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pygame實(shí)現(xiàn)俄羅斯方塊游戲(基礎(chǔ)篇3)

發(fā)布時(shí)間:2020-08-23 21:08:52 來源:腳本之家 閱讀:391 作者:冰風(fēng)漫天 欄目:開發(fā)技術(shù)

上一章請(qǐng)點(diǎn)擊查看:pygame實(shí)現(xiàn)俄羅斯方塊游戲(基礎(chǔ)篇2)

現(xiàn)在繼續(xù)

一、給每個(gè)方塊設(shè)置不同的顏色

根據(jù)代碼這里可以判斷正在下落的方塊在那些Block子類里加一個(gè)屬性最合適,而已經(jīng)落下的方塊顏色管理最合適的地方應(yīng)該是修改在Panel類里的rect_arr
Block子類里的修改比較簡單,以TBlock類為例,在__init__函數(shù)加一行

self.color=(255,0,0)

在Panel的paint函數(shù)里將代碼

# 繪制正在落下的方塊
 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)

已經(jīng)下落的方塊修改會(huì)麻煩一點(diǎn),原來存在rect_arr里的是x,y,現(xiàn)在要增加一個(gè)顏色,直接改也是可以的,不過考慮到以后的擴(kuò)展性,果斷定義一個(gè)RectInfo類

class RectInfo(object):
 def __init__(self, x, y, color):
 self.x = x
 self.y = y
 self.color = color

將存入rect_arr時(shí)的代碼修改為

def add_block(self,block):
 for x,y in block.get_rect_arr():
 self.rect_arr.append(RectInfo(x,y, block.color))

并將設(shè)計(jì)rect_arr做下修改即可

pygame實(shí)現(xiàn)俄羅斯方塊游戲(基礎(chǔ)篇3)

貼下目前的完整代碼

# -*- 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): # 用于繪制整個(gè)游戲窗口的版面
 rect_arr=[] # 已經(jīng)落底下的方塊
 moving_block=None # 正在落下的方塊
 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) # 方塊挪到中間 
 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): # 變形不能造成方塊重疊
 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 # 游戲失敗
 self.create_move_block()
 return 2

 def check_clear(self):
 tmp_arr = [[] for i in range(20)]
 # 先將方塊按行存入數(shù)組
 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)]
 # 從下往上計(jì)算可以消除的行,并記錄消除行后其他行的向下偏移數(shù)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=[]
 # 跳過移除行,并將其他行做偏移
 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) # 用一個(gè)粗線段來填充背景
 
 # 繪制已經(jīng)落底下的方塊
 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)
 
 # 繪制正在落下的方塊
 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): # 用于獲取方塊種的四個(gè)矩形列表
 return self.rect_arr

 def move(self,xdiff,ydiff): # 用于移動(dòng)方塊的方法
 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 # 下一形態(tài)
 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: # 變形不能超出左右邊界
 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): # 兩種形態(tài)
 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): # 一種形態(tài)
 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): # 兩種形態(tài)
 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): # 兩種形態(tài)
 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): # 四種形態(tài)
 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): # 四種形態(tài)
 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): # 四種形態(tài)
 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)) #設(shè)置窗口長寬
 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 # 移動(dòng)一次蛇頭的事件,單位毫秒
 ticks = pygame.time.get_ticks() + diff_ticks

 game_state = 1 # 游戲狀態(tài)1.表示正常 2.表示失敗
 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)) # 將界面設(shè)置為灰色
 main_panel.paint() # 主面盤繪制

 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() # 必須調(diào)用update才能看到繪圖顯示

 if game_state == 1 and pygame.time.get_ticks() >= ticks:
 ticks+=diff_ticks
 if main_panel.move_block()==9: game_state = 2 # 游戲結(jié)束

run()

二、下一個(gè)方塊

為便于下一方塊的提示窗的繪制,我們定義一個(gè)類HintBox,用于管理下一方塊和界面的繪制

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: # 如果還沒有方塊,先產(chǎn)生一個(gè)
 block = create_block()
 
 self.next_block = create_block() # 產(chǎn)生下一個(gè)方塊
 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
 # 繪制正在落下的方塊
 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
 # 計(jì)算使方塊繪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類里面增加一個(gè)屬性

hint_box=None

將Panel類里面的

def create_move_block(self):
 block = create_block()
 block.move(5-2,-2) # 方塊挪到中間 
 self.moving_block=block

產(chǎn)生方塊的方式,改為由hint_box產(chǎn)生

def create_move_block(self):
 block = self.hint_box.take_block()
 block.move(5-2,-2) # 方塊挪到中間 
 self.moving_block=block

在run函數(shù)里增加初始化hint_box和設(shè)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

在游戲主循環(huán)增加下一方塊提示窗的繪制

hint_box.paint() # 繪制下一個(gè)方塊的提示窗

現(xiàn)在可以正常顯示下一方塊提示了

pygame實(shí)現(xiàn)俄羅斯方塊游戲(基礎(chǔ)篇3)

三、分?jǐn)?shù)的計(jì)算

消除分?jǐn)?shù)的計(jì)算方式為
1行 100分
2行 300分
3行 800分
4行 1600分
類似下一方塊提示窗的設(shè)計(jì),我們可以增加一個(gè)ScoreBox類

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屬性

score_box=None

定義一個(gè)全局的SCORE_MAP

SCORE_MAP=(100,300,800,1600)

在check_clear函數(shù)中,如果有方塊消除,則執(zhí)行

score = SCORE_MAP[clear_num-1]
self.score_box.total_score += score

在run主函數(shù)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

并在游戲循環(huán)繪制score_box

score_box.paint() # 繪制總分

pygame實(shí)現(xiàn)俄羅斯方塊游戲(基礎(chǔ)篇3)

四、歷史最高分

準(zhǔn)備在當(dāng)前目錄用一個(gè)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在繪制當(dāng)前分?jǐn)?shù)時(shí)一起繪制,所以直接在ScoreBox增加一個(gè)最高分的屬性和一個(gè)文件的定義

high_score = 0
db_file = 'tetris.db'

在ScoreBox的初始化函數(shù)里增加pickle的加載

if os.path.exists(self.db_file): self.high_score = pickle.load(open(self.db_file,'rb'))

在paint里增加下最高分的繪制

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))

將之前直接對(duì)ScoreBox的score的修改改為封裝一個(gè)add_score的函數(shù)

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函數(shù)里進(jìn)行score的修改并做是否超過最高分的判斷,如果超過則保存分?jǐn)?shù)(當(dāng)然也可以在游戲結(jié)束或關(guān)閉界面時(shí)判斷和保存最高分,減少磁盤io)

看下效果圖

pygame實(shí)現(xiàn)俄羅斯方塊游戲(基礎(chǔ)篇3)

貼下完整的程序

# -*- 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: # 如果還沒有方塊,先產(chǎn)生一個(gè)
 block = create_block()
 
 self.next_block = create_block() # 產(chǎn)生下一個(gè)方塊
 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
 # 繪制正在落下的方塊
 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
 # 計(jì)算使方塊繪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): # 用于繪制整個(gè)游戲窗口的版面
 rect_arr=[] # 已經(jīng)落底下的方塊
 moving_block=None # 正在落下的方塊
 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) # 方塊挪到中間 
 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): # 變形不能造成方塊重疊
 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 # 游戲失敗
 self.create_move_block()
 return 2

 def check_clear(self):
 tmp_arr = [[] for i in range(20)]
 # 先將方塊按行存入數(shù)組
 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)]
 # 從下往上計(jì)算可以消除的行,并記錄消除行后其他行的向下偏移數(shù)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=[]
 # 跳過移除行,并將其他行做偏移
 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) # 用一個(gè)粗線段來填充背景
 
 # 繪制已經(jīng)落底下的方塊
 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)
 
 # 繪制正在落下的方塊
 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): # 用于獲取方塊種的四個(gè)矩形列表
 return self.rect_arr

 def move(self,xdiff,ydiff): # 用于移動(dòng)方塊的方法
 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 # 下一形態(tài)
 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: # 變形不能超出左右邊界
 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): # 兩種形態(tài)
 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): # 一種形態(tài)
 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): # 兩種形態(tài)
 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): # 兩種形態(tài)
 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): # 四種形態(tài)
 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): # 四種形態(tài)
 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): # 四種形態(tài)
 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)) #設(shè)置窗口長寬
 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 # 移動(dòng)一次蛇頭的事件,單位毫秒
 ticks = pygame.time.get_ticks() + diff_ticks

 game_state = 1 # 游戲狀態(tài)1.表示正常 2.表示失敗
 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)) # 將界面設(shè)置為灰色
 main_panel.paint() # 主面盤繪制
 hint_box.paint() # 繪制下一個(gè)方塊的提示窗
 score_box.paint() # 繪制總分

 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() # 必須調(diào)用update才能看到繪圖顯示

 if game_state == 1 and pygame.time.get_ticks() >= ticks:
 ticks+=diff_ticks
 if main_panel.move_block()==9: game_state = 2 # 游戲結(jié)束

run()

也許有人會(huì)想右下角空那么大一塊是做什么用的?
那塊區(qū)域我是準(zhǔn)備做對(duì)戰(zhàn)顯示用的,這里基礎(chǔ)篇差不多算收尾了,下一篇準(zhǔn)備寫AI篇。

以上就是本文的全部內(nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持億速云。

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