python 基于pygame实现俄罗斯方块
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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
1 | 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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 | """ 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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 | # 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.' ]] |
以上就是python 基于pygame实现俄罗斯方块的详细内容