• 俄罗斯方块-1


    俄罗斯方块

    来自网上,修改,供学习,不记得来自哪里,谢谢大神,如有侵权,请告知。

    代码:

    import random, time, pygame, sys
    from pygame.locals import *
    
    #Frame(画面、帧),p就是Per(每),s就是Second(秒)
    FPS = 25  #FPS=刷新率(单位为Hz),电影以每秒25张画面的速度播放
    
    WINWIDTH = 1040   
    WINHEIGHT = 480   
    BOXSIZE = 20     
    BOARDWIDTH = 10   
    BOARDHEIGHT = 20 
    BLANK = '.'  #表示空白空格
    
    MOVESIDEWAYSFREQ = 0.1 
    MOVEDOWNFREQ = 0.1    
    
    XMARGIN = int((WINWIDTH - BOARDWIDTH * BOXSIZE) / 2)
    
    TOPMARGIN = WINHEIGHT - (BOARDHEIGHT * BOXSIZE) - 5
    
    #定义颜色
    #               R    G    B
    WHITE       = (255, 255, 255)#白色
    GRAY        = (185, 185, 185)#灰色
    BLACK       = (  0,   0,   0)#黑色
    RED         = (155,   0,   0)#红色
    GREEN       = (  0, 155,   0)#绿色
    BLUE        = (  0,   0, 155)#蓝色
    YELLOW      = (155, 155,   0)#黄色
    
    
    BORDERCOLOR = GRAY#边界颜色
    BGCOLOR = BLACK#背景颜色
    TEXTCOLOR = WHITE#文字颜色
    
    COLORS      = (BLUE,GREEN,RED,YELLOW) 
    TEMPLATEWIDTH = 5#砖块模板宽 
    TEMPLATEHEIGHT = 5#砖块模板高
    
    S_SHAPE_TEMPLATE = [['.....',  #S形状的模板
                         '.....',
                         '..OO.',
                         '.OO..',
                         '.....'],
                        ['.....',  #S逆时针变化的形状
                         '..O..',
                         '..OO.',
                         '...O.',
                         '.....']]
    
    Z_SHAPE_TEMPLATE = [['.....', #Z形模板
                         '.....',
                         '.OO..',
                         '..OO.',
                         '.....'],
                        ['.....',
                         '..O..',
                         '.OO..',
                         '.O...',
                         '.....']]
    
    I_SHAPE_TEMPLATE = [['..O..', #I型模板
                         '..O..',
                         '..O..',
                         '..O..',
                         '.....'],
                        ['.....',
                         '.....',
                         'OOOO.',
                         '.....',
                         '.....']]
    
    O_SHAPE_TEMPLATE = [['.....', #O型模板
                         '.....',
                         '.OO..',
                         '.OO..',
                         '.....']]
    
    J_SHAPE_TEMPLATE = [['.....', #J型模板
                         '.O...',
                         '.OOO.',
                         '.....',
                         '.....'],
                        ['.....',
                         '..OO.',
                         '..O..',
                         '..O..',
                         '.....'],
                        ['.....',
                         '.....',
                         '.OOO.',
                         '...O.',
                         '.....'],
                        ['.....',
                         '..O..',
                         '..O..',
                         '.OO..',
                         '.....']]
    
    L_SHAPE_TEMPLATE = [['.....', #L型模板
                         '...O.',
                         '.OOO.',
                         '.....',
                         '.....'],
                        ['.....',
                         '..O..',
                         '..O..',
                         '..OO.',
                         '.....'],
                        ['.....',
                         '.....',
                         '.OOO.',
                         '.O...',
                         '.....'],
                        ['.....',
                         '.OO..',
                         '..O..',
                         '..O..',
                         '.....']]
    
    T_SHAPE_TEMPLATE = [['.....', #T型模板
                         '..O..',
                         '.OOO.',
                         '.....',
                         '.....'],
                        ['.....',
                         '..O..',
                         '..OO.',
                         '..O..',
                         '.....'],
                        ['.....',
                         '.....',
                         '.OOO.',
                         '..O..',
                         '.....'],
                        ['.....',
                         '..O..',
                         '.OO..',
                         '..O..',
                         '.....']]
    
    PIECES = {'S': S_SHAPE_TEMPLATE, 
              'Z': Z_SHAPE_TEMPLATE,
              'J': J_SHAPE_TEMPLATE,
              'L': L_SHAPE_TEMPLATE,
              'I': I_SHAPE_TEMPLATE,
              'O': O_SHAPE_TEMPLATE,
              'T': T_SHAPE_TEMPLATE
              }
    
    def main(): 
        global FPSCLOCK, DISPLAYSURF, FONT1, BIGFONT
        pygame.init()
        FPSCLOCK = pygame.time.Clock()
        DISPLAYSURF = pygame.display.set_mode((WINWIDTH, WINHEIGHT)) 
        FONT1 = pygame.font.Font('hwfs.ttf', 30)
        BIGFONT = pygame.font.Font('hwfs.ttf', 100)
        pygame.display.set_caption('俄罗斯方块v1.0')
        showTextScreen('俄罗斯方块')
    
        while True: 
            pygame.mixer.music.load('123.mp3') 
            pygame.mixer.music.play(-1, 0.0)
            runGame()
            pygame.mixer.music.stop()
            showTextScreen('游戏结束')
    
    def runGame():
        board = getBlankBoard()
        lastMoveDownTime = time.time()
        lastMoveSidewaysTime = time.time()
        lastFallTime = time.time()
        movingDown = False 
        movingLeft = False 
        movingRight = False 
        score = 0 
        level, fallFreq = calculateLevelAndFallFreq(score)
        fallingPiece = getNewPiece()
        nextPiece = getNewPiece() 
    
        while True: 
            if fallingPiece == None:
                fallingPiece = nextPiece
                nextPiece = getNewPiece()
                lastFallTime = time.time() 
                if not isValidPosition(board, fallingPiece):
                    return 
    
            for event in pygame.event.get():  
                if event.type== QUIT:
                    sys.exit()
        
                elif event.type == KEYUP:
                    if (event.key == K_LEFT):
                        movingLeft = False 
                    elif (event.key == K_RIGHT):
                        movingRight = False
                    elif (event.key == K_DOWN):
                        movingDown = False
    
                elif event.type == KEYDOWN:
                    if (event.key == K_LEFT) and isValidPosition(board, fallingPiece, adjX=-1):
                        fallingPiece['x'] = fallingPiece['x'] -1 
                        movingLeft = True 
                        movingRight = False 
                        lastMoveSidewaysTime = time.time() 
    
                    elif (event.key == K_RIGHT ) and isValidPosition(board, fallingPiece, adjX=1): 
                        fallingPiece['x'] =fallingPiece['x'] + 1
                        movingRight = True
                        movingLeft = False
                        lastMoveSidewaysTime = time.time()
                    elif event.key == K_UP :
                        fallingPiece['rotation'] = (fallingPiece['rotation'] + 1) % len(PIECES[fallingPiece['shape']])
                        if not isValidPosition(board, fallingPiece):
    
                            fallingPiece['rotation'] = (fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']])
    
                    elif (event.key == K_DOWN ):
                        movingDown = True 
                        if isValidPosition(board, fallingPiece, adjY=1):
                            fallingPiece['y'] =  fallingPiece['y'] +1  
                        lastMoveDownTime = time.time() 
    
            if (movingLeft or movingRight) and time.time() - lastMoveSidewaysTime > MOVESIDEWAYSFREQ:
                if movingLeft and isValidPosition(board, fallingPiece, adjX=-1):
                    fallingPiece['x'] =fallingPiece['x'] - 1
                elif movingRight and isValidPosition(board, fallingPiece, adjX=1):
                    fallingPiece['x'] =fallingPiece['x'] + 1
                lastMoveSidewaysTime = time.time() 
    
            if movingDown and time.time() - lastMoveDownTime > MOVEDOWNFREQ and isValidPosition(board, fallingPiece, adjY=1):
                fallingPiece['y'] = fallingPiece['y'] + 1
                lastMoveDownTime = time.time()
    
            if time.time() - lastFallTime > fallFreq:
                if not isValidPosition(board, fallingPiece, adjY=1):
                    addToBoard(board, fallingPiece) 
                    score=score + removeCompleteLines(board)
                
                    level, fallFreq = calculateLevelAndFallFreq(score)
                    fallingPiece = None
                else:
                    fallingPiece['y'] = fallingPiece['y'] +1
                    lastFallTime = time.time()
    
            DISPLAYSURF.fill(BGCOLOR)
            drawBoard(board)
            drawStatus(score, level)
            drawNextPiece(nextPiece)
    
            if fallingPiece != None:
                drawPiece(fallingPiece)
            pygame.display.update()
            FPSCLOCK.tick(FPS)
    
    def makeTextObjs(text, font, color):
        surf = font.render(text, True, color)
        return surf, surf.get_rect()
    
    def checkForKeyPress():
    
        for event in pygame.event.get([KEYDOWN, KEYUP]):
            if event.type == KEYDOWN:
                continue
            return event.key
        return None
    
    def calculateLevelAndFallFreq(score):
        level = int(score / 10) + 1 
        fallFreq = 0.27 - (level * 0.02) 
        return level, fallFreq 
    
    def getNewPiece():
        shape = random.choice(list(PIECES.keys()))
        newPiece = {'shape': shape,
                    'rotation': random.randint(0, len(PIECES[shape]) - 1), 
                    'x': int(BOARDWIDTH / 2) - int(TEMPLATEWIDTH / 2), 
                    'y': -2,  
                    'color': random.randint(0, len(COLORS) - 1)
                    }
        return newPiece
    
    def addToBoard(board, piece): 
        for x in range(TEMPLATEWIDTH): 
            for y in range(TEMPLATEHEIGHT):
                if PIECES[piece['shape']][piece['rotation']][y][x] != BLANK:
                    board[x + piece['x']][y + piece['y']] = piece['color'] 
    
    def getBlankBoard(): 
        board = [] 
        for i in range(BOARDWIDTH):
            board.append([BLANK] * BOARDHEIGHT)  
        return board
    
    def isOnBoard(x, y):
        return x >= 0 and x < BOARDWIDTH and y < BOARDHEIGHT
    
    def isValidPosition(board, piece, adjX=0, adjY=0):
        for x in range(TEMPLATEWIDTH): 
            for y in range(TEMPLATEHEIGHT):
                isAboveBoard = y + piece['y'] + adjY  < 0  
                if isAboveBoard or PIECES[piece['shape']][piece['rotation']][y][x] == BLANK:
                    continue
                if not isOnBoard(x + piece['x'] + adjX, y + piece['y'] + adjY):
                    return False
                if board[x + piece['x'] + adjX][y + piece['y'] + adjY] != BLANK:
                    return False
        return True
    
    def isCompleteLine(board, y):
        for x in range(BOARDWIDTH):
            if board[x][y] == BLANK:
                return False
        return True
    
    def removeCompleteLines(board):
        numLinesRemoved = 0
        y = BOARDHEIGHT - 1 
        while y >= 0:
            if isCompleteLine(board, y):
                for pullDownY in range(y, 0, -1):  
                    for x in range(BOARDWIDTH):
                        board[x][pullDownY] = board[x][pullDownY-1]
                for x in range(BOARDWIDTH):
                    board[x][0]=BLANK
                numLinesRemoved=numLinesRemoved+1
            else:
                y =y- 1 
        return numLinesRemoved
    
    def convertToPixelCoords(boxx, boxy):
        return (XMARGIN + (boxx * BOXSIZE)), (TOPMARGIN + (boxy * BOXSIZE))
    
    def drawBoard(board):
        pygame.draw.rect(DISPLAYSURF, BORDERCOLOR, (XMARGIN - 3, TOPMARGIN - 7, (BOARDWIDTH * BOXSIZE) + 8, (BOARDHEIGHT * BOXSIZE) + 8), 5)
    
        pygame.draw.rect(DISPLAYSURF, BGCOLOR, (XMARGIN, TOPMARGIN, BOXSIZE * BOARDWIDTH, BOXSIZE * BOARDHEIGHT)) #填充游戏板的背景颜色
        for x in range(BOARDWIDTH):
            for y in range(BOARDHEIGHT):
                drawBox(x, y, board[x][y])
    
    def drawBox(boxx, boxy, color, pixelx=None, pixely=None):
        if color == BLANK: 
            return
        if pixelx == None and pixely == None:
            pixelx, pixely = convertToPixelCoords(boxx, boxy)
        pygame.draw.rect(DISPLAYSURF, COLORS[color], (pixelx + 1, pixely + 1, BOXSIZE - 1, BOXSIZE - 1))#留出1像素的空白,这样才能在砖块中看到组成砖块
    
    
    def drawPiece(piece, pixelx=None, pixely=None):
        shapeToDraw = PIECES[piece['shape']][piece['rotation']]
        if pixelx == None and pixely == None: 
    
            pixelx, pixely = convertToPixelCoords(piece['x'], piece['y'])
        for x in range(TEMPLATEWIDTH): 
            for y in range(TEMPLATEHEIGHT):
                if shapeToDraw[y][x] != BLANK:
                    drawBox(None, None, piece['color'], pixelx+(x * BOXSIZE), pixely + (y * BOXSIZE))
                    
    
    def drawNextPiece(piece):
        nextSurf = FONT1.render('Next:', True, TEXTCOLOR)
        nextRect = nextSurf.get_rect()
        nextRect.topleft = (WINWIDTH - 120, 80)
        DISPLAYSURF.blit(nextSurf, nextRect)
        drawPiece(piece, pixelx=WINWIDTH-120, pixely=100)
    
    def drawStatus(score, level):
        scoreSurf = FONT1.render('Score: %s' % score, True, TEXTCOLOR)
        scoreRect = scoreSurf.get_rect()
        scoreRect.topleft = (WINWIDTH - 150, 20)
        DISPLAYSURF.blit(scoreSurf, scoreRect)
        levelSurf = FONT1.render('Level: %s' % level, True, TEXTCOLOR)
        levelRect = levelSurf.get_rect()
        levelRect.topleft = (WINWIDTH - 150, 50)
        DISPLAYSURF.blit(levelSurf, levelRect)
    
    def showTextScreen(text):
        titleSurf, titleRect = makeTextObjs(text, BIGFONT, TEXTCOLOR)
        titleRect.center = (int(WINWIDTH / 2) - 3, int(WINHEIGHT / 2) - 3)
        DISPLAYSURF.blit(titleSurf, titleRect)
        pressKeySurf, pressKeyRect = makeTextObjs('按任意键开始游戏......', FONT1, TEXTCOLOR)
        pressKeyRect.center = (int(WINWIDTH / 2), int(WINHEIGHT / 2) + 100)
        DISPLAYSURF.blit(pressKeySurf, pressKeyRect)
        while checkForKeyPress() == None:
            pygame.display.update()
            FPSCLOCK.tick()
    
    if __name__ == '__main__':
        main()
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  • 原文地址:https://www.cnblogs.com/ysysbky/p/12541970.html
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