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本篇文章為大家展示了python是怎么實(shí)現(xiàn)簡單的俄羅斯方塊,內(nèi)容簡明扼要并且容易理解,絕對(duì)能使你眼前一亮,通過這篇文章的詳細(xì)介紹希望你能有所收獲。
Python主要應(yīng)用于:1、Web開發(fā);2、數(shù)據(jù)科學(xué)研究;3、網(wǎng)絡(luò)爬蟲;4、嵌入式應(yīng)用開發(fā);5、游戲開發(fā);6、桌面應(yīng)用開發(fā)。
俄羅斯方塊是由 4 個(gè)小方塊組成不同形狀的板塊,隨機(jī)從屏幕上方落下,按方向鍵調(diào)整板塊的位置和方向,在底部拼出完整的一行或幾行。這些完整的橫條會(huì)消失,給新落下來的板塊騰出空間,并獲得分?jǐn)?shù)獎(jiǎng)勵(lì)。沒有被消除掉的方塊不斷堆積,一旦堆到頂端,便告輸,游戲結(jié)束。本例難度為高級(jí),適合具有 Python 進(jìn)階和 Pygame 編程技巧的用戶學(xué)習(xí)。
邊框――由 15*25 個(gè)空格組成,方塊就落在這里面。盒子――組成方塊的其中小方塊,是組成方塊的基本單元。方塊――從邊框頂?shù)粝碌臇|西,游戲者可以翻轉(zhuǎn)和改變位置。每個(gè)方塊由 4 個(gè)盒子組成。形狀――不同類型的方塊。這里形狀的名字被叫做 T, S, Z ,J, L, I , O。如下圖所示:
模版――用一個(gè)列表存放形狀被翻轉(zhuǎn)后的所有可能樣式。全部存放在變量里,變量名字如 S or J。著陸――當(dāng)一個(gè)方塊到達(dá)邊框的底部或接觸到在其他的盒子話,就說這個(gè)方塊著陸了。那樣的話,另一個(gè)方塊就會(huì)開始下落。
import pygame import random import os pygame.init() GRID_WIDTH = 20 GRID_NUM_WIDTH = 15 GRID_NUM_HEIGHT = 25 WIDTH, HEIGHT = GRID_WIDTH * GRID_NUM_WIDTH, GRID_WIDTH * GRID_NUM_HEIGHT SIDE_WIDTH = 200 SCREEN_WIDTH = WIDTH + SIDE_WIDTH WHITE = (0xff, 0xff, 0xff) BLACK = (0, 0, 0) LINE_COLOR = (0x33, 0x33, 0x33) CUBE_COLORS = [ (0xcc, 0x99, 0x99), (0xff, 0xff, 0x99), (0x66, 0x66, 0x99), (0x99, 0x00, 0x66), (0xff, 0xcc, 0x00), (0xcc, 0x00, 0x33), (0xff, 0x00, 0x33), (0x00, 0x66, 0x99), (0xff, 0xff, 0x33), (0x99, 0x00, 0x33), (0xcc, 0xff, 0x66), (0xff, 0x99, 0x00) ] screen = pygame.display.set_mode((SCREEN_WIDTH, HEIGHT)) pygame.display.set_caption("俄羅斯方塊") clock = pygame.time.Clock() FPS = 30 score = 0 level = 1 screen_color_matrix = [[None] * GRID_NUM_WIDTH for i in range(GRID_NUM_HEIGHT)] # 設(shè)置游戲的根目錄為當(dāng)前文件夾 base_folder = os.path.dirname(__file__) def show_text(surf, text, size, x, y, color=WHITE): font_name = os.path.join(base_folder, 'font/font.ttc') font = pygame.font.Font(font_name, size) text_surface = font.render(text, True, color) text_rect = text_surface.get_rect() text_rect.midtop = (x, y) surf.blit(text_surface, text_rect) class CubeShape(object): SHAPES = ['I', 'J', 'L', 'O', 'S', 'T', 'Z'] I = [[(0, -1), (0, 0), (0, 1), (0, 2)], [(-1, 0), (0, 0), (1, 0), (2, 0)]] J = [[(-2, 0), (-1, 0), (0, 0), (0, -1)], [(-1, 0), (0, 0), (0, 1), (0, 2)], [(0, 1), (0, 0), (1, 0), (2, 0)], [(0, -2), (0, -1), (0, 0), (1, 0)]] L = [[(-2, 0), (-1, 0), (0, 0), (0, 1)], [(1, 0), (0, 0), (0, 1), (0, 2)], [(0, -1), (0, 0), (1, 0), (2, 0)], [(0, -2), (0, -1), (0, 0), (-1, 0)]] O = [[(0, 0), (0, 1), (1, 0), (1, 1)]] S = [[(-1, 0), (0, 0), (0, 1), (1, 1)], [(1, -1), (1, 0), (0, 0), (0, 1)]] T = [[(0, -1), (0, 0), (0, 1), (-1, 0)], [(-1, 0), (0, 0), (1, 0), (0, 1)], [(0, -1), (0, 0), (0, 1), (1, 0)], [(-1, 0), (0, 0), (1, 0), (0, -1)]] Z = [[(0, -1), (0, 0), (1, 0), (1, 1)], [(-1, 0), (0, 0), (0, -1), (1, -1)]] SHAPES_WITH_DIR = { 'I': I, 'J': J, 'L': L, 'O': O, 'S': S, 'T': T, 'Z': Z } def __init__(self): self.shape = self.SHAPES[random.randint(0, len(self.SHAPES) - 1)] # 骨牌所在的行列 self.center = (2, GRID_NUM_WIDTH // 2) self.dir = random.randint(0, len(self.SHAPES_WITH_DIR[self.shape]) - 1) self.color = CUBE_COLORS[random.randint(0, len(CUBE_COLORS) - 1)] def get_all_gridpos(self, center=None): curr_shape = self.SHAPES_WITH_DIR[self.shape][self.dir] if center is None: center = [self.center[0], self.center[1]] return [(cube[0] + center[0], cube[1] + center[1]) for cube in curr_shape] def conflict(self, center): for cube in self.get_all_gridpos(center): # 超出屏幕之外,說明不合法 if cube[0] < 0 or cube[1] < 0 or cube[0] >= GRID_NUM_HEIGHT or \ cube[1] >= GRID_NUM_WIDTH: return True # 不為None,說明之前已經(jīng)有小方塊存在了,也不合法 if screen_color_matrix[cube[0]][cube[1]] is not None: return True return False def rotate(self): new_dir = self.dir + 1 new_dir %= len(self.SHAPES_WITH_DIR[self.shape]) old_dir = self.dir self.dir = new_dir if self.conflict(self.center): self.dir = old_dir return False def down(self): # import pdb; pdb.set_trace() center = (self.center[0] + 1, self.center[1]) if self.conflict(center): return False self.center = center return True def left(self): center = (self.center[0], self.center[1] - 1) if self.conflict(center): return False self.center = center return True def right(self): center = (self.center[0], self.center[1] + 1) if self.conflict(center): return False self.center = center return True def draw(self): for cube in self.get_all_gridpos(): pygame.draw.rect(screen, self.color, (cube[1] * GRID_WIDTH, cube[0] * GRID_WIDTH, GRID_WIDTH, GRID_WIDTH)) pygame.draw.rect(screen, WHITE, (cube[1] * GRID_WIDTH, cube[0] * GRID_WIDTH, GRID_WIDTH, GRID_WIDTH), 1) def draw_grids(): for i in range(GRID_NUM_WIDTH): pygame.draw.line(screen, LINE_COLOR, (i * GRID_WIDTH, 0), (i * GRID_WIDTH, HEIGHT)) for i in range(GRID_NUM_HEIGHT): pygame.draw.line(screen, LINE_COLOR, (0, i * GRID_WIDTH), (WIDTH, i * GRID_WIDTH)) pygame.draw.line(screen, WHITE, (GRID_WIDTH * GRID_NUM_WIDTH, 0), (GRID_WIDTH * GRID_NUM_WIDTH, GRID_WIDTH * GRID_NUM_HEIGHT)) def draw_matrix(): for i, row in zip(range(GRID_NUM_HEIGHT), screen_color_matrix): for j, color in zip(range(GRID_NUM_WIDTH), row): if color is not None: pygame.draw.rect(screen, color, (j * GRID_WIDTH, i * GRID_WIDTH, GRID_WIDTH, GRID_WIDTH)) pygame.draw.rect(screen, WHITE, (j * GRID_WIDTH, i * GRID_WIDTH, GRID_WIDTH, GRID_WIDTH), 2) def draw_score(): show_text(screen, u'得分:{}'.format(score), 20, WIDTH + SIDE_WIDTH // 2, 100) def remove_full_line(): global screen_color_matrix global score global level new_matrix = [[None] * GRID_NUM_WIDTH for i in range(GRID_NUM_HEIGHT)] index = GRID_NUM_HEIGHT - 1 n_full_line = 0 for i in range(GRID_NUM_HEIGHT - 1, -1, -1): is_full = True for j in range(GRID_NUM_WIDTH): if screen_color_matrix[i][j] is None: is_full = False continue if not is_full: new_matrix[index] = screen_color_matrix[i] index -= 1 else: n_full_line += 1 score += n_full_line level = score // 20 + 1 screen_color_matrix = new_matrix def show_welcome(screen): show_text(screen, u'俄羅斯方塊', 30, WIDTH / 2, HEIGHT / 2) show_text(screen, u'按任意鍵開始游戲', 20, WIDTH / 2, HEIGHT / 2 + 50) running = True gameover = True counter = 0 live_cube = None while running: clock.tick(FPS) for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if gameover: gameover = False live_cube = CubeShape() break if event.key == pygame.K_LEFT: live_cube.left() elif event.key == pygame.K_RIGHT: live_cube.right() elif event.key == pygame.K_DOWN: live_cube.down() elif event.key == pygame.K_UP: live_cube.rotate() elif event.key == pygame.K_SPACE: while live_cube.down() == True: pass remove_full_line() # level 是為了方便游戲的難度,level 越高 FPS // level 的值越小 # 這樣屏幕刷新的就越快,難度就越大 if gameover is False and counter % (FPS // level) == 0: # down 表示下移骨牌,返回False表示下移不成功,可能超過了屏幕或者和之前固定的 # 小方塊沖突了 if live_cube.down() == False: for cube in live_cube.get_all_gridpos(): screen_color_matrix[cube[0]][cube[1]] = live_cube.color live_cube = CubeShape() if live_cube.conflict(live_cube.center): gameover = True score = 0 live_cube = None screen_color_matrix = [[None] * GRID_NUM_WIDTH for i in range(GRID_NUM_HEIGHT)] # 消除滿行 remove_full_line() counter += 1 # 更新屏幕 screen.fill(BLACK) draw_grids() draw_matrix() draw_score() if live_cube is not None: live_cube.draw() if gameover: show_welcome(screen) pygame.display.update()
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