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python是怎么实现简单的俄罗斯方块

发表于:2024-11-11 作者:千家信息网编辑
千家信息网最后更新 2024年11月11日,本篇文章为大家展示了python是怎么实现简单的俄罗斯方块,内容简明扼要并且容易理解,绝对能使你眼前一亮,通过这篇文章的详细介绍希望你能有所收获。Python主要用来做什么Python主要应用于:1、
千家信息网最后更新 2024年11月11日python是怎么实现简单的俄罗斯方块

本篇文章为大家展示了python是怎么实现简单的俄罗斯方块,内容简明扼要并且容易理解,绝对能使你眼前一亮,通过这篇文章的详细介绍希望你能有所收获。

Python主要用来做什么

Python主要应用于:1、Web开发;2、数据科学研究;3、网络爬虫;4、嵌入式应用开发;5、游戏开发;6、桌面应用开发。

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 pygameimport randomimport os pygame.init() GRID_WIDTH = 20GRID_NUM_WIDTH = 15GRID_NUM_HEIGHT = 25WIDTH, HEIGHT = GRID_WIDTH * GRID_NUM_WIDTH, GRID_WIDTH * GRID_NUM_HEIGHTSIDE_WIDTH = 200SCREEN_WIDTH = WIDTH + SIDE_WIDTHWHITE = (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 = 0level = 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_matrixdef 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 = Truegameover = Truecounter = 0live_cube = Nonewhile 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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