Commit ddf33141 by BellCodeEditor

save project

parent 1c7e7e19
Showing with 71 additions and 29 deletions
...@@ -10,6 +10,7 @@ grid_num_height = 25 # 纵向格子数量 ...@@ -10,6 +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))
...@@ -54,7 +55,13 @@ def check(center): ...@@ -54,7 +55,13 @@ 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 num_list[cube[0]-1][cube[1]-1] !=0:
return False
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:
...@@ -85,35 +92,70 @@ while True: ...@@ -85,35 +92,70 @@ while True:
index = old_index index = old_index
current_shape = shape[index] current_shape = shape[index]
if states == False: if gameover == False:
states = True if states == False:
center = [2, 8] # 第2行第8列 states = True
shape = random.choice(shape_list) center = [2, 8] # 第2行第8列
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) # 随机形状索引
color = random.choice(cube_colors) # 随机选取一种颜色 current_shape = shape[index]
count += 1 color = random.choice(cube_colors) # 随机选取一种颜色
if count % FPS == 0: # 降落速度的算式 count += 1
center[0] = center[0] + 1 if count % FPS == 0: # 降落速度的算式
if check(center) == False: center[0] = center[0] + 1
center[0] = center[0] - 1 if check(center) == False:
states = False center[0] = center[0] - 1
# 将背景图画上去 states = False
screen.blit(background, (0, 0)) for cube in current_pos:
# 计算出所有小方块的行、列位置 num_list[cube[0]-1][cube[1]-1] = color
current_pos = [] # 将背景图画上去
for cube in current_shape: screen.blit(background, (0, 0))
pos = (cube[0] + center[0], cube[1] + center[1]) # 计算出所有小方块的行、列位置
current_pos.append(pos) 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 for cube in current_shape:
for cube in current_pos: pos = (cube[0] + center[0], cube[1] + center[1])
pygame.draw.rect(screen, color, current_pos.append(pos)
(cube[1] * 20-20, cube[0] * 20-20, 20, 20), 0) # 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, (255, 255, 255), for cube in current_pos:
(cube[1] * 20-20, cube[0] * 20-20, 20, 20), 1) pygame.draw.rect(screen, color,
# 得分 (cube[1] * 20-20, cube[0] * 20-20, 20, 20), 0)
text_surface = font.render(str(score), True, (0, 0, 0)) pygame.draw.rect(screen, (255, 255, 255),
screen.blit(text_surface, (350,70)) (cube[1] * 20-20, cube[0] * 20-20, 20, 20), 1)
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
if num_list[1][7] !=0:
gameover = True
# 得分
text_surface = font.render(str(score), True, (0, 0, 0))
screen.blit(text_surface, (350,70))
if gameover ==True:
text = font_restart.render("游戏失败",True,())
screen.blit(text,(20,250))
score = 0
num_list = []
for i in range(25):
num_list.append([0] * 15)
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
clock.tick(FPS) clock.tick(FPS)
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