Commit 16526f39 by BellCodeEditor

save project

parent 1492c1cf
Showing with 66 additions and 54 deletions
...@@ -10,6 +10,7 @@ grid_num_height = 25 # 纵向格子数量 ...@@ -10,6 +10,7 @@ grid_num_height = 25 # 纵向格子数量
FPS = 30 # 帧率 FPS = 30 # 帧率
count = 0 count = 0
states = False states = False
gameover = False
# 创建窗口 # 创建窗口
screen = pygame.display.set_mode((460, 500)) screen = pygame.display.set_mode((460, 500))
...@@ -18,7 +19,7 @@ clock = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) ...@@ -18,7 +19,7 @@ clock = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
# 载入素材 # 载入素材
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) # 字体
font_restart = pygame.font.Font('STKAITI.TTF',25)
# 俄罗斯方块所有形状 # 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)],
...@@ -65,6 +66,8 @@ while True: ...@@ -65,6 +66,8 @@ while True:
if event.type == locals.QUIT: if event.type == locals.QUIT:
exit() exit()
if event.type == locals.KEYDOWN: if event.type == locals.KEYDOWN:
if gameover == True:
gameover = False
if event.key == locals.K_LEFT: # 向左 if event.key == locals.K_LEFT: # 向左
center[1] = center[1] - 1 # 左移1列 center[1] = center[1] - 1 # 左移1列
if check(center) == False: if check(center) == False:
...@@ -89,60 +92,68 @@ while True: ...@@ -89,60 +92,68 @@ while True:
if check(center) == False: if check(center) == False:
index = old_index index = old_index
current_shape = shape[index] current_shape = shape[index]
if gameover == False:
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)
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=[]
for i in range(25):
new_list.append([0]*15)
row_index =24
for i in range(24,-1,-1):
if states == False: is_full=True
states = True for j in range(grid_num_width):
center = [2, 8] # 第2行第8列 if num_list[i][j] == 0:
shape = random.choice(shape_list) is_full=False
index = random.randint(0, len(shape)-1) # 随机形状索引 if is_full == False:
current_shape = shape[index] new_list[row_index] = num_list[i]
color = random.choice(cube_colors) # 随机选取一种颜色 row_index -=1
count += 1 else:
if count % FPS == 0: # 降落速度的算式 score +=1
center[0] = center[0] + 1 num_list =new_list
if check(center) == False: if num_list[1][7] != 0:
center[0] = center[0] - 1 gameover = True
states = False # 得分
for cube in current_pos: text_surface = font.render(str(score), True, (0, 0, 0))
num_list[cube[0]-1][cube[1]-1]=color screen.blit(text_surface, (350,70))
# 将背景图画上去 if gameover == True:
screen.blit(background, (0, 0)) text = font_restart.render("游戏失败,按任意键开始",True,(0,0,0))
# 计算出所有小方块的行、列位置 screen.blit(text,(20,250))
current_pos = [] score = 0
for cube in current_shape: num_list = []
pos = (cube[0] + center[0], cube[1] + center[1]) for i in range(25):
current_pos.append(pos) num_list.append([0]*15)
# 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)
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=[]
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 # 刷新画面
pygame.display.update() pygame.display.update()
clock.tick(FPS) clock.tick(FPS)
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