Python Pygame實現俄羅斯方塊
本文實例為大傢分享瞭Python Pygame實現俄羅斯方塊的具體代碼,供大傢參考,具體內容如下
源碼:
# coding : utf-8 #: pip install pygame import random import sys import pygame #: 顏色定義 COLOR_WHITE = (255, 255, 255) COLOR_BLACK = (0, 0, 0) class Block: """小塊""" width = 24 height = 24 @staticmethod def draw(s, left, top, color, bg_color): pygame.draw.rect(s, bg_color, pygame.Rect(left, top, Block.width, Block.height)) pygame.draw.rect(s, color, pygame.Rect(left, top, Block.width - 1, Block.height - 1)) class Building: """積木""" def __init__(self): """ 方塊的7種基本形狀 每次初始化隨機選擇一個形狀 @:return True / False """ self.form = random.choice( [ [ [0, 0, 0, 0, 0], [0, 0, 1, 0, 0], [0, 1, 1, 1, 0], [0, 0, 0, 0, 0], [0, 0, 0, 0, 0] ], [ [0, 0, 0, 0, 0], [0, 0, 0, 0, 0], [1, 1, 1, 1, 0], [0, 0, 0, 0, 0], [0, 0, 0, 0, 0] ], [ [0, 0, 0, 0, 0], [0, 1, 1, 0, 0], [0, 0, 1, 1, 0], [0, 0, 0, 0, 0], [0, 0, 0, 0, 0] ], [ [0, 0, 0, 0, 0], [0, 0, 1, 1, 0], [0, 1, 1, 0, 0], [0, 0, 0, 0, 0], [0, 0, 0, 0, 0] ], [ [0, 0, 0, 0, 0], [0, 1, 1, 0, 0], [0, 0, 1, 0, 0], [0, 0, 1, 0, 0], [0, 0, 0, 0, 0] ], [ [0, 0, 0, 0, 0], [0, 0, 1, 1, 0], [0, 0, 1, 0, 0], [0, 0, 1, 0, 0], [0, 0, 0, 0, 0] ], [ [0, 0, 0, 0, 0], [0, 1, 1, 0, 0], [0, 1, 1, 0, 0], [0, 0, 0, 0, 0], [0, 0, 0, 0, 0] ] ]) def __getitem__(self, pos): return self.form[pos] def __setitem__(self, key, value): self.form[key] = value class Layout: """棋盤""" def __init__(self): self.block_x_count = 16; self.block_y_count = 22; self.layout = [[0 if 1 < i < self.block_x_count - 2 and j < self.block_y_count - 2 else 1 for i in range(self.block_x_count)] for j in range(self.block_y_count)] @property def size(self): """返回棋盤屏幕大小(width,height)""" return (self.block_x_count * Block.width, self.block_y_count * Block.height) def create_new_building(self): """ 創建新的積木,初始化位置為第5,0格, 速度為4 :return: 返回是否無空間創建瞭 """ self.building = Building() self.building_left, self.building_top = 5, 0 # self.drop_speed = 3 print(self.test_building_touch_wall()) return self.test_building_touch_wall() @property def speed(self): return self.drop_speed def test_building_touch_wall(self, x_offset=0, y_offset=0): """ 積木是否已經觸底/墻壁 具體操作: 判斷積木最後一排的1,是否在當前棋牌對應的位置是也是1 @:param x_offset: x的偏移量 移動時可以傳入1/-1來判斷 @:param y_offset: y的偏移量 正常下落時可以傳入1來判斷 """ for i in range(4, -1, -1): for j in range(5): if self.building[i][j]: if self.layout[i + self.building_top + y_offset][j + self.building_left + x_offset]: return True return False def move_left_right(self, x): """ 左右移動 @:param x: 移動量 x_offset """ #: 移動時不能撞墻 if not self.test_building_touch_wall(x_offset=x): self.building_left += x def down_build(self): """ 盒子的自動下移 """ self.building_top += 1 def direct_down(self): """ 手動快速降落 """ self.drop_speed = 50 def convert_building(self): """ * 扭轉盒子的總方位 (右轉) 具體操作: 把第一豎排的倒序給第一橫排的 把第二豎排的倒序給第二橫排的 後面同理. """ new_box = [[0 for i in range(5)] for j in range(5)] for i in range(5): for j in range(4, -1, -1): new_box[i][j] = self.building[4 - j][i] self.building = new_box def clear_full_lines(self): """消除滿行的所有行""" new_layout = [[0 if 1 < i < self.block_x_count - 2 and j < self.block_y_count - 2 else 1 for i in range(self.block_x_count)] for j in range(self.block_y_count)] row_len = self.block_x_count - 4 new_row = self.block_y_count - 2 - 1 for cur_row in range(self.block_y_count - 2 - 1, 0, -1): if sum(self.layout[cur_row][2:self.block_x_count - 2]) < row_len: new_layout[new_row] = self.layout[cur_row] new_row -= 1 self.layout = new_layout def put_building_to_layout(self): """將積木放到棋盤裡""" for i in range(4, -1, -1): for j in range(5): if self.building[i][j]: self.layout[i + self.building_top][j + self.building_left] = 1 #: 這裡會調用消除函數 self.clear_full_lines() def draw_building(self, s): """ 顯示積木 @:param s : pygame = screen """ cur_left, cur_top = self.building_left * Block.width, self.building_top * Block.height for i in range(5): for j in range(5): # 隻畫積木實體,不管盒子本身 if self.building[j][i]: Block.draw(s, cur_left + i * Block.width, cur_top + j * Block.height, COLOR_BLACK, COLOR_WHITE) def draw(self, s): """ 顯示棋盤 @:param s : pygame = screen """ for i in range(self.block_x_count): for j in range(self.block_y_count): if self.layout[j][i] == 0: Block.draw(s, i * Block.width, j * Block.height, COLOR_WHITE, COLOR_BLACK) else: Block.draw(s, i * Block.width, j * Block.height, COLOR_BLACK, COLOR_WHITE) # ------------------------------------------------------------------- # Main # ------------------------------------------------------------------- def main(): #: 初始化 while True: layout = Layout() layout.create_new_building() pygame.init() pygame.display.set_caption('俄羅斯方塊') screen = pygame.display.set_mode((layout.size), 0, 32) is_over = False #: 單局遊戲循環開始 [結束後直接重新開始] while not is_over: #: 處理遊戲消息 for e in pygame.event.get(): if e.type == pygame.QUIT: sys.exit() #: 處理按鍵 if e.type == pygame.KEYDOWN: if e.key == pygame.K_UP: layout.convert_building() if e.key == pygame.K_DOWN: layout.direct_down() if e.key == pygame.K_LEFT: layout.move_left_right(-1) if e.key == pygame.K_RIGHT: layout.move_left_right(1) #: 是否碰觸底部地面瞭,是 -> 融合背景 否 -> 繼續下落 if layout.test_building_touch_wall(y_offset=1): layout.put_building_to_layout() is_over = layout.create_new_building() else: layout.down_build() #: 繪制 layout.draw(screen) layout.draw_building(screen) pygame.display.update() #: 速度 pygame.time.Clock().tick(layout.speed) if __name__ == '__main__': main()
效果:
更多俄羅斯方塊精彩文章請點擊專題:俄羅斯方塊遊戲集合 進行學習。
以上就是本文的全部內容,希望對大傢的學習有所幫助,也希望大傢多多支持WalkonNet。
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