俄罗斯方块, 自己基本玩的还行。
用的python的pygame模块,先画一个简单的屏幕
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import sys
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import pygame
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def main():
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pygame.init()
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screen = pygame.display.set_mode((500, 700)) # 画布大小
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pygame.display.set_caption('俄罗斯方块') # 设置标题样式
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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if __name__ == '__main__':
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main()
运行代码后情况如下:
现在是把上面画布分为两大部分,左边为游戏区,为了更直观看到方块,一齐画上方块的网格线;右边为游戏信息区,包括积分、消除行数、下一个方块提示等信息;中间用一条竖线区分开来
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import sys
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import pygame
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SIZE = 30 # 每个小方格大小
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BLOCK_HEIGHT_NUM = 20 # 游戏区高度方向方块数量
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BLOCK_WIDTH_NUM = 10 # 游戏区宽度方向方块数量
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BORDER_WIDTH = 4 # 游戏区边框分割线宽度
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BORDER_COLOR = (40, 40, 200) # 游戏区边框分割线颜色
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INFO_WIDTH = 160 # 信息区域宽度
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BG_COLOR = (60, 60, 60) # 背景色
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BLACK = (0, 0, 0) # 网格线颜色
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WIDTH = 1 # 网格线宽度
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SCREEN_WIDTH = (SIZE + WIDTH) * BLOCK_WIDTH_NUM + WIDTH + BORDER_WIDTH + INFO_WIDTH # 游戏屏幕的宽
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SCREEN_HEIGHT = (SIZE + WIDTH) * BLOCK_HEIGHT_NUM # 游戏屏幕的高
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# 将文字划到画布上指定位置
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def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
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imgText = font.render(text, True, fcolor)
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screen.blit(imgText, (x, y))
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def main():
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pygame.init()
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption('俄罗斯方块')
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font1 = pygame.font.SysFont('SimHei', 24) # 黑体24
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font1_width, font1_height = font1.size('得分:') # 字体高度
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font1_height= int(font1_height)
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font_pos_x = SCREEN_WIDTH - INFO_WIDTH + 10 # 右侧信息显示区域字体位置的X坐标
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score = 0 # 得分
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removes = 0 # 消除行数
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orispeed = 0.5 # 原始速度
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speed = orispeed # 当前速度
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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# 填充背景色
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screen.fill(BG_COLOR)
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# 画游戏区域分隔线
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pygame.draw.line(screen, BORDER_COLOR,
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((SIZE + WIDTH) * BLOCK_WIDTH_NUM + BORDER_WIDTH // 2, 0),
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((SIZE + WIDTH) * BLOCK_WIDTH_NUM + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)
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# 画网格线 竖线
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for x in range(BLOCK_WIDTH_NUM+1):
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pygame.draw.line(screen, BLACK, (x * (SIZE + WIDTH), 0), (x * (SIZE + WIDTH), SCREEN_HEIGHT), 1)
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# 画网格线 横线
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for y in range(BLOCK_HEIGHT_NUM+1):
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pygame.draw.line(screen, BLACK, (0, y * (SIZE + WIDTH)), (BLOCK_WIDTH_NUM * (SIZE + WIDTH), y * (SIZE + WIDTH)), 1)
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print_text(screen, font1, font_pos_x, 10, f'得分: ')
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print_text(screen, font1, font_pos_x + SIZE, 10 + font1_height + 6, f'{score}')
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print_text(screen, font1, font_pos_x, 20 + (font1_height + 6) * 2, f'行数: ')
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print_text(screen, font1, font_pos_x + SIZE, 20 + (font1_height + 6) * 3, f'{removes}')
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print_text(screen, font1, font_pos_x, 30 + (font1_height + 6) * 4, f'速度: ')
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print_text(screen, font1, font_pos_x + SIZE, 30 + (font1_height + 6) * 5, f'{score // 10000}')
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print_text(screen, font1, font_pos_x, 40 + (font1_height + 6) * 6, f'下一个:')
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pygame.display.flip()
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if __name__ == '__main__':
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main()
现在运行后的效果如下:
接下来就是各种方块的绘制了
先统计方块种类,分别有 T 型、L 型、J 型、I 型、Z 型、S 型、正方形,网上找的block模块直接拿来用
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import random
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from collections import namedtuple
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Point = namedtuple('Point', 'X Y')
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Shape = namedtuple('Shape', 'X Y Width Height')
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Block = namedtuple('Block', 'template start_pos end_pos name next')
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# 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
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# 其实要实现这个功能,只需要固定左上角的坐标就可以了
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# S形方块
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S_BLOCK = [Block(['.OO',
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'OO.',
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'...'], Point(0, 0), Point(2, 1), 'S', 1),
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Block(['O..',
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'OO.',
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'.O.'], Point(0, 0), Point(1, 2), 'S', 0)]
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# Z形方块
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Z_BLOCK = [Block(['OO.',
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'.OO',
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'...'], Point(0, 0), Point(2, 1), 'Z', 1),
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Block(['.O.',
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'OO.',
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'O..'], Point(0, 0), Point(1, 2), 'Z', 0)]
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# I型方块
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I_BLOCK = [Block(['.O..',
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'.O..',
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'.O..',
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'.O..'], Point(1, 0), Point(1, 3), 'I', 1),
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Block(['....',
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'....',
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'OOOO',
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'....'], Point(0, 2), Point(3, 2), 'I', 0)]
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# O型方块
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O_BLOCK = [Block(['OO',
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'OO'], Point(0, 0), Point(1, 1), 'O', 0)]
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# J型方块
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J_BLOCK = [Block(['O..',
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'OOO',
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'...'], Point(0, 0), Point(2, 1), 'J', 1),
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Block(['.OO',
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'.O.',
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'.O.'], Point(1, 0), Point(2, 2), 'J', 2),
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Block(['...',
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'OOO',
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'..O'], Point(0, 1), Point(2, 2), 'J', 3),
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Block(['.O.',
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'.O.',
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'OO.'], Point(0, 0), Point(1, 2), 'J', 0)]
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# L型方块
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L_BLOCK = [Block(['..O',
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'OOO',
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'...'], Point(0, 0), Point(2, 1), 'L', 1),
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Block(['.O.',
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'.O.',
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'.OO'], Point(1, 0), Point(2, 2), 'L', 2),
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Block(['...',
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'OOO',
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'O..'], Point(0, 1), Point(2, 2), 'L', 3),
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Block(['OO.',
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'.O.',
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'.O.'], Point(0, 0), Point(1, 2), 'L', 0)]
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# T型方块
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T_BLOCK = [Block(['.O.',
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'OOO',
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'...'], Point(0, 0), Point(2, 1), 'T', 1),
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Block(['.O.',
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'.OO',
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'.O.'], Point(1, 0), Point(2, 2), 'T', 2),
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Block(['...',
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'OOO',
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'.O.'], Point(0, 1), Point(2, 2), 'T', 3),
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Block(['.O.',
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'OO.',
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'.O.'], Point(0, 0), Point(1, 2), 'T', 0)]
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BLOCKS = {'O': O_BLOCK,
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'I': I_BLOCK,
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'Z': Z_BLOCK,
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'T': T_BLOCK,
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'L': L_BLOCK,
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'S': S_BLOCK,
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'J': J_BLOCK}
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def get_block():
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block_name = random.choice('OIZTLSJ')
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b = BLOCKS[block_name]
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idx = random.randint(0, len(b) - 1)
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return b[idx]
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def get_next_block(block):
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b = BLOCKS[block.name]
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return b[block.next]
现在加载block模块, 画下一个提示的方块及绘制一个下落的方块(发现上面那个网格线1的宽度可以不用特意计算)
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import sys
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import pygame
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import blocks
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import time
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SIZE = 30 # 每个小方格大小
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BLOCK_HEIGHT_NUM = 20 # 游戏区高度方向方块数量
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BLOCK_WIDTH_NUM = 10 # 游戏区宽度方向方块数量
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BORDER_WIDTH = 4 # 游戏区边框分割线宽度
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BORDER_COLOR = (40, 40, 200) # 游戏区边框分割线颜色
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INFO_WIDTH = 160 # 信息区域宽度
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BG_COLOR = (60, 60, 60) # 背景色
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BLACK = (0, 0, 0) # 网格线颜色
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WIDTH = 1 # 网格线宽度
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SCREEN_WIDTH = SIZE * BLOCK_WIDTH_NUM + BORDER_WIDTH + INFO_WIDTH # 游戏屏幕的宽
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SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT_NUM # 游戏屏幕的高
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# 将文字划到画布上指定位置
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def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
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imgText = font.render(text, True, fcolor)
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screen.blit(imgText, (x, y))
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def main():
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pygame.init()
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption('俄罗斯方块')
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font1 = pygame.font.SysFont('SimHei', 24) # 黑体24
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font1_width, font1_height = font1.size('得分:') # 字体高度
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font1_height= int(font1_height)
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font_pos_x = SCREEN_WIDTH - INFO_WIDTH + 10 # 右侧信息显示区域字体位置的X坐标
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score = 0 # 得分
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removes = 0 # 消除行数
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orispeed = 0.5 # 原始速度
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speed = orispeed # 当前速度
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cur_block = None # 当前下落方块
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cur_pos_x, cur_pos_y = 0, 0
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next_block = None # 下一个方块
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block_color = (20, 128, 200) # 方块颜色
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last_drop_time = 0
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_RETURN:
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cur_block = blocks.get_block()
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next_block = blocks.get_block()
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cur_pos_x, cur_pos_y = (BLOCK_WIDTH_NUM - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
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-
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# 填充背景色
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screen.fill(BG_COLOR)
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# 画游戏区域分隔线
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pygame.draw.line(screen, BORDER_COLOR,
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(SIZE * BLOCK_WIDTH_NUM + BORDER_WIDTH // 2, 0),
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(SIZE * BLOCK_WIDTH_NUM + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)
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# 画网格线 竖线
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for x in range(BLOCK_WIDTH_NUM+1):
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pygame.draw.line(screen, BLACK, (x * SIZE, 0), (x * SIZE, SCREEN_HEIGHT), 1)
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# 画网格线 横线
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for y in range(BLOCK_HEIGHT_NUM+1):
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pygame.draw.line(screen, BLACK, (0, y * SIZE), (BLOCK_WIDTH_NUM * SIZE, y * SIZE), 1)
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# 画当前下落方块
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if cur_block:
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for i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
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for j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1):
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if cur_block.template[i][j] != '.':
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pygame.draw.rect(screen, block_color,
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((cur_pos_x + j) * SIZE, (cur_pos_y + i) * SIZE, SIZE, SIZE),
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0)
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cur_drop_time = time.time()
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if cur_block and cur_drop_time - last_drop_time > speed:
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last_drop_time = cur_drop_time
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cur_pos_y += 1
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print_text(screen, font1, font_pos_x, 10, f'得分: ')
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print_text(screen, font1, font_pos_x + SIZE, 10 + font1_height + 6, f'{score}')
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print_text(screen, font1, font_pos_x, 20 + (font1_height + 6) * 2, f'行数: ')
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print_text(screen, font1, font_pos_x + SIZE, 20 + (font1_height + 6) * 3, f'{removes}')
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print_text(screen, font1, font_pos_x, 30 + (font1_height + 6) * 4, f'速度: ')
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print_text(screen, font1, font_pos_x + SIZE, 30 + (font1_height + 6) * 5, f'{score // 10000}')
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print_text(screen, font1, font_pos_x, 40 + (font1_height + 6) * 6, f'下一个:')
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if next_block:
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next_block_y = 40 + (font1_height + 6) * 7
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for i in range(next_block.start_pos.Y, next_block.end_pos.Y + 1):
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for j in range(next_block.start_pos.X, next_block.end_pos.X + 1):
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if next_block.template[i][j] != '.':
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pygame.draw.rect(screen, block_color, (font_pos_x + j * SIZE, next_block_y + i * SIZE, SIZE, SIZE), 0)
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pygame.display.flip()
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if __name__ == '__main__':
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main()
现在运行后, 方块显示出来了, 并且有当前的方块会下落,添加左右按键控制当前方块的左右移动,并考虑到方块不能移出游戏边界及到底要停靠,加上初步的判断条件
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import sys
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import pygame
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import blocks
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import time
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SIZE = 30 # 每个小方格大小
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BLOCK_HEIGHT_NUM = 20 # 游戏区高度方向方块数量
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BLOCK_WIDTH_NUM = 10 # 游戏区宽度方向方块数量
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BORDER_WIDTH = 4 # 游戏区边框分割线宽度
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BORDER_COLOR = (40, 40, 200) # 游戏区边框分割线颜色
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INFO_WIDTH = 160 # 信息区域宽度
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BG_COLOR = (60, 60, 60) # 背景色
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BLACK = (0, 0, 0) # 网格线颜色
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WIDTH = 1 # 网格线宽度
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SCREEN_WIDTH = SIZE * BLOCK_WIDTH_NUM + BORDER_WIDTH + INFO_WIDTH # 游戏屏幕的宽
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SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT_NUM # 游戏屏幕的高
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# 将文字划到画布上指定位置
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def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
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imgText = font.render(text, True, fcolor)
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screen.blit(imgText, (x, y))
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-
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def main():
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pygame.init()
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption('俄罗斯方块')
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font1 = pygame.font.SysFont('SimHei', 24) # 黑体24
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font1_width, font1_height = font1.size('得分:') # 字体高度
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font1_height= int(font1_height)
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font_pos_x = SCREEN_WIDTH - INFO_WIDTH + 10 # 右侧信息显示区域字体位置的X坐标
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score = 0 # 得分
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removes = 0 # 消除行数
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orispeed = 0.5 # 原始速度
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speed = orispeed # 当前速度
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cur_block = None # 当前下落方块
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cur_pos_x, cur_pos_y = 0, 0
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next_block = None # 下一个方块
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block_color = (20, 128, 200) # 方块颜色
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last_press_time = 0
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last_drop_time = 0
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def _judge(pos_x, pos_y, block):
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if pos_y + block.end_pos.Y >= BLOCK_HEIGHT_NUM: #不能超越下边界
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return False
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return True
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_RETURN:
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cur_block = blocks.get_block()
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next_block = blocks.get_block()
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cur_pos_x, cur_pos_y = (BLOCK_WIDTH_NUM - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
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if cur_block and time.time() - last_press_time > 0.1:
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last_press_time = time.time()
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if cur_pos_x > - cur_block.start_pos.X:
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if _judge(cur_pos_x - 1, cur_pos_y, cur_block):
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cur_pos_x -= 1
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if event.key == pygame.K_RIGHT:
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if cur_block and time.time() - last_press_time > 0.1:
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last_press_time = time.time()
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if cur_pos_x + cur_block.end_pos.X + 1 < BLOCK_WIDTH_NUM:
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if _judge(cur_pos_x + 1, cur_pos_y, cur_block):
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cur_pos_x += 1
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# 填充背景色
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screen.fill(BG_COLOR)
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# 画游戏区域分隔线
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pygame.draw.line(screen, BORDER_COLOR,
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(SIZE * BLOCK_WIDTH_NUM + BORDER_WIDTH // 2, 0),
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(SIZE * BLOCK_WIDTH_NUM + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)
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# 画网格线 竖线
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for x in range(BLOCK_WIDTH_NUM+1):
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pygame.draw.line(screen, BLACK, (x * SIZE, 0), (x * SIZE, SCREEN_HEIGHT), 1)
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# 画网格线 横线
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for y in range(BLOCK_HEIGHT_NUM+1):
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pygame.draw.line(screen, BLACK, (0, y * SIZE), (BLOCK_WIDTH_NUM * SIZE, y * SIZE), 1)
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-
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# 画当前下落方块
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if cur_block:
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for i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
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for j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1):
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if cur_block.template[i][j] != '.':
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pygame.draw.rect(screen, block_color,
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((cur_pos_x + j) * SIZE, (cur_pos_y + i) * SIZE, SIZE, SIZE),
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0)
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cur_drop_time = time.time()
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if cur_block and cur_drop_time - last_drop_time > speed:
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if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):
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pass # 下一个方块在上方显示
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else:
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last_drop_time = cur_drop_time
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cur_pos_y += 1
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print_text(screen, font1, font_pos_x, 10, f'得分: ')
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print_text(screen, font1, font_pos_x + SIZE, 10 + font1_height + 6, f'{score}')
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print_text(screen, font1, font_pos_x, 20 + (font1_height + 6) * 2, f'行数: ')
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print_text(screen, font1, font_pos_x + SIZE, 20 + (font1_height + 6) * 3, f'{removes}')
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print_text(screen, font1, font_pos_x, 30 + (font1_height + 6) * 4, f'速度: ')
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print_text(screen, font1, font_pos_x + SIZE, 30 + (font1_height + 6) * 5, f'{score // 10000}')
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print_text(screen, font1, font_pos_x, 40 + (font1_height + 6) * 6, f'下一个:')
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if next_block:
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next_block_y = 40 + (font1_height + 6) * 7
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for i in range(next_block.start_pos.Y, next_block.end_pos.Y + 1):
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for j in range(next_block.start_pos.X, next_block.end_pos.X + 1):
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if next_block.template[i][j] != '.':
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pygame.draw.rect(screen, block_color, (font_pos_x + j * SIZE, next_block_y + i * SIZE, SIZE, SIZE), 0)
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-
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pygame.display.flip()
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-
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if __name__ == '__main__':
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main()
现在运行后如下如所示:
但是现在的情况是, 当前方块下落到最底部时不会继续下落, 但是一直能左右移动,而且还未处理当前方块停靠后的下一个方块下落,这是因为对方块停靠处理方式有待完善,判断方块停靠条件,一是刚开始的时候不能一直下落掉出屏幕底部,而是当已有方块时,当前方块不能和已有方块有重叠的部分
将代码
改成
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cur_block = next_block
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next_block = blocks.get_block()
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cur_pos_x, cur_pos_y = (BLOCK_WIDTH_NUM - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
可以有下一个方块从上方继续下落, 但是未解决已停靠在最下方的方块显示的问题
新增一个游戏区的坐标变量,再将新方块生成写进一个方法,初步类似下面这样:
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import sys
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import pygame
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import blocks
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import time
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SIZE = 30 # 每个小方格大小
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BLOCK_HEIGHT_NUM = 20 # 游戏区高度方向方块数量
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BLOCK_WIDTH_NUM = 10 # 游戏区宽度方向方块数量
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BORDER_WIDTH = 4 # 游戏区边框分割线宽度
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BORDER_COLOR = (40, 40, 200) # 游戏区边框分割线颜色
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INFO_WIDTH = 160 # 信息区域宽度
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BG_COLOR = (60, 60, 60) # 背景色
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BLACK = (0, 0, 0) # 网格线颜色
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WIDTH = 1 # 网格线宽度
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SCREEN_WIDTH = SIZE * BLOCK_WIDTH_NUM + BORDER_WIDTH + INFO_WIDTH # 游戏屏幕的宽
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SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT_NUM # 游戏屏幕的高
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# 将文字划到画布上指定位置
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def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
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imgText = font.render(text, True, fcolor)
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screen.blit(imgText, (x, y))
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def main():
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pygame.init()
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption('俄罗斯方块')
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font1 = pygame.font.SysFont('SimHei', 24) # 黑体24
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font1_width, font1_height = font1.size('得分:') # 字体高度
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font1_height= int(font1_height)
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font_pos_x = SCREEN_WIDTH - INFO_WIDTH + 10 # 右侧信息显示区域字体位置的X坐标
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score = 0 # 得分
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removes = 0 # 消除行数
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orispeed = 0.5 # 原始速度
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speed = orispeed # 当前速度
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game_area = None # 整个游戏区域
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cur_block = None # 当前下落方块
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cur_pos_x, cur_pos_y = 0, 0
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next_block = None # 下一个方块
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block_color = (20, 128, 200) # 方块颜色
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last_press_time = 0
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last_drop_time = 0
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game_area = None # 整个游戏区域
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def _judge(pos_x, pos_y, block):
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if pos_y + block.end_pos.Y >= BLOCK_HEIGHT_NUM: #不能超越下边界
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return False
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return True
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def _dock():
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nonlocal cur_block, next_block, game_area, cur_pos_x, cur_pos_y
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# 记录现有方块
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for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
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for _j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1):
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if cur_block.template[_i][_j] != '.':
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game_area[cur_pos_y + _i][cur_pos_x + _j] = '0'
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cur_block = next_block
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next_block = blocks.get_block()
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cur_pos_x, cur_pos_y = (BLOCK_WIDTH_NUM - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_RETURN:
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game_area = [['.'] * BLOCK_WIDTH_NUM for _ in range(BLOCK_HEIGHT_NUM)]
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cur_block = blocks.get_block()
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next_block = blocks.get_block()
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cur_pos_x, cur_pos_y = (BLOCK_WIDTH_NUM - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
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if cur_block and time.time() - last_press_time > 0.1:
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last_press_time = time.time()
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if cur_pos_x > - cur_block.start_pos.X:
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if _judge(cur_pos_x - 1, cur_pos_y, cur_block):
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cur_pos_x -= 1
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if event.key == pygame.K_RIGHT:
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if cur_block and time.time() - last_press_time > 0.1:
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last_press_time = time.time()
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if cur_pos_x + cur_block.end_pos.X + 1 < BLOCK_WIDTH_NUM:
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if _judge(cur_pos_x + 1, cur_pos_y, cur_block):
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cur_pos_x += 1
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# 填充背景色
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screen.fill(BG_COLOR)
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# 画游戏区域分隔线
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pygame.draw.line(screen, BORDER_COLOR,
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(SIZE * BLOCK_WIDTH_NUM + BORDER_WIDTH // 2, 0),
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(SIZE * BLOCK_WIDTH_NUM + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)
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# 画网格线 竖线
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for x in range(BLOCK_WIDTH_NUM+1):
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pygame.draw.line(screen, BLACK, (x * SIZE, 0), (x * SIZE, SCREEN_HEIGHT), 1)
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# 画网格线 横线
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for y in range(BLOCK_HEIGHT_NUM+1):
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pygame.draw.line(screen, BLACK, (0, y * SIZE), (BLOCK_WIDTH_NUM * SIZE, y * SIZE), 1)
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# 画现有方块
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if game_area:
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for i, row in enumerate(game_area):
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for j, cell in enumerate(row):
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if cell != '.':
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pygame.draw.rect(screen, block_color, (j * SIZE, i * SIZE, SIZE, SIZE), 0)
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# 画当前下落方块
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if cur_block:
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for i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
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for j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1):
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if cur_block.template[i][j] != '.':
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pygame.draw.rect(screen, block_color,
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((cur_pos_x + j) * SIZE, (cur_pos_y + i) * SIZE, SIZE, SIZE),
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0)
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cur_drop_time = time.time()
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if cur_block and cur_drop_time - last_drop_time > speed:
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if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):
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_dock() # 下一个方块在上方显示
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else:
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last_drop_time = cur_drop_time
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cur_pos_y += 1
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print_text(screen, font1, font_pos_x, 10, f'得分: ')
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print_text(screen, font1, font_pos_x + SIZE, 10 + font1_height + 6, f'{score}')
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print_text(screen, font1, font_pos_x, 20 + (font1_height + 6) * 2, f'行数: ')
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print_text(screen, font1, font_pos_x + SIZE, 20 + (font1_height + 6) * 3, f'{removes}')
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print_text(screen, font1, font_pos_x, 30 + (font1_height + 6) * 4, f'速度: ')
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print_text(screen, font1, font_pos_x + SIZE, 30 + (font1_height + 6) * 5, f'{score // 10000}')
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print_text(screen, font1, font_pos_x, 40 + (font1_height + 6) * 6, f'下一个:')
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if next_block:
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next_block_y = 40 + (font1_height + 6) * 7
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for i in range(next_block.start_pos.Y, next_block.end_pos.Y + 1):
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for j in range(next_block.start_pos.X, next_block.end_pos.X + 1):
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if next_block.template[i][j] != '.':
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pygame.draw.rect(screen, block_color, (font_pos_x + j * SIZE, next_block_y + i * SIZE, SIZE, SIZE), 0)
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pygame.display.flip()
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if __name__ == '__main__':
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main()
现在可以保存下现有的停靠方块了
但是判断停靠的方法还有问题, 下落方块和已停靠的方块不能重叠穿插,故修正_judge方法:
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def _judge(pos_x, pos_y, block):
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nonlocal game_area
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if pos_y + block.end_pos.Y >= BLOCK_HEIGHT_NUM: #不能超越下边界
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return False
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for _i in range(block.start_pos.Y, block.end_pos.Y + 1): # 方块模板不能与现有方块重叠
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for _j in range(block.start_pos.X, block.end_pos.X + 1):
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if pos_y + _i >= 0 and block.template[_i][_j] != '.' and game_area[pos_y + _i][pos_x + _j] != '.':
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return False
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return True
此时已修正上面的问题
但会发现当长度方向上堆满方块后, 程序还一直在运行,此时应该结束游戏,就是不应该再生产新的方块了,故判断放在生成新方块的方法里,这你可以给生成新方块方法一个返回值,或者增加一个全局变量来告诉主循环,此时应退出循环结束程序了
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import sys
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import pygame
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import blocks
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import time
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SIZE = 30 # 每个小方格大小
-
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BLOCK_HEIGHT_NUM = 20 # 游戏区高度方向方块数量
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BLOCK_WIDTH_NUM = 10 # 游戏区宽度方向方块数量
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BORDER_WIDTH = 4 # 游戏区边框分割线宽度
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BORDER_COLOR = (40, 40, 200) # 游戏区边框分割线颜色
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INFO_WIDTH = 160 # 信息区域宽度
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BG_COLOR = (60, 60, 60) # 背景色
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BLACK = (0, 0, 0) # 网格线颜色
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WIDTH = 1 # 网格线宽度
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SCREEN_WIDTH = SIZE * BLOCK_WIDTH_NUM + BORDER_WIDTH + INFO_WIDTH # 游戏屏幕的宽
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SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT_NUM # 游戏屏幕的高
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# 将文字划到画布上指定位置
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def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
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imgText = font.render(text, True, fcolor)
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screen.blit(imgText, (x, y))
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def main():
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pygame.init()
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption('俄罗斯方块')
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font1 = pygame.font.SysFont('SimHei', 24) # 黑体24
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font1_width, font1_height = font1.size('得分:') # 字体高度
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font1_height= int(font1_height)
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font_pos_x = SCREEN_WIDTH - INFO_WIDTH + 10 # 右侧信息显示区域字体位置的X坐标
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score = 0 # 得分
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removes = 0 # 消除行数
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orispeed = 0.5 # 原始速度
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speed = orispeed # 当前速度
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game_area = None # 整个游戏区域
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cur_block = None # 当前下落方块
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cur_pos_x, cur_pos_y = 0, 0
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next_block = None # 下一个方块
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block_color = (20, 128, 200) # 方块颜色
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last_press_time = 0
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last_drop_time = 0
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game_area = None # 整个游戏区域
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game_over = True
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def _judge(pos_x, pos_y, block):
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nonlocal game_area
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if pos_y + block.end_pos.Y >= BLOCK_HEIGHT_NUM: #不能超越下边界
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return False
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for _i in range(block.start_pos.Y, block.end_pos.Y + 1): # 方块模板不能与现有方块重叠
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for _j in range(block.start_pos.X, block.end_pos.X + 1):
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if pos_y + _i >= 0 and block.template[_i][_j] != '.' and game_area[pos_y + _i][pos_x + _j] != '.':
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return False
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return True
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def _dock():
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nonlocal cur_block, next_block, game_area, cur_pos_x, cur_pos_y, game_over
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# 记录现有方块
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for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
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for _j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1):
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if cur_block.template[_i][_j] != '.':
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game_area[cur_pos_y + _i][cur_pos_x + _j] = '0'
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if cur_pos_y + cur_block.start_pos.Y <= 0:
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game_over = True
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cur_block = next_block
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next_block = blocks.get_block()
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cur_pos_x, cur_pos_y = (BLOCK_WIDTH_NUM - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_RETURN:
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if game_over:
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game_over = False
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game_area = [['.'] * BLOCK_WIDTH_NUM for _ in range(BLOCK_HEIGHT_NUM)]
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cur_block = blocks.get_block()
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next_block = blocks.get_block()
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cur_pos_x, cur_pos_y = (BLOCK_WIDTH_NUM - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
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if cur_block and time.time() - last_press_time > 0.1:
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last_press_time = time.time()
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if cur_pos_x > - cur_block.start_pos.X:
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if _judge(cur_pos_x - 1, cur_pos_y, cur_block):
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cur_pos_x -= 1
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if event.key == pygame.K_RIGHT:
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if cur_block and time.time() - last_press_time > 0.1:
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last_press_time = time.time()
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if cur_pos_x + cur_block.end_pos.X + 1 < BLOCK_WIDTH_NUM:
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if _judge(cur_pos_x + 1, cur_pos_y, cur_block):
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cur_pos_x += 1
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# 填充背景色
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screen.fill(BG_COLOR)
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# 画游戏区域分隔线
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pygame.draw.line(screen, BORDER_COLOR,
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(SIZE * BLOCK_WIDTH_NUM + BORDER_WIDTH // 2, 0),
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(SIZE * BLOCK_WIDTH_NUM + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)
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# 画网格线 竖线
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for x in range(BLOCK_WIDTH_NUM+1):
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pygame.draw.line(screen, BLACK, (x * SIZE, 0), (x * SIZE, SCREEN_HEIGHT), 1)
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# 画网格线 横线
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for y in range(BLOCK_HEIGHT_NUM+1):
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pygame.draw.line(screen, BLACK, (0, y * SIZE), (BLOCK_WIDTH_NUM * SIZE, y * SIZE), 1)
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# 画现有方块
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if game_area:
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for i, row in enumerate(game_area):
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for j, cell in enumerate(row):
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if cell != '.':
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pygame.draw.rect(screen, block_color, (j * SIZE, i * SIZE, SIZE, SIZE), 0)
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# 画当前下落方块
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if cur_block:
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for i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
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for j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1):
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if cur_block.template[i][j] != '.':
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pygame.draw.rect(screen, block_color,
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((cur_pos_x + j) * SIZE, (cur_pos_y + i) * SIZE, SIZE, SIZE),
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0)
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if not game_over:
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cur_drop_time = time.time()
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if cur_block and cur_drop_time - last_drop_time > speed:
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if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):
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_dock() # 下一个方块在上方显示
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else:
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last_drop_time = cur_drop_time
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cur_pos_y += 1
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print_text(screen, font1, font_pos_x, 10, f'得分: ')
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print_text(screen, font1, font_pos_x + SIZE, 10 + font1_height + 6, f'{score}')
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print_text(screen, font1, font_pos_x, 20 + (font1_height + 6) * 2, f'行数: ')
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print_text(screen, font1, font_pos_x + SIZE, 20 + (font1_height + 6) * 3, f'{removes}')
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print_text(screen, font1, font_pos_x, 30 + (font1_height + 6) * 4, f'速度: ')
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print_text(screen, font1, font_pos_x + SIZE, 30 + (font1_height + 6) * 5, f'{score // 10000}')
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print_text(screen, font1, font_pos_x, 40 + (font1_height + 6) * 6, f'下一个:')
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if next_block:
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next_block_y = 40 + (font1_height + 6) * 7
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for i in range(next_block.start_pos.Y, next_block.end_pos.Y + 1):
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for j in range(next_block.start_pos.X, next_block.end_pos.X + 1):
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if next_block.template[i][j] != '.':
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pygame.draw.rect(screen, block_color, (font_pos_x + j * SIZE, next_block_y + i * SIZE, SIZE, SIZE), 0)
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pygame.display.flip()
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if __name__ == '__main__':
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main()
现在的这个版本,一些基本的性能:生成方块, 方块左右移动,方块的停靠,长度方向上堆满游戏结束等已经完成
现在加上上键是改变方块形状的功能, 只需在event的for循环中对按下按键事件增加一个上键按钮的判断就好了
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elif event.key in (pygame.K_w, pygame.K_UP):
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if 0 <= cur_pos_x <= BLOCK_WIDTH_NUM - len(cur_block.template[0]):
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_next_block = blocks.get_next_block(cur_block)
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if _judge(cur_pos_x, cur_pos_y, _next_block):
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cur_block = _next_block
接下来就是对满行的方格进行消除,优化_dock方法, 在判断完垂直方向还有空间游戏未结束后,判断是否有满行的方格可以消除
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else:
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# 计算消除
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remove_idxs = []
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for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
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if all(_x == '0' for _x in game_area[cur_pos_y + _i]):
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remove_idxs.append(cur_pos_y + _i)
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if remove_idxs:
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# 消除
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_i = _j = remove_idxs[-1]
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while _i >= 0:
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while _j in remove_idxs:
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_j -= 1
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if _j < 0:
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game_area[_i] = ['.'] * BLOCK_WIDTH
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else:
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game_area[_i] = game_area[_j]
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_i -= 1
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_j -= 1
到这里基本能玩起来了, 最后做细节优化,增加下键可以加快下落速度,增加暂停功能,增加直落功能, 增加信息面板的一些信息等等,下面是最终版本
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import sys
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import pygame
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import blocks
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import time
-
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SIZE = 30 # 每个小方格大小
-
-
BLOCK_HEIGHT_NUM = 20 # 游戏区高度方向方块数量
-
BLOCK_WIDTH_NUM = 10 # 游戏区宽度方向方块数量
-
-
BORDER_WIDTH = 4 # 游戏区边框分割线宽度
-
BORDER_COLOR = (40, 40, 200) # 游戏区边框分割线颜色
-
-
INFO_WIDTH = 160 # 信息区域宽度
-
-
BG_COLOR = (60, 60, 60) # 背景色
-
-
BLACK = (0, 0, 0) # 网格线颜色
-
WIDTH = 1 # 网格线宽度
-
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SCREEN_WIDTH = SIZE * BLOCK_WIDTH_NUM + BORDER_WIDTH + INFO_WIDTH # 游戏屏幕的宽
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SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT_NUM # 游戏屏幕的高
-
-
-
# 将文字划到画布上指定位置
-
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():
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pygame.init()
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption('俄罗斯方块')
-
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font1 = pygame.font.SysFont('SimHei', 24) # 黑体24
-
font1_width, font1_height = font1.size('得分:') # 字体高度
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font1_height= int(font1_height)
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font_pos_x = SCREEN_WIDTH - INFO_WIDTH + 10 # 右侧信息显示区域字体位置的X坐标
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fontgg = pygame.font.Font(None, 72)
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gameover_size = fontgg.size('GAME OVER')
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score = 0 # 得分
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removes = 0 # 消除行数
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orispeed = 0.5 # 原始速度
-
speed = orispeed # 当前速度
-
-
game_area = None # 整个游戏区域
-
-
cur_block = None # 当前下落方块
-
cur_pos_x, cur_pos_y = 0, 0
-
next_block = None # 下一个方块
-
block_color = (20, 128, 200) # 方块颜色
-
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last_press_time = 0
-
last_drop_time = 0
-
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game_area = None # 整个游戏区域
-
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game_over = True
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pause = False # 暂停
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start = False # 是否开始,开始游戏后game_over为True游戏就是真正结束
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last_drop_time = None # 上次下落时间
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last_press_time = None # 上次按键时间
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last_key_down = False
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def _judge(pos_x, pos_y, block):
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nonlocal game_area
-
if pos_y + block.end_pos.Y >= BLOCK_HEIGHT_NUM: #不能超越下边界
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return False
-
for _i in range(block.start_pos.Y, block.end_pos.Y + 1): # 方块模板不能与现有方块重叠
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for _j in range(block.start_pos.X, block.end_pos.X + 1):
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if pos_y + _i >= 0 and block.template[_i][_j] != '.' and game_area[pos_y + _i][pos_x + _j] != '.':
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return False
-
return True
-
-
-
def _dock():
-
nonlocal cur_block, next_block, game_area, cur_pos_x, cur_pos_y, game_over, score, speed, removes
-
-
# 记录现有方块
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for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
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for _j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1):
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if cur_block.template[_i][_j] != '.':
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game_area[cur_pos_y + _i][cur_pos_x + _j] = '0'
-
-
if cur_pos_y + cur_block.start_pos.Y <= 0:
-
game_over = True
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else:
-
# 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)
-
removes += remove_count;
-
if remove_count == 1:
-
score += 100
-
elif remove_count == 2:
-
score += 300
-
elif remove_count == 3:
-
score += 700
-
elif remove_count == 4:
-
score += 1500
-
speed = orispeed - 0.03 * (score // 10000)
-
# 消除
-
_i = _j = remove_idxs[-1]
-
while _i >= 0:
-
while _j in remove_idxs:
-
_j -= 1
-
if _j < 0:
-
game_area[_i] = ['.'] * BLOCK_WIDTH_NUM
-
else:
-
game_area[_i] = game_area[_j]
-
_i -= 1
-
_j -= 1
-
-
cur_block = next_block
-
next_block = blocks.get_block()
-
cur_pos_x, cur_pos_y = (BLOCK_WIDTH_NUM - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
-
-
while True:
-
for event in pygame.event.get():
-
if event.type == pygame.QUIT:
-
pygame.quit()
-
sys.exit()
-
elif event.type == pygame.KEYDOWN:
-
if event.key == pygame.K_RETURN:
-
last_key_down = False
-
if game_over:
-
game_over = False
-
start = True
-
score = 0
-
speed = orispeed
-
removes = 0
-
last_drop_time = time.time()
-
last_press_time = time.time()
-
game_area = [['.'] * BLOCK_WIDTH_NUM for _ in range(BLOCK_HEIGHT_NUM)]
-
cur_block = blocks.get_block()
-
next_block = blocks.get_block()
-
cur_pos_x, cur_pos_y = (BLOCK_WIDTH_NUM - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
-
else:
-
pause = not pause
-
elif event.key in (pygame.K_w, pygame.K_UP):
-
last_key_down = False
-
if 0 <= cur_pos_x <= BLOCK_WIDTH_NUM - 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_block
-
elif event.key == pygame.K_SPACE:
-
if not last_key_down or time.time() - last_press_time > 0.2 : # 连续两字短时间按键触发
-
last_press_time = time.time()
-
last_key_down = True
-
while _judge(cur_pos_x, cur_pos_y + 1, cur_block):
-
cur_pos_y += 1
-
last_drop_time = time.time()
-
else:
-
_dock()
-
-
if event.type == pygame.KEYDOWN:
-
if event.key == pygame.K_LEFT:
-
last_key_down = False
-
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 -= 1
-
if event.key == pygame.K_RIGHT:
-
last_key_down = False
-
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.end_pos.X + 1 < BLOCK_WIDTH_NUM:
-
if _judge(cur_pos_x + 1, cur_pos_y, cur_block):
-
cur_pos_x += 1
-
if event.key == pygame.K_DOWN:
-
last_key_down = False
-
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
-
# 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_NUM + BORDER_WIDTH // 2, 0),
-
(SIZE * BLOCK_WIDTH_NUM + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)
-
-
# 画现有方块
-
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)
-
-
# 画网格线 竖线
-
for x in range(BLOCK_WIDTH_NUM+1):
-
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_NUM+1):
-
pygame.draw.line(screen, BLACK, (0, y * SIZE), (BLOCK_WIDTH_NUM * SIZE, y * SIZE), 1)
-
-
# 画当前下落方块
-
if cur_block:
-
for 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] != '.':
-
pygame.draw.rect(screen, block_color,
-
((cur_pos_x + j) * SIZE, (cur_pos_y + i) * SIZE, SIZE, SIZE),
-
0)
-
if not game_over:
-
cur_drop_time = time.time()
-
if cur_drop_time - last_drop_time > speed:
-
if not pause:
-
if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):
-
_dock()
-
else:
-
last_drop_time = cur_drop_time
-
cur_pos_y += 1
-
else:
-
if start:
-
print_text(screen, fontgg,
-
(SCREEN_WIDTH - gameover_size[0]) // 2, (SCREEN_HEIGHT - gameover_size[1]) // 2,
-
'GAME OVER', (200, 30, 30))
-
-
print_text(screen, font1, font_pos_x, 10, f'得分: ')
-
print_text(screen, font1, font_pos_x + SIZE, 10 + font1_height + 6, f'{score}')
-
print_text(screen, font1, font_pos_x, 20 + (font1_height + 6) * 2, f'行数: ')
-
print_text(screen, font1, font_pos_x + SIZE, 20 + (font1_height + 6) * 3, f'{removes}')
-
print_text(screen, font1, font_pos_x, 30 + (font1_height + 6) * 4, f'速度: ')
-
print_text(screen, font1, font_pos_x + SIZE, 30 + (font1_height + 6) * 5, f'{score // 10000}')
-
print_text(screen, font1, font_pos_x, 40 + (font1_height + 6) * 6, f'下一个:')
-
-
if next_block:
-
next_block_y = 40 + (font1_height + 6) * 7
-
for i in range(next_block.start_pos.Y, next_block.end_pos.Y + 1):
-
for j in range(next_block.start_pos.X, next_block.end_pos.X + 1):
-
if next_block.template[i][j] != '.':
-
pygame.draw.rect(screen, block_color, (font_pos_x + j * SIZE, next_block_y + i * SIZE, SIZE, SIZE), 0)
-
-
-
pygame.display.flip()
-
-
-
if __name__ == '__main__':
-
main()
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