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    python 基于pygame实现俄罗斯方块

    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

    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脚本之家其它相关文章!

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