帮我写一段俄罗斯方块的代码
时间: 2023-12-23 10:04:16 浏览: 110
好的,以下是一段简单的俄罗斯方块代码:
```python
import pygame
import random
# 游戏区宽度
game_width = 10
game_height = 20
block_size = 30
# 定义颜色
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
# 定义方块和形状
shapes = [
[[1, 1],
[1, 1]],
[[0, 2, 0],
[2, 2, 2]],
[[0, 3, 3],
[3, 3, 0]],
[[4, 4, 0],
[0, 4, 4]],
[[5, 0, 0],
[5, 5, 5]],
[[0, 0, 6],
[6, 6, 6]],
[[7, 7, 7, 7]]
]
class Block:
def __init__(self, x, y, shape):
self.x = x
self.y = y
self.shape = shape
class Tetris:
def __init__(self):
self.game_over = False
self.blocks = []
self.init_pygame()
self.init_blocks()
# 初始化 Pygame
def init_pygame(self):
pygame.init()
pygame.display.set_caption("俄罗斯方块")
pygame.key.set_repeat(200, 50)
self.screen = pygame.display.set_mode((game_width * block_size, game_height * block_size))
# 初始化方块
def init_blocks(self):
self.current_block = Block(game_width // 2 - 1, 0, random.choice(shapes))
self.next_block = Block(game_width, 0, random.choice(shapes))
# 绘制方块
def draw_block(self, block):
for x in range(len(block.shape)):
for y in range(len(block.shape[x])):
if block.shape[x][y] != 0:
pygame.draw.rect(self.screen, RED, (block.x * block_size + y * block_size, block.y * block_size + x * block_size, block_size, block_size), 0)
pygame.draw.rect(self.screen, BLACK, (block.x * block_size + y * block_size, block.y * block_size + x * block_size, block_size, block_size), 1)
# 绘制游戏区
def draw(self):
self.screen.fill(BLACK)
for block in self.blocks:
self.draw_block(block)
self.draw_block(self.current_block)
pygame.display.update()
# 判断方块是否和游戏区边界相撞
def is_collision(self, block):
if block.x < 0 or block.x >= game_width or block.y >= game_height:
return True
for x in range(len(block.shape)):
for y in range(len(block.shape[x])):
if block.shape[x][y] != 0:
if block.y + x < 0:
continue
if self.blocks[block.y + x][block.x + y] != None:
return True
return False
# 处理方块落下
def move_down(self):
self.current_block.y += 1
if self.is_collision(self.current_block):
self.current_block.y -= 1
self.freeze()
# 处理方块冻结
def freeze(self):
for x in range(len(self.current_block.shape)):
for y in range(len(self.current_block.shape[x])):
if self.current_block.shape[x][y] != 0:
self.blocks[self.current_block.y + x][self.current_block.x + y] = self.current_block
self.current_block = self.next_block
self.current_block.x = game_width // 2 - 1
self.current_block.y = 0
if self.is_collision(self.current_block):
self.game_over = True
else:
self.next_block = Block(game_width, 0, random.choice(shapes))
# 处理方块移动
def move(self, direction):
x = 0
y = 0
if direction == pygame.K_LEFT:
x = -1
elif direction == pygame.K_RIGHT:
x = 1
elif direction == pygame.K_DOWN:
y = 1
temp_block = Block(self.current_block.x + x, self.current_block.y + y, self.current_block.shape)
if not self.is_collision(temp_block):
self.current_block.x += x
self.current_block.y += y
# 处理方块旋转
def rotate(self):
shape = self.current_block.shape
shape.reverse()
for i in range(len(shape)):
for j in range(i):
shape[i][j], shape[j][i] = shape[j][i], shape[i][j]
if self.is_collision(Block(self.current_block.x, self.current_block.y, shape)):
shape.reverse()
for i in range(len(shape)):
for j in range(i):
shape[i][j], shape[j][i] = shape[j][i], shape[i][j]
else:
self.current_block.shape = shape
# 运行游戏
def run(self):
clock = pygame.time.Clock()
self.blocks = [[None for _ in range(game_width)] for _ in range(game_height)]
while not self.game_over:
pygame.time.wait(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.game_over = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
self.rotate()
else:
self.move(event.key)
self.move_down()
self.draw()
clock.tick(10)
pygame.quit()
if __name__ == '__main__':
tetris = Tetris()
tetris.run()
```
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