python 基于pygame实现俄罗斯方块
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2022-06-16 17:38:27
一、简单说明80、90后的小伙伴都玩过“俄罗斯方块”,那种“叱咤风云”场景 偶尔闪现在脑海 真的是太爽了;如果没有来得及玩过的同学,这次可以真正的自己做一个了本实例用的是python3(当然了pyth...
一、简单说明
80、90后的小伙伴都玩过“俄罗斯方块”,那种“叱咤风云”场景 偶尔闪现在脑海 真的是太爽了;如果没有来得及玩过的同学,这次可以真正的自己做一个了
本实例用的是python3(当然了python3.5 3.6 3.7....都行 )+ pygame实现的
运行之前需要安装pygame模块,安装命令如下
pip install pygame -i https://mirrors.aliyun.com/pypi/simple/
二、运行效果
三、完整代码
文件main.py代码如下:
""" 作者:it项目实例网 更多项目实例,请访问:www.itprojects.cn """ import random import sys import time import pygame from blocks import block_s, block_i, block_j, block_l, block_o, block_t, block_z screen_width, screen_height = 450, 750 bg_color = (40, 40, 60) # 背景色 block_col_num = 10 # 每行的方格数 size = 30 # 每个小方格大小 block_row_num = 25 # 每列的方个数 border_width = 4 # 游戏区边框宽度 red = (200, 30, 30) # 红色,game over 的字体颜色 def judge_game_over(stop_all_block_list): """ 判断游戏是否结束 """ if "o" in stop_all_block_list[0]: return true def change_speed(score): speed_level = [("1", 0.5, 0, 20), ("2", 0.4, 21, 50), ("3", 0.3, 51, 100), ("4", 0.2, 101, 200), ("5", 0.1, 201, none)] for speed_info, speed, score_start, score_stop in speed_level: if score_stop and score_start <= score <= score_stop: return speed_info, speed elif score_stop is none and score >= score_start: return speed_info, speed def judge_lines(stop_all_block_list): """ 判断是否有同一行的方格,如果有则消除 """ # 记录刚刚消除的行数 move_row_list = list() # 消除满格的行 for row, line in enumerate(stop_all_block_list): if "." not in line: # 如果这一行没有. 那么就意味着全部是o,则消除这一行 stop_all_block_list[row] = ['.' for _ in range(len(line))] move_row_list.append(row) # 如果没有满格的行,则结束此函数 if not move_row_list: return 0 # 移动剩余的行到下一行 for row in move_row_list: stop_all_block_list.pop(row) stop_all_block_list.insert(0, ['.' for _ in range(len(line))]) return len(move_row_list) * 10 def add_to_stop_all_block_list(stop_all_block_list, current_block, current_block_start_row, current_block_start_col): """ 将当前已经停止移动的block添加到列表中 """ for row, line in enumerate(current_block): for col, block in enumerate(line): if block != '.': stop_all_block_list[current_block_start_row + row][current_block_start_col + col] = "o" def change_current_block_style(current_block): """ 改变图形的样式 """ # 计算出,当前图形样式属于哪个图形 current_block_style_list = none for block_style_list in [block_s, block_i, block_j, block_l, block_o, block_t, block_z]: if current_block in block_style_list: current_block_style_list = block_style_list # 得到当前正在用的图形的索引(下标) index = current_block_style_list.index(current_block) # 它的下一个图形的索引 index += 1 # 防止越界 index = index % len(current_block_style_list) # 返回下一个图形 return current_block_style_list[index] def judge_move_right(current_block, current_block_start_col): """ 判断是否可以向右移动 """ # 先判断列的方式是从右到左 for col in range(len(current_block[0]) - 1, -1, -1): # 得到1列的所有元素 col_list = [line[col] for line in current_block] # 判断是否碰到右边界 if 'o' in col_list and current_block_start_col + col >= block_col_num: return false return true def judge_move_left(current_block, current_block_start_col): """ 判断是否可以向左移动 """ # 先判断列的方式是从左到右 for col in range(len(current_block[0])): # 得到1列的所有元素 col_list = [line[col] for line in current_block] # 判断是否碰到右边界 if 'o' in col_list and current_block_start_col + col < 0: return false return true def judge_move_down(current_block, current_block_start_row, current_block_start_col, stop_all_block_list): """ 判断是否碰撞到其它图形或者底边界 """ # 得到其它图形所有的坐标 stop_all_block_position = list() for row, line in enumerate(stop_all_block_list): for col, block in enumerate(line): if block != ".": stop_all_block_position.append((row, col)) # print(stop_all_block_position) # 判断碰撞 for row, line in enumerate(current_block): if 'o' in line and current_block_start_row + row >= block_row_num: # 如果当前行有0,且从起始行开始算+当前显示的行,超过了总行数,那么就认为碰到了底部 return false for col, block in enumerate(line): if block != "." and (current_block_start_row + row, current_block_start_col + col) in stop_all_block_position: return false return true def get_block(): """ 创建一个图形 """ block_style_list = random.choice([block_s, block_i, block_j, block_l, block_o, block_t, block_z]) return random.choice(block_style_list) def main(): pygame.init() screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('俄罗斯方块') current_block = get_block() # 当前图形 current_block_start_row = -2 # 当前图片从哪一行开始显示图形 current_block_start_col = 4 # 当前图形从哪一列开始显示 next_block = get_block() # 下一个图形 last_time = time.time() speed = 0.5 # 降落的速度 speed_info = '1' # 显示的速度等级 # 定义一个列表,用来存储所有的已经停止移动的形状 stop_all_block_list = [['.' for i in range(block_col_num)] for j in range(block_row_num)] # 字体 font = pygame.font.font('yh.ttf', 24) # 黑体24 game_over_font = pygame.font.font("yh.ttf", 72) game_over_font_width, game_over_font_height = game_over_font.size('game over') game_again_font_width, game_again_font_height = font.size('鼠标点击任意位置,再来一局') # 得分 score = 0 # 标记游戏是否结束 game_over = false # 创建计时器(防止while循环过快,占用太多cpu的问题) clock = pygame.time.clock() while true: for event in pygame.event.get(): if event.type == pygame.quit: sys.exit() elif event.type == pygame.keydown: if event.key == pygame.k_left: if judge_move_left(current_block, current_block_start_col - 1): current_block_start_col -= 1 elif event.key == pygame.k_right: if judge_move_right(current_block, current_block_start_col + 1): current_block_start_col += 1 elif event.key == pygame.k_up: current_block_next_style = change_current_block_style(current_block) if judge_move_left(current_block_next_style, current_block_start_col) and \ judge_move_right(current_block_next_style, current_block_start_col) and \ judge_move_down(current_block, current_block_start_row, current_block_start_col, stop_all_block_list): # 判断新的样式没有越界 current_block = current_block_next_style elif event.key == pygame.k_down: # 判断是否可以向下移动,如果碰到底部或者其它的图形就不能移动了 if judge_move_down(current_block, current_block_start_row + 1, current_block_start_col, stop_all_block_list): current_block_start_row += 1 elif event.type == pygame.mousebuttondown and event.button: if game_over: # 重置游戏用到的变量 current_block = get_block() # 当前图形 current_block_start_row = -2 # 当前图片从哪一行开始显示图形 current_block_start_col = 4 # 当前图形从哪一列开始显示 next_block = get_block() # 下一个图形 stop_all_block_list = [['.' for i in range(block_col_num)] for j in range(block_row_num)] score = 0 game_over = false # 判断是否修改当前图形显示的起始行 if not game_over and time.time() - last_time > speed: last_time = time.time() # 判断是否可以向下移动,如果碰到底部或者其它的图形就不能移动了 if judge_move_down(current_block, current_block_start_row + 1, current_block_start_col, stop_all_block_list): current_block_start_row += 1 else: # 将这个图形存储到统一的列表中,这样便于判断是否成为一行 add_to_stop_all_block_list(stop_all_block_list, current_block, current_block_start_row, current_block_start_col) # 判断是否有同一行的,如果有就消除,且加上分数 score += judge_lines(stop_all_block_list) # 判断游戏是否结束(如果第一行中间有o那么就表示游戏结束) game_over = judge_game_over(stop_all_block_list) # 调整速度 speed_info, speed = change_speed(score) # 创建新的图形 current_block = next_block next_block = get_block() # 重置数据 current_block_start_col = 4 current_block_start_row = -2 # 画背景(填充背景色) screen.fill(bg_color) # 画游戏区域分隔线 pygame.draw.line(screen, (100, 40, 200), (size * block_col_num, 0), (size * block_col_num, screen_height), border_width) # 显示当前图形 for row, line in enumerate(current_block): for col, block in enumerate(line): if block != '.': pygame.draw.rect(screen, (20, 128, 200), ((current_block_start_col + col) * size, (current_block_start_row + row) * size, size, size), 0) # 显示所有停止移动的图形 for row, line in enumerate(stop_all_block_list): for col, block in enumerate(line): if block != '.': pygame.draw.rect(screen, (20, 128, 200), (col * size, row * size, size, size), 0) # 画网格线 竖线 for x in range(block_col_num): pygame.draw.line(screen, (0, 0, 0), (x * size, 0), (x * size, screen_height), 1) # 画网格线 横线 for y in range(block_row_num): pygame.draw.line(screen, (0, 0, 0), (0, y * size), (block_col_num * size, y * size), 1) # 显示右侧(得分、速度、下一行图形) # 得分 score_show_msg = font.render('得分: ', true, (255, 255, 255)) screen.blit(score_show_msg, (block_col_num * size + 10, 10)) score_show_msg = font.render(str(score), true, (255, 255, 255)) screen.blit(score_show_msg, (block_col_num * size + 10, 50)) # 速度 speed_show_msg = font.render('速度: ', true, (255, 255, 255)) screen.blit(speed_show_msg, (block_col_num * size + 10, 100)) speed_show_msg = font.render(speed_info, true, (255, 255, 255)) screen.blit(speed_show_msg, (block_col_num * size + 10, 150)) # 下一个图形(文字提示) next_style_msg = font.render('下一个: ', true, (255, 255, 255)) screen.blit(next_style_msg, (block_col_num * size + 10, 200)) # 下一个图形(图形) for row, line in enumerate(next_block): for col, block in enumerate(line): if block != '.': pygame.draw.rect(screen, (20, 128, 200), (320 + size * col, (block_col_num + row) * size, size, size), 0) # 显示这个方格的4个边的颜色 # 左 pygame.draw.line(screen, (0, 0, 0), (320 + size * col, (block_col_num + row) * size), (320 + size * col, (block_col_num + row + 1) * size), 1) # 上 pygame.draw.line(screen, (0, 0, 0), (320 + size * col, (block_col_num + row) * size), (320 + size * (col + 1), (block_col_num + row) * size), 1) # 下 pygame.draw.line(screen, (0, 0, 0), (320 + size * col, (block_col_num + row + 1) * size), (320 + size * (col + 1), (block_col_num + row + 1) * size), 1) # 右 pygame.draw.line(screen, (0, 0, 0), (320 + size * (col + 1), (block_col_num + row) * size), (320 + size * (col + 1), (block_col_num + row + 1) * size), 1) # 显示游戏结束画面 if game_over: game_over_tips = game_over_font.render('game over', true, red) screen.blit(game_over_tips, ((screen_width - game_over_font_width) // 2, (screen_height - game_over_font_height) // 2)) # 显示"鼠标点击任意位置,再来一局" game_again = font.render('鼠标点击任意位置,再来一局', true, red) screen.blit(game_again, ((screen_width - game_again_font_width) // 2, (screen_height - game_again_font_height) // 2 + 80)) # 刷新显示(此时窗口才会真正的显示) pygame.display.update() # fps(每秒钟显示画面的次数) clock.tick(60) # 通过一定的延时,实现1秒钟能够循环60次 if __name__ == '__main__': main()
文件blocks.py代码如下:
# s形方块 block_s = [['.oo', 'oo.', '...'], ['o..', 'oo.', '.o.']] # z形方块 block_z = [['oo.', '.oo', '...'], ['.o.', 'oo.', 'o..']] # i型方块 block_i = [['.o..', '.o..', '.o..', '.o..'], ['....', '....', 'oooo', '....']] # o型方块 block_o = [['oo', 'oo']] # j型方块 block_j = [['o..', 'ooo', '...'], ['.oo', '.o.', '.o.'], ['...', 'ooo', '..o'], ['.o.', '.o.', 'oo.']] # l型方块 block_l = [['..o', 'ooo', '...'], ['.o.', '.o.', '.oo'], ['...', 'ooo', 'o..'], ['oo.', '.o.', '.o.']] # t型方块 block_t = [['.o.', 'ooo', '...'], ['.o.', '.oo', '.o.'], ['...', 'ooo', '.o.'], ['.o.', 'oo.', '.o.']]
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