Commit 39d0cdd8 by BellCodeEditor

save project

parent e3acc21c
Showing with 93 additions and 42 deletions
import time
start_time=time.time()
for a in range(0,1001):
for b in range(0,1001):
c=1000-a-b
if a**2+b**2==c**2 and a+b+c==1000:
print(a,b,c)
stop_time=time.time()
t=stop_time-start_time
print(t)
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import pygame import pygame
from pygame import locals from pygame import locals
import random import random
W1=[]
for i in range(25):
W1.append([0]*15)
print(W1)
pygame.init() # 初始化 pygame.init() # 初始化
score = 0 score = 0
...@@ -16,6 +10,7 @@ grid_num_height = 25 # 纵向格子数量 ...@@ -16,6 +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))
...@@ -24,7 +19,7 @@ clock = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) ...@@ -24,7 +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
font1 = 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)],
...@@ -60,13 +55,21 @@ def check(center): ...@@ -60,13 +55,21 @@ def check(center):
if cube[0] < 1 or cube[1] < 1 or cube[0] > grid_num_height \ if cube[0] < 1 or cube[1] < 1 or cube[0] > grid_num_height \
or cube[1] >grid_num_width: or cube[1] >grid_num_width:
return False return False
if W1[cube[0]-1][cube[1]-1] 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: 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 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:
...@@ -91,40 +94,75 @@ while True: ...@@ -91,40 +94,75 @@ while True:
if check(center) == False: if check(center) == False:
index = old_index index = old_index
current_shape = shape[index] current_shape = shape[index]
# 生成新俄罗斯方块
if states == False: if num_list[1][7]!=0:
states = True gameover=True
center = [2, 8] # 第2行第8列 if gameover ==False:
shape = random.choice(shape_list) if states == False:
index = random.randint(0, len(shape)-1) # 随机形状索引 states = True
current_shape = shape[index] center = [2, 8] # 第2行第8列
color = random.choice(cube_colors) # 随机选取一种颜色 shape = random.choice(shape_list)
count += 1 index = random.randint(0, len(shape)-1) # 随机形状索引
current_shape = shape[index]
if count % FPS == 0: # 降落速度的算式 color = random.choice(cube_colors) # 随机选取一种颜色
center[0] = center[0] + 1 count += 1
if check(center) == False: if count % FPS == 0: # 降落速度的算式
center[0] = center[0] - 1 center[0] = center[0] + 1
states = False if check(center) == False:
for ab in current_pos center[0] = center[0] - 1
W1[ab[0]-1][ab[1]-1]=color states = False
# 将背景图画上去 for cube in current_pos:
screen.blit(background, (0, 0)) num_list[cube[0]-1][cube[1]-1] = color
# 计算出所有小方块的行、列位置 # 将背景图画上去
current_pos = [] screen.blit(background, (0, 0))
for cube in current_shape: # 计算出所有小方块的行、列位置
pos = (cube[0] + center[0], cube[1] + center[1]) current_pos = []
current_pos.append(pos) for cube in current_shape:
# print(current_pos) pos = (cube[0] + center[0], cube[1] + center[1])
# 取出所有小方块的行、列位置,计算坐标,绘制俄罗斯方块 current_pos.append(pos)
for cube in current_pos: # 取出所有小方块的行、列位置,计算坐标,绘制俄罗斯方块
pygame.draw.rect(screen, color, for cube in current_pos:
(cube[1] * 20-20, cube[0] * 20-20, 20, 20), 0) pygame.draw.rect(screen, color,
pygame.draw.rect(screen, (255, 255, 255), (cube[1] * 20-20, cube[0] * 20-20, 20, 20), 0)
(cube[1] * 20-20, cube[0] * 20-20, 20, 20), 1) pygame.draw.rect(screen, (255, 255, 255),
# 得分 (cube[1] * 20-20, cube[0] * 20-20, 20, 20), 1)
text_surface = font.render(str(score), True, (0, 0, 0)) # 画出降落后的方块
screen.blit(text_surface, (350,70)) 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))
if gameover == True:
text_surface1 = font1.render("按键重新开始游戏", True, (0, 0, 0))
screen.blit(text_surface1, (20,250))
num_list = []
for i in range(25):
num_list.append([0] * 15)
score = 0
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
clock.tick(FPS) clock.tick(FPS)
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