Commit 8e610224 by BellCodeEditor

save project

parent e0ab7938
Showing with 28 additions and 53 deletions
...@@ -7,9 +7,7 @@ score = 0 ...@@ -7,9 +7,7 @@ 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
states = False
# 创建窗口 # 创建窗口
screen = pygame.display.set_mode((460, 500)) screen = pygame.display.set_mode((460, 500))
...@@ -47,73 +45,49 @@ cube_colors = [ ...@@ -47,73 +45,49 @@ cube_colors = [
(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)]
def check(center): 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)
def check(center):
for cube in current_shape: for cube in current_shape:
cube = (cube[0] + center[0], cube[1] + center[1]) 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 if cube[0]<1 or cube[1]<1 or cube[0]>25 or cube[1]>15:
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 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:
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: # 向右
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 elif event.key == locals.K_LEFT: # 向左
center[1] = center[1] + 1 center[1] -= 1
if check(center) == False: if check(center)==False:
center[1] = center[1] - 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] += 1
if check(center) == False: if check(center)==False:
center[0] = center[0] - 1 center[0]-=1
elif event.key == locals.K_UP:
elif event.key == locals.K_UP: # 向上键
old_index = index old_index = index
index += 1 index += 1
if index >= len(shape): if index>= len(shape):
index = 0 index =0
current_shape = shape[index] current_shape = shape[index]
if check(center) == False: if check(center)==False:
index = old_index index = old_index
current_shape = shape[index] current_shape = shape[index]
for i,row in zip(range(1,26),num_list):
for j ,colors in zip(range(1,16),row):
if colors!=0:
ygame.draw.rect(screen, colors,
(j[1] * 20-20, i[0] * 20-20, 20, 20), 0)
pygame.draw.rect(screen, (255, 255, 255),
(j * 20-20, i * 20-20, 20, 20), 1)
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:
mum_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))
# 计算出所有小方的行、列位置 # 计算出所有小方的行、列位置
current_pos = [] current_pos = []
for cube in current_shape: for cube in current_shape:
pos = (cube[0] + center[0], cube[1] + center[1]) pos = (cube[0] + center[0], cube[1] + center[1])
...@@ -130,3 +104,4 @@ while True: ...@@ -130,3 +104,4 @@ while True:
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
clock.tick(FPS) clock.tick(FPS)
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