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Commit
b9d30e1e
authored
Feb 11, 2022
by
BellCodeEditor
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d060187c
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73 additions
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58 deletions
my_Tetris.py
my_Tetris.py
View file @
b9d30e1e
...
...
@@ -10,7 +10,7 @@ grid_num_height = 25 # 纵向格子数量
FPS
=
30
# 帧率
count
=
0
states
=
False
gameover
=
False
# 创建窗口
screen
=
pygame
.
display
.
set_mode
((
460
,
500
))
pygame
.
display
.
set_caption
(
"俄罗斯方块"
)
...
...
@@ -18,7 +18,8 @@ clock = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
# 载入素材
background
=
pygame
.
image
.
load
(
'bg.png'
)
font
=
pygame
.
font
.
Font
(
'STKAITI.TTF'
,
60
)
# 字体
#设置游戏结束的字体font_restart,大小设为25
font_restart
=
pygame
.
font
.
Font
(
'STKAITI.TTF'
,
25
)
# 俄罗斯方块所有形状
O
=
[[(
0
,
0
),
(
0
,
1
),
(
1
,
0
),
(
1
,
1
)]]
I
=
[[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
0
,
2
)],
...
...
@@ -65,6 +66,9 @@ while True:
if
event
.
type
==
locals
.
QUIT
:
exit
()
if
event
.
type
==
locals
.
KEYDOWN
:
if
gameover
==
True
:
#如果gameover的值为True
gameover
=
False
#把gameover的值设为False
if
event
.
key
==
locals
.
K_LEFT
:
# 向左
center
[
1
]
=
center
[
1
]
-
1
# 左移1列
if
check
(
center
)
==
False
:
...
...
@@ -89,63 +93,74 @@ while True:
if
check
(
center
)
==
False
:
index
=
old_index
current_shape
=
shape
[
index
]
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
:
#把该位置的网格变成小方块的颜色
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
)
#画出降落后的小方块
for
i
,
row
in
zip
(
range
(
1
,
26
),
num_list
):
#遍历,获取小方块所在的行
for
j
,
colors
in
zip
(
range
(
1
,
16
),
row
):
#遍历,获取小方块的列j以及颜色colors
if
colors
!=
0
:
#如果该位置的值不为0(即有小方块)
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
)
#在该位置画出小方块
#创建一个新的列表new_list
new_list
=
[]
for
i
in
range
(
25
):
new_list
.
append
([
0
]
*
15
)
row_index
=
24
#定义变量row_index,表示列表的行数
for
i
in
range
(
24
,
-
1
,
-
1
):
#生成一个24→0的序列,实现从下往上对列表进行遍历
is_full
=
True
#设置is_full变量,记录满行情况
for
j
in
range
(
15
):
#对该行网格进行遍历
if
num_list
[
i
][
j
]
==
0
:
#如果该行有网格的数据为0
is_full
=
False
#is_full的值设置为false
if
is_full
==
False
:
new_list
[
row_index
]
=
num_list
[
i
]
#把该行的数据增加到新的列表中
#当游戏正常运行时执行才执行以下的代码
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
:
#把该位置的网格变成小方块的颜色
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
)
#画出降落后的小方块
for
i
,
row
in
zip
(
range
(
1
,
26
),
num_list
):
#遍历,获取小方块所在的行
for
j
,
colors
in
zip
(
range
(
1
,
16
),
row
):
#遍历,获取小方块的列j以及颜色colors
if
colors
!=
0
:
#如果该位置的值不为0(即有小方块)
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
)
#在该位置画出小方块
#创建一个新的列表new_list
new_list
=
[]
for
i
in
range
(
25
):
new_list
.
append
([
0
]
*
15
)
row_index
=
24
#定义变量row_index,表示列表的行数
for
i
in
range
(
24
,
-
1
,
-
1
):
#生成一个24→0的序列,实现从下往上对列表进行遍历
is_full
=
True
#设置is_full变量,记录满行情况
for
j
in
range
(
15
):
#对该行网格进行遍历
if
num_list
[
i
][
j
]
==
0
:
#如果该行有网格的数据为0
is_full
=
False
#is_full的值设置为false
if
is_full
==
False
:
new_list
[
row_index
]
=
num_list
[
i
]
#把该行的数据增加到新的列表中
row_index
-=
1
#列表剩余行数减一
else
:
#否则
score
+=
1
分数加
1
num_list
=
new_list
# 得分
text_surface
=
font
.
render
(
str
(
score
),
True
,
(
0
,
0
,
0
))
screen
.
blit
(
text_surface
,
(
350
,
70
))
else
:
#否则
score
+=
1
#分数加1
num_list
=
new_list
if
num_list
[
1
][
7
]
!=
0
:
#增加条件,判断游戏是否失败(第2行第8列是否有小方块)
gameover
=
True
#游戏失败
# 得分
text_surface
=
font
.
render
(
str
(
score
),
True
,
(
0
,
0
,
0
))
screen
.
blit
(
text_surface
,
(
350
,
70
))
if
gameover
==
True
:
#如果游戏失败
text
=
font_restart
.
render
(
"游戏失败,按任意键重新开始"
,
True
,
(
0
,
0
,
0
))
#设置“游戏失败,按任意键开始”的字样text
screen
.
blit
(
text
,(
20
,
350
))
#把字样显示在游戏窗口(20,250)
score
=
0
#分数清零
#重新生成新的num_list列表,让游戏能顺利重新开始
num_list
=
[]
for
i
in
range
(
25
):
num_list
.
append
([
0
]
*
15
)
# 刷新画面
pygame
.
display
.
update
()
clock
.
tick
(
FPS
)
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