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pygame實現(xiàn)俄羅斯方塊游戲(基礎篇2)

 更新時間:2019年10月29日 11:47:05   作者:冰風漫天  
這篇文章主要為大家介紹了pygame實現(xiàn)俄羅斯方塊游戲基礎的第2篇,文中示例代碼介紹的非常詳細,具有一定的參考價值,感興趣的小伙伴們可以參考一下

接上章《pygame實現(xiàn)俄羅斯方塊游戲(基礎篇1)》繼續(xù)寫俄羅斯方塊游戲

五、計算方塊之間的碰撞

在Panel類里增加函數(shù)

def check_overlap(self, diffx, diffy):
 for x,y in self.moving_block.get_rect_arr():
  for rx,ry in self.rect_arr:
  if x+diffx==rx and y+diffy==ry:
   return True
 return False

修改move_block函數(shù)的判斷,增加check_overlap函數(shù)檢測

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)
 else:
  self.add_block(self.moving_block)
  self.create_move_block()

現(xiàn)在的效果是方塊可以堆疊了

六、鍵盤控制左右移動

導入變量

from pygame.locals import KEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN

Panel類里增加一個控制移動方塊的函數(shù)

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)

鼠標事件監(jiān)聽處做下鍵盤的響應

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: pass # 變形過會實現(xiàn)
  if event.key == K_DOWN: main_panel.control_block(0,1)

由于Block類的can_move函數(shù)沒有實現(xiàn)左右移動的判斷,所以需要再對can_move
增加左右邊界的處理

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

現(xiàn)在,左右的移動也正常了,效果圖如下

貼下目前的代碼

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

class Panel(object): # 用于繪制整個游戲窗口的版面
 rect_arr=[] # 已經(jīng)落底下的方塊
 moving_block=None # 正在落下的方塊
 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 rect in block.get_rect_arr():
  self.rect_arr.append(rect)

 def create_move_block(self):
 block = create_block()
 block.move(5-2,-2) # 方塊挪到中間 
 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 rx,ry in self.rect_arr:
  if x+diffx==rx and y+diffy==ry:
   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 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)
 else:
  self.add_block(self.moving_block)
  self.create_move_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) # 用一個粗線段來填充背景
 
 # 繪制已經(jīng)落底下的方塊
 bz=self._block_size
 for rect in self.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)
 
 # 繪制正在落下的方塊
 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)


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

 def get_rect_arr(self): # 用于獲取方塊種的四個矩形列表
 return self.rect_arr

 def move(self,xdiff,ydiff): # 用于移動方塊的方法
 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

class LongBlock(Block):
 def __init__(self, n=None): # 兩種形態(tài)
 super(LongBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.rect_arr=[(1,0),(1,1),(1,2),(1,3)] if n==0 else [(0,2),(1,2),(2,2),(3,2)]

class SquareBlock(Block): # 一種形態(tài)
 def __init__(self, n=None):
 super(SquareBlock, self).__init__()
 self.rect_arr=[(1,1),(1,2),(2,1),(2,2)]


class ZBlock(Block): # 兩種形態(tài)
 def __init__(self, n=None):
 super(ZBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.rect_arr=[(2,0),(2,1),(1,1),(1,2)] if n==0 else [(0,1),(1,1),(1,2),(2,2)]

class SBlock(Block): # 兩種形態(tài)
 def __init__(self, n=None):
 super(SBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.rect_arr=[(1,0),(1,1),(2,1),(2,2)] if n==0 else [(0,2),(1,2),(1,1),(2,1)]

class LBlock(Block): # 四種形態(tài)
 def __init__(self, n=None):
 super(LBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 if n==0: self.rect_arr=[(1,0),(1,1),(1,2),(2,2)]
 elif n==1: self.rect_arr=[(0,1),(1,1),(2,1),(0,2)]
 elif n==2: self.rect_arr=[(0,0),(1,0),(1,1),(1,2)]
 else: self.rect_arr=[(0,1),(1,1),(2,1),(2,0)]

class JBlock(Block): # 四種形態(tài)
 def __init__(self, n=None):
 super(JBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 if n==0: self.rect_arr=[(1,0),(1,1),(1,2),(0,2)]
 elif n==1: self.rect_arr=[(0,1),(1,1),(2,1),(0,0)]
 elif n==2: self.rect_arr=[(2,0),(1,0),(1,1),(1,2)]
 else: self.rect_arr=[(0,1),(1,1),(2,1),(2,2)]

class TBlock(Block): # 四種形態(tài)
 def __init__(self, n=None):
 super(TBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 if n==0: self.rect_arr=[(0,1),(1,1),(2,1),(1,2)]
 elif n==1: self.rect_arr=[(1,0),(1,1),(1,2),(0,1)]
 elif n==2: self.rect_arr=[(0,1),(1,1),(2,1),(1,0)]
 else: self.rect_arr=[(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)) #設置窗口長寬
 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 # 移動一次蛇頭的事件,單位毫秒
 ticks = pygame.time.get_ticks() + diff_ticks

 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: pass # 變形過會實現(xiàn)
  if event.key == K_DOWN: main_panel.control_block(0,1)
 
 screen.fill((100,100,100)) # 將界面設置為灰色
 main_panel.paint() # 主面盤繪制

 pygame.display.update() # 必須調用update才能看到繪圖顯示

 if pygame.time.get_ticks() >= ticks:
  ticks+=diff_ticks
  main_panel.move_block()

run()

七、控制變形

變形的實現(xiàn),我們對每個方塊子類的初始化函數(shù)稍作修改,將獲取形狀做一個獨立的get_shape函數(shù),并且給每個子類增加一個變量用于記錄當前形態(tài)id,用一個變量用于標識每種方塊的形態(tài)數(shù)量,以T型為例,修改后代碼如下

class TBlock(Block): # 四種形態(tài)
 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()

 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)]

這樣我們在Block父類里可以加一個change函數(shù),用于變換至下一形態(tài),由于變化時要保持原來的移動位置,我們增加sx,sy兩個變量將方塊移動過的位置存著,便于在變化時使用

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

 def get_rect_arr(self): # 用于獲取方塊種的四個矩形列表
 return self.rect_arr

 def move(self,xdiff,ydiff): # 用于移動方塊的方法
 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 # 下一形態(tài)
 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: # 變形不能超出左右邊界
  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

在Panel類里的再增加一個change函數(shù),直接調用moving_block的change

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): # 變形不能造成方塊重疊
  self.moving_block.rect_arr=new_arr

最后將key_up事件的響應加入change_block的調用就好了

if event.key == K_UP: main_panel.change_block()

現(xiàn)在已經(jīng)實現(xiàn)了,變形和移動了,方塊基本可以正常下落了

八、方塊的消除

這個計算主要是處理Panel類的rect_arr,如果數(shù)組中出現(xiàn)某一行有10個就符合消除條件,為簡化計算,我們將這些矩形按y值存到一個數(shù)組中,便于計算

 def check_clear(self):
 tmp_arr = [[] for i in range(20)]
 # 先將方塊按行存入數(shù)組
 for x,y in self.rect_arr:
  if y<0: return
  tmp_arr[y].append([x,y])

 clear_num=0
 clear_lines=set([])
 y_clear_diff_arr=[[] for i in range(20)]
 # 從下往上計算可以消除的行,并記錄消除行后其他行的向下偏移數(shù)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=[]
  # 跳過移除行,并將其他行做偏移
  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 x,y in tmp_row:
   new_arr.append([x,y+y_clear_diff])
  
  self.rect_arr = new_arr

在Panel的move_block處增加check_clear的調用

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)
 else:
  self.add_block(self.moving_block)
  self.check_clear()
  self.create_move_block()

現(xiàn)在游戲可以消除方塊了

九、增加空格鍵使快速落下

快速落下可以快速調用Panel的move_block函數(shù),我們在move_block函數(shù)增加一個返回值,用于標記使正常下移還是移到底部后新的方塊   

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()
  self.create_move_block()
  return 2

在鍵盤響應處增加鍵盤處理

if event.key == K_SPACE:
  while main_panel.move_block()==1: 
   pass

十、增加游戲結束判斷

游戲結束同樣可以在Panel類的move_block中處理,如果一個方塊到底,并且消除進行后,發(fā)現(xiàn)有方塊的y值小于0,那么一定是失敗了
修改Panel類的move_block函數(shù)

 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 x,y in self.rect_arr:
  if y<0: return 9 # 游戲失敗
  self.create_move_block()
  return 2

增加一個變量記錄游戲狀態(tài)

game_state = 1 # 游戲狀態(tài)1.表示正常 2.表示失敗

計時器處修改程序

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

鼠標鍵盤響應空格鍵中也增加一下判斷

 if event.key == K_SPACE:
    flag = main_panel.move_block()
    while flag==1: 
     flag = main_panel.move_block()
    if flag == 9: game_state = 2

最后增加游戲結束文字的繪制

 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))

好了,現(xiàn)在會提示游戲結束了

最后附下目前的完整代碼

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

class Panel(object): # 用于繪制整個游戲窗口的版面
 rect_arr=[] # 已經(jīng)落底下的方塊
 moving_block=None # 正在落下的方塊
 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 rect in block.get_rect_arr():
  self.rect_arr.append(rect)

 def create_move_block(self):
 block = create_block()
 block.move(5-2,-2) # 方塊挪到中間 
 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 rx,ry in self.rect_arr:
  if x+diffx==rx and y+diffy==ry:
   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): # 變形不能造成方塊重疊
  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 x,y in self.rect_arr:
  if y<0: return 9 # 游戲失敗
  self.create_move_block()
  return 2

 def check_clear(self):
 tmp_arr = [[] for i in range(20)]
 # 先將方塊按行存入數(shù)組
 for x,y in self.rect_arr:
  if y<0: return
  tmp_arr[y].append([x,y])

 clear_num=0
 clear_lines=set([])
 y_clear_diff_arr=[[] for i in range(20)]
 # 從下往上計算可以消除的行,并記錄消除行后其他行的向下偏移數(shù)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=[]
  # 跳過移除行,并將其他行做偏移
  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 x,y in tmp_row:
   new_arr.append([x,y+y_clear_diff])
  
  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) # 用一個粗線段來填充背景
 
 # 繪制已經(jīng)落底下的方塊
 bz=self._block_size
 for rect in self.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)
 
 # 繪制正在落下的方塊
 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)


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

 def get_rect_arr(self): # 用于獲取方塊種的四個矩形列表
 return self.rect_arr

 def move(self,xdiff,ydiff): # 用于移動方塊的方法
 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 # 下一形態(tài)
 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: # 變形不能超出左右邊界
  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): # 兩種形態(tài)
 super(LongBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()

 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): # 一種形態(tài)
 shape_id=0
 shape_num=1
 def __init__(self, n=None):
 super(SquareBlock, self).__init__()
 self.rect_arr=self.get_shape()

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

class ZBlock(Block): # 兩種形態(tài)
 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()

 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): # 兩種形態(tài)
 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()

 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): # 四種形態(tài)
 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()

 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): # 四種形態(tài)
 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()

 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): # 四種形態(tài)
 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()

 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)) #設置窗口長寬
 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 # 移動一次蛇頭的事件,單位毫秒
 ticks = pygame.time.get_ticks() + diff_ticks

 game_state = 1 # 游戲狀態(tài)1.表示正常 2.表示失敗
 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)) # 將界面設置為灰色
 main_panel.paint() # 主面盤繪制

 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() # 必須調用update才能看到繪圖顯示

 if game_state == 1 and pygame.time.get_ticks() >= ticks:
  ticks+=diff_ticks
  if main_panel.move_block()==9: game_state = 2 # 游戲結束

run()

今天先寫到這,下章繼續(xù)

以上就是本文的全部內(nèi)容,希望對大家的學習有所幫助,也希望大家多多支持腳本之家。

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