• 俄罗斯方块


     俄罗斯方块所实现的代码

    import sys
    import pygame
    from pygame.locals import *

    SIZE = 30 # 每个小方格大小
    BLOCK_HEIGHT = 20 # 游戏区高度
    BLOCK_WIDTH = 10 # 游戏区宽度
    BORDER_WIDTH = 4 # 游戏区边框宽度
    BORDER_COLOR = (40, 40, 200) # 游戏区边框颜色
    SCREEN_WIDTH = SIZE * (BLOCK_WIDTH + 5) # 游戏屏幕的宽
    SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT # 游戏屏幕的高
    BG_COLOR = (40, 40, 60) # 背景色
    BLACK = (0, 0, 0)


    def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
    imgText = font.render(text, True, fcolor)
    screen.blit(imgText, (x, y))


    def main():
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    pygame.display.set_caption('俄罗斯方块')

    font1 = pygame.font.SysFont('SimHei', 24) # 黑体24
    font_pos_x = BLOCK_WIDTH * SIZE + BORDER_WIDTH + 10 # 右侧信息显示区域字体位置的X坐标
    font1_height = int(font1.size('得分')[1])

    score = 0 # 得分

    while True:
    for event in pygame.event.get():
    if event.type == QUIT:
    sys.exit()

    # 填充背景色
    screen.fill(BG_COLOR)
    # 画游戏区域分隔线
    pygame.draw.line(screen, BORDER_COLOR,
    (SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, 0),
    (SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)
    # 画网格线 竖线
    for x in range(BLOCK_WIDTH):
    pygame.draw.line(screen, BLACK, (x * SIZE, 0), (x * SIZE, SCREEN_HEIGHT), 1)
    # 画网格线 横线
    for y in range(BLOCK_HEIGHT):
    pygame.draw.line(screen, BLACK, (0, y * SIZE), (BLOCK_WIDTH * SIZE, y * SIZE), 1)

    print_text(screen, font1, font_pos_x, 10, f'得分: ')
    print_text(screen, font1, font_pos_x, 10 + font1_height + 6, f'{score}')
    print_text(screen, font1, font_pos_x, 20 + (font1_height + 6) * 2, f'速度: ')
    print_text(screen, font1, font_pos_x, 20 + (font1_height + 6) * 3, f'{score // 10000}')
    print_text(screen, font1, font_pos_x, 30 + (font1_height + 6) * 4, f'下一个:')

    pygame.display.flip()


    if __name__ == '__main__':
    main()
    game_area = [['.'] * BLOCK_WIDTH for _ in range(BLOCK_HEIGHT)]
    cur_block = None # 当前下落方块
    cur_pos_x, cur_pos_y = 0, 0 # 当前下落方块的坐标
    from collections import namedtuple

    Point = namedtuple('Point', 'X Y')
    Block = namedtuple('Block', 'template start_pos end_pos name next')

    # S形方块
    S_BLOCK = [Block(['.00',
    '00.',
    '...'], Point(0, 0), Point(2, 1), 'S', 1),
    Block(['0..',
    '00.',
    '.0.'], Point(0, 0), Point(1, 2), 'S', 0)]
    BLOCKS = {'O': O_BLOCK,
    'I': I_BLOCK,
    'Z': Z_BLOCK,
    'T': T_BLOCK,
    'L': L_BLOCK,
    'S': S_BLOCK,
    'J': J_BLOCK}


    def get_block():
    block_name = random.choice('OIZTLSJ')
    b = BLOCKS[block_name]
    idx = random.randint(0, len(b) - 1)
    return b[idx]


    # 获取旋转后的方块
    def get_next_block(block):
    b = BLOCKS[block.name]
    return b[block.next]

    def _judge(pos_x, pos_y, block):
    nonlocal game_area
    for _i in range(block.start_pos.Y, block.end_pos.Y + 1):
    if pos_y + block.end_pos.Y >= BLOCK_HEIGHT:
    return False
    for _j in range(block.start_pos.X, block.end_pos.X + 1):
    if pos_y + _i >= 0 and block.template[_i][_j] != '.' and game_area[pos_y + _i][pos_x + _j] != '.':
    return False
    return True

    def _dock():
    nonlocal cur_block, next_block, game_area, cur_pos_x, cur_pos_y, game_over
    for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
    for _j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1):
    if cur_block.template[_i][_j] != '.':
    game_area[cur_pos_y + _i][cur_pos_x + _j] = '0'
    if cur_pos_y + cur_block.start_pos.Y <= 0:
    game_over = True
    else:
    # 计算消除
    remove_idxs = []
    for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
    if all(_x == '0' for _x in game_area[cur_pos_y + _i]):
    remove_idxs.append(cur_pos_y + _i)
    if remove_idxs:
    # 消除
    _i = _j = remove_idxs[-1]
    while _i >= 0:
    while _j in remove_idxs:
    _j -= 1
    if _j < 0:
    game_area[_i] = ['.'] * BLOCK_WIDTH
    else:
    game_area[_i] = game_area[_j]
    _i -= 1
    _j -= 1
    cur_block = next_block
    next_block = blocks.get_block()
    cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y

    运行结果

     

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  • 原文地址:https://www.cnblogs.com/ligaojia/p/14058283.html
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