Commit 3a12b7b4 by BellCodeEditor

auto save

parent 1c7e7e19
# 默认忽略的文件
/shelf/
/workspace.xml
<component name="InspectionProjectProfileManager">
<settings>
<option name="USE_PROJECT_PROFILE" value="false" />
<version value="1.0" />
</settings>
</component>
\ No newline at end of file
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.11 (venv) (2)" project-jdk-type="Python SDK" />
</project>
\ No newline at end of file
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/pygame_lesson12_diy01.iml" filepath="$PROJECT_DIR$/.idea/pygame_lesson12_diy01.iml" />
</modules>
</component>
</project>
\ No newline at end of file
<?xml version="1.0" encoding="UTF-8"?>
<module type="PYTHON_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$" />
<orderEntry type="jdk" jdkName="Python 3.11 (venv) (2)" jdkType="Python SDK" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>
\ No newline at end of file
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>
\ No newline at end of file
...@@ -9,7 +9,7 @@ grid_num_width = 15 # 横向格子数量 ...@@ -9,7 +9,7 @@ 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 # 帧率 FPS = 30 # 帧率
count = 0 count = 0
states = False states = False # 格子的状态
# 创建窗口 # 创建窗口
screen = pygame.display.set_mode((460, 500)) screen = pygame.display.set_mode((460, 500))
...@@ -41,40 +41,56 @@ L = [[(-1, 0), (0, 0), (1, 0), (1, 1)], ...@@ -41,40 +41,56 @@ 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 shape_list = [I, J, L, O, S, T, Z] # 7种类型俄罗斯方块
num_list = []
for i in range(25):
num_list.append([0]*15)
# 一些RGB颜色 # 一些RGB颜色
cube_colors = [ cube_colors = [
(204, 153, 153), (102, 102, 153),(153, 0, 102), (204, 153, 153), (102, 102, 153),(153, 0, 102),
(255, 204, 0), (204, 0, 51),(255, 0, 51), (0, 102, 153), (255, 204, 0), (204, 0, 51),(255, 0, 51), (0, 102, 153),
(153, 0, 51), (204, 255, 102), (255, 153, 0)] (153, 0, 51), (204, 255, 102), (255, 153, 0)]
# 边缘判断
def check(center): def check(center):
# 遍历储存方块形状的列表
# cube = (行,列)
for cube in current_shape: for cube in current_shape:
# 通过中心点计算每个点的坐标
cube = (cube[0] + center[0], cube[1] + center[1]) 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 # 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 \ 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 num_list[cube[0]-1][cube[1]-1] != 0:
return False
while True: while True:
# 遍历事件
for event in pygame.event.get(): for event in pygame.event.get():
# 设置退出
if event.type == locals.QUIT: if event.type == locals.QUIT:
exit() exit()
# 处理按键事件
if event.type == locals.KEYDOWN: if event.type == locals.KEYDOWN:
if event.key == locals.K_LEFT: # 向左 # 向左移动中心点
if event.key == locals.K_LEFT:
center[1] = center[1] - 1 # 左移1列 center[1] = center[1] - 1 # 左移1列
# 若超出边缘则撤销操作
if check(center) == False: if check(center) == False:
center[1] = center[1] + 1 # 右移1列 center[1] = center[1] + 1 # 右移1列
# 向右移动中心点
elif event.key == locals.K_RIGHT: # 向右 elif event.key == locals.K_RIGHT: # 向右
center[1] = center[1] + 1 center[1] = center[1] + 1
# 若超出边缘则撤销操作
if check(center) == False: if check(center) == False:
center[1] = center[1] - 1 center[1] = center[1] - 1
# 向下移动中心点
elif event.key == locals.K_DOWN: # 向下 elif event.key == locals.K_DOWN: # 向下
center[0] = center[0] + 1 center[0] = center[0] + 1
# 若超出边缘则撤销操作
if check(center) == False: if check(center) == False:
center[0] = center[0] - 1 center[0] = center[0] - 1
# 向上键切换方块形状
elif event.key == locals.K_UP: # 向上键 elif event.key == locals.K_UP: # 向上键
old_index = index old_index = index
index += 1 index += 1
...@@ -85,26 +101,38 @@ while True: ...@@ -85,26 +101,38 @@ while True:
index = old_index index = old_index
current_shape = shape[index] current_shape = shape[index]
if states == False: if states == False: # 格子到底后重置状态
states = True states = True # 格子状态为运行
center = [2, 8] # 第2行第8列 center = [2, 8] # 初始位置为第2行第8列
shape = random.choice(shape_list) shape = random.choice(shape_list) # 随机选择形状
index = random.randint(0, len(shape)-1) # 随机形索引 index = random.randint(0, len(shape)-1) # 随机形索引
current_shape = shape[index] current_shape = shape[index] # 设置相应的形状和形态
color = random.choice(cube_colors) # 随机选取一种颜色 color = random.choice(cube_colors) # 随机选取一种颜色
count += 1 count += 1 # 掉落速度有关的计数
if count % FPS == 0: # 降落速度的算式 if count % FPS == 0: # 降落速度的算式
center[0] = center[0] + 1 center[0] = center[0] + 1 # 每 FPS 帧降低一格
# 判断是否到底
if check(center) == False: if check(center) == False:
center[0] = center[0] - 1 center[0] = center[0] - 1
for cube in current_pos:
num_list[cube[0]-1][cube[1]-1] = color
states = False states = False
# 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
current_pos = []
current_pos = [] # 当前所有小方块的位置列表
# 计算当前形状每一个方块的位置
for cube in current_shape: for cube in current_shape:
pos = (cube[0] + center[0], cube[1] + center[1]) pos = (cube[0] + center[0], cube[1] + center[1])
current_pos.append(pos) current_pos.append(pos)
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)
# 取出所有小方块的行、列位置,计算坐标,绘制俄罗斯方块 # 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: for cube in current_pos:
pygame.draw.rect(screen, color, pygame.draw.rect(screen, color,
......
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