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本文为大家分享了python实现俄罗斯方块游戏的具体代码,供大家参考,具体内容如下
Github:Tetris
代码:
# -*- coding:utf-8 -*- import pygame, sys, random, copy from pygame.locals import * pygame.init() CubeWidth = 40 CubeHeight = 40 Column = 10 Row = 20 ScreenWidth = CubeWidth * (Column + 5) ScreenHeight = CubeHeight * Row ScreenSize = (ScreenWidth, ScreenHeight) Screen = pygame.display.set_mode(ScreenSize, 0, 32) pygame.display.set_caption("Ly's Tetris") pygame.mixer.music.load('BackgroundMusic.ogg') pygame.mixer.music.play(-1, 0.0) ClickMusic = pygame.mixer.Sound('ClickMusic.wav') ExplodeMusic = pygame.mixer.Sound('Explode.wav') BackgroundImg = pygame.image.load('BackgroundImg.png').convert() PreImg = pygame.image.load('PreImg.png').convert() PStartImg = pygame.image.load('PStartImg.png').convert() ResultPreImg = pygame.image.load('GameResultPreBgImg.png').convert() RestartImg = pygame.image.load('GameResultRestBgImg.png').convert() ScoreHintFont = pygame.font.SysFont('arial', 50) ScoreFont = pygame.font.SysFont('arial', 40) ResultFont = pygame.font.SysFont('arial', 200) Aquamarine = (127, 255, 212) LightGoldenrod = (255, 236, 139) IndianRed = (255, 106, 106) DarkOrchid = (153, 50, 204) RoyalBlue = (72, 118, 255) DarkOrange = (255, 165, 0) Turquoise = (0, 245, 255) IsRect = [] FPSClock = pygame.time.Clock() class I(): def __init__(self): self.Statu = '' self.Color = Aquamarine self.Body = [] x = random.randint(1, 2) if x == 1: self.Statu = 'upright' for i in range(4): InitBody = pygame.Rect(160, i * 40, 40, 40) self.Body.append(InitBody) elif x == 2: self.Statu = 'horizon' for i in range(4): InitBody = pygame.Rect(120 + i * 40, 0, 40, 40) self.Body.append(InitBody) def Fall(self): for rect in self.Body: rect.top += 40 def IsFalled(self): for rect in self.Body: if rect.top == 760: return True if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: return True def Move(self, Curkey): CanMoveFlag = True if Curkey == K_UP: self.Rotate() elif Curkey == K_LEFT: for rect in self.Body: if rect.left == 0: CanMoveFlag = not CanMoveFlag break elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]: CanMoveFlag = not CanMoveFlag break if CanMoveFlag: for rect in self.Body: rect.left -= 40 elif Curkey == K_RIGHT: for rect in self.Body: if rect.left == 360: CanMoveFlag = not CanMoveFlag break if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]: CanMoveFlag = not CanMoveFlag break if CanMoveFlag: for rect in self.Body: rect.left += 40 def Rotate(self): if self.Statu == 'upright': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left -= 40 TempRotate[0].top += 40 TempRotate[2].left += 40 TempRotate[2].top -= 40 TempRotate[3].left += 40 * 2 TempRotate[3].top -= 40 * 2 IsRotate = True if TempRotate[0].left < 0: IsRotate = False if TempRotate[3].left > 360: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'horizon' else: TempRotate = copy.deepcopy(self.Body) TempRotate[0].left += 40 TempRotate[0].top -= 40 TempRotate[2].left -= 40 TempRotate[2].top += 40 TempRotate[3].left -= 40 * 2 TempRotate[3].top += 40 * 2 IsRotate = True if TempRotate[0].top < 0: IsRotate = False if TempRotate[3].top > 760: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'upright' class O(): def __init__(self): self.Color = LightGoldenrod self.Body = [] for i in range(2): InitBody = pygame.Rect(160, i * 40, 40, 40) self.Body.append(InitBody) for i in range(2): InitBody = pygame.Rect(200, i * 40, 40, 40) self.Body.append(InitBody) def Fall(self): for rect in self.Body: rect.top += 40 def IsFalled(self): for rect in self.Body: if rect.top == 760: return True if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: return True def Move(self, Curkey): CanMoveFlag = True if Curkey == K_UP: self.Rotate() elif Curkey == K_LEFT: for rect in self.Body: if rect.left == 0: CanMoveFlag = not CanMoveFlag break elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]: CanMoveFlag = not CanMoveFlag break if CanMoveFlag: for rect in self.Body: rect.left -= 40 elif Curkey == K_RIGHT: for rect in self.Body: if rect.left == 360: CanMoveFlag = not CanMoveFlag break if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]: CanMoveFlag = not CanMoveFlag break if CanMoveFlag: for rect in self.Body: rect.left += 40 def Rotate(self): pass class T(): def __init__(self): self.Statu = '' self.Color = IndianRed self.Body = [] x = random.randint(1, 4) if x == 1: self.Statu = 'up' self.Body.append(pygame.Rect(200, 0, 40, 40)) for i in range(3): self.Body.append(pygame.Rect(160 + i * 40, 40, 40, 40)) elif x == 2: self.Statu = 'left' self.Body.append(pygame.Rect(160, 40, 40, 40)) for i in range(3): self.Body.append(pygame.Rect(200, 80 - i * 40, 40, 40)) elif x == 3: self.Statu = 'down' self.Body.append(pygame.Rect(200, 80, 40, 40)) for i in range(2, -1, -1): self.Body.append(pygame.Rect(160 + i * 40, 40, 40, 40)) elif x == 4: self.Statu = 'right' self.Body.append(pygame.Rect(240, 40, 40, 40)) for i in range(3): self.Body.append(pygame.Rect(200, i * 40, 40, 40)) def Fall(self): for rect in self.Body: rect.top += 40 def IsFalled(self): for rect in self.Body: if rect.top == 760: return True if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: return True def Move(self, Curkey): CanMoveFlag = True if Curkey == K_UP: self.Rotate() elif Curkey == K_LEFT: for rect in self.Body: if rect.left == 0: CanMoveFlag = not CanMoveFlag break elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]: CanMoveFlag = not CanMoveFlag break if CanMoveFlag: for rect in self.Body: rect.left -= 40 elif Curkey == K_RIGHT: for rect in self.Body: if rect.left == 360: CanMoveFlag = not CanMoveFlag break if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]: CanMoveFlag = not CanMoveFlag break if CanMoveFlag: for rect in self.Body: rect.left += 40 def Rotate(self): if self.Statu == 'up': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left -= 40 TempRotate[0].top += 40 TempRotate[1].left += 40 TempRotate[1].top += 40 TempRotate[3].left -= 40 TempRotate[3].top -= 40 IsRotate = True if TempRotate[1].top > 760: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'left' elif self.Statu == 'left': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left += 40 TempRotate[0].top += 40 TempRotate[1].left += 40 TempRotate[1].top -= 40 TempRotate[3].left -= 40 TempRotate[3].top += 40 IsRotate = True if TempRotate[1].left > 360: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'down' elif self.Statu == 'down': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left += 40 TempRotate[0].top -= 40 TempRotate[1].left -= 40 TempRotate[1].top -= 40 TempRotate[3].left += 40 TempRotate[3].top += 40 IsRotate = True if TempRotate[1].top < 0: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'right' elif self.Statu == 'right': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left -= 40 TempRotate[0].top -= 40 TempRotate[1].left -= 40 TempRotate[1].top += 40 TempRotate[3].left += 40 TempRotate[3].top -= 40 IsRotate = True if TempRotate[1].top < 0: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'up' class Z(): def __init__(self): self.Statu = '' self.Color = DarkOrchid self.Body = [] x = random.randint(1, 2) if x == 1: self.Statu = 'horizon' for i in range(2): self.Body.append(pygame.Rect(120 + i * 40, 0, 40, 40)) for i in range(2): self.Body.append(pygame.Rect(160 + i * 40, 40, 40, 40)) elif x == 2: self.Statu = 'upright' for i in range(2): self.Body.append(pygame.Rect(200, i * 40, 40, 40)) for i in range(2): self.Body.append(pygame.Rect(160, 40 + i * 40, 40, 40)) def Fall(self): for rect in self.Body: rect.top += 40 def IsFalled(self): for rect in self.Body: if rect.top == 760: return True if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: return True def Move(self, Curkey): CanMoveFlag = True if Curkey == K_UP: self.Rotate() elif Curkey == K_LEFT: for rect in self.Body: if rect.left == 0: CanMoveFlag = not CanMoveFlag break elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]: CanMoveFlag = not CanMoveFlag break if CanMoveFlag: for rect in self.Body: rect.left -= 40 elif Curkey == K_RIGHT: for rect in self.Body: if rect.left == 360: CanMoveFlag = not CanMoveFlag break if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]: CanMoveFlag = not CanMoveFlag break if CanMoveFlag: for rect in self.Body: rect.left += 40 def Rotate(self): if self.Statu == 'horizon': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left += 40 * 2 TempRotate[1].left += 40 TempRotate[1].top += 40 TempRotate[3].left -= 40 TempRotate[3].top += 40 IsRotate = True if TempRotate[3].top > 760: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'upright' elif self.Statu == 'upright': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left -= 40 * 2 TempRotate[1].left -= 40 TempRotate[1].top -= 40 TempRotate[3].left += 40 TempRotate[3].top -= 40 IsRotate = True if TempRotate[0].left < 0: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'horizon' class S(): def __init__(self): self.Statu = '' self.Color = DarkOrchid self.Body = [] x = random.randint(1, 2) if x == 1: self.Statu = 'horizon' for i in range(2): self.Body.append(pygame.Rect(200 - i * 40, 0, 40, 40)) for i in range(2): self.Body.append(pygame.Rect(160 - i * 40, 40, 40, 40)) elif x == 2: self.Statu = 'upright' for i in range(2): self.Body.append(pygame.Rect(120, i * 40, 40, 40)) for i in range(2): self.Body.append(pygame.Rect(160, 40 + i * 40, 40, 40)) def Fall(self): for rect in self.Body: rect.top += 40 def IsFalled(self): for rect in self.Body: if rect.top == 760: return True if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: return True def Move(self, Curkey): CanMoveFlag = True if Curkey == K_UP: self.Rotate() elif Curkey == K_LEFT: for rect in self.Body: if rect.left == 0: CanMoveFlag = not CanMoveFlag break elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]: CanMoveFlag = not CanMoveFlag break if CanMoveFlag: for rect in self.Body: rect.left -= 40 elif Curkey == K_RIGHT: for rect in self.Body: if rect.left == 360: CanMoveFlag = not CanMoveFlag break if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]: CanMoveFlag = not CanMoveFlag break if CanMoveFlag: for rect in self.Body: rect.left += 40 def Rotate(self): if self.Statu == 'horizon': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left -= 40 * 2 TempRotate[1].left -= 40 TempRotate[1].top += 40 TempRotate[3].left += 40 TempRotate[3].top += 40 IsRotate = True if TempRotate[3].top > 760: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'upright' elif self.Statu == 'upright': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left += 40 * 2 TempRotate[1].left += 40 TempRotate[1].top -= 40 TempRotate[3].left -= 40 TempRotate[3].top -= 40 IsRotate = True if TempRotate[0].left > 360: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'horizon' class L(): def __init__(self): self.Statu = '' self.Color = DarkOrange self.Body = [] x = random.randint(1, 4) if x == 1: self.Statu = 'horizonright' self.Body.append(pygame.Rect(120, 0, 40, 40)) for i in range(3): self.Body.append(pygame.Rect(120 + i * 40, 40, 40, 40)) elif x == 2: self.Statu = 'uprightup' self.Body.append(pygame.Rect(120, 80, 40, 40)) for i in range(3): self.Body.append(pygame.Rect(160, 80 - i * 40, 40, 40)) elif x == 3: self.Statu = 'horizonleft' self.Body.append(pygame.Rect(200, 40, 40, 40)) for i in range(3): self.Body.append(pygame.Rect(200 - i * 40, 0, 40, 40)) elif x == 4: self.Statu = 'uprightdown' self.Body.append(pygame.Rect(160, 0, 40, 40)) for i in range(3): self.Body.append(pygame.Rect(120, i * 40, 40, 40)) def Fall(self): for rect in self.Body: rect.top += 40 def IsFalled(self): for rect in self.Body: if rect.top == 760: return True if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: return True def Move(self, Curkey): CanMoveFlag = True if Curkey == K_UP: self.Rotate() elif Curkey == K_LEFT: for rect in self.Body: if rect.left == 0: CanMoveFlag = not CanMoveFlag break elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]: CanMoveFlag = not CanMoveFlag break if CanMoveFlag: for rect in self.Body: rect.left -= 40 elif Curkey == K_RIGHT: for rect in self.Body: if rect.left == 360: CanMoveFlag = not CanMoveFlag break if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]: CanMoveFlag = not CanMoveFlag break if CanMoveFlag: for rect in self.Body: rect.left += 40 def Rotate(self): if self.Statu == 'horizonright': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left -= 40 TempRotate[0].top += 40 TempRotate[2].left -= 40 TempRotate[2].top -= 40 TempRotate[3].left -= 40 * 2 TempRotate[3].top -= 40 * 2 IsRotate = True if TempRotate[0].left < 0: IsRotate = False if TempRotate[3].top < 0: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'uprightup' elif self.Statu == 'uprightup': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left += 40 TempRotate[0].top += 40 TempRotate[2].left -= 40 TempRotate[2].top += 40 TempRotate[3].left -= 40 * 2 TempRotate[3].top += 40 * 2 IsRotate = True if TempRotate[3].left < 0: IsRotate = False if TempRotate[0].top > 760: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'horizonleft' elif self.Statu == 'horizonleft': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left += 40 TempRotate[0].top -= 40 TempRotate[2].left += 40 TempRotate[2].top += 40 TempRotate[3].left += 40 * 2 TempRotate[3].top += 40 * 2 IsRotate = True if TempRotate[0].left > 360: IsRotate = False if TempRotate[3].top > 760: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'uprightdown' elif self.Statu == 'uprightdown': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left -= 40 TempRotate[0].top -= 40 TempRotate[2].left += 40 TempRotate[2].top -= 40 TempRotate[3].left += 40 * 2 TempRotate[3].top -= 40 * 2 IsRotate = True if TempRotate[0].top < 0: IsRotate = False if TempRotate[3].left > 360: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'horizonright' class J(): def __init__(self): self.Statu = '' self.Color = Turquoise self.Body = [] x = random.randint(1, 4) if x == 1: self.Statu = 'horizonleft' self.Body.append(pygame.Rect(200, 0, 40, 40)) for i in range(3): self.Body.append(pygame.Rect(200 - i * 40, 40, 40, 40)) elif x == 2: self.Statu = 'uprightup' self.Body.append(pygame.Rect(240, 80, 40, 40)) for i in range(3): self.Body.append(pygame.Rect(200, 80 - i * 40, 40, 40)) elif x == 3: self.Statu = 'horizonright' self.Body.append(pygame.Rect(120, 40, 40, 40)) for i in range(3): self.Body.append(pygame.Rect(120 + i * 40, 0, 40, 40)) elif x == 4: self.Statu = 'uprightdown' self.Body.append(pygame.Rect(120, 0, 40, 40)) for i in range(3): self.Body.append(pygame.Rect(160, i * 40, 40, 40)) def Fall(self): for rect in self.Body: rect.top += 40 def IsFalled(self): for rect in self.Body: if rect.top == 760: return True if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: return True def Move(self, Curkey): CanMoveFlag = True if Curkey == K_UP: self.Rotate() elif Curkey == K_LEFT: for rect in self.Body: if rect.left == 0: CanMoveFlag = not CanMoveFlag break elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]: CanMoveFlag = not CanMoveFlag break if CanMoveFlag: for rect in self.Body: rect.left -= 40 elif Curkey == K_RIGHT: for rect in self.Body: if rect.left == 360: CanMoveFlag = not CanMoveFlag break if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]: CanMoveFlag = not CanMoveFlag break if CanMoveFlag: for rect in self.Body: rect.left += 40 def Rotate(self): if self.Statu == 'horizonleft': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left += 40 TempRotate[0].top += 40 TempRotate[2].left += 40 TempRotate[2].top -= 40 TempRotate[3].left += 40 * 2 TempRotate[3].top -= 40 * 2 IsRotate = True if TempRotate[0].left > 360: IsRotate = False if TempRotate[3].top < 0: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'uprightup' elif self.Statu == 'uprightup': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left -= 40 TempRotate[0].top += 40 TempRotate[2].left += 40 TempRotate[2].top += 40 TempRotate[3].left += 40 * 2 TempRotate[3].top += 40 * 2 IsRotate = True if TempRotate[3].left > 360: IsRotate = False if TempRotate[0].top > 760: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'horizonright' elif self.Statu == 'horizonright': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left -= 40 TempRotate[0].top -= 40 TempRotate[2].left -= 40 TempRotate[2].top += 40 TempRotate[3].left -= 40 * 2 TempRotate[3].top += 40 * 2 IsRotate = True if TempRotate[0].left < 0: IsRotate = False if TempRotate[3].top > 760: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'uprightdown' elif self.Statu == 'uprightdown': TempRotate = copy.deepcopy(self.Body) TempRotate[0].left += 40 TempRotate[0].top -= 40 TempRotate[2].left -= 40 TempRotate[2].top -= 40 TempRotate[3].left -= 40 * 2 TempRotate[3].top -= 40 * 2 IsRotate = True if TempRotate[0].top < 0: IsRotate = False if TempRotate[3].left < 0: IsRotate = False if IsRotate: for rect in TempRotate: if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]: IsRotate = False break if IsRotate: self.Body = copy.deepcopy(TempRotate) self.Statu = 'horizonleft' def ShapeChoose(): ShapeChoose = random.randint(1, 7) if ShapeChoose == 1: return I() elif ShapeChoose == 2: return O() elif ShapeChoose == 3: return T() elif ShapeChoose == 4: return Z() elif ShapeChoose == 5: return S() elif ShapeChoose == 6: return L() elif ShapeChoose == 7: return J() def GameMain(): global IsRect for row in range(21): TempRowIsRect = [] for column in range(11): TempRowIsRect.append(False) IsRect.append(TempRowIsRect) PreBackgroundImg = PreImg while True: StarFalg = False for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == KEYDOWN: ClickMusic.play() if event.key == K_SPACE: PreBackgroundImg = PStartImg if event.type == KEYUP: ClickMusic.play() if event.key == K_SPACE: StarFalg = True if StarFalg: break Screen.blit(PreBackgroundImg, (0, 0)) pygame.display.update() falling = ShapeChoose() GameOver = False Score = 0 FallSpeed = 4 while True: # main game loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == KEYDOWN: if event.key == K_DOWN: FallSpeed = 15 else: falling.Move(event.key) if event.type == KEYUP: if event.key == K_DOWN: FallSpeed = 4 Screen.blit(BackgroundImg, (0, 0)) for row in range(20): for column in range(10): if IsRect[row][column]: pygame.draw.rect(Screen, IsRect[row][column][1], IsRect[row][column][0], 0) falling.Fall() for rect in falling.Body: pygame.draw.rect(Screen, falling.Color, rect, 0) if falling.IsFalled(): for rect in falling.Body: Info = [] Info.append(rect) Info.append(falling.Color) IsRect[int(rect.top / 40)][int(rect.left / 40)] = Info falling = ShapeChoose() for IsOver in IsRect[1]: if IsOver: GameOver = True break if GameOver: IsRect = [] return Score for CheckRow in range(19, 0, -1): CheckFlag = True for CheckC in range(10): if IsRect[CheckRow][CheckC]: pass else: CheckFlag = False if CheckFlag: ExplodeMusic.play() Score += 10 for ChangeRow in range(CheckRow, 0, -1): for ChangeC in range(10): if IsRect[ChangeRow - 1][ChangeC]: IsRect[ChangeRow - 1][ChangeC][0].top += 40 IsRect[ChangeRow] = IsRect[ChangeRow - 1] ScoreHintSurface = ScoreHintFont.render('Score:', True, (0, 0, 0)) Screen.blit(ScoreHintSurface, (420, 100)) ScoreSurface = ScoreFont.render(str(Score), True, (0, 0, 0)) Screen.blit(ScoreSurface, (480, 180)) pygame.display.update() FPSClock.tick(FallSpeed) def GameResult(Score): ResultImg = ResultPreImg while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == KEYDOWN: ClickMusic.play() if event.key == K_SPACE: ResultImg = RestartImg if event.type == KEYUP: ClickMusic.play() if event.key == K_SPACE: return True Screen.blit(ResultImg, (0, 0)) ScoreSurface = ResultFont.render(str(Score), True, (255, 127, 80)) if Score < 10: Screen.blit(ScoreSurface, (250, 260)) elif Score < 100: Screen.blit(ScoreSurface, (210, 260)) elif Score < 1000: Screen.blit(ScoreSurface, (160, 260)) pygame.display.update() if __name__ == '__main__': Flag = True while Flag: Score = GameMain() Flag = GameResult(Score)
运行结果:
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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。
而他在复制这个网址并且进行登录之后,确实是网易的网址,也就是我们熟悉的停服之后国服发布的暴雪游戏产品运营到期开放退款的说明。这是一件比较奇怪的事情,因为以前都没有出现这样的情况,现在突然提示跳转到国服战网的网址,是不是说明了简体中文客户端已经开始进行更新了呢?
更新日志
2024年12月24日
2024年12月24日
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- 群星《欢迎来到我身边 电影原声专辑》[FLAC/分轨][480.9MB]
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