上一章请点击查看:pygame实现俄罗斯方块游戏(基础篇2)
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
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
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
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
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。
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。
pygame,俄罗斯方块
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稳了!魔兽国服回归的3条重磅消息!官宣时间再确认!
昨天有一位朋友在大神群里分享,自己亚服账号被封号之后居然弹出了国服的封号信息对话框。
这里面让他访问的是一个国服的战网网址,com.cn和后面的zh都非常明白地表明这就是国服战网。
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