Commit 2343510a by BellCodeEditor

save project

parent e4bff508
Showing with 44 additions and 29 deletions
...@@ -8,6 +8,8 @@ grid_size = 20 # 格子大小 ...@@ -8,6 +8,8 @@ grid_size = 20 # 格子大小
grid_num_width = 15 # 横向格子数量 grid_num_width = 15 # 横向格子数量
grid_num_height = 25 # 纵向格子数量 grid_num_height = 25 # 纵向格子数量
FPS = 30 FPS = 30
a= 0
b=False
# 创建窗口 # 创建窗口
screen = pygame.display.set_mode((460, 500)) screen = pygame.display.set_mode((460, 500))
...@@ -49,46 +51,60 @@ center = [2, 8] # 第2行第8列 ...@@ -49,46 +51,60 @@ center = [2, 8] # 第2行第8列
shape = random.choice(shape_list) shape = random.choice(shape_list)
index = random.randint(0, len(shape)-1) # 随机形状索引 index = random.randint(0, len(shape)-1) # 随机形状索引
current_shape = shape[index] current_shape = shape[index]
color = random.choice(cube_colors) color = random.choice(cube_colors) # 随机选取一种颜色
def check(center): def check(center):
for cube in current_shape: for cube in current_shape:
cube = (cube[0] + center[0],cube[1] + center[1]) cube = (cube[0] + center[0], cube[1] + center[1])
if cube[0] < 1 or cube[1]< 1 or cube[0] > 25 or cube[1] > 15: # 当前的小方块超出网格的行、列,就返回False
return False 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_LEFT: # 向左
if center[1] < 15: center[1] = center[1] - 1 # 左移1列
center[1] += 1 if check(center) == False:
if check(center)==False: center[1] = center[1] + 1 # 右移1列
center[1] -= 1
elif event.key == locals.K_LEFT: # 向左
if center[1] > 1:
center[1] -= 1
if check(center)==False:
center[1] += 1
elif event.key == locals.K_DOWN: # 向下
if center[0] < 25:
center[0] += 1
if check(center)==False:
center[0] -= 1
if event.key == locals.K_UP: elif event.key == locals.K_RIGHT: # 向右
old_index=index 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 index += 1
if index >= len(shape): if index >= len(shape):
index = 0 index = 0
current_shape = shape[index] current_shape = shape[index]
if check(center)==False: if check(center) == False:
index=old_index index = old_index
current_shape = shape[index] current_shape = shape[index]
a+=1
if a==30:
center[0] = center[0] + 1
if check(center) == False:
center[0] = center[0] - 1
b = False
a=0
if b == False:
b=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)
# 将背景图画上去 # 将背景图画上去
screen.blit(background, (0, 0)) screen.blit(background, (0, 0))
# 计算出所有小方块的行、列位置 # 计算出所有小方块的行、列位置
...@@ -107,4 +123,4 @@ while True: ...@@ -107,4 +123,4 @@ while True:
screen.blit(text_surface, (350,70)) screen.blit(text_surface, (350,70))
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
clock.tick(FPS) clock.tick(FPS)
\ No newline at end of file
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