帮我编写俄罗斯方块代码
时间: 2023-12-28 14:05:39 浏览: 21
好的,我可以帮您提供一个简单的俄罗斯方块代码,您可以参考一下:
```python
import pygame
import random
# 颜色定义
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
# 初始化pygame
pygame.init()
# 设置游戏窗口大小
SIZE = (400, 500)
screen = pygame.display.set_mode(SIZE)
# 设置窗口标题
pygame.display.set_caption("俄罗斯方块")
# 定义方块大小
BLOCK_SIZE = 20
# 定义游戏区域大小
GAME_AREA_WIDTH = BLOCK_SIZE * 10
GAME_AREA_HEIGHT = BLOCK_SIZE * 20
# 定义游戏区域位置
GAME_AREA_X = (SIZE[0] - GAME_AREA_WIDTH) // 2
GAME_AREA_Y = (SIZE[1] - GAME_AREA_HEIGHT)
# 定义方块形状
SHAPE_I = [[[1, 1, 1, 1]],
[[1], [1], [1], [1]]]
SHAPE_J = [[[0, 1], [0, 1], [1, 1]],
[[1, 0, 0], [1, 1, 1]]]
SHAPE_L = [[[1, 0], [1, 0], [1, 1]],
[[1, 1, 1], [1, 0, 0]]]
SHAPE_O = [[[1, 1], [1, 1]]]
SHAPE_S = [[[0, 1, 1], [1, 1, 0]],
[[1, 0], [1, 1], [0, 1]]]
SHAPE_T = [[[0, 1, 0], [1, 1, 1]],
[[1, 0], [1, 1], [1, 0]],
[[1, 1, 1], [0, 1, 0]],
[[0, 1], [1, 1], [0, 1]]]
SHAPE_Z = [[[1, 1, 0], [0, 1, 1]],
[[0, 1], [1, 1], [1, 0]]]
# 定义所有方块形状
ALL_SHAPES = [SHAPE_I, SHAPE_J, SHAPE_L, SHAPE_O, SHAPE_S, SHAPE_T, SHAPE_Z]
# 定义方块颜色
SHAPE_COLORS = [GREEN, BLUE, RED, WHITE]
# 定义方块类型
SHAPE_TYPE_I = 0
SHAPE_TYPE_J = 1
SHAPE_TYPE_L = 2
SHAPE_TYPE_O = 3
SHAPE_TYPE_S = 4
SHAPE_TYPE_T = 5
SHAPE_TYPE_Z = 6
# 定义方块位置
BLOCK_X = GAME_AREA_X + GAME_AREA_WIDTH // 2 - BLOCK_SIZE // 2
BLOCK_Y = GAME_AREA_Y
# 定义方块变量
block_shape = None
block_type = None
block_color = None
block_x = None
block_y = None
# 定义游戏区域
game_area = [[0 for x in range(10)] for y in range(20)]
# 定义游戏状态
game_over = False
# 随机生成一个方块
def generate_block():
global block_shape, block_type, block_color, block_x, block_y
block_type = random.randint(0, 6)
block_shape = random.choice(ALL_SHAPES[block_type])
block_color = SHAPE_COLORS[block_type % len(SHAPE_COLORS)]
block_x = BLOCK_X
block_y = BLOCK_Y
# 检查方块是否超出游戏区域
def check_block_boundary():
for y, row in enumerate(block_shape):
for x, val in enumerate(row):
if val and (block_x + x * BLOCK_SIZE < GAME_AREA_X or block_x + x * BLOCK_SIZE + BLOCK_SIZE > GAME_AREA_X + GAME_AREA_WIDTH or block_y + y * BLOCK_SIZE + BLOCK_SIZE > GAME_AREA_Y + GAME_AREA_HEIGHT):
return False
return True
# 检查方块是否与已有方块重叠
def check_block_overlap():
for y, row in enumerate(block_shape):
for x, val in enumerate(row):
if val and game_area[(block_y - GAME_AREA_Y) // BLOCK_SIZE + y][(block_x - GAME_AREA_X) // BLOCK_SIZE + x]:
return False
return True
# 绘制游戏区域
def draw_game_area():
for y, row in enumerate(game_area):
for x, val in enumerate(row):
if val:
pygame.draw.rect(screen, SHAPE_COLORS[val % len(SHAPE_COLORS)], (GAME_AREA_X + x * BLOCK_SIZE, GAME_AREA_Y + y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE))
# 绘制方块
def draw_block():
for y, row in enumerate(block_shape):
for x, val in enumerate(row):
if val:
pygame.draw.rect(screen, block_color, (block_x + x * BLOCK_SIZE, block_y + y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE))
# 将方块放入游戏区域
def put_block_into_game_area():
for y, row in enumerate(block_shape):
for x, val in enumerate(row):
if val:
game_area[(block_y - GAME_AREA_Y) // BLOCK_SIZE + y][(block_x - GAME_AREA_X) // BLOCK_SIZE + x] = block_type + 1
# 消除满行
def remove_full_rows():
for y in range(len(game_area)):
if all(game_area[y]):
for i in range(y, 0, -1):
game_area[i] = game_area[i - 1][:]
game_area[0] = [0] * 10
# 检查游戏是否结束
def check_game_over():
return any(game_area[0])
# 主循环
generate_block()
clock = pygame.time.Clock()
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 and block_x > GAME_AREA_X:
block_x -= BLOCK_SIZE
if not check_block_boundary() or not check_block_overlap():
block_x += BLOCK_SIZE
elif event.key == pygame.K_RIGHT and block_x + len(block_shape[0]) * BLOCK_SIZE < GAME_AREA_X + GAME_AREA_WIDTH:
block_x += BLOCK_SIZE
if not check_block_boundary() or not check_block_overlap():
block_x -= BLOCK_SIZE
elif event.key == pygame.K_DOWN and block_y + len(block_shape) * BLOCK_SIZE < GAME_AREA_Y + GAME_AREA_HEIGHT:
block_y += BLOCK_SIZE
if not check_block_boundary() or not check_block_overlap():
block_y -= BLOCK_SIZE
elif event.key == pygame.K_UP:
old_shape = block_shape
block_shape = [[block_shape[j][i] for j in range(len(block_shape))] for i in range(len(block_shape[0]) - 1, -1, -1)]
if not check_block_boundary() or not check_block_overlap():
block_shape = old_shape
# 更新游戏状态
if block_y + len(block_shape) * BLOCK_SIZE < GAME_AREA_Y + GAME_AREA_HEIGHT:
block_y += BLOCK_SIZE
if not check_block_boundary() or not check_block_overlap():
block_y -= BLOCK_SIZE
put_block_into_game_area()
remove_full_rows()
generate_block()
# 绘制游戏界面
screen.fill(BLACK)
draw_game_area()
draw_block()
pygame.display.flip()
# 控制游戏帧率
clock.tick(10)
# 退出游戏
pygame.quit()
```
代码注释中已经解释了每部分的功能,如果您还有需要了解的地方,可以随时提出。