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.']]

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