python实现俄罗斯方块游戏
时间: 2023-11-05 10:50:44 浏览: 70
好的,下面是一个简单的 Python 实现俄罗斯方块游戏的示例代码:
```python
import pygame
import random
pygame.init()
# 设置游戏界面大小、背景颜色和标题
screen_width = 480
screen_height = 640
background_color = (230, 230, 230)
caption = 'Tetris'
# 定义方块的种类和每种方块的形状
shapes = [
[[[1, 1, 1], [0, 1, 0]], [[0, 1, 0], [1, 1, 0], [0, 1, 0]], [[0, 1, 0], [1, 1, 1]], [[0, 1, 0], [0, 1, 1], [0, 1, 0]]], # I
[[[2, 2], [2, 2]]], # O
[[[0, 3, 0], [3, 3, 3]], [[0, 3, 0], [0, 3, 3], [0, 3, 0]], [[0, 0, 0], [3, 3, 3], [0, 3, 0]], [[0, 3, 0], [3, 3, 0], [0, 3, 0]]], # T
[[[4, 4, 0], [0, 4, 4]], [[0, 4, 0], [4, 4, 4], [0, 0, 0]]], # S
[[[0, 5, 5], [5, 5, 0]], [[5, 0, 0], [5, 5, 0], [0, 5, 0]]], # Z
[[[6, 0, 0], [6, 6, 6]], [[0, 6, 6], [0, 6, 0], [0, 6, 0]], [[0, 0, 0], [6, 6, 6], [0, 0, 6]], [[0, 6, 0], [0, 6, 0], [6, 6, 0]]], # L
[[[0, 0, 7], [7, 7, 7]], [[0, 7, 0], [0, 7, 0], [0, 7, 7]], [[0, 0, 0], [7, 7, 7], [7, 0, 0]], [[7, 7, 0], [0, 7, 0], [0, 7, 0]]] # J
]
# 定义方块的颜色
colors = [(255, 255, 255), (255, 255, 0), (128, 0, 128), (0, 255, 255), (255, 0, 0), (0, 255, 0), (0, 0, 255), (255, 165, 0)]
# 初始化游戏界面和字体
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption(caption)
font = pygame.font.SysFont('SimHei', 24)
# 定义游戏区域的大小和每个格子的大小
block_size = 20
play_width = 10 * block_size
play_height = 20 * block_size
play_x = (screen_width - play_width) // 2
play_y = screen_height - play_height - 50
# 定义游戏区域
play_surface = pygame.Surface((play_width, play_height))
# 定义方块的初始位置和下落速度
block_x = 0
block_y = 0
block_type = random.randint(0, len(shapes) - 1)
block_rotation = 0
block_speed = 10
# 定义游戏区域的矩阵
play_matrix = [[0 for y in range(0, play_height // block_size)] for x in range(0, play_width // block_size)]
# 定义游戏区域中已有的方块
blocks = []
# 定义游戏是否结束和分数
game_over = False
score = 0
# 定义函数:判断方块是否在游戏区域中
def is_valid_position(x, y, type, rotation):
shape = shapes[type][rotation]
for i in range(0, len(shape)):
for j in range(0, len(shape[i])):
if shape[i][j] != 0 and (x + j < 0 or x + j >= play_width // block_size or y + i >= play_height // block_size or play_matrix[x + j][y + i] != 0):
return False
return True
# 定义函数:将方块放入游戏区域中
def place_block():
global block_x, block_y, block_type, block_rotation, blocks, score
shape = shapes[block_type][block_rotation]
for i in range(0, len(shape)):
for j in range(0, len(shape[i])):
if shape[i][j] != 0:
play_matrix[block_x + j][block_y + i] = block_type + 1
blocks.append((block_x + j, block_y + i, block_type + 1))
# 消除满行的方块
full_rows = []
for i in range(0, play_height // block_size):
if all(play_matrix[j][i] != 0 for j in range(0, play_width // block_size)):
full_rows.append(i)
for row in full_rows:
for i in range(0, play_width // block_size):
for j in range(row, 0, -1):
play_matrix[i][j] = play_matrix[i][j - 1]
score += 10 * len(full_rows)
# 定义函数:绘制游戏区域中的方块
def draw_blocks():
for block in blocks:
pygame.draw.rect(play_surface, colors[block[2] - 1], (block[0] * block_size, block[1] * block_size, block_size, block_size))
# 定义函数:绘制游戏界面
def draw():
# 绘制游戏区域
play_surface.fill(background_color)
for i in range(0, play_width // block_size):
for j in range(0, play_height // block_size):
if play_matrix[i][j] != 0:
pygame.draw.rect(play_surface, colors[play_matrix[i][j] - 1], (i * block_size, j * block_size, block_size, block_size))
# 绘制当前方块
shape = shapes[block_type][block_rotation]
for i in range(0, len(shape)):
for j in range(0, len(shape[i])):
if shape[i][j] != 0:
pygame.draw.rect(play_surface, colors[block_type], ((block_x + j) * block_size, (block_y + i) * block_size, block_size, block_size))
# 绘制游戏区域和当前方块
screen.blit(play_surface, (play_x, play_y))
# 绘制分数
score_text = font.render('Score: ' + str(score), True, (0, 0, 0))
screen.blit(score_text, ((screen_width - score_text.get_width()) // 2, screen_height - 40))
# 更新屏幕显示
pygame.display.update()
# 定义主函数
def main():
global block_x, block_y, block_type, block_rotation, block_speed, game_over
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 is_valid_position(block_x - 1, block_y, block_type, block_rotation):
block_x -= 1
elif event.key == pygame.K_RIGHT and is_valid_position(block_x + 1, block_y, block_type, block_rotation):
block_x += 1
elif event.key == pygame.K_UP:
new_rotation = (block_rotation + 1) % len(shapes[block_type])
if is_valid_position(block_x, block_y, block_type, new_rotation):
block_rotation = new_rotation
elif event.key == pygame.K_DOWN:
block_speed = 50
# 更新方块的位置
if is_valid_position(block_x, block_y + 1, block_type, block_rotation):
block_y += 1
else:
place_block()
block_x = 0
block_y = 0
block_type = random.randint(0, len(shapes) - 1)
block_rotation = 0
block_speed = 10
# 绘制游戏界面
draw()
# 控制方块下落的速度
clock.tick(block_speed)
pygame.quit()
if __name__ == '__main__':
main()
```
注意:该示例代码可能存在一些不足之处,仅供参考。
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