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八、pygame做一个简单的俄罗斯方块游戏(基础篇3)

程序员文章站 2022-06-29 11:27:58
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上一章写到https://blog.csdn.net/zhangenter/article/details/89304707
现在继续

一、给每个方块设置不同的颜色

根据代码这里可以判断正在下落的方块在那些Block子类里加一个属性最合适,而已经落下的方块颜色管理最合适的地方应该是修改在Panel类里的rect_arr
Block子类里的修改比较简单,以TBlock类为例,在__init__函数加一行

self.color=(255,0,0)

在Panel的paint函数里将代码

# 绘制正在落下的方块
        if self.move_block:
            for rect in self.moving_block.get_rect_arr():
                x,y=rect
                pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
                pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)

中的

pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
改成
pygame.draw.line(self._bg,self.moving_block.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)

已经下落的方块修改会麻烦一点,原来存在rect_arr里的是x,y,现在要增加一个颜色,直接改也是可以的,不过考虑到以后的扩展性,果断定义一个RectInfo类

class RectInfo(object):
    def __init__(self, x, y, color):
        self.x = x
        self.y = y
        self.color = color

将存入rect_arr时的代码修改为

    def add_block(self,block):
        for x,y in block.get_rect_arr():
            self.rect_arr.append(RectInfo(x,y, block.color))

并将设计rect_arr做下修改即可
八、pygame做一个简单的俄罗斯方块游戏(基础篇3)
贴下目前的完整代码

# -*- coding=utf-8 -*-
import random
import pygame
from pygame.locals import KEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN,K_SPACE

class RectInfo(object):
    def __init__(self, x, y, color):
        self.x = x
        self.y = y
        self.color = color

class Panel(object): # 用于绘制整个游戏窗口的版面
    rect_arr=[] # 已经落底下的方块
    moving_block=None # 正在落下的方块
    def __init__(self,bg, block_size, position):
        self._bg=bg;
        self._x,self._y,self._width,self._height=position
        self._block_size=block_size
        self._bgcolor=[0,0,0]
    
    def add_block(self,block):
        for x,y in block.get_rect_arr():
            self.rect_arr.append(RectInfo(x,y, block.color))

    def create_move_block(self):
        block = create_block()
        block.move(5-2,-2) # 方块挪到中间 
        self.moving_block=block

    def check_overlap(self, diffx, diffy, check_arr=None):
        if check_arr is None: check_arr = self.moving_block.get_rect_arr()
        for x,y in check_arr:
            for rect_info in self.rect_arr:
                if x+diffx==rect_info.x and y+diffy==rect_info.y:
                    return True
        return False

    def control_block(self, diffx, diffy):
        if self.moving_block.can_move(diffx,diffy) and not self.check_overlap(diffx, diffy):
            self.moving_block.move(diffx,diffy)

    def change_block(self):
        if self.moving_block:
            new_arr = self.moving_block.change()
            if new_arr and not self.check_overlap(0, 0, check_arr=new_arr): # 变形不能造成方块重叠
                self.moving_block.rect_arr=new_arr

    def move_block(self):
        if self.moving_block is None: create_move_block()
        if self.moving_block.can_move(0,1) and not self.check_overlap(0,1): 
            self.moving_block.move(0,1)
            return 1
        else:
            self.add_block(self.moving_block)
            self.check_clear()

            for rect_info in self.rect_arr:
                if rect_info.y<0: return 9 # 游戏失败
            self.create_move_block()
            return 2

    def check_clear(self):
        tmp_arr = [[] for i in range(20)]
        # 先将方块按行存入数组
        for rect_info in self.rect_arr:
            if rect_info.y<0: return
            tmp_arr[rect_info.y].append(rect_info)

        clear_num=0
        clear_lines=set([])
        y_clear_diff_arr=[[] for i in range(20)]
        # 从下往上计算可以消除的行,并记录消除行后其他行的向下偏移数量
        for y in range(19,-1,-1):
            if len(tmp_arr[y])==10:
                clear_lines.add(y)
                clear_num += 1
            y_clear_diff_arr[y] = clear_num

        if clear_num>0:
            new_arr=[]
            # 跳过移除行,并将其他行做偏移
            for y in range(19,-1,-1):
                if y in clear_lines: continue
                tmp_row = tmp_arr[y]
                y_clear_diff=y_clear_diff_arr[y]
                for rect_info in tmp_row:
                    #new_arr.append([x,y+y_clear_diff])
                    new_arr.append(RectInfo(rect_info.x, rect_info.y+y_clear_diff, rect_info.color))
            
            self.rect_arr = new_arr


    def paint(self):
        mid_x=self._x+self._width/2
        pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) # 用一个粗线段来填充背景
        
        # 绘制已经落底下的方块
        bz=self._block_size
        for rect_info in self.rect_arr:
            x=rect_info.x
            y=rect_info.y
            pygame.draw.line(self._bg,rect_info.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
            pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)
       
        # 绘制正在落下的方块
        if self.move_block:
            for rect in self.moving_block.get_rect_arr():
                x,y=rect
                pygame.draw.line(self._bg,self.moving_block.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
                pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)


class Block(object):
    sx=0
    sy=0
    def __init__(self):
        self.rect_arr=[]

    def get_rect_arr(self): # 用于获取方块种的四个矩形列表
        return self.rect_arr

    def move(self,xdiff,ydiff): # 用于移动方块的方法
        self.sx+=xdiff
        self.sy+=ydiff
        self.new_rect_arr=[]
        for x,y in self.rect_arr:
            self.new_rect_arr.append((x+xdiff,y+ydiff))
        self.rect_arr=self.new_rect_arr

    def can_move(self,xdiff,ydiff):
        for x,y in self.rect_arr:
            if y+ydiff>=20: return False
            if x+xdiff<0 or x+xdiff>=10: return False
        return True

    def change(self):
        self.shape_id+=1 # 下一形态
        if self.shape_id >= self.shape_num: 
            self.shape_id=0

        arr = self.get_shape()
        new_arr = []
        for x,y in arr:
            if x+self.sx<0 or x+self.sx>=10: # 变形不能超出左右边界
                self.shape_id -= 1
                if self.shape_id < 0: self.shape_id = self.shape_num - 1
                return None 

            new_arr.append([x+self.sx,y+self.sy])

        return new_arr

class LongBlock(Block):
    shape_id=0
    shape_num=2
    def __init__(self, n=None): # 两种形态
        super(LongBlock, self).__init__()
        if n is None: n=random.randint(0,1)
        self.shape_id=n
        self.rect_arr=self.get_shape()
        self.color=(50,180,50)

    def get_shape(self):
        return [(1,0),(1,1),(1,2),(1,3)] if self.shape_id==0 else [(0,2),(1,2),(2,2),(3,2)]

class SquareBlock(Block): # 一种形态
    shape_id=0
    shape_num=1
    def __init__(self, n=None):
        super(SquareBlock, self).__init__()
        self.rect_arr=self.get_shape()
        self.color=(0,0,255)

    def get_shape(self):
        return [(1,1),(1,2),(2,1),(2,2)]

class ZBlock(Block): # 两种形态
    shape_id=0
    shape_num=2
    def __init__(self, n=None):
        super(ZBlock, self).__init__()
        if n is None: n=random.randint(0,1)
        self.shape_id=n
        self.rect_arr=self.get_shape()
        self.color=(30,200,200)

    def get_shape(self):
        return [(2,0),(2,1),(1,1),(1,2)] if self.shape_id==0 else [(0,1),(1,1),(1,2),(2,2)]

class SBlock(Block): # 两种形态
    shape_id=0
    shape_num=2
    def __init__(self, n=None):
        super(SBlock, self).__init__()
        if n is None: n=random.randint(0,1)
        self.shape_id=n
        self.rect_arr=self.get_shape()
        self.color=(255,30,255)

    def get_shape(self):
        return [(1,0),(1,1),(2,1),(2,2)] if self.shape_id==0 else [(0,2),(1,2),(1,1),(2,1)]

class LBlock(Block): # 四种形态
    shape_id=0
    shape_num=4
    def __init__(self, n=None):
        super(LBlock, self).__init__()
        if n is None: n=random.randint(0,3)
        self.shape_id=n
        self.rect_arr=self.get_shape()
        self.color=(200,200,30)

    def get_shape(self):
        if self.shape_id==0: return [(1,0),(1,1),(1,2),(2,2)]
        elif self.shape_id==1: return [(0,1),(1,1),(2,1),(0,2)]
        elif self.shape_id==2: return [(0,0),(1,0),(1,1),(1,2)]
        else: return [(0,1),(1,1),(2,1),(2,0)]

class JBlock(Block): # 四种形态
    shape_id=0
    shape_num=4
    def __init__(self, n=None):
        super(JBlock, self).__init__()
        if n is None: n=random.randint(0,3)
        self.shape_id=n
        self.rect_arr=self.get_shape()
        self.color=(200,100,0)

    def get_shape(self):
        if self.shape_id==0: return [(1,0),(1,1),(1,2),(0,2)]
        elif self.shape_id==1: return [(0,1),(1,1),(2,1),(0,0)]
        elif self.shape_id==2: return [(2,0),(1,0),(1,1),(1,2)]
        else: return [(0,1),(1,1),(2,1),(2,2)]

class TBlock(Block): # 四种形态
    shape_id=0
    shape_num=4
    def __init__(self, n=None):
        super(TBlock, self).__init__()
        if n is None: n=random.randint(0,3)
        self.shape_id=n
        self.rect_arr=self.get_shape()
        self.color=(255,0,0)

    def get_shape(self):
        if self.shape_id==0: return [(0,1),(1,1),(2,1),(1,2)]
        elif self.shape_id==1: return [(1,0),(1,1),(1,2),(0,1)]
        elif self.shape_id==2: return [(0,1),(1,1),(2,1),(1,0)]
        else: return [(1,0),(1,1),(1,2),(2,1)]
        
def create_block():
    n = random.randint(0,19)
    if n==0: return SquareBlock(n=0)
    elif n==1 or n==2: return LongBlock(n=n-1)
    elif n==3 or n==4: return ZBlock(n=n-3)
    elif n==5 or n==6: return SBlock(n=n-5)
    elif n>=7 and n<=10: return LBlock(n=n-7)
    elif n>=11 and n<=14: return JBlock(n=n-11)
    else: return TBlock(n=n-15)

def run():
    pygame.init()
    space=30
    main_block_size=30
    main_panel_width=main_block_size*10
    main_panel_height=main_block_size*20
    screencaption = pygame.display.set_caption('Tetris')
    screen = pygame.display.set_mode((main_panel_width+160+space*3,main_panel_height+space*2)) #设置窗口长宽
    main_panel=Panel(screen,main_block_size,[space,space,main_panel_width,main_panel_height])

    pygame.key.set_repeat(200, 30)
    main_panel.create_move_block()

    diff_ticks = 300 # 移动一次蛇头的事件,单位毫秒
    ticks = pygame.time.get_ticks() + diff_ticks

    game_state = 1 # 游戏状态1.表示正常 2.表示失败
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                 pygame.quit()
                 exit()
            if event.type == KEYDOWN:
             if event.key == K_LEFT: main_panel.control_block(-1,0)
             if event.key == K_RIGHT: main_panel.control_block(1,0)
             if event.key == K_UP: main_panel.change_block()
             if event.key == K_DOWN: main_panel.control_block(0,1)
             if event.key == K_SPACE:
                flag = main_panel.move_block()
                while flag==1: 
                    flag = main_panel.move_block()
                if flag == 9: game_state = 2
       
        screen.fill((100,100,100)) # 将界面设置为灰色
        main_panel.paint() # 主面盘绘制

        if game_state == 2:
            myfont = pygame.font.Font(None,30)
            white = 255,255,255
            textImage = myfont.render("Game over", True, white)
            screen.blit(textImage, (160,190))

        pygame.display.update() # 必须调用update才能看到绘图显示

        if game_state == 1 and pygame.time.get_ticks() >= ticks:
            ticks+=diff_ticks
            if main_panel.move_block()==9: game_state = 2 # 游戏结束

run()

二、下一个方块

为便于下一方块的提示窗的绘制,我们定义一个类HintBox,用于管理下一方块和界面的绘制

class HintBox(object):
    next_block=None
    def __init__(self, bg, block_size, position):
        self._bg=bg;
        self._x,self._y,self._width,self._height=position
        self._block_size=block_size
        self._bgcolor=[0,0,0]

    def take_block(self):
        block = self.next_block
        if block is None: # 如果还没有方块,先产生一个
            block = create_block()
    
        self.next_block = create_block() # 产生下一个方块
        return block

    def paint(self):
        mid_x=self._x+self._width/2
        pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) 
        bz=self._block_size
        # 绘制正在落下的方块
        if self.next_block:
            arr = self.next_block.get_rect_arr()
            minx,miny=arr[0]
            maxx,maxy=arr[0]
            for x,y in arr:
                if x<minx: minx=x
                if x>maxx: maxx=x
                if y<miny: miny=y
                if y>maxy: maxy=y
            w=(maxx-minx)*bz
            h=(maxy-miny)*bz
            # 计算使方块绘制在提示窗中心位置所需要的偏移像素
            cx=self._width/2-w/2-minx*bz-bz/2 
            cy=self._height/2-h/2-miny*bz-bz/2

            for rect in arr:
                x,y=rect
                pygame.draw.line(self._bg,self.next_block.color,[self._x+x*bz+cx+bz/2,self._y+cy+y*bz],[self._x+x*bz+cx+bz/2,self._y+cy+(y+1)*bz],bz)
                pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz+cx,self._y+y*bz+cy,bz+1,bz+1],1)

在Panel类里面增加一个属性

hint_box=None

将Panel类里面的

    def create_move_block(self):
        block = create_block()
        block.move(5-2,-2) # 方块挪到中间 
        self.moving_block=block

产生方块的方式,改为由hint_box产生

    def create_move_block(self):
        block = self.hint_box.take_block()
        block.move(5-2,-2) # 方块挪到中间 
        self.moving_block=block

在run函数里增加初始化hint_box和设置main_panel的程序

    hint_box=HintBox(screen,main_block_size,[main_panel_width+space+space,space,160,160])
    main_panel.hint_box=hint_box

在游戏主循环增加下一方块提示窗的绘制

hint_box.paint() # 绘制下一个方块的提示窗

现在可以正常显示下一方块提示了
八、pygame做一个简单的俄罗斯方块游戏(基础篇3)

三、分数的计算

消除分数的计算方式为
1行 100分
2行 300分
3行 800分
4行 1600分
类似下一方块提示窗的设计,我们可以增加一个ScoreBox类

class ScoreBox(object):
    total_score = 0
    def __init__(self, bg, block_size, position):
        self._bg=bg;
        self._x,self._y,self._width,self._height=position
        self._block_size=block_size
        self._bgcolor=[0,0,0]

    def paint(self):
        myfont = pygame.font.Font(None,36)
        white = 255,255,255
        textImage = myfont.render('Score:%06d'%(self.total_score), True, white)
        self._bg.blit(textImage, (self._x,self._y))

然后在Panel增加score_box属性

score_box=None

定义一个全局的SCORE_MAP

SCORE_MAP=(100,300,800,1600)

在check_clear函数中,如果有方块消除,则执行

            score = SCORE_MAP[clear_num-1]
            self.score_box.total_score += score

在run主函数初始化score_box

    score_box=ScoreBox(screen,main_block_size,[main_panel_width+space+space,160+space*2,160,160])
    main_panel.score_box=score_box

并在游戏循环绘制score_box

score_box.paint() # 绘制总分

八、pygame做一个简单的俄罗斯方块游戏(基础篇3)

四、历史最高分

准备在当前目录用一个tetris.db的pickle文件保存
所以首先

import pickle,os

由于最高分可以借用ScoreBox在绘制当前分数时一起绘制,所以直接在ScoreBox增加一个最高分的属性和一个文件的定义

high_score = 0
db_file = 'tetris.db'

在ScoreBox的初始化函数里增加pickle的加载

if os.path.exists(self.db_file): self.high_score = pickle.load(open(self.db_file,'rb'))

在paint里增加下最高分的绘制

    def paint(self):
        myfont = pygame.font.Font(None,36)
        white = 255,255,255
        textImage = myfont.render('High: %06d'%(self.high_score), True, white)
        self._bg.blit(textImage, (self._x,self._y))
        textImage = myfont.render('Score:%06d'%(self.total_score), True, white)
        self._bg.blit(textImage, (self._x,self._y+40))

将之前直接对ScoreBox的score的修改改为封装一个add_score的函数

    def add_score(self, score):
        self.total_score += score
        if self.total_score > self.high_score:
            self.high_score=self.total_score
            pickle.dump(self.high_score, open(self.db_file,'wb+'))

在add_score函数里进行score的修改并做是否超过最高分的判断,如果超过则保存分数(当然也可以在游戏结束或关闭界面时判断和保存最高分,减少磁盘io)
看下效果图
八、pygame做一个简单的俄罗斯方块游戏(基础篇3)
贴下完整的程序

# -*- coding=utf-8 -*-
import random
import pygame
from pygame.locals import KEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN,K_SPACE
import pickle,os

SCORE_MAP=(100,300,800,1600)

class RectInfo(object):
    def __init__(self, x, y, color):
        self.x = x
        self.y = y
        self.color = color

class HintBox(object):
    next_block=None
    def __init__(self, bg, block_size, position):
        self._bg=bg;
        self._x,self._y,self._width,self._height=position
        self._block_size=block_size
        self._bgcolor=[0,0,0]

    def take_block(self):
        block = self.next_block
        if block is None: # 如果还没有方块,先产生一个
            block = create_block()
    
        self.next_block = create_block() # 产生下一个方块
        return block

    def paint(self):
        mid_x=self._x+self._width/2
        pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) 
        bz=self._block_size
        # 绘制正在落下的方块
        if self.next_block:
            arr = self.next_block.get_rect_arr()
            minx,miny=arr[0]
            maxx,maxy=arr[0]
            for x,y in arr:
                if x<minx: minx=x
                if x>maxx: maxx=x
                if y<miny: miny=y
                if y>maxy: maxy=y
            w=(maxx-minx)*bz
            h=(maxy-miny)*bz
            # 计算使方块绘制在提示窗中心位置所需要的偏移像素
            cx=self._width/2-w/2-minx*bz-bz/2 
            cy=self._height/2-h/2-miny*bz-bz/2

            for rect in arr:
                x,y=rect
                pygame.draw.line(self._bg,self.next_block.color,[self._x+x*bz+cx+bz/2,self._y+cy+y*bz],[self._x+x*bz+cx+bz/2,self._y+cy+(y+1)*bz],bz)
                pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz+cx,self._y+y*bz+cy,bz+1,bz+1],1)

class ScoreBox(object):
    total_score = 0
    high_score = 0
    db_file = 'tetris.db'
    def __init__(self, bg, block_size, position):
        self._bg=bg;
        self._x,self._y,self._width,self._height=position
        self._block_size=block_size
        self._bgcolor=[0,0,0]
        
        if os.path.exists(self.db_file): self.high_score = pickle.load(open(self.db_file,'rb'))

    def paint(self):
        myfont = pygame.font.Font(None,36)
        white = 255,255,255
        textImage = myfont.render('High: %06d'%(self.high_score), True, white)
        self._bg.blit(textImage, (self._x,self._y))
        textImage = myfont.render('Score:%06d'%(self.total_score), True, white)
        self._bg.blit(textImage, (self._x,self._y+40))

    def add_score(self, score):
        self.total_score += score
        if self.total_score > self.high_score:
            self.high_score=self.total_score
            pickle.dump(self.high_score, open(self.db_file,'wb+'))

class Panel(object): # 用于绘制整个游戏窗口的版面
    rect_arr=[] # 已经落底下的方块
    moving_block=None # 正在落下的方块
    hint_box=None
    score_box=None
    def __init__(self,bg, block_size, position):
        self._bg=bg;
        self._x,self._y,self._width,self._height=position
        self._block_size=block_size
        self._bgcolor=[0,0,0]
    
    def add_block(self,block):
        for x,y in block.get_rect_arr():
            self.rect_arr.append(RectInfo(x,y, block.color))

    def create_move_block(self):
        block = self.hint_box.take_block()
        #block = create_block()
        block.move(5-2,-2) # 方块挪到中间 
        self.moving_block=block

    def check_overlap(self, diffx, diffy, check_arr=None):
        if check_arr is None: check_arr = self.moving_block.get_rect_arr()
        for x,y in check_arr:
            for rect_info in self.rect_arr:
                if x+diffx==rect_info.x and y+diffy==rect_info.y:
                    return True
        return False

    def control_block(self, diffx, diffy):
        if self.moving_block.can_move(diffx,diffy) and not self.check_overlap(diffx, diffy):
            self.moving_block.move(diffx,diffy)

    def change_block(self):
        if self.moving_block:
            new_arr = self.moving_block.change()
            if new_arr and not self.check_overlap(0, 0, check_arr=new_arr): # 变形不能造成方块重叠
                self.moving_block.rect_arr=new_arr

    def move_block(self):
        if self.moving_block is None: create_move_block()
        if self.moving_block.can_move(0,1) and not self.check_overlap(0,1): 
            self.moving_block.move(0,1)
            return 1
        else:
            self.add_block(self.moving_block)
            self.check_clear()

            for rect_info in self.rect_arr:
                if rect_info.y<0: return 9 # 游戏失败
            self.create_move_block()
            return 2

    def check_clear(self):
        tmp_arr = [[] for i in range(20)]
        # 先将方块按行存入数组
        for rect_info in self.rect_arr:
            if rect_info.y<0: return
            tmp_arr[rect_info.y].append(rect_info)

        clear_num=0
        clear_lines=set([])
        y_clear_diff_arr=[[] for i in range(20)]
        # 从下往上计算可以消除的行,并记录消除行后其他行的向下偏移数量
        for y in range(19,-1,-1):
            if len(tmp_arr[y])==10:
                clear_lines.add(y)
                clear_num += 1
            y_clear_diff_arr[y] = clear_num

        if clear_num>0:
            new_arr=[]
            # 跳过移除行,并将其他行做偏移
            for y in range(19,-1,-1):
                if y in clear_lines: continue
                tmp_row = tmp_arr[y]
                y_clear_diff=y_clear_diff_arr[y]
                for rect_info in tmp_row:
                    #new_arr.append([x,y+y_clear_diff])
                    new_arr.append(RectInfo(rect_info.x, rect_info.y+y_clear_diff, rect_info.color))
            
            self.rect_arr = new_arr
            score = SCORE_MAP[clear_num-1]
            self.score_box.add_score(score)


    def paint(self):
        mid_x=self._x+self._width/2
        pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) # 用一个粗线段来填充背景
        
        # 绘制已经落底下的方块
        bz=self._block_size
        for rect_info in self.rect_arr:
            x=rect_info.x
            y=rect_info.y
            pygame.draw.line(self._bg,rect_info.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
            pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)
       
        # 绘制正在落下的方块
        if self.move_block:
            for rect in self.moving_block.get_rect_arr():
                x,y=rect
                pygame.draw.line(self._bg,self.moving_block.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
                pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)

class Block(object):
    sx=0
    sy=0
    def __init__(self):
        self.rect_arr=[]

    def get_rect_arr(self): # 用于获取方块种的四个矩形列表
        return self.rect_arr

    def move(self,xdiff,ydiff): # 用于移动方块的方法
        self.sx+=xdiff
        self.sy+=ydiff
        self.new_rect_arr=[]
        for x,y in self.rect_arr:
            self.new_rect_arr.append((x+xdiff,y+ydiff))
        self.rect_arr=self.new_rect_arr

    def can_move(self,xdiff,ydiff):
        for x,y in self.rect_arr:
            if y+ydiff>=20: return False
            if x+xdiff<0 or x+xdiff>=10: return False
        return True

    def change(self):
        self.shape_id+=1 # 下一形态
        if self.shape_id >= self.shape_num: 
            self.shape_id=0

        arr = self.get_shape()
        new_arr = []
        for x,y in arr:
            if x+self.sx<0 or x+self.sx>=10: # 变形不能超出左右边界
                self.shape_id -= 1
                if self.shape_id < 0: self.shape_id = self.shape_num - 1
                return None 

            new_arr.append([x+self.sx,y+self.sy])

        return new_arr

class LongBlock(Block):
    shape_id=0
    shape_num=2
    def __init__(self, n=None): # 两种形态
        super(LongBlock, self).__init__()
        if n is None: n=random.randint(0,1)
        self.shape_id=n
        self.rect_arr=self.get_shape()
        self.color=(50,180,50)

    def get_shape(self):
        return [(1,0),(1,1),(1,2),(1,3)] if self.shape_id==0 else [(0,2),(1,2),(2,2),(3,2)]

class SquareBlock(Block): # 一种形态
    shape_id=0
    shape_num=1
    def __init__(self, n=None):
        super(SquareBlock, self).__init__()
        self.rect_arr=self.get_shape()
        self.color=(0,0,255)

    def get_shape(self):
        return [(1,1),(1,2),(2,1),(2,2)]

class ZBlock(Block): # 两种形态
    shape_id=0
    shape_num=2
    def __init__(self, n=None):
        super(ZBlock, self).__init__()
        if n is None: n=random.randint(0,1)
        self.shape_id=n
        self.rect_arr=self.get_shape()
        self.color=(30,200,200)

    def get_shape(self):
        return [(2,0),(2,1),(1,1),(1,2)] if self.shape_id==0 else [(0,1),(1,1),(1,2),(2,2)]

class SBlock(Block): # 两种形态
    shape_id=0
    shape_num=2
    def __init__(self, n=None):
        super(SBlock, self).__init__()
        if n is None: n=random.randint(0,1)
        self.shape_id=n
        self.rect_arr=self.get_shape()
        self.color=(255,30,255)

    def get_shape(self):
        return [(1,0),(1,1),(2,1),(2,2)] if self.shape_id==0 else [(0,2),(1,2),(1,1),(2,1)]

class LBlock(Block): # 四种形态
    shape_id=0
    shape_num=4
    def __init__(self, n=None):
        super(LBlock, self).__init__()
        if n is None: n=random.randint(0,3)
        self.shape_id=n
        self.rect_arr=self.get_shape()
        self.color=(200,200,30)

    def get_shape(self):
        if self.shape_id==0: return [(1,0),(1,1),(1,2),(2,2)]
        elif self.shape_id==1: return [(0,1),(1,1),(2,1),(0,2)]
        elif self.shape_id==2: return [(0,0),(1,0),(1,1),(1,2)]
        else: return [(0,1),(1,1),(2,1),(2,0)]

class JBlock(Block): # 四种形态
    shape_id=0
    shape_num=4
    def __init__(self, n=None):
        super(JBlock, self).__init__()
        if n is None: n=random.randint(0,3)
        self.shape_id=n
        self.rect_arr=self.get_shape()
        self.color=(200,100,0)

    def get_shape(self):
        if self.shape_id==0: return [(1,0),(1,1),(1,2),(0,2)]
        elif self.shape_id==1: return [(0,1),(1,1),(2,1),(0,0)]
        elif self.shape_id==2: return [(2,0),(1,0),(1,1),(1,2)]
        else: return [(0,1),(1,1),(2,1),(2,2)]

class TBlock(Block): # 四种形态
    shape_id=0
    shape_num=4
    def __init__(self, n=None):
        super(TBlock, self).__init__()
        if n is None: n=random.randint(0,3)
        self.shape_id=n
        self.rect_arr=self.get_shape()
        self.color=(255,0,0)

    def get_shape(self):
        if self.shape_id==0: return [(0,1),(1,1),(2,1),(1,2)]
        elif self.shape_id==1: return [(1,0),(1,1),(1,2),(0,1)]
        elif self.shape_id==2: return [(0,1),(1,1),(2,1),(1,0)]
        else: return [(1,0),(1,1),(1,2),(2,1)]
        
def create_block():
    n = random.randint(0,19)
    if n==0: return SquareBlock(n=0)
    elif n==1 or n==2: return LongBlock(n=n-1)
    elif n==3 or n==4: return ZBlock(n=n-3)
    elif n==5 or n==6: return SBlock(n=n-5)
    elif n>=7 and n<=10: return LBlock(n=n-7)
    elif n>=11 and n<=14: return JBlock(n=n-11)
    else: return TBlock(n=n-15)

def run():
    pygame.init()
    space=30
    main_block_size=30
    main_panel_width=main_block_size*10
    main_panel_height=main_block_size*20
    screencaption = pygame.display.set_caption('Tetris')
    screen = pygame.display.set_mode((main_panel_width+160+space*3,main_panel_height+space*2)) #设置窗口长宽
    main_panel=Panel(screen,main_block_size,[space,space,main_panel_width,main_panel_height])
    hint_box=HintBox(screen,main_block_size,[main_panel_width+space+space,space,160,160])
    score_box=ScoreBox(screen,main_block_size,[main_panel_width+space+space,160+space*2,160,160])
    
    main_panel.hint_box=hint_box
    main_panel.score_box=score_box

    pygame.key.set_repeat(200, 30)
    main_panel.create_move_block()

    diff_ticks = 300 # 移动一次蛇头的事件,单位毫秒
    ticks = pygame.time.get_ticks() + diff_ticks

    game_state = 1 # 游戏状态1.表示正常 2.表示失败
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                 pygame.quit()
                 exit()
            if event.type == KEYDOWN:
             if event.key == K_LEFT: main_panel.control_block(-1,0)
             if event.key == K_RIGHT: main_panel.control_block(1,0)
             if event.key == K_UP: main_panel.change_block()
             if event.key == K_DOWN: main_panel.control_block(0,1)
             if event.key == K_SPACE:
                flag = main_panel.move_block()
                while flag==1: 
                    flag = main_panel.move_block()
                if flag == 9: game_state = 2
       
        screen.fill((100,100,100)) # 将界面设置为灰色
        main_panel.paint() # 主面盘绘制
        hint_box.paint() # 绘制下一个方块的提示窗
        score_box.paint() # 绘制总分

        if game_state == 2:
            myfont = pygame.font.Font(None,30)
            white = 255,255,255
            textImage = myfont.render("Game over", True, white)
            screen.blit(textImage, (160,190))

        pygame.display.update() # 必须调用update才能看到绘图显示

        if game_state == 1 and pygame.time.get_ticks() >= ticks:
            ticks+=diff_ticks
            if main_panel.move_block()==9: game_state = 2 # 游戏结束

run()

也许有人会想右下角空那么大一块是做什么用的?
那块区域我是准备做对战显示用的,这里基础篇差不多算收尾了,下一篇准备写AI篇。