神剑山庄资源网 Design By www.hcban.com

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

python 基于pygame实现俄罗斯方块

python 基于pygame实现俄罗斯方块

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.']]

以上就是python 基于pygame实现俄罗斯方块的详细内容,更多关于python 俄罗斯方块的资料请关注其它相关文章!

标签:
python,pygame,python,俄罗斯方块

神剑山庄资源网 Design By www.hcban.com
神剑山庄资源网 免责声明:本站文章均来自网站采集或用户投稿,网站不提供任何软件下载或自行开发的软件! 如有用户或公司发现本站内容信息存在侵权行为,请邮件告知! 858582#qq.com
神剑山庄资源网 Design By www.hcban.com

评论“python 基于pygame实现俄罗斯方块”

暂无python 基于pygame实现俄罗斯方块的评论...

《魔兽世界》大逃杀!60人新游玩模式《强袭风暴》3月21日上线

暴雪近日发布了《魔兽世界》10.2.6 更新内容,新游玩模式《强袭风暴》即将于3月21 日在亚服上线,届时玩家将前往阿拉希高地展开一场 60 人大逃杀对战。

艾泽拉斯的冒险者已经征服了艾泽拉斯的大地及遥远的彼岸。他们在对抗世界上最致命的敌人时展现出过人的手腕,并且成功阻止终结宇宙等级的威胁。当他们在为即将于《魔兽世界》资料片《地心之战》中来袭的萨拉塔斯势力做战斗准备时,他们还需要在熟悉的阿拉希高地面对一个全新的敌人──那就是彼此。在《巨龙崛起》10.2.6 更新的《强袭风暴》中,玩家将会进入一个全新的海盗主题大逃杀式限时活动,其中包含极高的风险和史诗级的奖励。

《强袭风暴》不是普通的战场,作为一个独立于主游戏之外的活动,玩家可以用大逃杀的风格来体验《魔兽世界》,不分职业、不分装备(除了你在赛局中捡到的),光是技巧和战略的强弱之分就能决定出谁才是能坚持到最后的赢家。本次活动将会开放单人和双人模式,玩家在加入海盗主题的预赛大厅区域前,可以从强袭风暴角色画面新增好友。游玩游戏将可以累计名望轨迹,《巨龙崛起》和《魔兽世界:巫妖王之怒 经典版》的玩家都可以获得奖励。