本文实例为大家分享了python实现简单的俄罗斯方块的具体代码,供大家参考,具体内容如下

1. 案例介绍

俄罗斯方块是由 4 个小方块组成不同形状的板块,随机从屏幕上方落下,按方向键调整板块的位置和方向,在底部拼出完整的一行或几行。这些完整的横条会消失,给新落下来的板块腾出空间,并获得分数奖励。没有被消除掉的方块不断堆积,一旦堆到顶端,便告输,游戏结束。本例难度为高级,适合具有 python 进阶和 pygame 编程技巧的用户学习。

2. 设计要点

边框――由 15*25 个空格组成,方块就落在这里面。盒子――组成方块的其中小方块,是组成方块的基本单元。方块――从边框顶掉下的东西,游戏者可以翻转和改变位置。每个方块由 4 个盒子组成。形状――不同类型的方块。这里形状的名字被叫做 t, s, z ,j, l, i , o。如下图所示:

模版――用一个列表存放形状被翻转后的所有可能样式。全部存放在变量里,变量名字如 s or j。着陆――当一个方块到达边框的底部或接触到在其他的盒子话,就说这个方块着陆了。那样的话,另一个方块就会开始下落。

3. 示例效果

4. 示例源码

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("俄罗斯方块")
clock = pygame.time.clock()
fps = 30
 
score = 0
level = 1
 
screen_color_matrix = [[none] * grid_num_width for i in range(grid_num_height)]
 
# 设置游戏的根目录为当前文件夹
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,说明不合法
            if cube[0] < 0 or cube[1] < 0 or cube[0] >= grid_num_height or \
                    cube[1] >= grid_num_width:
                return true
            # 不为none,说明之前已经有小方块存在了,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'俄罗斯方块', 30, width / 2, height / 2)
    show_text(screen, u'按任意键开始游戏', 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 是为了方便游戏的难度,level 越高 fps // level 的值越小
    # 这样屏幕刷新的就越快,难度就越大
    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,可能超过了屏幕或者和之前固定的
        # 小方块冲突了
        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)]
        # 消除满行
        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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