帮我用python写一个俄罗斯方块游戏

时间: 2023-08-20 13:59:26 浏览: 19
当然可以帮你写一个俄罗斯方块游戏!以下是一个简单的示例代码: ```python import pygame import random # 初始化游戏 pygame.init() # 设置游戏窗口的宽度和高度 window_width = 800 window_height = 600 # 设置方块大小和边框宽度 block_size = 30 border_width = 5 # 设置游戏区域的宽度和高度 game_width = 10 game_height = 20 # 设置游戏窗口的大小 window = pygame.display.set_mode((window_width, window_height)) pygame.display.set_caption("俄罗斯方块") # 定义颜色 BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 0, 255) CYAN = (0, 255, 255) MAGENTA = (255, 0, 255) YELLOW = (255, 255, 0) ORANGE = (255, 165, 0) # 定义各种形状的方块 shapes = [ [[1, 1, 1, 1]], [[1, 1], [1, 1]], [[1, 1, 0], [0, 1, 1]], [[0, 1, 1], [1, 1, 0]], [[1, 1, 1], [0, 1, 0]], [[1, 1, 1], [1, 0, 0]], [[1, 1, 1], [0, 0, 1]] ] # 定义方块的颜色 colors = [CYAN, YELLOW, MAGENTA, GREEN, BLUE, ORANGE, RED] # 初始化游戏区域 game_area = [[0] * game_width for _ in range(game_height)] def draw_block(x, y, color): pygame.draw.rect(window, color, (x * block_size + border_width, y * block_size + border_width, block_size - border_width * 2, block_size - border_width * 2)) def draw_game_area(): for y in range(game_height): for x in range(game_width): if game_area[y][x] != 0: draw_block(x, y, colors[game_area[y][x] - 1]) def check_collision(x, y, shape): for row in range(len(shape)): for col in range(len(shape[row])): if shape[row][col] and (x + col < 0 or x + col >= game_width or y + row >= game_height or game_area[y + row][x + col] != 0): return True return False def rotate_shape(shape): return list(zip(*reversed(shape))) def clear_lines(): lines = [] for row in range(game_height): if all(game_area[row]): lines.append(row) for line in lines: del game_area[line] game_area.insert(0, [0] * game_width) return len(lines) def draw_text(text, font_size, x, y): font = pygame.font.Font(None, font_size) text_obj = font.render(text, True, WHITE) text_rect = text_obj.get_rect() text_rect.centerx = x text_rect.centery = y window.blit(text_obj, text_rect) def game_over(): window.fill(BLACK) draw_text("Game Over", 64, window_width // 2, window_height // 2) pygame.display.update() pygame.time.wait(3000) pygame.quit() def main(): clock = pygame.time.Clock() current_shape = random.choice(shapes) current_shape_color = random.choice(colors) current_shape_x = game_width // 2 - len(current_shape[0]) // 2 current_shape_y = 0 score = 0 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() return if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: if not check_collision(current_shape_x - 1, current_shape_y, current_shape): current_shape_x -= 1 elif event.key == pygame.K_RIGHT: if not check_collision(current_shape_x + 1, current_shape_y, current_shape): current_shape_x += 1 elif event.key == pygame.K_DOWN: if not check_collision(current_shape_x, current_shape_y + 1, current_shape): current_shape_y += 1 elif event.key == pygame.K_UP: rotated_shape = rotate_shape(current_shape) if not check_collision(current_shape_x, current_shape_y, rotated_shape): current_shape = rotated_shape if not check_collision(current_shape_x, current_shape_y + 1, current_shape): current_shape_y += 1 else: for row in range(len(current_shape)): for col in range(len(current_shape[row])): if current_shape[row][col]: game_area[current_shape_y + row][current_shape_x + col] = colors.index(current_shape_color) + 1 score += clear_lines() current_shape = random.choice(shapes) current_shape_color = random.choice(colors) current_shape_x = game_width // 2 - len(current_shape[0]) // 2 current_shape_y = 0 if check_collision(current_shape_x, current_shape_y, current_shape): game_over() window.fill(BLACK) draw_game_area() for row in range(len(current_shape)): for col in range(len(current_shape[row])): if current_shape[row][col]: draw_block(current_shape_x + col, current_shape_y + row, current_shape_color) draw_text(f"Score: {score}", 32, window_width // 2, 30) pygame.display.update() clock.tick(5) if __name__ == '__main__': main() ``` 这是一个使用Pygame库编写的简单俄罗斯方块游戏。你可以运行代码并开始玩游戏。希望对你有帮助!如果有任何问题,请随时提问。

相关推荐

好的,我可以回答这个问题。以下是一个简单的俄罗斯方块游戏的 Python 代码: python import pygame import random # 初始化 Pygame pygame.init() # 游戏窗口大小 WINDOW_WIDTH = 400 WINDOW_HEIGHT = 600 # 方块大小 BLOCK_SIZE = 20 # 方块的形状 SHAPES = [ [[1, 1, 1], [, 1, ]], [[2, 2], [2, 2]], [[3, 3, ], [, 3, 3]], [[, 4, 4], [4, 4, ]], [[5, 5, 5, 5]], [[6, 6, 6], [, , 6]], [[7, 7, 7], [7, , ]], ] # 方块的颜色 COLORS = [ (, , ), (255, , ), (, 255, ), (, , 255), (255, 255, ), (255, , 255), (, 255, 255), ] # 创建游戏窗口 window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT)) pygame.display.set_caption("俄罗斯方块") # 创建字体对象 font = pygame.font.Font(None, 36) # 创建一个计时器 clock = pygame.time.Clock() # 定义一个方块类 class Block: def __init__(self, x, y, shape): self.x = x self.y = y self.shape = shape self.color = random.randint(1, len(COLORS) - 1) self.rotation = def rotate(self): self.rotation = (self.rotation + 1) % len(self.shape) def get_current_shape(self): return self.shape[self.rotation] def draw(self): current_shape = self.get_current_shape() for i in range(len(current_shape)): for j in range(len(current_shape[i])): if current_shape[i][j] != : pygame.draw.rect(window, COLORS[self.color], (self.x + j * BLOCK_SIZE, self.y + i * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE)) def move_down(self): self.y += BLOCK_SIZE def move_left(self): self.x -= BLOCK_SIZE def move_right(self): self.x += BLOCK_SIZE # 定义一个游戏类 class Game: def __init__(self): self.score = self.level = 1 self.lines = self.block = None self.next_block = Block(WINDOW_WIDTH / 2 - BLOCK_SIZE * 2, , SHAPES[random.randint(, len(SHAPES) - 1)]) self.is_game_over = False self.grid = [[ for _ in range(WINDOW_WIDTH // BLOCK_SIZE)] for _ in range(WINDOW_HEIGHT // BLOCK_SIZE)] def new_block(self): self.block = self.next_block self.next_block = Block(WINDOW_WIDTH / 2 - BLOCK_SIZE * 2, , SHAPES[random.randint(, len(SHAPES) - 1)]) if self.check_collision(self.block): self.is_game_over = True def check_collision(self, block): current_shape = block.get_current_shape() for i in range(len(current_shape)): for j in range(len(current_shape[i])): if current_shape[i][j] != : x = block.x + j * BLOCK_SIZE y = block.y + i * BLOCK_SIZE if x < or x >= WINDOW_WIDTH or y >= WINDOW_HEIGHT or self.grid[y // BLOCK_SIZE][x // BLOCK_SIZE] != : return True return False def add_to_grid(self, block): current_shape = block.get_current_shape() for i in range(len(current_shape)): for j in range(len(current_shape[i])): if current_shape[i][j] != : x = block.x + j * BLOCK_SIZE y = block.y + i * BLOCK_SIZE self.grid[y // BLOCK_SIZE][x // BLOCK_SIZE] = block.color def check_lines(self): lines_cleared = for i in range(len(self.grid)): if all(self.grid[i]): self.grid.pop(i) self.grid.insert(, [ for _ in range(WINDOW_WIDTH // BLOCK_SIZE)]) lines_cleared += 1 self.lines += lines_cleared self.score += lines_cleared ** 2 * 100 self.level = 1 + self.lines // 10 def draw_grid(self): for i in range(len(self.grid)): for j in range(len(self.grid[i])): pygame.draw.rect(window, COLORS[self.grid[i][j]], (j * BLOCK_SIZE, i * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE), 1) def draw_score(self): score_text = font.render("Score: " + str(self.score), True, (255, 255, 255)) level_text = font.render("Level: " + str(self.level), True, (255, 255, 255)) lines_text = font.render("Lines: " + str(self.lines), True, (255, 255, 255)) window.blit(score_text, (10, 10)) window.blit(level_text, (10, 50)) window.blit(lines_text, (10, 90)) def draw_game_over(self): game_over_text = font.render("Game Over", True, (255, , )) window.blit(game_over_text, (WINDOW_WIDTH / 2 - game_over_text.get_width() / 2, WINDOW_HEIGHT / 2 - game_over_text.get_height() / 2)) def update(self): if not self.is_game_over: if self.block is None: self.new_block() else: self.block.move_down() if self.check_collision(self.block): self.block.move_up() self.add_to_grid(self.block) self.check_lines() self.block = None # 处理事件 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT and self.block is not None: self.block.move_left() if self.check_collision(self.block): self.block.move_right() elif event.key == pygame.K_RIGHT and self.block is not None: self.block.move_right() if self.check_collision(self.block): self.block.move_left() elif event.key == pygame.K_UP and self.block is not None: self.block.rotate() if self.check_collision(self.block): self.block.rotate() self.block.rotate() self.block.rotate() elif event.key == pygame.K_DOWN and self.block is not None: self.block.move_down() if self.check_collision(self.block): self.block.move_up() self.add_to_grid(self.block) self.check_lines() self.block = None # 绘制游戏界面 window.fill((, , )) self.draw_grid() if self.block is not None: self.block.draw() self.next_block.draw() self.draw_score() if self.is_game_over: self.draw_game_over() # 更新窗口 pygame.display.update() # 控制游戏帧率 clock.tick(30) # 创建一个游戏对象 game = Game() # 游戏循环 while True: game.update() 希望这个代码对你有所帮助!
### 回答1: 很高兴为您提供帮助。对于用Python写一个俄罗斯方块游戏,首先要确定游戏的基本结构,然后定义游戏的规则,并根据规则开发游戏算法。然后,使用Python语言进行编程,实现游戏的功能。最后,进行调试,使游戏能够正常运行。 ### 回答2: 俄罗斯方块游戏是一款经典的电脑游戏,现在我们来看看如何使用Python来编写一个简单版本的俄罗斯方块游戏。 1. 导入必要的模块: 首先,我们需要导入两个模块:pygame和random。pygame是一个用于创建游戏的库,random用于生成随机数。 2. 定义游戏区域: 我们可以使用一个二维数组来表示游戏的区域。每个数组元素可以表示一个方块的状态,0表示空格,1表示有方块。 3. 定义方块: 我们可以使用一个二维数组来定义不同类型的方块。每个数组元素可以表示一个方块的形状。当我们选择一个方块时,我们可以将方块数组复制到游戏区域数组的相应位置。 4. 定义游戏逻辑: 游戏的主要逻辑是控制方块的下落。我们可以使用一个循环来不断更新方块的位置,然后检查是否可以继续下落。如果不能下落了,我们需要判断是否可以消除一行方块。 5. 处理用户输入: 我们可以使用pygame提供的函数来检测用户的输入,例如左右移动、旋转、加速下落等。 6. 绘制游戏界面: 我们可以使用pygame提供的函数来绘制游戏界面,包括游戏区域和当前方块的状态。 7. 显示游戏: 将绘制的游戏界面显示出来,并在合适的位置显示得分等相关信息。 8. 结束游戏: 当游戏结束时,显示游戏结束界面并停止游戏。 通过以上步骤,我们可以用Python来编写一个简单的俄罗斯方块游戏。但请注意,这只是一个简单的版本,缺少一些高级功能,例如下一个方块的预览、计分等。但你可以通过不断学习和改进来完善你的俄罗斯方块游戏。 ### 回答3: 使用Python编写俄罗斯方块游戏是一项有趣又有挑战性的任务。下面是一个简单的示例,用于展示如何使用Python实现这个经典游戏。 python import pygame import random pygame.init() # 游戏界面设置 width, height = 800, 600 screen = pygame.display.set_mode((width, height)) pygame.display.set_caption("俄罗斯方块") # 游戏区域设置 play_width = 300 play_height = 600 block_size = 30 # 游戏区域边界 top_left_x = (width - play_width) // 2 top_left_y = height - play_height # 方块形状 S = [['.....', '.....', '..00.', '.00..', '.....'], ['.....', '..0..', '..00.', '...0.', '.....']] # 方块类定义 class Piece(object): rows = 20 cols = 10 def __init__(self, col, row, shape): self.x = col self.y = row self.shape = shape self.color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)) self.rotation = 0 # 方块绘制函数 def draw_piece(piece, surface): for i in range(len(piece.shape)): row = list(piece.shape[i]) for j in range(len(row)): if row[j] == '0': pygame.draw.rect(surface, piece.color, (top_left_x + piece.x + j * block_size, top_left_y + piece.y + i * block_size, block_size, block_size)) # 主循环 def main(): clock = pygame.time.Clock() run = True # 初始化游戏区域 grid = [[(0, 0, 0) for _ in range(Piece.cols)] for _ in range(Piece.rows)] # 初始方块 piece = Piece(5, 0, random.choice(S)) while run: for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.quit() quit() keys = pygame.key.get_pressed() # 方块移动 if keys[pygame.K_LEFT]: piece.x -= 1 if keys[pygame.K_RIGHT]: piece.x += 1 if keys[pygame.K_DOWN]: piece.y += 1 # 方块绘制 screen.fill((0, 0, 0)) draw_piece(piece, screen) pygame.display.update() clock.tick(10) if __name__ == '__main__': main() 以上示例代码实现了一个简单的俄罗斯方块游戏。在游戏中,方块可以通过键盘的左右键移动,通过下键加速下落。游戏窗口大小为800 x 600,游戏区域大小为宽300高600。方块的形状使用二维数组进行表示。每个方块都有随机生成的颜色,游戏区域使用矩阵grid表示,利用pygame库绘制在屏幕上。游戏循环每秒钟刷新10次。这只是一个简单的示例,你可以进一步完善和添加更多功能,例如消除行、计分等。
当然可以,不过这个任务比较复杂,需要一定的编程基础和时间,需要你自己动手实现。以下是一个简单的俄罗斯方块小游戏的代码,你可以参考一下: python import pygame import random # 初始化pygame pygame.init() # 设置游戏窗口大小 screen_width = 360 screen_height = 600 screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption("俄罗斯方块") # 定义方块大小和颜色 block_size = 30 white = (255, 255, 255) black = (0, 0, 0) red = (255, 0, 0) green = (0, 255, 0) blue = (0, 0, 255) yellow = (255, 255, 0) purple = (128, 0, 128) colors = [red, green, blue, yellow, purple] # 定义方块类型和形状 shapes = [ [[1, 1, 1], [0, 1, 0]], [[0, 2, 2], [2, 2, 0]], [[3, 3, 0], [0, 3, 3]], [[4, 0, 0], [4, 4, 4]], [[0, 0, 5], [5, 5, 5]], [[6, 6], [6, 6]], [[7, 7, 7, 7]] ] # 定义游戏区域和边界 play_width = 10 * block_size play_height = 20 * block_size play_x = (screen_width - play_width) // 2 play_y = screen_height - play_height - 20 top_left_x = play_x top_left_y = play_y - 5 * block_size # 定义方块类 class Block: def __init__(self, shape): self.shape = shape self.color = random.choice(colors) self.x = top_left_x + play_width // 2 - len(shape[0]) // 2 self.y = top_left_y - len(shape) self.rotation = 0 def draw(self): for i in range(len(self.shape)): for j in range(len(self.shape[0])): if self.shape[i][j] != 0: pygame.draw.rect(screen, self.color, (self.x + j * block_size, self.y + i * block_size, block_size, block_size), 0) def move(self, dx, dy): self.x += dx * block_size self.y += dy * block_size def rotate(self): self.rotation = (self.rotation + 1) % len(self.shape) self.shape = rotate_matrix(self.shape) # 旋转矩阵 def rotate_matrix(matrix): return [[matrix[j][i] for j in range(len(matrix))] for i in range(len(matrix[0]) - 1, -1, -1)] # 检查方块是否合法 def is_valid_pos(block, board): for i in range(len(block.shape)): for j in range(len(block.shape[0])): if block.shape[i][j] != 0: x = block.x + j y = block.y + i if x < 0 or x >= play_width // block_size or y < 0 or y >= play_height // block_size or board[y][x] != 0: return False return True # 将方块加入到游戏区域 def add_block_to_board(block, board): for i in range(len(block.shape)): for j in range(len(block.shape[0])): if block.shape[i][j] != 0: x = block.x + j y = block.y + i board[y][x] = block.color # 消除满行 def clear_lines(board): lines_cleared = 0 for i in range(len(board)): if all(block != 0 for block in board[i]): board.pop(i) board.insert(0, [0] * (play_width // block_size)) lines_cleared += 1 return lines_cleared # 绘制游戏区域和方块 def draw_play_area(board, score): font = pygame.font.SysFont(None, 25) label = font.render("Score: " + str(score), True, white) screen.blit(label, (top_left_x, top_left_y - 40)) for i in range(len(board)): for j in range(len(board[0])): pygame.draw.rect(screen, board[i][j], (top_left_x + j * block_size, top_left_y + i * block_size, block_size, block_size), 0) pygame.draw.rect(screen, white, (top_left_x, top_left_y, play_width, play_height), 5) # 主函数 def main(): board = [[0] * (play_width // block_size) for _ in range(play_height // block_size)] score = 0 clock = pygame.time.Clock() block = Block(random.choice(shapes)) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: block.move(-1, 0) if not is_valid_pos(block, board): block.move(1, 0) if event.key == pygame.K_RIGHT: block.move(1, 0) if not is_valid_pos(block, board): block.move(-1, 0) if event.key == pygame.K_DOWN: block.move(0, 1) if not is_valid_pos(block, board): block.move(0, -1) if event.key == pygame.K_UP: block.rotate() if not is_valid_pos(block, board): block.rotate() block.move(0, 1) if not is_valid_pos(block, board): block.move(0, -1) add_block_to_board(block, board) lines_cleared = clear_lines(board) score += lines_cleared * 10 block = Block(random.choice(shapes)) if not is_valid_pos(block, board): pygame.quit() quit() screen.fill(black) draw_play_area(board, score) block.draw() pygame.display.update() clock.tick(10) # 运行游戏 if __name__ == '__main__': main() 代码中使用了pygame库来实现游戏界面和操作,具体的实现细节可以自行查阅pygame文档。
好的,以下是一个基本的俄罗斯方块游戏程序的 Python 代码,使用了 Pygame 库: python import pygame import random # 初始化 Pygame pygame.init() # 游戏窗口的宽度和高度 WIDTH = 400 HEIGHT = 600 # 定义颜色 BLACK = (0, 0, 0) WHITE = (255, 255, 255) GRAY = (128, 128, 128) RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 0, 255) YELLOW = (255, 255, 0) CYAN = (0, 255, 255) MAGENTA = (255, 0, 255) # 定义方块的大小 BLOCK_SIZE = 20 # 定义游戏区域的大小 GAME_WIDTH = 10 GAME_HEIGHT = 20 # 定义游戏区域的位置 GAME_X = 50 GAME_Y = 50 # 定义方块的类型和颜色 TETROMINOS = { 'I': (CYAN, [ (0, 0), (1, 0), (2, 0), (3, 0) ]), 'J': (BLUE, [ (0, 0), (1, 0), (2, 0), (2, 1) ]), 'L': (ORANGE, [ (0, 0), (1, 0), (2, 0), (2, -1) ]), 'O': (YELLOW, [ (0, 0), (1, 0), (0, 1), (1, 1) ]), 'S': (GREEN, [ (0, 0), (1, 0), (1, 1), (2, 1) ]), 'T': (PURPLE, [ (0, 0), (1, 0), (2, 0), (1, 1) ]), 'Z': (RED, [ (0, 0), (1, 0), (1, -1), (2, -1) ]) } # 定义游戏区域的二维数组 game_area = [[0] * GAME_WIDTH for _ in range(GAME_HEIGHT)] # 定义当前方块 current_tetromino = None # 定义当前方块的位置 current_position = None # 定义下一个方块的类型 next_tetromino = None # 初始化游戏窗口 screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption('俄罗斯方块') # 定义计时器 clock = pygame.time.Clock() # 定义字体 font = pygame.font.SysFont('Arial', 24) # 定义游戏结束的标志 game_over = False # 定义游戏得分 score = 0 # 定义方块的移动速度 speed = 1 # 定义方块的下落速度 fall_speed = 1 # 定义方块的旋转角度 rotation = 0 # 定义方块的变形 def rotate_tetromino(tetromino): return [[tetromino[y][x] for y in range(len(tetromino))] for x in range(len(tetromino[0]) - 1, -1, -1)] # 定义方块的下落 def drop_tetromino(): global current_position, current_tetromino, game_over # 判断是否可以下落 if not can_move(current_tetromino, current_position[0], current_position[1] + 1): # 将当前方块加入游戏区域 add_tetromino_to_game_area(current_tetromino, current_position[0], current_position[1]) # 检查是否有满行 check_for_lines() # 生成下一个方块 current_tetromino = next_tetromino current_position = [GAME_WIDTH // 2 - len(current_tetromino[0]) // 2, 0] next_tetromino = random.choice(list(TETROMINOS.keys())) # 判断是否结束游戏 if not can_move(current_tetromino, current_position[0], current_position[1]): game_over = True # 定义方块的移动 def move_tetromino(dx, dy): global current_position # 判断是否可以移动 if can_move(current_tetromino, current_position[0] + dx, current_position[1] + dy): current_position[0] += dx current_position[1] += dy # 定义方块的旋转 def rotate_current_tetromino(): global current_tetromino, rotation # 获取旋转后的方块 rotated_tetromino = rotate_tetromino(current_tetromino) # 判断是否可以旋转 if can_move(rotated_tetromino, current_position[0], current_position[1]): current_tetromino = rotated_tetromino rotation = (rotation + 1) % 4 # 判断是否可以移动方块 def can_move(tetromino, x, y): for i in range(len(tetromino)): for j in range(len(tetromino[0])): if tetromino[i][j] != 0: if y + i >= GAME_HEIGHT or x + j < 0 or x + j >= GAME_WIDTH or game_area[y + i][x + j] != 0: return False return True # 将方块加入游戏区域 def add_tetromino_to_game_area(tetromino, x, y): for i in range(len(tetromino)): for j in range(len(tetromino[0])): if tetromino[i][j] != 0: game_area[y + i][x + j] = tetromino[i][j] # 检查是否有满行 def check_for_lines(): global score # 检查每一行是否满了 for i in range(GAME_HEIGHT): if all(game_area[i]): # 如果满了,将该行删除,分数加一 game_area.pop(i) game_area.insert(0, [0] * GAME_WIDTH) score += 1 # 绘制游戏界面 def draw_game_area(): for i in range(GAME_HEIGHT): for j in range(GAME_WIDTH): if game_area[i][j] != 0: pygame.draw.rect(screen, TETROMINOS.keys()[TETROMINOS.values().index(game_area[i][j])][0], [ GAME_X + j * BLOCK_SIZE, GAME_Y + i * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE ]) pygame.draw.rect(screen, WHITE, [GAME_X, GAME_Y, GAME_WIDTH * BLOCK_SIZE, GAME_HEIGHT * BLOCK_SIZE], 2) # 绘制当前方块 def draw_current_tetromino(): for i in range(len(current_tetromino)): for j in range(len(current_tetromino[0])): if current_tetromino[i][j] != 0: pygame.draw.rect(screen, TETROMINOS[current_tetromino[i][j]][0], [ GAME_X + (current_position[0] + j) * BLOCK_SIZE, GAME_Y + (current_position[1] + i) * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE ]) # 绘制下一个方块 def draw_next_tetromino(): next_tetromino_text = font.render('Next:', True, WHITE) screen.blit(next_tetromino_text, [WIDTH - 100, 50]) for i in range(len(TETROMINOS[next_tetromino][1])): pygame.draw.rect(screen, TETROMINOS[next_tetromino][0], [ WIDTH - 100 + TETROMINOS[next_tetromino][1][i][0] * BLOCK_SIZE, 100 + TETROMINOS[next_tetromino][1][i][1] * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE ]) # 绘制游戏得分 def draw_score(): score_text = font.render('Score: ' + str(score), True, WHITE) screen.blit(score_text, [50, HEIGHT - 50]) # 游戏主循环 while not game_over: # 处理事件 for event in pygame.event.get(): if event.type == pygame.QUIT: game_over = True elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: move_tetromino(-1, 0) elif event.key == pygame.K_RIGHT: move_tetromino(1, 0) elif event.key == pygame.K_DOWN: fall_speed = 10 elif event.key == pygame.K_UP: rotate_current_tetromino() elif event.type == pygame.KEYUP: if event.key == pygame.K_DOWN: fall_speed = 1 # 更新游戏状态 if speed % fall_speed == 0: drop_tetromino() speed += 1 # 绘制游戏界面 screen.fill(BLACK) draw_game_area() draw_current_tetromino() draw_next_tetromino() draw_score() pygame.display.update() # 控制游戏帧率 clock.tick(60) # 退出 Pygame pygame.quit()

最新推荐

Python小游戏之300行代码实现俄罗斯方块

主要给大家介绍了关于Python小游戏之300行代码实现俄罗斯方块的相关资料,文中通过示例代码介绍的非常详细,对大家的学习或者工作具有一定的参考学习价值,需要的朋友们下面来一起看看吧

chromedriver_win32_2.26.zip

chromedriver可执行程序下载,请注意对应操作系统和浏览器版本号,其中文件名规则为 chromedriver_操作系统_版本号,比如 chromedriver_win32_102.0.5005.27.zip表示适合windows x86 x64系统浏览器版本号为102.0.5005.27 chromedriver_linux64_103.0.5060.53.zip表示适合linux x86_64系统浏览器版本号为103.0.5060.53 chromedriver_mac64_m1_101.0.4951.15.zip表示适合macOS m1芯片系统浏览器版本号为101.0.4951.15 chromedriver_mac64_101.0.4951.15.zip表示适合macOS x86_64系统浏览器版本号为101.0.4951.15 chromedriver_mac_arm64_108.0.5359.22.zip表示适合macOS arm64系统浏览器版本号为108.0.5359.22

2021竞赛题目列表(高职高专).xlsx.zip

2021竞赛题目列表(高职高专).xlsx

chromedriver_mac64_112.0.5615.49.zip

chromedriver可执行程序下载,请注意对应操作系统和浏览器版本号,其中文件名规则为 chromedriver_操作系统_版本号,比如 chromedriver_win32_102.0.5005.27.zip表示适合windows x86 x64系统浏览器版本号为102.0.5005.27 chromedriver_linux64_103.0.5060.53.zip表示适合linux x86_64系统浏览器版本号为103.0.5060.53 chromedriver_mac64_m1_101.0.4951.15.zip表示适合macOS m1芯片系统浏览器版本号为101.0.4951.15 chromedriver_mac64_101.0.4951.15.zip表示适合macOS x86_64系统浏览器版本号为101.0.4951.15 chromedriver_mac_arm64_108.0.5359.22.zip表示适合macOS arm64系统浏览器版本号为108.0.5359.22

计算机网络知识个人学习详解

计算机网络知识个人学习详解

分布式高并发.pdf

分布式高并发

基于多峰先验分布的深度生成模型的分布外检测

基于多峰先验分布的深度生成模型的似然估计的分布外检测鸭井亮、小林圭日本庆应义塾大学鹿井亮st@keio.jp,kei@math.keio.ac.jp摘要现代机器学习系统可能会表现出不期望的和不可预测的行为,以响应分布外的输入。因此,应用分布外检测来解决这个问题是安全AI的一个活跃子领域概率密度估计是一种流行的低维数据分布外检测方法。然而,对于高维数据,最近的工作报告称,深度生成模型可以将更高的可能性分配给分布外数据,而不是训练数据。我们提出了一种新的方法来检测分布外的输入,使用具有多峰先验分布的深度生成模型。我们的实验结果表明,我们在Fashion-MNIST上训练的模型成功地将较低的可能性分配给MNIST,并成功地用作分布外检测器。1介绍机器学习领域在包括计算机视觉和自然语言处理的各个领域中然而,现代机器学习系统即使对于分

阿里云服务器下载安装jq

根据提供的引用内容,没有找到与阿里云服务器下载安装jq相关的信息。不过,如果您想在阿里云服务器上安装jq,可以按照以下步骤进行操作: 1.使用wget命令下载jq二进制文件: ```shell wget https://github.com/stedolan/jq/releases/download/jq-1.6/jq-linux64 -O jq ``` 2.将下载的jq文件移动到/usr/local/bin目录下,并添加可执行权限: ```shell sudo mv jq /usr/local/bin/ sudo chmod +x /usr/local/bin/jq ``` 3.检查j

毕业论文java vue springboot mysql 4S店车辆管理系统.docx

包括摘要,背景意义,论文结构安排,开发技术介绍,需求分析,可行性分析,功能分析,业务流程分析,数据库设计,er图,数据字典,数据流图,详细设计,系统截图,测试,总结,致谢,参考文献。

"结构化语言约束下的安全强化学习框架"

使用结构化语言约束指导安全强化学习Bharat Prakash1,Nicholas Waytowich2,Ashwinkumar Ganesan1,Tim Oates1,TinooshMohsenin11马里兰大学,巴尔的摩县(UMBC),2美国陆军研究实验室,摘要强化学习(RL)已经在解决复杂的顺序决策任务中取得了成功,当一个定义良好的奖励函数可用时。对于在现实世界中行动的代理,这些奖励函数需要非常仔细地设计,以确保代理以安全的方式行动。当这些智能体需要与人类互动并在这种环境中执行任务时,尤其如此。然而,手工制作这样的奖励函数通常需要专门的专业知识,并且很难随着任务复杂性而扩展。这导致了强化学习中长期存在的问题,即奖励稀疏性,其中稀疏或不明确的奖励函数会减慢学习过程,并导致次优策略和不安全行为。 更糟糕的是,对于RL代理必须执行的每个任务,通常需要调整或重新指定奖励函数。另一�