率
count = 0
states = False
# 创建窗口
screen = pygame.display.set_mode((460, 500))
pygame.display.set_caption("俄罗斯方块")
clock = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
# 载入素材
background = pygame.image.load('bg.png')
font = pygame.font.Font('STKAITI.TTF', 60) # 字体
# 俄罗斯方块所有形状
O =
[
[
(0, 0), (0, 1), (1, 0), (1, 1)]]
I =
[
[
(0, -1), (0, 0), (0, 1), (0, 2)],
[
(-1, 0), (0, 0), (1, 0), (2, 0)]]
Z =
[
[
(0, -1), (0, 0), (1, 0), (1, 1)],
[
(-1, 0), (0, 0), (0, -1), (1, -1)]]
S =
[
[
(-1, 0), (0, 0), (0, 1), (1, 1)],
[
(1, -1), (1, 0), (0, 0), (0, 1)]]
T =
[
[
(0, -1), (0, 0), (0, 1), (-1, 0)],
[
(-1, 0), (0, 0), (1, 0), (0, 1)],
[
(0, -1), (0, 0), (0, 1), (1, 0)],
[
(-1, 0), (0, 0), (1, 0), (0, -1)]]
J =
[
[
(-1, 0), (0, 0), (1, 0), (1, -1)],
[
(0, -1), (0, 0), (0, 1), (-1, -1)],
[
(-1, 0), (0, 0), (1, 0), (-1, 1)],
[
(0, -1), (0, 0), (0, 1), (1, 1)]]
L =
[
[
(-1, 0), (0, 0), (1, 0), (1, 1)],
[
(0, -1), (0, 0), (0, 1), (1, -1)],
[
(-1, 0), (0, 0), (1, 0), (-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
# 一些RGB颜色
cube_colors =
[
(204, 153, 153), (102, 102, 153),(153, 0, 102),
(255, 204, 0), (204, 0, 51),(255, 0, 51), (0, 102, 153),
(153, 0, 51), (204, 255, 102), (255, 153, 0)]
def check(center):
for cube in current_shape:
cube = (cube
[
0] + center
[
0], cube
[
1] + center
[
1])
# 当前的小方块超出网格的行、列,就返回False
if cube
[
0] < 1 or cube
[
1] < 1 or cube
[
0] > grid_num_height \
or cube
[
1] >grid_num_width:
return False
if num_list
[
cube
[
0]-1]
[
cube
[
1]-1] != 0:
return False
# 格子基础数字设为0
num_list =
[
]
for i in range(25):
num_list.append(
[
0] * 15)
while True:
for event in pygame.event.get():
if event.type == locals.QUIT:
exit()
if event.type == locals.KEYDOWN:
if event.key == locals.K_LEFT: # 向左
center
[
1] = center
[
1] - 1 # 左移1列
if check(center) == False:
center
[
1] = center
[
1] + 1 # 右移1列
elif event.key == locals.K_RIGHT: # 向右
center
[
1] = center
[
1] + 1
if check(center) == False:
center
[
1] = center
[
1] - 1
elif event.key == locals.K_DOWN: # 向下
center
[
0] = center
[
0] + 1
if check(center) == False:
center
[
0] = center
[
0] - 1
elif event.key == locals.K_UP: # 向上键
old_index = index
index += 1
if index >= len(shape):
index = 0
current_shape = shape
[
index]
if check(center) == False:
index = old_index
current_shape = shape
[
index]
# 生成新俄罗斯方块
if states == False:
states = True
center =
[
2, 8] # 第2行第8列
shape = random.choice(shape_list)
index = random.randint(0, len(shape)-1) # 随机形状索引
current_shape = shape
[
index]
color = random.choice(cube_colors) # 随机选取一种颜色
count += 1
if count % FPS == 0: # 降落速度的算式
center
[
0] = center
[
0] + 1
if check(center) == False:
center
[
0] = center
[
0] - 1
states = False
for cube in current_pos:
num_list
[
cube
[
0]-1]
[
cube
[
1]-1] = color
# 将背景图画上去
screen.blit(background, (0, 0))
# 计算出所有小方块的行、列位置
current_pos =
[
]
for cube in current_shape:
pos = (cube
[
0] + center
[
0], cube
[
1] + center
[
1])
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
for cube in current_pos:
pygame.draw.rect(screen, color,
(cube
[
1] * 20-20, cube
[
0] * 20-20, 20, 20), 0)
pygame.draw.rect(screen, (255, 255, 255),
(cube
[
1] * 20-20, cube
[
0] * 20-20, 20, 20), 1)
# 画出降落后的方块
for i, row in zip(range(1,26), num_list):
for j, colors in zip(range(1,16), row):
if colors != 0:
pygame.draw.rect(screen, colors,
(j * 20-20, i * 20-20, 20, 20))
pygame.draw.rect(screen, (255, 255, 255),
(j * 20-20, i * 20-20, 20, 20), 1)
new_list =
[
] # 新的地图列表
for i in range(25):
new_list.append(
[
0] * 15)
row_index = 24
for i in range(24, -1, -1):
is_full = True
for j in range(grid_num_width):
if num_list
[
i]
[
j] == 0:
is_full = False
if is_full == False:
new_list
[
row_index] = num_list
[
i]
row_index -= 1
else:
score += 1
num_list = new_list
# 得分
text_surface = font.render(str(score), True, (0, 0, 0))
screen.blit(text_surface, (350,70))
# 刷新画面
pygame.display.update()
clock.tick(FPS)
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