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Commit
deffe720
authored
Nov 05, 2022
by
BellCodeEditor
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609d0c7c
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69 additions
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55 deletions
my_Tetris.py
my_Tetris.py
View file @
deffe720
...
@@ -40,7 +40,7 @@ L = [[(-1, 0), (0, 0), (1, 0), (1, 1)],
...
@@ -40,7 +40,7 @@ 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
gameover
=
False
# 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
),
...
@@ -61,11 +61,14 @@ def check(center):
...
@@ -61,11 +61,14 @@ def check(center):
num_list
=
[]
num_list
=
[]
for
i
in
range
(
25
):
for
i
in
range
(
25
):
num_list
.
append
([
0
]
*
15
)
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
:
exit
()
exit
()
if
event
.
type
==
locals
.
KEYDOWN
:
if
event
.
type
==
locals
.
KEYDOWN
:
if
gameover
==
True
:
gameover
=
False
if
event
.
key
==
locals
.
K_LEFT
:
# 向左
if
event
.
key
==
locals
.
K_LEFT
:
# 向左
center
[
1
]
=
center
[
1
]
-
1
# 左移1列
center
[
1
]
=
center
[
1
]
-
1
# 左移1列
if
check
(
center
)
==
False
:
if
check
(
center
)
==
False
:
...
@@ -75,12 +78,12 @@ while True:
...
@@ -75,12 +78,12 @@ while True:
center
[
1
]
=
center
[
1
]
+
1
center
[
1
]
=
center
[
1
]
+
1
if
check
(
center
)
==
False
:
if
check
(
center
)
==
False
:
center
[
1
]
=
center
[
1
]
-
1
center
[
1
]
=
center
[
1
]
-
1
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
if
check
(
center
)
==
False
:
if
check
(
center
)
==
False
:
center
[
0
]
=
center
[
0
]
-
1
center
[
0
]
=
center
[
0
]
-
1
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
...
@@ -90,64 +93,75 @@ while True:
...
@@ -90,64 +93,75 @@ while True:
if
check
(
center
)
==
False
:
if
check
(
center
)
==
False
:
index
=
old_index
index
=
old_index
current_shape
=
shape
[
index
]
current_shape
=
shape
[
index
]
# 生成新俄罗斯方块
# 生成新俄罗斯方块
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
for
cube
in
current_pos
:
states
=
False
num_list
[
cube
[
0
]
-
1
][
cube
[
1
]
-
1
]
=
color
for
cube
in
current_pos
:
# 将背景图画上去
num_list
[
cube
[
0
]
-
1
][
cube
[
1
]
-
1
]
=
color
screen
.
blit
(
background
,
(
0
,
0
))
# 将背景图画上去
# 计算出所有小方块的行、列位置
screen
.
blit
(
background
,
(
0
,
0
))
current_pos
=
[]
# 计算出所有小方块的行、列位置
for
cube
in
current_shape
:
current_pos
=
[]
pos
=
(
cube
[
0
]
+
center
[
0
],
cube
[
1
]
+
center
[
1
])
for
cube
in
current_shape
:
current_pos
.
append
(
pos
)
pos
=
(
cube
[
0
]
+
center
[
0
],
cube
[
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
current_pos
.
append
(
pos
)
for
cube
in
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
pygame
.
draw
.
rect
(
screen
,
color
,
for
cube
in
current_pos
:
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
20
,
20
),
0
)
pygame
.
draw
.
rect
(
screen
,
color
,
pygame
.
draw
.
rect
(
screen
,
(
255
,
255
,
255
),
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
20
,
20
),
0
)
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
20
,
20
),
1
)
pygame
.
draw
.
rect
(
screen
,
(
255
,
255
,
255
),
# 画出降落后的方块
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
20
,
20
),
1
)
for
i
,
row
in
zip
(
range
(
1
,
26
),
num_list
):
# 画出降落后的方块
for
j
,
colors
in
zip
(
range
(
1
,
16
),
row
):
for
i
,
row
in
zip
(
range
(
1
,
26
),
num_list
):
if
colors
!=
0
:
for
j
,
colors
in
zip
(
range
(
1
,
16
),
row
):
pygame
.
draw
.
rect
(
screen
,
colors
,(
j
*
20
-
20
,
i
*
20
-
20
,
20
,
20
),
0
)
if
colors
!=
0
:
pygame
.
draw
.
rect
(
screen
,(
255
,
255
,
255
),(
j
*
20
-
20
,
i
*
20
-
20
,
20
,
20
),
1
)
pygame
.
draw
.
rect
(
screen
,
colors
,(
j
*
20
-
20
,
i
*
20
-
20
,
20
,
20
),
0
)
new_list
=
[]
pygame
.
draw
.
rect
(
screen
,(
255
,
255
,
255
),(
j
*
20
-
20
,
i
*
20
-
20
,
20
,
20
),
1
)
for
i
in
range
(
25
):
new_list
=
[]
new_list
.
append
([
0
]
*
15
)
for
i
in
range
(
25
):
new_index
=
24
new_list
.
append
([
0
]
*
15
)
for
i
in
range
(
24
,
-
1
,
-
1
):
new_index
=
24
is_full
=
True
for
i
in
range
(
24
,
-
1
,
-
1
):
for
j
in
range
(
grid_num_width
):
is_full
=
True
if
num_list
[
i
][
j
]
==
0
:
for
j
in
range
(
grid_num_width
):
is_full
=
False
if
num_list
[
i
][
j
]
==
0
:
if
is_full
==
False
:
is_full
=
False
new_list
[
new_index
]
=
num_list
[
i
]
if
is_full
==
False
:
new_index
-=
1
new_list
[
new_index
]
=
num_list
[
i
]
else
:
new_index
-=
1
core
+=
1
else
:
core
+=
1
if
num_list
[
1
][
7
]
!=
0
:
gameover
=
True
if
gameover
==
True
:
text
=
font
.
render
(
"游戏失败,任意键开始"
,
True
,(
0
,
0
,
0
))
screen
.
blit
(
text
,(
20
,
50
))
score
=
0
num_list
=
[]
for
i
in
range
(
25
):
num_list
.
append
([
0
]
*
15
)
# 得分
# 得分
text_surface
=
font
.
render
(
str
(
score
),
True
,
(
0
,
0
,
0
))
text_surface
=
font
.
render
(
str
(
score
),
True
,
(
0
,
0
,
0
))
screen
.
blit
(
text_surface
,
(
350
,
70
))
screen
.
blit
(
text_surface
,
(
350
,
70
))
# 刷新画面
# 刷新画面
pygame
.
display
.
update
()
pygame
.
display
.
update
()
clock
.
tick
(
FPS
)
clock
.
tick
(
FPS
)
\ No newline at end of file
\ No newline at end of file
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