import pygame
from pygame import locals
import random

pygame.init()   # 初始化
score = 0
grid_size = 20  # 格子大小
grid_num_width = 15     # 横向格子数量
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")
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
sb = pygame.font.Font('STKAITI.TTF', 10)
# 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)],
     [(-1, 0), (0, 0), (1, 0), (2, 0)]]
Z = [[(0, -1), (0, 0), (1, 0), (1, 1)],
     [(-1, 0), (0, 0), (0, -1), (1, -1)]]
S = [[(-1, 0), (0, 0), (0, 1), (1, 1)],
     [(1, -1), (1, 0), (0, 0), (0, 1)]]
T = [[(0, -1), (0, 0), (0, 1), (-1, 0)],
     [(-1, 0), (0, 0), (1, 0), (0, 1)],
     [(0, -1), (0, 0), (0, 1), (1, 0)],
     [(-1, 0), (0, 0), (1, 0), (0, -1)]]
J = [[(-1, 0), (0, 0), (1, 0), (1, -1)],
     [(0, -1), (0, 0), (0, 1), (-1, -1)],
     [(-1, 0), (0, 0), (1, 0), (-1, 1)],
     [(0, -1), (0, 0), (0, 1), (1, 1)]]
L = [[(-1, 0), (0, 0), (1, 0), (1, 1)],
     [(0, -1), (0, 0), (0, 1), (1, -1)],
     [(-1, 0), (0, 0), (1, 0), (-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

# 一些RGB颜色
cube_colors = [
    (204, 153, 153), (102, 102, 153),(153, 0, 102), 
    (255, 204, 0), (204, 0, 51),(255, 0, 51), (0, 102, 153),
    (153, 0, 51), (204, 255, 102), (255, 153, 0)]

num_list=[]
for i in range(25):
    num_list.append([0]*15)

def check(center):
    for cube in current_shape:
        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] > grid_num_height \
                or cube[1] >grid_num_width:
            return False
        if num_list[cube[0]-1][cube[1]-1]!=0:
            return False

while True:
    for event in pygame.event.get():
        if event.type == locals.QUIT:
            exit()
        if event.type == locals.KEYDOWN:
            if gameover==True:
                gameover=False
            if event.key == locals.K_LEFT:    # 向左
                center[1] = center[1] - 1       # 左移1列
                if check(center) == False:
                    center[1] = center[1] + 1   # 右移1列

            elif event.key == locals.K_RIGHT:     # 向右
                center[1] = center[1] + 1
                if check(center) == False:
                    center[1] = center[1] - 1
                    
            elif event.key == locals.K_DOWN:    # 向下
                center[0] = center[0] + 1
                if check(center) == False:
                    center[0] = center[0] - 1
            
            elif event.key == locals.K_UP:      # 向上键
                old_index = index
                index += 1
                if index >= len(shape):
                    index = 0
                current_shape = shape[index]
                if check(center) == False:
                    index = old_index
                    current_shape = shape[index]

    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:
                    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)

        for i,row in zip(range(1,26),num_list):
            for j,colors in zip(range(1,26),row):
                if colors!=0:
                    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)

        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 = sb.render(str(score), True, (0, 0, 0))
        screen.blit(text_surface, (350,70))
    if gameover==True:
        text_surface = sb.render("frggf", True, (0, 0, 0))
        screen.blit(text_surface, (20,70))
        score=0
        num_list=[]
        for i in range(25):
            num_list.append([0]*15)


    # 刷新画面
    pygame.display.update()
    clock.tick(FPS)