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Commit
b7ef28f7
authored
Oct 18, 2025
by
BellCodeEditor
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4e0e9155
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102 additions
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my_Tetris.py
my_Tetris.py
View file @
b7ef28f7
import
pygame
import
pygame
,
random
from
pygame
import
locals
from
pygame
import
locals
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
# 帧率
FPS
=
30
count
=
0
count
=
0
states
=
False
# 创建窗口
# 创建窗口
screen
=
pygame
.
display
.
set_mode
((
460
,
500
))
screen
=
pygame
.
display
.
set_mode
((
460
,
500
))
...
@@ -17,8 +16,10 @@ pygame.display.set_caption("俄罗斯方块")
...
@@ -17,8 +16,10 @@ pygame.display.set_caption("俄罗斯方块")
clock
=
pygame
.
time
.
Clock
()
# pygame时钟,控制游戏速度(帧数)
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\
#形状设计
# 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
)],
...
@@ -40,80 +41,113 @@ L = [[(-1, 0), (0, 0), (1, 0), (1, 1)],
...
@@ -40,80 +41,113 @@ L = [[(-1, 0), (0, 0), (1, 0), (1, 1)],
[(
-
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
)]]
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
# 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
)]
state
=
False
num_list
=
[]
a
=
[
0
]
for
i
in
range
(
25
):
num_list
.
append
(
a
*
15
)
#检测每个方块的边缘
def
check
(
center
):
def
check
(
center
):
for
cube
in
current_shape
:
for
c
in
current_shape
:
cube
=
(
cube
[
0
]
+
center
[
0
],
cube
[
1
]
+
center
[
1
])
c
=
(
c
[
0
]
+
center
[
0
],
c
[
1
]
+
center
[
1
])
# 当前的小方块超出网格的行、列,就返回False
if
c
[
0
]
<
1
or
c
[
1
]
<
1
or
c
[
0
]
>
25
or
c
[
1
]
>
15
:
if
cube
[
0
]
<
1
or
cube
[
1
]
<
1
or
cube
[
0
]
>
grid_num_height
\
or
cube
[
1
]
>
grid_num_width
:
return
False
return
False
if
num_list
[
c
[
0
]
-
1
][
c
[
1
]
-
1
]
!=
0
:
while
True
:
return
False
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
event
.
key
==
locals
.
K_LEFT
:
# 向左
if
event
.
key
==
locals
.
K_RIGHT
:
center
[
1
]
=
center
[
1
]
-
1
# 左移1列
center
[
1
]
+=
1
if
check
(
center
)
==
False
:
if
check
(
center
)
==
False
:
center
[
1
]
=
center
[
1
]
+
1
# 右移1列
center
[
1
]
-=
1
elif
event
.
key
==
locals
.
K_RIGHT
:
# 向右
center
[
1
]
=
center
[
1
]
+
1
if
check
(
center
)
==
False
:
center
[
1
]
=
center
[
1
]
-
1
elif
event
.
key
==
locals
.
K_DOWN
:
# 向下
if
event
.
key
==
locals
.
K_LEFT
:
center
[
0
]
=
center
[
0
]
+
1
center
[
1
]
-=
1
if
check
(
center
)
==
False
:
if
check
(
center
)
==
False
:
center
[
0
]
=
center
[
0
]
-
1
center
[
1
]
+=
1
if
event
.
key
==
locals
.
K_DOWN
:
elif
event
.
key
==
locals
.
K_UP
:
# 向上键
center
[
0
]
+=
1
old_index
=
index
if
check
(
center
)
==
False
:
index
+=
1
center
[
0
]
-=
1
if
index
>=
len
(
shape
):
if
event
.
key
==
locals
.
K_UP
:
index
=
0
old_index
=
index
current_shape
=
shape
[
index
]
index
+=
1
if
check
(
center
)
==
False
:
if
index
>=
len
(
shape
):
index
=
old_index
index
=
0
current_shape
=
shape
[
index
]
current_shape
=
shape
[
index
]
if
check
(
center
)
==
False
:
current_shape
=
shape
[
old_index
]
if
states
==
False
:
if
state
==
False
:
states
=
True
state
=
True
center
=
[
2
,
8
]
# 第2行第8列
#中心方块的初始坐标
shape
=
random
.
choice
(
shape_list
)
center
=
[
2
,
8
]
index
=
random
.
randint
(
0
,
len
(
shape
)
-
1
)
# 随机形状索引
shape
=
random
.
choice
(
shape_list
)
current_shape
=
shape
[
index
]
index
=
random
.
randint
(
0
,
len
(
shape
)
-
1
)
color
=
random
.
choice
(
cube_colors
)
# 随机选取一种颜色
current_shape
=
shape
[
index
]
count
+=
1
color
=
random
.
choice
(
cube_colors
)
if
count
%
FPS
==
0
:
# 降落速度的算式
#方块自动向下移动
center
[
0
]
=
center
[
0
]
+
1
count
+=
1
if
check
(
center
)
==
False
:
if
count
%
FPS
==
0
:
center
[
0
]
=
center
[
0
]
-
1
center
[
0
]
+=
1
states
=
False
if
check
(
center
)
==
False
:
center
[
0
]
-=
1
state
=
False
for
cube
in
current_pos
:
num_list
[
cube
[
0
]
-
1
][
cube
[
1
]
-
1
]
=
color
# 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
current_pos
=
[]
#画方块(surface,color,rect,width)
for
cube
in
current_shape
:
current_pos
=
[]
pos
=
(
cube
[
0
]
+
center
[
0
],
cube
[
1
]
+
center
[
1
])
for
c
in
current_shape
:
current_pos
.
append
(
pos
)
pos_x
=
c
[
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
pos_y
=
c
[
0
]
+
center
[
0
]
for
cube
in
current_pos
:
current_pos
.
append
([
pos_y
,
pos_x
])
pygame
.
draw
.
rect
(
screen
,
color
,
for
c
in
current_pos
:
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
20
,
20
),
0
)
pygame
.
draw
.
rect
(
screen
,
color
,(
c
[
1
]
*
20
-
20
,
c
[
0
]
*
20
-
20
,
20
,
20
),
0
)
pygame
.
draw
.
rect
(
screen
,
(
255
,
255
,
255
),
pygame
.
draw
.
rect
(
screen
,(
255
,
255
,
255
),(
c
[
1
]
*
20
-
20
,
c
[
0
]
*
20
-
20
,
20
,
20
),
1
)
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
20
,
20
),
1
)
# 得分
for
i
,
row
in
zip
(
range
(
1
,
26
),
num_list
):
text_surface
=
font
.
render
(
str
(
score
),
True
,
(
0
,
0
,
0
))
for
j
,
colors
in
zip
(
range
(
1
,
16
),
row
):
screen
.
blit
(
text_surface
,
(
350
,
70
))
if
colors
!=
0
:
# 刷新画面
pygame
.
draw
.
rect
(
screen
,
colors
,(
j
*
20
-
20
,
i
*
20
-
20
,
20
,
20
),
0
)
pygame
.
draw
.
rect
(
screen
,(
255
,
255
,
255
),(
j
*
20
-
20
,
i
*
20
-
20
,
20
,
20
),
1
)
#将分数渲染到右边分数窗口(350,70),内容,锯齿弱化,颜色
score_text
=
font
.
render
(
str
(
score
),
True
,(
0
,
0
,
0
))
screen
.
blit
(
score_text
,(
350
,
70
))
num_list5
=
[]
ad
=
[
0
]
for
i
in
range
(
25
):
num_list5
.
append
(
ad
*
15
)
x
=
24
for
i
in
range
(
24
,
-
1
,
-
1
):
is_full
=
True
for
j
in
range
(
15
):
if
num_list
[
i
][
j
]
==
0
:
is_full
=
False
if
is_full
==
False
:
num_list5
[
x
]
=
num_list
[
i
]
x
-=
1
else
:
score
+=
1
num_list
=
num_list5
pygame
.
display
.
update
()
pygame
.
display
.
update
()
clock
.
tick
(
FPS
)
clock
.
tick
(
FPS
)
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