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Commit
a6e35c57
authored
Aug 27, 2021
by
BellCodeEditor
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parent
d20c3889
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1 changed file
with
31 additions
and
10 deletions
my_Tetris.py
my_Tetris.py
View file @
a6e35c57
...
@@ -59,7 +59,12 @@ def check(center):
...
@@ -59,7 +59,12 @@ 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
save
[
cube
[
0
]
-
1
][
cube
[
1
]
-
1
]
!=
0
:
or
cube
[
1
]
>
grid_num_width
or
save
[
cube
[
0
]
-
1
][
cube
[
1
]
-
1
]
!=
0
:
return
False
return
False
center
=
[
2
,
8
]
# 第2行第8列
next_shape
=
random
.
choice
(
shape_list
)
next_index
=
random
.
randint
(
0
,
len
(
next_shape
)
-
1
)
# 随机形状索引
next_current_shape
=
next_shape
[
next_index
]
current_shape
=
next_shape
[
next_index
]
next_color
=
random
.
choice
(
cube_colors
)
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
:
...
@@ -92,22 +97,30 @@ while True:
...
@@ -92,22 +97,30 @@ while True:
index
=
old_index
index
=
old_index
current_shape
=
shape
[
index
]
current_shape
=
shape
[
index
]
if
gameover
==
False
:
if
gameover
==
False
:
if
states
==
False
:
# 随机选取一种颜色
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
count
+=
1
if
count
%
FPS
==
0
:
# 降落速度的算式
if
count
%
FPS
==
0
:
# 降落速度的算式
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
states
=
False
states
=
False
shape
=
next_shape
#color=next_color
index
=
next_index
current_shape
=
shape
[
index
]
for
cube
in
current_pos
:
for
cube
in
current_pos
:
save
[
cube
[
0
]
-
1
][
cube
[
1
]
-
1
]
=
color
save
[
cube
[
0
]
-
1
][
cube
[
1
]
-
1
]
=
color
if
states
==
False
:
states
=
True
center
=
[
2
,
8
]
shape
=
next_shape
color
=
next_color
index
=
next_index
current_shape
=
shape
[
index
]
# 第2行第8列
next_shape
=
random
.
choice
(
shape_list
)
next_index
=
random
.
randint
(
0
,
len
(
next_shape
)
-
1
)
# 随机形状索引
next_current_shape
=
next_shape
[
next_index
]
next_color
=
random
.
choice
(
cube_colors
)
# 将背景图画上去
# 将背景图画上去
screen
.
blit
(
background
,
(
0
,
0
))
screen
.
blit
(
background
,
(
0
,
0
))
# 计算出所有小方块的行、列位置
# 计算出所有小方块的行、列位置
...
@@ -115,7 +128,14 @@ while True:
...
@@ -115,7 +128,14 @@ while True:
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
])
current_pos
.
append
(
pos
)
current_pos
.
append
(
pos
)
next_current_pos
=
[]
for
cube
in
next_current_shape
:
pos
=
(
cube
[
0
]
+
6
,
cube
[
1
]
+
20
)
next_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
# 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
next_current_pos
:
pygame
.
draw
.
rect
(
screen
,
next_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
cube
in
current_pos
:
for
cube
in
current_pos
:
pygame
.
draw
.
rect
(
screen
,
color
,
pygame
.
draw
.
rect
(
screen
,
color
,
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
20
,
20
),
0
)
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
20
,
20
),
0
)
...
@@ -143,9 +163,10 @@ while True:
...
@@ -143,9 +163,10 @@ while True:
else
:
else
:
score
+=
1
score
+=
1
save
=
save_2
save
=
save_2
# 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
,
7
0
))
screen
.
blit
(
text_surface
,
(
400
,
2
0
))
text_gameover
=
font_gameover
.
render
(
'游戏结束,按任意键重新开始'
,
True
,(
0
,
0
,
0
))
text_gameover
=
font_gameover
.
render
(
'游戏结束,按任意键重新开始'
,
True
,(
0
,
0
,
0
))
if
save
[
1
][
7
]
!=
0
:
if
save
[
1
][
7
]
!=
0
:
gameover
=
True
gameover
=
True
...
...
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