pygame实现俄罗斯方块游戏(基础篇3)


Posted in Python onOctober 29, 2019

上一章请点击查看:pygame实现俄罗斯方块游戏(基础篇2)

现在继续

一、给每个方块设置不同的颜色

根据代码这里可以判断正在下落的方块在那些Block子类里加一个属性最合适,而已经落下的方块颜色管理最合适的地方应该是修改在Panel类里的rect_arr
Block子类里的修改比较简单,以TBlock类为例,在__init__函数加一行

self.color=(255,0,0)

在Panel的paint函数里将代码

# 绘制正在落下的方块
 if self.move_block:
 for rect in self.moving_block.get_rect_arr():
 x,y=rect
 pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
 pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)

中的

pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)

改成

pygame.draw.line(self._bg,self.moving_block.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)

已经下落的方块修改会麻烦一点,原来存在rect_arr里的是x,y,现在要增加一个颜色,直接改也是可以的,不过考虑到以后的扩展性,果断定义一个RectInfo类

class RectInfo(object):
 def __init__(self, x, y, color):
 self.x = x
 self.y = y
 self.color = color

将存入rect_arr时的代码修改为

def add_block(self,block):
 for x,y in block.get_rect_arr():
 self.rect_arr.append(RectInfo(x,y, block.color))

并将设计rect_arr做下修改即可

pygame实现俄罗斯方块游戏(基础篇3)

贴下目前的完整代码

# -*- coding=utf-8 -*-
import random
import pygame
from pygame.locals import KEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN,K_SPACE

class RectInfo(object):
 def __init__(self, x, y, color):
 self.x = x
 self.y = y
 self.color = color

class Panel(object): # 用于绘制整个游戏窗口的版面
 rect_arr=[] # 已经落底下的方块
 moving_block=None # 正在落下的方块
 def __init__(self,bg, block_size, position):
 self._bg=bg;
 self._x,self._y,self._width,self._height=position
 self._block_size=block_size
 self._bgcolor=[0,0,0]
 
 def add_block(self,block):
 for x,y in block.get_rect_arr():
 self.rect_arr.append(RectInfo(x,y, block.color))

 def create_move_block(self):
 block = create_block()
 block.move(5-2,-2) # 方块挪到中间 
 self.moving_block=block

 def check_overlap(self, diffx, diffy, check_arr=None):
 if check_arr is None: check_arr = self.moving_block.get_rect_arr()
 for x,y in check_arr:
 for rect_info in self.rect_arr:
 if x+diffx==rect_info.x and y+diffy==rect_info.y:
 return True
 return False

 def control_block(self, diffx, diffy):
 if self.moving_block.can_move(diffx,diffy) and not self.check_overlap(diffx, diffy):
 self.moving_block.move(diffx,diffy)

 def change_block(self):
 if self.moving_block:
 new_arr = self.moving_block.change()
 if new_arr and not self.check_overlap(0, 0, check_arr=new_arr): # 变形不能造成方块重叠
 self.moving_block.rect_arr=new_arr

 def move_block(self):
 if self.moving_block is None: create_move_block()
 if self.moving_block.can_move(0,1) and not self.check_overlap(0,1): 
 self.moving_block.move(0,1)
 return 1
 else:
 self.add_block(self.moving_block)
 self.check_clear()

 for rect_info in self.rect_arr:
 if rect_info.y<0: return 9 # 游戏失败
 self.create_move_block()
 return 2

 def check_clear(self):
 tmp_arr = [[] for i in range(20)]
 # 先将方块按行存入数组
 for rect_info in self.rect_arr:
 if rect_info.y<0: return
 tmp_arr[rect_info.y].append(rect_info)

 clear_num=0
 clear_lines=set([])
 y_clear_diff_arr=[[] for i in range(20)]
 # 从下往上计算可以消除的行,并记录消除行后其他行的向下偏移数量
 for y in range(19,-1,-1):
 if len(tmp_arr[y])==10:
 clear_lines.add(y)
 clear_num += 1
 y_clear_diff_arr[y] = clear_num

 if clear_num>0:
 new_arr=[]
 # 跳过移除行,并将其他行做偏移
 for y in range(19,-1,-1):
 if y in clear_lines: continue
 tmp_row = tmp_arr[y]
 y_clear_diff=y_clear_diff_arr[y]
 for rect_info in tmp_row:
 #new_arr.append([x,y+y_clear_diff])
 new_arr.append(RectInfo(rect_info.x, rect_info.y+y_clear_diff, rect_info.color))
 
 self.rect_arr = new_arr


 def paint(self):
 mid_x=self._x+self._width/2
 pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) # 用一个粗线段来填充背景
 
 # 绘制已经落底下的方块
 bz=self._block_size
 for rect_info in self.rect_arr:
 x=rect_info.x
 y=rect_info.y
 pygame.draw.line(self._bg,rect_info.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
 pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)
 
 # 绘制正在落下的方块
 if self.move_block:
 for rect in self.moving_block.get_rect_arr():
 x,y=rect
 pygame.draw.line(self._bg,self.moving_block.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
 pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)


class Block(object):
 sx=0
 sy=0
 def __init__(self):
 self.rect_arr=[]

 def get_rect_arr(self): # 用于获取方块种的四个矩形列表
 return self.rect_arr

 def move(self,xdiff,ydiff): # 用于移动方块的方法
 self.sx+=xdiff
 self.sy+=ydiff
 self.new_rect_arr=[]
 for x,y in self.rect_arr:
 self.new_rect_arr.append((x+xdiff,y+ydiff))
 self.rect_arr=self.new_rect_arr

 def can_move(self,xdiff,ydiff):
 for x,y in self.rect_arr:
 if y+ydiff>=20: return False
 if x+xdiff<0 or x+xdiff>=10: return False
 return True

 def change(self):
 self.shape_id+=1 # 下一形态
 if self.shape_id >= self.shape_num: 
 self.shape_id=0

 arr = self.get_shape()
 new_arr = []
 for x,y in arr:
 if x+self.sx<0 or x+self.sx>=10: # 变形不能超出左右边界
 self.shape_id -= 1
 if self.shape_id < 0: self.shape_id = self.shape_num - 1
 return None 

 new_arr.append([x+self.sx,y+self.sy])

 return new_arr

class LongBlock(Block):
 shape_id=0
 shape_num=2
 def __init__(self, n=None): # 两种形态
 super(LongBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(50,180,50)

 def get_shape(self):
 return [(1,0),(1,1),(1,2),(1,3)] if self.shape_id==0 else [(0,2),(1,2),(2,2),(3,2)]

class SquareBlock(Block): # 一种形态
 shape_id=0
 shape_num=1
 def __init__(self, n=None):
 super(SquareBlock, self).__init__()
 self.rect_arr=self.get_shape()
 self.color=(0,0,255)

 def get_shape(self):
 return [(1,1),(1,2),(2,1),(2,2)]

class ZBlock(Block): # 两种形态
 shape_id=0
 shape_num=2
 def __init__(self, n=None):
 super(ZBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(30,200,200)

 def get_shape(self):
 return [(2,0),(2,1),(1,1),(1,2)] if self.shape_id==0 else [(0,1),(1,1),(1,2),(2,2)]

class SBlock(Block): # 两种形态
 shape_id=0
 shape_num=2
 def __init__(self, n=None):
 super(SBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(255,30,255)

 def get_shape(self):
 return [(1,0),(1,1),(2,1),(2,2)] if self.shape_id==0 else [(0,2),(1,2),(1,1),(2,1)]

class LBlock(Block): # 四种形态
 shape_id=0
 shape_num=4
 def __init__(self, n=None):
 super(LBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(200,200,30)

 def get_shape(self):
 if self.shape_id==0: return [(1,0),(1,1),(1,2),(2,2)]
 elif self.shape_id==1: return [(0,1),(1,1),(2,1),(0,2)]
 elif self.shape_id==2: return [(0,0),(1,0),(1,1),(1,2)]
 else: return [(0,1),(1,1),(2,1),(2,0)]

class JBlock(Block): # 四种形态
 shape_id=0
 shape_num=4
 def __init__(self, n=None):
 super(JBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(200,100,0)

 def get_shape(self):
 if self.shape_id==0: return [(1,0),(1,1),(1,2),(0,2)]
 elif self.shape_id==1: return [(0,1),(1,1),(2,1),(0,0)]
 elif self.shape_id==2: return [(2,0),(1,0),(1,1),(1,2)]
 else: return [(0,1),(1,1),(2,1),(2,2)]

class TBlock(Block): # 四种形态
 shape_id=0
 shape_num=4
 def __init__(self, n=None):
 super(TBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(255,0,0)

 def get_shape(self):
 if self.shape_id==0: return [(0,1),(1,1),(2,1),(1,2)]
 elif self.shape_id==1: return [(1,0),(1,1),(1,2),(0,1)]
 elif self.shape_id==2: return [(0,1),(1,1),(2,1),(1,0)]
 else: return [(1,0),(1,1),(1,2),(2,1)]
 
def create_block():
 n = random.randint(0,19)
 if n==0: return SquareBlock(n=0)
 elif n==1 or n==2: return LongBlock(n=n-1)
 elif n==3 or n==4: return ZBlock(n=n-3)
 elif n==5 or n==6: return SBlock(n=n-5)
 elif n>=7 and n<=10: return LBlock(n=n-7)
 elif n>=11 and n<=14: return JBlock(n=n-11)
 else: return TBlock(n=n-15)

def run():
 pygame.init()
 space=30
 main_block_size=30
 main_panel_width=main_block_size*10
 main_panel_height=main_block_size*20
 screencaption = pygame.display.set_caption('Tetris')
 screen = pygame.display.set_mode((main_panel_width+160+space*3,main_panel_height+space*2)) #设置窗口长宽
 main_panel=Panel(screen,main_block_size,[space,space,main_panel_width,main_panel_height])

 pygame.key.set_repeat(200, 30)
 main_panel.create_move_block()

 diff_ticks = 300 # 移动一次蛇头的事件,单位毫秒
 ticks = pygame.time.get_ticks() + diff_ticks

 game_state = 1 # 游戏状态1.表示正常 2.表示失败
 while True:
 for event in pygame.event.get():
 if event.type == pygame.QUIT:
 pygame.quit()
 exit()
 if event.type == KEYDOWN:
 if event.key == K_LEFT: main_panel.control_block(-1,0)
 if event.key == K_RIGHT: main_panel.control_block(1,0)
 if event.key == K_UP: main_panel.change_block()
 if event.key == K_DOWN: main_panel.control_block(0,1)
 if event.key == K_SPACE:
 flag = main_panel.move_block()
 while flag==1: 
 flag = main_panel.move_block()
 if flag == 9: game_state = 2
 
 screen.fill((100,100,100)) # 将界面设置为灰色
 main_panel.paint() # 主面盘绘制

 if game_state == 2:
 myfont = pygame.font.Font(None,30)
 white = 255,255,255
 textImage = myfont.render("Game over", True, white)
 screen.blit(textImage, (160,190))

 pygame.display.update() # 必须调用update才能看到绘图显示

 if game_state == 1 and pygame.time.get_ticks() >= ticks:
 ticks+=diff_ticks
 if main_panel.move_block()==9: game_state = 2 # 游戏结束

run()

二、下一个方块

为便于下一方块的提示窗的绘制,我们定义一个类HintBox,用于管理下一方块和界面的绘制

class HintBox(object):
 next_block=None
 def __init__(self, bg, block_size, position):
 self._bg=bg;
 self._x,self._y,self._width,self._height=position
 self._block_size=block_size
 self._bgcolor=[0,0,0]

 def take_block(self):
 block = self.next_block
 if block is None: # 如果还没有方块,先产生一个
 block = create_block()
 
 self.next_block = create_block() # 产生下一个方块
 return block

 def paint(self):
 mid_x=self._x+self._width/2
 pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) 
 bz=self._block_size
 # 绘制正在落下的方块
 if self.next_block:
 arr = self.next_block.get_rect_arr()
 minx,miny=arr[0]
 maxx,maxy=arr[0]
 for x,y in arr:
 if x<minx: minx=x
 if x>maxx: maxx=x
 if y<miny: miny=y
 if y>maxy: maxy=y
 w=(maxx-minx)*bz
 h=(maxy-miny)*bz
 # 计算使方块绘制在提示窗中心位置所需要的偏移像素
 cx=self._width/2-w/2-minx*bz-bz/2 
 cy=self._height/2-h/2-miny*bz-bz/2

 for rect in arr:
 x,y=rect
 pygame.draw.line(self._bg,self.next_block.color,[self._x+x*bz+cx+bz/2,self._y+cy+y*bz],[self._x+x*bz+cx+bz/2,self._y+cy+(y+1)*bz],bz)
 pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz+cx,self._y+y*bz+cy,bz+1,bz+1],1)

在Panel类里面增加一个属性

hint_box=None

将Panel类里面的

def create_move_block(self):
 block = create_block()
 block.move(5-2,-2) # 方块挪到中间 
 self.moving_block=block

产生方块的方式,改为由hint_box产生

def create_move_block(self):
 block = self.hint_box.take_block()
 block.move(5-2,-2) # 方块挪到中间 
 self.moving_block=block

在run函数里增加初始化hint_box和设置main_panel的程序

hint_box=HintBox(screen,main_block_size,[main_panel_width+space+space,space,160,160])
main_panel.hint_box=hint_box

在游戏主循环增加下一方块提示窗的绘制

hint_box.paint() # 绘制下一个方块的提示窗

现在可以正常显示下一方块提示了

pygame实现俄罗斯方块游戏(基础篇3)

三、分数的计算

消除分数的计算方式为
1行 100分
2行 300分
3行 800分
4行 1600分
类似下一方块提示窗的设计,我们可以增加一个ScoreBox类

class ScoreBox(object):
 total_score = 0
 def __init__(self, bg, block_size, position):
 self._bg=bg;
 self._x,self._y,self._width,self._height=position
 self._block_size=block_size
 self._bgcolor=[0,0,0]

 def paint(self):
 myfont = pygame.font.Font(None,36)
 white = 255,255,255
 textImage = myfont.render('Score:%06d'%(self.total_score), True, white)
 self._bg.blit(textImage, (self._x,self._y))

然后在Panel增加score_box属性

score_box=None

定义一个全局的SCORE_MAP

SCORE_MAP=(100,300,800,1600)

在check_clear函数中,如果有方块消除,则执行

score = SCORE_MAP[clear_num-1]
self.score_box.total_score += score

在run主函数初始化score_box

score_box=ScoreBox(screen,main_block_size,[main_panel_width+space+space,160+space*2,160,160])
main_panel.score_box=score_box

并在游戏循环绘制score_box

score_box.paint() # 绘制总分

pygame实现俄罗斯方块游戏(基础篇3)

四、历史最高分

准备在当前目录用一个tetris.db的pickle文件保存

所以首先

import pickle,os

由于最高分可以借用ScoreBox在绘制当前分数时一起绘制,所以直接在ScoreBox增加一个最高分的属性和一个文件的定义

high_score = 0
db_file = 'tetris.db'

在ScoreBox的初始化函数里增加pickle的加载

if os.path.exists(self.db_file): self.high_score = pickle.load(open(self.db_file,'rb'))

在paint里增加下最高分的绘制

def paint(self):
 myfont = pygame.font.Font(None,36)
 white = 255,255,255
 textImage = myfont.render('High: %06d'%(self.high_score), True, white)
 self._bg.blit(textImage, (self._x,self._y))
 textImage = myfont.render('Score:%06d'%(self.total_score), True, white)
 self._bg.blit(textImage, (self._x,self._y+40))

将之前直接对ScoreBox的score的修改改为封装一个add_score的函数

def add_score(self, score):
 self.total_score += score
 if self.total_score > self.high_score:
 self.high_score=self.total_score
 pickle.dump(self.high_score, open(self.db_file,'wb+'))

在add_score函数里进行score的修改并做是否超过最高分的判断,如果超过则保存分数(当然也可以在游戏结束或关闭界面时判断和保存最高分,减少磁盘io)

看下效果图

pygame实现俄罗斯方块游戏(基础篇3)

贴下完整的程序

# -*- coding=utf-8 -*-
import random
import pygame
from pygame.locals import KEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN,K_SPACE
import pickle,os

SCORE_MAP=(100,300,800,1600)

class RectInfo(object):
 def __init__(self, x, y, color):
 self.x = x
 self.y = y
 self.color = color

class HintBox(object):
 next_block=None
 def __init__(self, bg, block_size, position):
 self._bg=bg;
 self._x,self._y,self._width,self._height=position
 self._block_size=block_size
 self._bgcolor=[0,0,0]

 def take_block(self):
 block = self.next_block
 if block is None: # 如果还没有方块,先产生一个
 block = create_block()
 
 self.next_block = create_block() # 产生下一个方块
 return block

 def paint(self):
 mid_x=self._x+self._width/2
 pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) 
 bz=self._block_size
 # 绘制正在落下的方块
 if self.next_block:
 arr = self.next_block.get_rect_arr()
 minx,miny=arr[0]
 maxx,maxy=arr[0]
 for x,y in arr:
 if x<minx: minx=x
 if x>maxx: maxx=x
 if y<miny: miny=y
 if y>maxy: maxy=y
 w=(maxx-minx)*bz
 h=(maxy-miny)*bz
 # 计算使方块绘制在提示窗中心位置所需要的偏移像素
 cx=self._width/2-w/2-minx*bz-bz/2 
 cy=self._height/2-h/2-miny*bz-bz/2

 for rect in arr:
 x,y=rect
 pygame.draw.line(self._bg,self.next_block.color,[self._x+x*bz+cx+bz/2,self._y+cy+y*bz],[self._x+x*bz+cx+bz/2,self._y+cy+(y+1)*bz],bz)
 pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz+cx,self._y+y*bz+cy,bz+1,bz+1],1)

class ScoreBox(object):
 total_score = 0
 high_score = 0
 db_file = 'tetris.db'
 def __init__(self, bg, block_size, position):
 self._bg=bg;
 self._x,self._y,self._width,self._height=position
 self._block_size=block_size
 self._bgcolor=[0,0,0]
 
 if os.path.exists(self.db_file): self.high_score = pickle.load(open(self.db_file,'rb'))

 def paint(self):
 myfont = pygame.font.Font(None,36)
 white = 255,255,255
 textImage = myfont.render('High: %06d'%(self.high_score), True, white)
 self._bg.blit(textImage, (self._x,self._y))
 textImage = myfont.render('Score:%06d'%(self.total_score), True, white)
 self._bg.blit(textImage, (self._x,self._y+40))

 def add_score(self, score):
 self.total_score += score
 if self.total_score > self.high_score:
 self.high_score=self.total_score
 pickle.dump(self.high_score, open(self.db_file,'wb+'))

class Panel(object): # 用于绘制整个游戏窗口的版面
 rect_arr=[] # 已经落底下的方块
 moving_block=None # 正在落下的方块
 hint_box=None
 score_box=None
 def __init__(self,bg, block_size, position):
 self._bg=bg;
 self._x,self._y,self._width,self._height=position
 self._block_size=block_size
 self._bgcolor=[0,0,0]
 
 def add_block(self,block):
 for x,y in block.get_rect_arr():
 self.rect_arr.append(RectInfo(x,y, block.color))

 def create_move_block(self):
 block = self.hint_box.take_block()
 #block = create_block()
 block.move(5-2,-2) # 方块挪到中间 
 self.moving_block=block

 def check_overlap(self, diffx, diffy, check_arr=None):
 if check_arr is None: check_arr = self.moving_block.get_rect_arr()
 for x,y in check_arr:
 for rect_info in self.rect_arr:
 if x+diffx==rect_info.x and y+diffy==rect_info.y:
  return True
 return False

 def control_block(self, diffx, diffy):
 if self.moving_block.can_move(diffx,diffy) and not self.check_overlap(diffx, diffy):
 self.moving_block.move(diffx,diffy)

 def change_block(self):
 if self.moving_block:
 new_arr = self.moving_block.change()
 if new_arr and not self.check_overlap(0, 0, check_arr=new_arr): # 变形不能造成方块重叠
 self.moving_block.rect_arr=new_arr

 def move_block(self):
 if self.moving_block is None: create_move_block()
 if self.moving_block.can_move(0,1) and not self.check_overlap(0,1): 
 self.moving_block.move(0,1)
 return 1
 else:
 self.add_block(self.moving_block)
 self.check_clear()

 for rect_info in self.rect_arr:
 if rect_info.y<0: return 9 # 游戏失败
 self.create_move_block()
 return 2

 def check_clear(self):
 tmp_arr = [[] for i in range(20)]
 # 先将方块按行存入数组
 for rect_info in self.rect_arr:
 if rect_info.y<0: return
 tmp_arr[rect_info.y].append(rect_info)

 clear_num=0
 clear_lines=set([])
 y_clear_diff_arr=[[] for i in range(20)]
 # 从下往上计算可以消除的行,并记录消除行后其他行的向下偏移数量
 for y in range(19,-1,-1):
 if len(tmp_arr[y])==10:
 clear_lines.add(y)
 clear_num += 1
 y_clear_diff_arr[y] = clear_num

 if clear_num>0:
 new_arr=[]
 # 跳过移除行,并将其他行做偏移
 for y in range(19,-1,-1):
 if y in clear_lines: continue
 tmp_row = tmp_arr[y]
 y_clear_diff=y_clear_diff_arr[y]
 for rect_info in tmp_row:
  #new_arr.append([x,y+y_clear_diff])
  new_arr.append(RectInfo(rect_info.x, rect_info.y+y_clear_diff, rect_info.color))
 
 self.rect_arr = new_arr
 score = SCORE_MAP[clear_num-1]
 self.score_box.add_score(score)


 def paint(self):
 mid_x=self._x+self._width/2
 pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) # 用一个粗线段来填充背景
 
 # 绘制已经落底下的方块
 bz=self._block_size
 for rect_info in self.rect_arr:
 x=rect_info.x
 y=rect_info.y
 pygame.draw.line(self._bg,rect_info.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
 pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)
 
 # 绘制正在落下的方块
 if self.move_block:
 for rect in self.moving_block.get_rect_arr():
 x,y=rect
 pygame.draw.line(self._bg,self.moving_block.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
 pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)

class Block(object):
 sx=0
 sy=0
 def __init__(self):
 self.rect_arr=[]

 def get_rect_arr(self): # 用于获取方块种的四个矩形列表
 return self.rect_arr

 def move(self,xdiff,ydiff): # 用于移动方块的方法
 self.sx+=xdiff
 self.sy+=ydiff
 self.new_rect_arr=[]
 for x,y in self.rect_arr:
 self.new_rect_arr.append((x+xdiff,y+ydiff))
 self.rect_arr=self.new_rect_arr

 def can_move(self,xdiff,ydiff):
 for x,y in self.rect_arr:
 if y+ydiff>=20: return False
 if x+xdiff<0 or x+xdiff>=10: return False
 return True

 def change(self):
 self.shape_id+=1 # 下一形态
 if self.shape_id >= self.shape_num: 
 self.shape_id=0

 arr = self.get_shape()
 new_arr = []
 for x,y in arr:
 if x+self.sx<0 or x+self.sx>=10: # 变形不能超出左右边界
 self.shape_id -= 1
 if self.shape_id < 0: self.shape_id = self.shape_num - 1
 return None

 new_arr.append([x+self.sx,y+self.sy])

 return new_arr

class LongBlock(Block):
 shape_id=0
 shape_num=2
 def __init__(self, n=None): # 两种形态
 super(LongBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(50,180,50)

 def get_shape(self):
 return [(1,0),(1,1),(1,2),(1,3)] if self.shape_id==0 else [(0,2),(1,2),(2,2),(3,2)]

class SquareBlock(Block): # 一种形态
 shape_id=0
 shape_num=1
 def __init__(self, n=None):
 super(SquareBlock, self).__init__()
 self.rect_arr=self.get_shape()
 self.color=(0,0,255)

 def get_shape(self):
 return [(1,1),(1,2),(2,1),(2,2)]

class ZBlock(Block): # 两种形态
 shape_id=0
 shape_num=2
 def __init__(self, n=None):
 super(ZBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(30,200,200)

 def get_shape(self):
 return [(2,0),(2,1),(1,1),(1,2)] if self.shape_id==0 else [(0,1),(1,1),(1,2),(2,2)]

class SBlock(Block): # 两种形态
 shape_id=0
 shape_num=2
 def __init__(self, n=None):
 super(SBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(255,30,255)

 def get_shape(self):
 return [(1,0),(1,1),(2,1),(2,2)] if self.shape_id==0 else [(0,2),(1,2),(1,1),(2,1)]

class LBlock(Block): # 四种形态
 shape_id=0
 shape_num=4
 def __init__(self, n=None):
 super(LBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(200,200,30)

 def get_shape(self):
 if self.shape_id==0: return [(1,0),(1,1),(1,2),(2,2)]
 elif self.shape_id==1: return [(0,1),(1,1),(2,1),(0,2)]
 elif self.shape_id==2: return [(0,0),(1,0),(1,1),(1,2)]
 else: return [(0,1),(1,1),(2,1),(2,0)]

class JBlock(Block): # 四种形态
 shape_id=0
 shape_num=4
 def __init__(self, n=None):
 super(JBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(200,100,0)

 def get_shape(self):
 if self.shape_id==0: return [(1,0),(1,1),(1,2),(0,2)]
 elif self.shape_id==1: return [(0,1),(1,1),(2,1),(0,0)]
 elif self.shape_id==2: return [(2,0),(1,0),(1,1),(1,2)]
 else: return [(0,1),(1,1),(2,1),(2,2)]

class TBlock(Block): # 四种形态
 shape_id=0
 shape_num=4
 def __init__(self, n=None):
 super(TBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 self.color=(255,0,0)

 def get_shape(self):
 if self.shape_id==0: return [(0,1),(1,1),(2,1),(1,2)]
 elif self.shape_id==1: return [(1,0),(1,1),(1,2),(0,1)]
 elif self.shape_id==2: return [(0,1),(1,1),(2,1),(1,0)]
 else: return [(1,0),(1,1),(1,2),(2,1)]
 
def create_block():
 n = random.randint(0,19)
 if n==0: return SquareBlock(n=0)
 elif n==1 or n==2: return LongBlock(n=n-1)
 elif n==3 or n==4: return ZBlock(n=n-3)
 elif n==5 or n==6: return SBlock(n=n-5)
 elif n>=7 and n<=10: return LBlock(n=n-7)
 elif n>=11 and n<=14: return JBlock(n=n-11)
 else: return TBlock(n=n-15)

def run():
 pygame.init()
 space=30
 main_block_size=30
 main_panel_width=main_block_size*10
 main_panel_height=main_block_size*20
 screencaption = pygame.display.set_caption('Tetris')
 screen = pygame.display.set_mode((main_panel_width+160+space*3,main_panel_height+space*2)) #设置窗口长宽
 main_panel=Panel(screen,main_block_size,[space,space,main_panel_width,main_panel_height])
 hint_box=HintBox(screen,main_block_size,[main_panel_width+space+space,space,160,160])
 score_box=ScoreBox(screen,main_block_size,[main_panel_width+space+space,160+space*2,160,160])
 
 main_panel.hint_box=hint_box
 main_panel.score_box=score_box

 pygame.key.set_repeat(200, 30)
 main_panel.create_move_block()

 diff_ticks = 300 # 移动一次蛇头的事件,单位毫秒
 ticks = pygame.time.get_ticks() + diff_ticks

 game_state = 1 # 游戏状态1.表示正常 2.表示失败
 while True:
 for event in pygame.event.get():
 if event.type == pygame.QUIT:
  pygame.quit()
  exit()
 if event.type == KEYDOWN:
 if event.key == K_LEFT: main_panel.control_block(-1,0)
 if event.key == K_RIGHT: main_panel.control_block(1,0)
 if event.key == K_UP: main_panel.change_block()
 if event.key == K_DOWN: main_panel.control_block(0,1)
 if event.key == K_SPACE:
 flag = main_panel.move_block()
 while flag==1: 
  flag = main_panel.move_block()
 if flag == 9: game_state = 2
 
 screen.fill((100,100,100)) # 将界面设置为灰色
 main_panel.paint() # 主面盘绘制
 hint_box.paint() # 绘制下一个方块的提示窗
 score_box.paint() # 绘制总分

 if game_state == 2:
 myfont = pygame.font.Font(None,30)
 white = 255,255,255
 textImage = myfont.render("Game over", True, white)
 screen.blit(textImage, (160,190))

 pygame.display.update() # 必须调用update才能看到绘图显示

 if game_state == 1 and pygame.time.get_ticks() >= ticks:
 ticks+=diff_ticks
 if main_panel.move_block()==9: game_state = 2 # 游戏结束

run()

也许有人会想右下角空那么大一块是做什么用的?
那块区域我是准备做对战显示用的,这里基础篇差不多算收尾了,下一篇准备写AI篇。

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持三水点靠木。

Python 相关文章推荐
Python实现的异步代理爬虫及代理池
Mar 17 Python
python下读取公私钥做加解密实例详解
Mar 29 Python
Python读写docx文件的方法
May 08 Python
wtfPython—Python中一组有趣微妙的代码【收藏】
Aug 31 Python
python程序封装为win32服务的方法
Mar 07 Python
对python GUI实现完美进度条的示例详解
Dec 13 Python
python matplotlib饼状图参数及用法解析
Nov 04 Python
使用python实现希尔、计数、基数基础排序的代码
Dec 25 Python
Python3运算符常见用法分析
Feb 14 Python
Python安装Bs4的多种方法
Nov 28 Python
Python Parser的用法
May 12 Python
Python中zipfile压缩包模块的使用
May 14 Python
python安装gdal的两种方法
Oct 29 #Python
pygame实现俄罗斯方块游戏(基础篇2)
Oct 29 #Python
pygame实现俄罗斯方块游戏(基础篇1)
Oct 29 #Python
pygame实现五子棋游戏
Oct 29 #Python
python多线程案例之多任务copy文件完整实例
Oct 29 #Python
jenkins配置python脚本定时任务过程图解
Oct 29 #Python
pygame实现成语填空游戏
Oct 29 #Python
You might like
PHP脚本的10个技巧(6)
2006/10/09 PHP
基于mysql的论坛(7)
2006/10/09 PHP
用PHP函数解决SQL injection
2006/12/09 PHP
php比较相似字符串的方法
2015/06/05 PHP
如何写php守护进程(Daemon)
2015/12/30 PHP
必须收藏的23个php实用代码片段
2016/02/02 PHP
php compact 通过变量创建数组
2016/11/15 PHP
php生成0~1随机小数的方法(必看)
2017/04/05 PHP
js、css、img等浏览器缓存问题的2种解决方案
2013/10/23 Javascript
jquery 按键盘上的enter事件
2014/05/11 Javascript
Jquery ajax加载等待执行结束再继续执行下面代码操作
2015/11/24 Javascript
JavaScript简单下拉菜单特效
2016/09/13 Javascript
Bootstrap select多选下拉框实现代码
2016/12/23 Javascript
Angular.js中下拉框实现渲染html的方法
2017/06/18 Javascript
js实现随机点名系统(实例讲解)
2017/10/18 Javascript
在一个页面实现两个zTree联动的方法
2017/12/20 Javascript
nodejs实现的简单web服务器功能示例
2018/03/15 NodeJs
vue translate peoject实现在线翻译功能【新手必看】
2018/06/07 Javascript
使用JS代码实现俄罗斯方块游戏
2018/08/03 Javascript
原生js实现获取form表单数据代码实例
2019/03/27 Javascript
解决vant-UI库修改样式无效的问题
2020/11/03 Javascript
python中尾递归用法实例详解
2015/04/28 Python
mac 安装python网络请求包requests方法
2018/06/13 Python
Django开发的简易留言板案例详解
2018/12/04 Python
利用python实现周期财务统计可视化
2019/08/25 Python
Python安装及Pycharm安装使用教程图解
2019/09/20 Python
TensorBoard 计算图的查看方式
2020/02/15 Python
10个python3常用排序算法详细说明与实例(快速排序,冒泡排序,桶排序,基数排序,堆排序,希尔排序,归并排序,计数排序)
2020/03/17 Python
html5之Canvas路径绘图、坐标变换应用实例
2012/12/26 HTML / CSS
伦敦哈德森鞋:Hudson Shoes
2018/02/06 全球购物
机械电子工程毕业生自荐信
2013/11/23 职场文书
新郎父亲婚宴答谢词
2014/01/11 职场文书
工程招投标邀请书
2014/01/30 职场文书
原料仓仓管员岗位职责
2014/07/08 职场文书
2014年纪检工作总结
2014/11/12 职场文书
css3中2D转换之有趣的transform形变效果
2022/02/24 HTML / CSS