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Python+Pygame实战之俄罗斯方块游戏的实现

作者:木木子学python

俄罗斯方块,作为是一款家喻户晓的游戏,陪伴70、80甚至90后,度过无忧的儿时岁月,它上手简单能自由组合、拼接技巧也很多。本文就来用Python中的Pygame模块实现这一经典游戏,需要的可以参考一下

导语

俄罗斯方块,作为是一款家喻户晓的游戏,陪伴70、80甚至90后,度过无忧的儿时岁月

它上手简单能自由组合、拼接技巧也很多。

你知道么,最原始的俄罗斯方块,是长这样婶儿的~

是不是很有童年的味道?今天小编还要给大家,介绍一个全新版本——程序员的版本,期待期待

自从俄罗斯猫被制裁以后,很多人不禁担心起俄罗斯方块的命运。

虽然名字的含俄量很高,但这款游戏圈抗衰老神话肯定不会遭殃,因为它的版权归美国人所有,跟俄罗斯没半毛钱关系。很多玩了半辈子俄罗斯方块的铁子现在多少能理解乔峰当年的心情了吧~

算起来,俄罗斯方块都快39岁高龄了,圈子里比它老的游戏没它好玩,比它好玩的游戏没它老。所以这一款为人类带来无数欢乐的游戏,值得我们更深入的了解。

一、运行环境

小编使用的环境:Python3、Pycharm社区版、,部分自带的就不一一 展示啦。本文主要是一个Turtle版本的。

模块安装:pip install -i https://pypi.douban.com/simple/+模块名 

二、代码展示

import turtle
import random

class Block:
    def __init__(self, color, tiles):
        self.color = color
        self.tiles = tiles
        
I = Block("cyan", [ [ [ 1, 0, 0, 0 ],
                [ 1, 0, 0, 0 ],
                [ 1, 0, 0, 0 ],
                [ 1, 0, 0, 0 ] ],
              
              [ [ 0, 0, 0, 0 ],
                [ 0, 0, 0, 0 ],
                [ 0, 0, 0, 0 ],
                [ 1, 1, 1, 1 ] ] ])
                
J = Block("blue", [ [ [ 0, 1, 0 ],
                [ 0, 1, 0 ],
                [ 1, 1, 0 ] ],
              
              [ [ 0, 0, 0 ],
                [ 1, 1, 1 ],
                [ 0, 0, 1 ] ],
              
              [ [ 1, 1, 0 ],
                [ 1, 0, 0 ],
                [ 1, 0, 0 ] ],
              
              [ [ 0, 0, 0 ],
                [ 1, 0, 0 ],
                [ 1, 1, 1 ] ] ])
                
L = Block("orange", [ [ [ 1, 0, 0 ],
                [ 1, 0, 0 ],
                [ 1, 1, 0 ] ],
              
              [ [ 0, 0, 0 ],
                [ 0, 0, 1 ],
                [ 1, 1, 1 ] ],
              
              [ [ 0, 1, 1 ],
                [ 0, 0, 1 ],
                [ 0, 0, 1 ] ],
              
              [ [ 0, 0, 0 ],
                [ 1, 1, 1 ],
                [ 1, 0, 0 ] ] ])
                
S = Block("lime", [ [ [ 0, 0, 0 ],
                [ 0, 1, 1 ],
                [ 1, 1, 0 ] ],
              
              [ [ 1, 0, 0 ],
                [ 1, 1, 0 ],
                [ 0, 1, 0 ] ] ])
                
Z = Block("red", [ [ [ 0, 0, 0 ],
                [ 1, 1, 0 ],
                [ 0, 1, 1 ] ],
              
              [ [ 0, 1, 0 ],
                [ 1, 1, 0 ],
                [ 1, 0, 0 ] ] ])
                
O = Block("yellow", [ [ [ 1, 1 ],
                     [ 1, 1 ] ] ])
                     
T = Block("magenta", [ [ [ 0, 0, 0 ],
                [ 0, 1, 0 ],
                [ 1, 1, 1 ] ],
              
              [ [ 0, 1, 0 ],
                [ 1, 1, 0 ],
                [ 0, 1, 0 ] ],
              
              [ [ 0, 0, 0 ],
                [ 1, 1, 1 ],
                [ 0, 1, 0 ] ],
              
              [ [ 1, 0, 0 ],
                [ 1, 1, 0 ],
                [ 1, 0, 0 ] ] ])
                



tile_size = 25
map_rows = 20
map_cols = 10
map_x = -125
map_y = 250


map_turtle = turtle.Turtle()
map_turtle.hideturtle()
map_turtle.up()

game_map = [["" for _ in range(map_cols)] for _ in range(map_rows)]


active_block = None
active_block_row = 0
active_block_col = 0
active_block_index = 0

block_turtle = turtle.Turtle()
block_turtle.hideturtle()
block_turtle.up()


game_update_interval = 250


score = 0
score_turtle = turtle.Turtle()
score_turtle.hideturtle()
score_turtle.up()
score_turtle.goto(170, 210)
score_turtle.write("Score: " + str(score), font=("Calibri", 20, "bold"))


game_over_turtle = turtle.Turtle()
game_over_turtle.hideturtle()
game_over_turtle.color("red")



def draw_box(t, width, height, pencolor, fillcolor):
    t.color(pencolor, fillcolor)
    t.down()
    t.begin_fill()
    for _ in range(2):
        t.forward(width)
        t.right(90)
        t.forward(height)
        t.right(90)
    t.end_fill()
    t.up()



def draw_map():
    map_turtle.clear()
    for row in range(map_rows):
        for col in range(map_cols):
            map_turtle.goto(map_x + tile_size * col, map_y - tile_size * row)
            draw_box(map_turtle, tile_size, tile_size, "black", game_map[row][col].color if game_map[row][col] else "mintcream")



def make_new_block():
    global active_block
    global active_block_row, active_block_col
    global active_block_index

    active_block = random.choice((I, J, L, S, Z, O, T))
    active_block_row = 0
    active_block_col = 4
    active_block_index = 0



def draw_block():
    block_turtle.clear()

    # Find the x and y position of the block
    x = map_x + active_block_col * tile_size
    y = map_y - active_block_row * tile_size

    block_tiles = active_block.tiles[active_block_index]
    block_color = active_block.color
    for row in range(len(block_tiles)):
        for col in range(len(block_tiles[row])):
            if block_tiles[row][col] == 1:
                block_turtle.goto(x+col*tile_size, y-row*tile_size)
                draw_box(block_turtle, tile_size, tile_size, "black", block_color)
    


def is_valid_block(block_type, block_row, block_col, block_index):

    block_tiles = block_type.tiles[block_index]
    for row in range(len(block_tiles)):
        for col in range(len(block_tiles[row])):
            if block_tiles[row][col] == 1:
                if block_row + row not in range(0, map_rows):
                    return False
                if block_col + col not in range(0, map_cols):
                    return False
                if game_map[block_row + row][block_col + col] != "":
                    return False

    return True



def set_block_on_map():
    block_tiles = active_block.tiles[active_block_index]
    for row in range(len(block_tiles)):
        for col in range(len(block_tiles[row])):
            if block_tiles[row][col] == 1:
                game_map[active_block_row + row][active_block_col + col] = active_block
    draw_map()



r = 0
def remove_completed_rows():
    global game_map
    global score
    global game_update_interval
    global r

    new_map = []
    for row in range(len(game_map)):
        game_row = game_map[row]
        if "" in game_row:
            new_map.append(game_row)
        else:
            score += 10
            score_turtle.clear()
            score_turtle.write("Score: " + str(score), font=("Calibri", 20, "bold"))
            r += 1
            if r == 5:
                game_update_interval = int(game_update_interval/1.1)
                r = 0
        
    for row in range(0, map_rows - len(new_map)):
        game_row = ["" for _ in range(map_cols)]
        new_map.insert(0, game_row)

    game_map = new_map
    draw_map()

    # Task: increase the score and difficulty when a row is completed


pause = False
def game_loop():
    global active_block, active_block_row

    if active_block is None:
        make_new_block()
        if not is_valid_block(active_block, active_block_row, active_block_col, active_block_index):
            active_block = None
            game_over_turtle.write("Game over!", align="center", font=("Calibri", 60, "bold"))
            return
        draw_block()

    else:
        if is_valid_block(active_block, active_block_row + 1, active_block_col, active_block_index):
            if not pause:
                active_block_row += 1
                draw_block()
        else:
            set_block_on_map()
            active_block = None
            remove_completed_rows()
    
    turtle.update()

    # Set the next update

    turtle.ontimer(game_loop, game_update_interval)



# Set up the turtle window
turtle.setup(800, 600)
turtle.title("Tetris")
turtle.bgcolor("navajowhite")
turtle.up()
turtle.hideturtle()
turtle.tracer(False)

# Draw the background border around the map
turtle.goto(map_x - 10, map_y + 10)
draw_box(turtle, tile_size * map_cols + 20, tile_size * map_rows + 20, \
         "", "lightslategray")

# Draw the empty map in the window
draw_map()
turtle.update()

# Set up the game loop
turtle.ontimer(game_loop, game_update_interval)



def rotate():
    global active_block_index

    if active_block is None:
        return
    new_block_index = (active_block_index + 1) % len(active_block.tiles)
    if is_valid_block(active_block, active_block_row, active_block_col, new_block_index):
        active_block_index = new_block_index
        draw_block()
turtle.onkeypress(rotate, "Up")


def move_left():
    global active_block_col

    if active_block is None:
        return
    if is_valid_block(active_block, active_block_row, active_block_col - 1, active_block_index):
        active_block_col -= 1
        draw_block()
turtle.onkeypress(move_left, "Left")


def move_right():
    global active_block_col

    if active_block is None:
        return
    if is_valid_block(active_block, active_block_row, active_block_col + 1, active_block_index):
        active_block_col += 1
        draw_block()
turtle.onkeypress(move_right, "Right")


def drop():
    global active_block_row

    if active_block is None:
        return
    while is_valid_block(active_block, active_block_row + 1, active_block_col, active_block_index):
        active_block_row += 1
    draw_block()
turtle.onkeypress(drop, "Down")


def pause_game():
    global pause
    pause = not pause

turtle.onkeypress(pause_game, "space")


def change_block_type():
    global active_block
    global active_block_index
  
    new_block = random.choice((I, J, L, S, Z, O, T))
    new_block_index = 0
    if is_valid_block(new_block, active_block_row, active_block_col, new_block_index):
        active_block = new_block
        active_block_index = new_block_index
        draw_block()
turtle.onkeypress(change_block_type, "c")



turtle.listen()

turtle.done()

三、效果展示

1)游戏开始

2)方块儿截图game over

到此这篇关于Python+Pygame实战之俄罗斯方块游戏的实现的文章就介绍到这了,更多相关Python Pygame俄罗斯方块游戏内容请搜索脚本之家以前的文章或继续浏览下面的相关文章希望大家以后多多支持脚本之家!

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