Commit f77748e7 by BellCodeEditor

save project

parent a753bb85
Showing with 66 additions and 49 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 # gameover:True,游戏结束;False,游戏正常运行
# 创建窗口 # 创建窗口
screen = pygame.display.set_mode((460, 500)) screen = pygame.display.set_mode((460, 500))
...@@ -18,6 +19,7 @@ clock = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) ...@@ -18,6 +19,7 @@ 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
font_restart = pygame.font.Font('STKAITI.TTF', 25)
# 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)]]
...@@ -56,8 +58,9 @@ def check(center): ...@@ -56,8 +58,9 @@ def check(center):
return False return False
if num_list[cube[0]-1][cube[1]-1] != 0: if num_list[cube[0]-1][cube[1]-1] != 0:
return False return False
num_list=[] # 格子基础数字设为0
num_list = []
for i in range(25): for i in range(25):
num_list.append([0] * 15) num_list.append([0] * 15)
...@@ -66,6 +69,8 @@ while True: ...@@ -66,6 +69,8 @@ while True:
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:
...@@ -90,42 +95,52 @@ while True: ...@@ -90,42 +95,52 @@ while True:
if check(center) == False: if check(center) == False:
index = old_index index = old_index
current_shape = shape[index] current_shape = shape[index]
if states == False: if gameover == False:
states = True # 生成新俄罗斯方块
center = [2, 8] # 第2行第8列 if states == False:
shape = random.choice(shape_list) states = True
index = random.randint(0, len(shape)-1) # 随机形状索引 center = [2, 8] # 第2行第8列
current_shape = shape[index] shape = random.choice(shape_list)
color = random.choice(cube_colors) # 随机选取一种颜色 index = random.randint(0, len(shape)-1) # 随机形状索引
count += 1 current_shape = shape[index]
if count % FPS == 0: # 降落速度的算式 color = random.choice(cube_colors) # 随机选取一种颜色
center[0] = center[0] + 1 count += 1
if check(center) == False: if count % FPS == 0: # 降落速度的算式
center[0] = center[0] - 1 center[0] = center[0] + 1
states = False if check(center) == False:
for cube in current_pos: center[0] = center[0] - 1
num_list[cube[0]-1][cube[1]-1] = color states = False
# 将背景图画上去 for cube in current_pos:
screen.blit(background, (0, 0)) num_list[cube[0]-1][cube[1]-1] = color
# 计算出所有小方块的行、列位置 # 将背景图画上去
current_pos = [] screen.blit(background, (0, 0))
for cube in current_shape: # 计算出所有小方块的行、列位置
pos = (cube[0] + center[0], cube[1] + center[1]) current_pos = []
current_pos.append(pos) for cube in current_shape:
# 取出所有小方块的行、列位置,计算坐标,绘制俄罗斯方块 pos = (cube[0] + center[0], cube[1] + center[1])
for cube in current_pos: current_pos.append(pos)
pygame.draw.rect(screen, color, # 取出所有小方块的行、列位置,计算坐标,绘制俄罗斯方块
(cube[1] * 20-20, cube[0] * 20-20, 20, 20), 0) for cube in current_pos:
pygame.draw.rect(screen, (255, 255, 255), pygame.draw.rect(screen, color,
(cube[1] * 20-20, cube[0] * 20-20, 20, 20), 1) (cube[1] * 20-20, cube[0] * 20-20, 20, 20), 0)
pygame.draw.rect(screen, (255, 255, 255),
new_list = [] (cube[1] * 20-20, cube[0] * 20-20, 20, 20), 1)
# 画出降落后的方块
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 = [] # 新的地图列表
for i in range(25): for i in range(25):
new_list.append([0]*15) new_list.append([0] * 15)
row_index = 24 row_index = 24
for i in range(24, -1, -1): for i in range(24, -1, -1):
is_full=True is_full = True
for j in range(grid_num_width): for j in range(grid_num_width):
if num_list[i][j] == 0: if num_list[i][j] == 0:
is_full = False is_full = False
...@@ -133,20 +148,21 @@ while True: ...@@ -133,20 +148,21 @@ while True:
new_list[row_index] = num_list[i] new_list[row_index] = num_list[i]
row_index -= 1 row_index -= 1
else: else:
score +=1 score += 1
num_list = new_list num_list = new_list
for i, row in zip(range(1,26),num_list): # 小方块超出高度
for j, colors in zip(range(1,16), row): if num_list[1][7] != 0:
if colors != 0: gameover = True
pygame.draw.rect(screen,colors, # 得分
(j* 20-20, i * 20-20,20,20)) text_surface = font.render(str(score), True, (0, 0, 0))
pygame.draw.rect(screen,(255,255,255), screen.blit(text_surface, (350,70))
(j* 20-20, i * 20-20,20,20),1) if gameover == True:
text = font_restart.render("游戏失败,按任意键开始",True,(0,0,0))
# 得分 screen.blit(text, (20, 250))
text_surface = font.render(str(score), True, (0, 0, 0)) score = 0
screen.blit(text_surface, (350,70)) 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)
\ No newline at end of file
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