Commit d4d8655e by BellCodeEditor

save project

parent a8b79c50
Showing with 127 additions and 101 deletions
import pygame import pygame
from pygame import locals from pygame import locals
import random import random
pygame.init() # 初始化 pygame.init() # 初始化
score = 0 score = 0
grid_size = 20 # 格子大小 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
count = 0
# 创建窗口 states = False
screen = pygame.display.set_mode((460, 500))
pygame.display.set_caption("俄罗斯方块") # 创建窗口
clock = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) screen = pygame.display.set_mode((460, 500))
# 载入素材 pygame.display.set_caption("俄罗斯方块")
background = pygame.image.load('bg.png') clock = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
font = pygame.font.Font('STKAITI.TTF', 60) # 字体 # 载入素材
background = pygame.image.load('bg.png')
# 俄罗斯方块所有形状 font = pygame.font.Font('STKAITI.TTF', 60) # 字体
O = [[(0, 0), (0, 1), (1, 0), (1, 1)]]
I = [[(0, -1), (0, 0), (0, 1), (0, 2)], # 俄罗斯方块所有形状
[(-1, 0), (0, 0), (1, 0), (2, 0)]] O = [[(0, 0), (0, 1), (1, 0), (1, 1)]]
Z = [[(0, -1), (0, 0), (1, 0), (1, 1)], I = [[(0, -1), (0, 0), (0, 1), (0, 2)],
[(-1, 0), (0, 0), (0, -1), (1, -1)]] [(-1, 0), (0, 0), (1, 0), (2, 0)]]
S = [[(-1, 0), (0, 0), (0, 1), (1, 1)], Z = [[(0, -1), (0, 0), (1, 0), (1, 1)],
[(1, -1), (1, 0), (0, 0), (0, 1)]] [(-1, 0), (0, 0), (0, -1), (1, -1)]]
T = [[(0, -1), (0, 0), (0, 1), (-1, 0)], S = [[(-1, 0), (0, 0), (0, 1), (1, 1)],
[(-1, 0), (0, 0), (1, 0), (0, 1)], [(1, -1), (1, 0), (0, 0), (0, 1)]]
[(0, -1), (0, 0), (0, 1), (1, 0)], T = [[(0, -1), (0, 0), (0, 1), (-1, 0)],
[(-1, 0), (0, 0), (1, 0), (0, -1)]] [(-1, 0), (0, 0), (1, 0), (0, 1)],
J = [[(-1, 0), (0, 0), (1, 0), (1, -1)], [(0, -1), (0, 0), (0, 1), (1, 0)],
[(0, -1), (0, 0), (0, 1), (-1, -1)], [(-1, 0), (0, 0), (1, 0), (0, -1)]]
[(-1, 0), (0, 0), (1, 0), (-1, 1)], J = [[(-1, 0), (0, 0), (1, 0), (1, -1)],
[(0, -1), (0, 0), (0, 1), (1, 1)]] [(0, -1), (0, 0), (0, 1), (-1, -1)],
L = [[(-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)]]
[(-1, 0), (0, 0), (1, 0), (-1, -1)], 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)],
shape_list = [I, J, L, O, S, T, Z] # 7种类型俄罗斯方块 [(-1, 0), (0, 0), (1, 0), (-1, -1)],
[(0, -1), (0, 0), (0, 1), (-1, 1)]]
# 一些RGB颜色 shape_list = [I, J, L, O, S, T, Z] # 7种类型俄罗斯方块
cube_colors = [
(204, 153, 153), (102, 102, 153),(153, 0, 102), # 一些RGB颜色
(255, 204, 0), (204, 0, 51),(255, 0, 51), (0, 102, 153), cube_colors = [
(153, 0, 51), (204, 255, 102), (255, 153, 0)] (204, 153, 153), (102, 102, 153),(153, 0, 102),
(255, 204, 0), (204, 0, 51),(255, 0, 51), (0, 102, 153),
center = [2, 8] # 第2行第8列 (153, 0, 51), (204, 255, 102), (255, 153, 0)]
shape = random.choice(shape_list)
index = random.randint(0, len(shape)-1)
current_shape = shape[index] def check(center):
color = random.choice(cube_colors) for cube in current_shape:
cube = (cube[0] + center[0], cube[1] + center[1])
while True: # 当前的小方块超出网格的行、列,就返回False
for event in pygame.event.get(): if cube[0] < 1 or cube[1] < 1 or cube[0] > grid_num_height \
if event.type == locals.QUIT: or cube[1] >grid_num_width:
exit() return False
if event.type == locals.KEYDOWN:
if event.key == locals.K_RIGHT: # 向右 while True:
if center[1] < 15: for event in pygame.event.get():
center[1] += 1 if event.type == locals.QUIT:
elif event.key == locals.K_LEFT: # 向左 exit()
if center[1] > 1: if event.type == locals.KEYDOWN:
center[1] -= 1 if event.key == locals.K_LEFT: # 向左
elif event.key == locals.K_DOWN: # 向下 center[1] = center[1] - 1 # 左移1列
if center[0] < 25: if check(center) == False:
center[0] += 1 center[1] = center[1] + 1 # 右移1列
elif event.key == locals.K_UP: elif event.key == locals.K_RIGHT: # 向右
old_index = index center[1] = center[1] + 1
index += 1 if check(center) == False:
if index >= len(shape): center[1] = center[1] - 1
index = 0
current_shape = shape[index] elif event.key == locals.K_DOWN: # 向下
if check(center) == False: center[0] = center[0] + 1
index = old_index if check(center) == False:
current_shape = shape[index] center[0] = center[0] - 1
elif event.key == locals.K_UP: # 向上键
old_index = index # 保留原图形索引
index += 1 # 索引+1
if index >= len(shape): # 判断索引有没有对应的形状
# 将背景图画上去 index = 0 # 将索引设置为0
screen.blit(background, (0, 0)) current_shape = shape[index] # 将选好的图形相对坐标保存
# 计算出所有小方块的行、列位置 if check(center) == False: # 判断图形是否超出背景
current_pos = [] index = old_index # 还原图形索引
for cube in current_shape: current_shape = shape[index]# 将选好的图形相对坐标保存
pos = (cube[0] + center[0], cube[1] + center[1])
current_pos.append(pos) if states == False:
# 取出所有小方块的行、列位置,计算坐标,绘制俄罗斯方块 states = True
for cube in current_pos: center = [2, 8] # 第2行第8列
pygame.draw.rect(screen, color, shape = random.choice(shape_list)
(cube[1] * 20-20, cube[0] * 20-20, 20, 20), 0) index = random.randint(0, len(shape)-1) # 随机形状索引
pygame.draw.rect(screen, (255, 255, 255), current_shape = shape[index]
(cube[1] * 20-20, cube[0] * 20-20, 20, 20), 1) color = random.choice(cube_colors) # 随机选取一种颜色
# 得分
text_surface = font.render(str(score), True, (0, 0, 0)) count += 1
screen.blit(text_surface, (350,70)) if count % FPS == 0:
# 刷新画面 center[0] = center[0] + 1
pygame.display.update() if check(center) == False:
clock.tick(FPS) center[0] = center[0] - 1
states = False
# 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)
# 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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