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Commit
4e08ead2
authored
Jul 01, 2023
by
BellCodeEditor
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1c7e7e19
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61 additions
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29 deletions
my_Tetris.py
my_Tetris.py
View file @
4e08ead2
...
...
@@ -2,24 +2,24 @@ import pygame
from
pygame
import
locals
import
random
pygame
.
init
()
#
初始化
pygame
.
init
()
#
鍒濆鍖?
score
=
0
grid_size
=
20
#
格子大小
grid_num_width
=
15
#
横向格子数量
grid_num_height
=
25
#
纵向格子数量
FPS
=
30
#
帧率
grid_size
=
20
#
鏍煎瓙澶у皬
grid_num_width
=
15
#
妯悜鏍煎瓙鏁伴噺
grid_num_height
=
25
#
绾靛悜鏍煎瓙鏁伴噺
FPS
=
30
#
甯х巼
count
=
0
states
=
False
#
创建窗口
#
鍒涘缓绐楀彛
screen
=
pygame
.
display
.
set_mode
((
460
,
500
))
pygame
.
display
.
set_caption
(
"俄罗斯方块"
)
clock
=
pygame
.
time
.
Clock
()
# pygame
时钟,控制游戏速度(帧数)
#
载入素材
clock
=
pygame
.
time
.
Clock
()
# pygame
鏃堕挓锛屾帶鍒舵父鎴忛€熷害锛堝抚鏁帮級
#
杞藉叆绱犳潗
background
=
pygame
.
image
.
load
(
'bg.png'
)
font
=
pygame
.
font
.
Font
(
'STKAITI.TTF'
,
60
)
#
字体
font
=
pygame
.
font
.
Font
(
'STKAITI.TTF'
,
60
)
#
瀛椾綋
#
俄罗斯方块所有形状
#
淇勭綏鏂柟鍧楁墍鏈夊舰鐘?
O
=
[[(
0
,
0
),
(
0
,
1
),
(
1
,
0
),
(
1
,
1
)]]
I
=
[[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
0
,
2
)],
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
2
,
0
)]]
...
...
@@ -39,43 +39,49 @@ L = [[(-1, 0), (0, 0), (1, 0), (1, 1)],
[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
1
,
-
1
)],
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
-
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
绉嶇被鍨嬩縿缃楁柉鏂瑰潡
#
一些RGB颜色
#
涓€浜汻GB棰滆壊
cube_colors
=
[
(
204
,
153
,
153
),
(
102
,
102
,
153
),(
153
,
0
,
102
),
(
255
,
204
,
0
),
(
204
,
0
,
51
),(
255
,
0
,
51
),
(
0
,
102
,
153
),
(
153
,
0
,
51
),
(
204
,
255
,
102
),
(
255
,
153
,
0
)]
num_list
=
[]
for
i
in
range
(
25
):
num_list
.
append
([
0
]
*
15
)
def
check
(
center
):
for
cube
in
current_shape
:
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
#
褰撳墠鐨勫皬鏂瑰潡瓒呭嚭缃戞牸鐨勮銆佸垪锛屽氨杩斿洖
False
if
cube
[
0
]
<
1
or
cube
[
1
]
<
1
or
cube
[
0
]
>
grid_num_height
\
or
cube
[
1
]
>
grid_num_width
:
return
False
if
num_list
[
cube
[
0
]
-
1
][
cube
[
1
]
-
1
]
!=
0
:
return
False
while
True
:
for
event
in
pygame
.
event
.
get
():
if
event
.
type
==
locals
.
QUIT
:
exit
()
if
event
.
type
==
locals
.
KEYDOWN
:
if
event
.
key
==
locals
.
K_LEFT
:
#
向左
center
[
1
]
=
center
[
1
]
-
1
#
左移1列
if
event
.
key
==
locals
.
K_LEFT
:
#
鍚戝乏
center
[
1
]
=
center
[
1
]
-
1
#
宸︾Щ1鍒?
if
check
(
center
)
==
False
:
center
[
1
]
=
center
[
1
]
+
1
#
右移1列
center
[
1
]
=
center
[
1
]
+
1
#
鍙崇Щ1鍒?
elif
event
.
key
==
locals
.
K_RIGHT
:
#
向右
elif
event
.
key
==
locals
.
K_RIGHT
:
#
鍚戝彸
center
[
1
]
=
center
[
1
]
+
1
if
check
(
center
)
==
False
:
center
[
1
]
=
center
[
1
]
-
1
elif
event
.
key
==
locals
.
K_DOWN
:
#
向下
elif
event
.
key
==
locals
.
K_DOWN
:
#
鍚戜笅
center
[
0
]
=
center
[
0
]
+
1
if
check
(
center
)
==
False
:
center
[
0
]
=
center
[
0
]
-
1
elif
event
.
key
==
locals
.
K_UP
:
#
向上键
elif
event
.
key
==
locals
.
K_UP
:
#
鍚戜笂閿?
old_index
=
index
index
+=
1
if
index
>=
len
(
shape
):
...
...
@@ -87,33 +93,59 @@ while True:
if
states
==
False
:
states
=
True
center
=
[
2
,
8
]
#
第2行第8列
center
=
[
2
,
8
]
#
绗?琛岀8鍒?
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
)
#
闅忔満褰㈢姸绱㈠紩
current_shape
=
shape
[
index
]
color
=
random
.
choice
(
cube_colors
)
#
随机选取一种颜色
color
=
random
.
choice
(
cube_colors
)
#
闅忔満閫夊彇涓€绉嶉鑹?
count
+=
1
if
count
%
FPS
==
0
:
#
降落速度的算式
if
count
%
FPS
==
0
:
#
闄嶈惤閫熷害鐨勭畻寮?
center
[
0
]
=
center
[
0
]
+
1
if
check
(
center
)
==
False
:
center
[
0
]
=
center
[
0
]
-
1
states
=
False
# 将背景图画上去
states
=
False
for
cube
in
current_pos
:
num_list
[
cube
[
0
]
-
1
][
cube
[
1
]
-
1
]
=
color
# 灏嗚儗鏅浘鐢讳笂鍘?
screen
.
blit
(
background
,
(
0
,
0
))
#
计算出所有小方块的行、列位置
#
璁$畻鍑烘墍鏈夊皬鏂瑰潡鐨勮銆佸垪浣嶇疆
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
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
# 寰楀垎
text_surface
=
font
.
render
(
str
(
score
),
True
,
(
0
,
0
,
0
))
screen
.
blit
(
text_surface
,
(
350
,
70
))
#
刷新画面
#
鍒锋柊鐢婚潰
pygame
.
display
.
update
()
clock
.
tick
(
FPS
)
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