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python实现俄罗斯方块小游戏

时间:2021-09-27 11:02:11

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今天我们用python来实现小时候玩过的俄罗斯方块游戏吧

具体代码与文件可以访问我的GitHub地址获取

/liuzuoping/python_Games

第一步——构建各种方块

import randomfrom collections import namedtuplePoint = namedtuple('Point', 'X Y')Shape = namedtuple('Shape', 'X Y Width Height')Block = namedtuple('Block', 'template start_pos end_pos name next')# 方块形状的设计,我最初我是做成 4 × 4,因为长宽最长都是4,这样旋转的时候就不考虑怎么转了,就是从一个图形替换成另一个# 其实要实现这个功能,只需要固定左上角的坐标就可以了# S形方块S_BLOCK = [Block(['.OO','OO.','...'], Point(0, 0), Point(2, 1), 'S', 1),Block(['O..','OO.','.O.'], Point(0, 0), Point(1, 2), 'S', 0)]# Z形方块Z_BLOCK = [Block(['OO.','.OO','...'], Point(0, 0), Point(2, 1), 'Z', 1),Block(['.O.','OO.','O..'], Point(0, 0), Point(1, 2), 'Z', 0)]# I型方块I_BLOCK = [Block(['.O..','.O..','.O..','.O..'], Point(1, 0), Point(1, 3), 'I', 1),Block(['....','....','OOOO','....'], Point(0, 2), Point(3, 2), 'I', 0)]# O型方块O_BLOCK = [Block(['OO','OO'], Point(0, 0), Point(1, 1), 'O', 0)]# J型方块J_BLOCK = [Block(['O..','OOO','...'], Point(0, 0), Point(2, 1), 'J', 1),Block(['.OO','.O.','.O.'], Point(1, 0), Point(2, 2), 'J', 2),Block(['...','OOO','..O'], Point(0, 1), Point(2, 2), 'J', 3),Block(['.O.','.O.','OO.'], Point(0, 0), Point(1, 2), 'J', 0)]# L型方块L_BLOCK = [Block(['..O','OOO','...'], Point(0, 0), Point(2, 1), 'L', 1),Block(['.O.','.O.','.OO'], Point(1, 0), Point(2, 2), 'L', 2),Block(['...','OOO','O..'], Point(0, 1), Point(2, 2), 'L', 3),Block(['OO.','.O.','.O.'], Point(0, 0), Point(1, 2), 'L', 0)]# T型方块T_BLOCK = [Block(['.O.','OOO','...'], Point(0, 0), Point(2, 1), 'T', 1),Block(['.O.','.OO','.O.'], Point(1, 0), Point(2, 2), 'T', 2),Block(['...','OOO','.O.'], Point(0, 1), Point(2, 2), 'T', 3),Block(['.O.','OO.','.O.'], Point(0, 0), Point(1, 2), 'T', 0)]BLOCKS = {'O': O_BLOCK,'I': I_BLOCK,'Z': Z_BLOCK,'T': T_BLOCK,'L': L_BLOCK,'S': S_BLOCK,'J': J_BLOCK}def get_block():block_name = random.choice('OIZTLSJ')b = BLOCKS[block_name]idx = random.randint(0, len(b) - 1)return b[idx]def get_next_block(block):b = BLOCKS[block.name]return b[block.next]

第二部——构建主函数

import sysimport timeimport pygamefrom pygame.locals import *import blocksSIZE = 30 # 每个小方格大小BLOCK_HEIGHT = 25 # 游戏区高度BLOCK_WIDTH = 10 # 游戏区宽度BORDER_WIDTH = 4 # 游戏区边框宽度BORDER_COLOR = (40, 40, 200) # 游戏区边框颜色SCREEN_WIDTH = SIZE * (BLOCK_WIDTH + 5) # 游戏屏幕的宽SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT# 游戏屏幕的高BG_COLOR = (40, 40, 60) # 背景色BLOCK_COLOR = (20, 128, 200) #BLACK = (0, 0, 0)RED = (200, 30, 30)# GAME OVER 的字体颜色def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):imgText = font.render(text, True, fcolor)screen.blit(imgText, (x, y))def main():pygame.init()screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))pygame.display.set_caption('俄罗斯方块')font1 = pygame.font.SysFont('SimHei', 24) # 黑体24font2 = pygame.font.Font(None, 72) # GAME OVER 的字体font_pos_x = BLOCK_WIDTH * SIZE + BORDER_WIDTH + 10 # 右侧信息显示区域字体位置的X坐标gameover_size = font2.size('GAME OVER')font1_height = int(font1.size('得分')[1])cur_block = None # 当前下落方块next_block = None # 下一个方块cur_pos_x, cur_pos_y = 0, 0game_area = None # 整个游戏区域game_over = Truestart = False # 是否开始,当start = True,game_over = True 时,才显示 GAME OVERscore = 0 # 得分orispeed = 0.5# 原始速度speed = orispeed # 当前速度pause = False # 暂停last_drop_time = None # 上次下落时间last_press_time = None # 上次按键时间def _dock():nonlocal cur_block, next_block, game_area, cur_pos_x, cur_pos_y, game_over, score, speedfor _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):for _j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1):if cur_block.template[_i][_j] != '.':game_area[cur_pos_y + _i][cur_pos_x + _j] = '0'if cur_pos_y + cur_block.start_pos.Y <= 0:game_over = Trueelse:# 计算消除remove_idxs = []for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):if all(_x == '0' for _x in game_area[cur_pos_y + _i]):remove_idxs.append(cur_pos_y + _i)if remove_idxs:# 计算得分remove_count = len(remove_idxs)if remove_count == 1:score += 100elif remove_count == 2:score += 300elif remove_count == 3:score += 700elif remove_count == 4:score += 1500speed = orispeed - 0.03 * (score // 10000)# 消除_i = _j = remove_idxs[-1]while _i >= 0:while _j in remove_idxs:_j -= 1if _j < 0:game_area[_i] = ['.'] * BLOCK_WIDTHelse:game_area[_i] = game_area[_j]_i -= 1_j -= 1cur_block = next_blocknext_block = blocks.get_block()cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Ydef _judge(pos_x, pos_y, block):nonlocal game_areafor _i in range(block.start_pos.Y, block.end_pos.Y + 1):if pos_y + block.end_pos.Y >= BLOCK_HEIGHT:return Falsefor _j in range(block.start_pos.X, block.end_pos.X + 1):if pos_y + _i >= 0 and block.template[_i][_j] != '.' and game_area[pos_y + _i][pos_x + _j] != '.':return Falsereturn Truewhile True:for event in pygame.event.get():if event.type == QUIT:sys.exit()elif event.type == KEYDOWN:if event.key == K_RETURN:if game_over:start = Truegame_over = Falsescore = 0last_drop_time = time.time()last_press_time = time.time()game_area = [['.'] * BLOCK_WIDTH for _ in range(BLOCK_HEIGHT)]cur_block = blocks.get_block()next_block = blocks.get_block()cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Yelif event.key == K_SPACE:if not game_over:pause = not pauseelif event.key in (K_w, K_UP):# 旋转# 其实记得不是很清楚了,比如# .0.# .00# ..0# 这个在最右边靠边的情况下是否可以旋转,我试完了网上的俄罗斯方块,是不能旋转的,这里我们就按不能旋转来做# 我们在形状设计的时候做了很多的空白,这样只需要规定整个形状包括空白部分全部在游戏区域内时才可以旋转if 0 <= cur_pos_x <= BLOCK_WIDTH - len(cur_block.template[0]):_next_block = blocks.get_next_block(cur_block)if _judge(cur_pos_x, cur_pos_y, _next_block):cur_block = _next_blockif event.type == pygame.KEYDOWN:if event.key == pygame.K_LEFT:if not game_over and not pause:if time.time() - last_press_time > 0.1:last_press_time = time.time()if cur_pos_x > - cur_block.start_pos.X:if _judge(cur_pos_x - 1, cur_pos_y, cur_block):cur_pos_x -= 1if event.key == pygame.K_RIGHT:if not game_over and not pause:if time.time() - last_press_time > 0.1:last_press_time = time.time()# 不能移除右边框if cur_pos_x + cur_block.end_pos.X + 1 < BLOCK_WIDTH:if _judge(cur_pos_x + 1, cur_pos_y, cur_block):cur_pos_x += 1if event.key == pygame.K_DOWN:if not game_over and not pause:if time.time() - last_press_time > 0.1:last_press_time = time.time()if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):_dock()else:last_drop_time = time.time()cur_pos_y += 1_draw_background(screen)_draw_game_area(screen, game_area)_draw_gridlines(screen)_draw_info(screen, font1, font_pos_x, font1_height, score)# 画显示信息中的下一个方块_draw_block(screen, next_block, font_pos_x, 30 + (font1_height + 6) * 5, 0, 0)if not game_over:cur_drop_time = time.time()if cur_drop_time - last_drop_time > speed:if not pause:# 不应该在下落的时候来判断到底没,我们玩俄罗斯方块的时候,方块落到底的瞬间是可以进行左右移动if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):_dock()else:last_drop_time = cur_drop_timecur_pos_y += 1else:if start:print_text(screen, font2,(SCREEN_WIDTH - gameover_size[0]) // 2, (SCREEN_HEIGHT - gameover_size[1]) // 2,'GAME OVER', RED)# 画当前下落方块_draw_block(screen, cur_block, 0, 0, cur_pos_x, cur_pos_y)pygame.display.flip()# 画背景def _draw_background(screen):# 填充背景色screen.fill(BG_COLOR)# 画游戏区域分隔线pygame.draw.line(screen, BORDER_COLOR,(SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, 0),(SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)# 画网格线def _draw_gridlines(screen):# 画网格线 竖线for x in range(BLOCK_WIDTH):pygame.draw.line(screen, BLACK, (x * SIZE, 0), (x * SIZE, SCREEN_HEIGHT), 1)# 画网格线 横线for y in range(BLOCK_HEIGHT):pygame.draw.line(screen, BLACK, (0, y * SIZE), (BLOCK_WIDTH * SIZE, y * SIZE), 1)# 画已经落下的方块def _draw_game_area(screen, game_area):if game_area:for i, row in enumerate(game_area):for j, cell in enumerate(row):if cell != '.':pygame.draw.rect(screen, BLOCK_COLOR, (j * SIZE, i * SIZE, SIZE, SIZE), 0)# 画单个方块def _draw_block(screen, block, offset_x, offset_y, pos_x, pos_y):if block:for i in range(block.start_pos.Y, block.end_pos.Y + 1):for j in range(block.start_pos.X, block.end_pos.X + 1):if block.template[i][j] != '.':pygame.draw.rect(screen, BLOCK_COLOR,(offset_x + (pos_x + j) * SIZE, offset_y + (pos_y + i) * SIZE, SIZE, SIZE), 0)# 画得分等信息def _draw_info(screen, font, pos_x, font_height, score):print_text(screen, font, pos_x, 10, f'得分: ')print_text(screen, font, pos_x, 10 + font_height + 6, f'{score}')print_text(screen, font, pos_x, 20 + (font_height + 6) * 2, f'速度: ')print_text(screen, font, pos_x, 20 + (font_height + 6) * 3, f'{score // 10000}')print_text(screen, font, pos_x, 30 + (font_height + 6) * 4, f'下一个:')if __name__ == '__main__':main()

游戏截图

运行效果

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