用 Python写一个俄罗斯方块游戏的程序
时间: 2023-11-30 17:04:55 浏览: 100
python实现俄罗斯方块游戏
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()
```
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