python實(shí)現(xiàn)俄羅斯方塊小游戲
回顧我們的python制作小游戲之路,幾篇非常精彩的文章
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今天我們用python來實(shí)現(xiàn)小時(shí)候玩過的俄羅斯方塊游戲吧
具體代碼與文件可以訪問我的GitHub地址獲取
第一步——構(gòu)建各種方塊
import random from collections import namedtuple Point = namedtuple('Point', 'X Y') Shape = namedtuple('Shape', 'X Y Width Height') Block = namedtuple('Block', 'template start_pos end_pos name next') # 方塊形狀的設(shè)計(jì),我最初我是做成 4 × 4,因?yàn)殚L寬最長都是4,這樣旋轉(zhuǎn)的時(shí)候就不考慮怎么轉(zhuǎn)了,就是從一個(gè)圖形替換成另一個(gè) # 其實(shí)要實(shí)現(xiàn)這個(gè)功能,只需要固定左上角的坐標(biāo)就可以了 # S形方塊 S_BLOCK = [Block(['.OO', 'OO.', '...'], Point(0, 0), Point(2, 1), 'S', 1), Block(['O..', 'OO.', '.O.'], Point(0, 0), Point(1, 2), 'S', 0)] # Z形方塊 Z_BLOCK = [Block(['OO.', '.OO', '...'], Point(0, 0), Point(2, 1), 'Z', 1), Block(['.O.', 'OO.', 'O..'], Point(0, 0), Point(1, 2), 'Z', 0)] # I型方塊 I_BLOCK = [Block(['.O..', '.O..', '.O..', '.O..'], Point(1, 0), Point(1, 3), 'I', 1), Block(['....', '....', 'OOOO', '....'], Point(0, 2), Point(3, 2), 'I', 0)] # O型方塊 O_BLOCK = [Block(['OO', 'OO'], Point(0, 0), Point(1, 1), 'O', 0)] # J型方塊 J_BLOCK = [Block(['O..', 'OOO', '...'], Point(0, 0), Point(2, 1), 'J', 1), Block(['.OO', '.O.', '.O.'], Point(1, 0), Point(2, 2), 'J', 2), Block(['...', 'OOO', '..O'], Point(0, 1), Point(2, 2), 'J', 3), Block(['.O.', '.O.', 'OO.'], Point(0, 0), Point(1, 2), 'J', 0)] # L型方塊 L_BLOCK = [Block(['..O', 'OOO', '...'], Point(0, 0), Point(2, 1), 'L', 1), Block(['.O.', '.O.', '.OO'], Point(1, 0), Point(2, 2), 'L', 2), Block(['...', 'OOO', 'O..'], Point(0, 1), Point(2, 2), 'L', 3), Block(['OO.', '.O.', '.O.'], Point(0, 0), Point(1, 2), 'L', 0)] # T型方塊 T_BLOCK = [Block(['.O.', 'OOO', '...'], Point(0, 0), Point(2, 1), 'T', 1), Block(['.O.', '.OO', '.O.'], Point(1, 0), Point(2, 2), 'T', 2), Block(['...', 'OOO', '.O.'], Point(0, 1), Point(2, 2), 'T', 3), Block(['.O.', 'OO.', '.O.'], Point(0, 0), Point(1, 2), 'T', 0)] BLOCKS = {'O': O_BLOCK, 'I': I_BLOCK, 'Z': Z_BLOCK, 'T': T_BLOCK, 'L': L_BLOCK, 'S': S_BLOCK, 'J': J_BLOCK} def get_block(): block_name = random.choice('OIZTLSJ') b = BLOCKS[block_name] idx = random.randint(0, len(b) - 1) return b[idx] def get_next_block(block): b = BLOCKS[block.name] return b[block.next]
第二部——構(gòu)建主函數(shù)
import sys import time import pygame from pygame.locals import * import blocks SIZE = 30 # 每個(gè)小方格大小 BLOCK_HEIGHT = 25 # 游戲區(qū)高度 BLOCK_WIDTH = 10 # 游戲區(qū)寬度 BORDER_WIDTH = 4 # 游戲區(qū)邊框?qū)挾? BORDER_COLOR = (40, 40, 200) # 游戲區(qū)邊框顏色 SCREEN_WIDTH = SIZE * (BLOCK_WIDTH + 5) # 游戲屏幕的寬 SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT # 游戲屏幕的高 BG_COLOR = (40, 40, 60) # 背景色 BLOCK_COLOR = (20, 128, 200) # BLACK = (0, 0, 0) RED = (200, 30, 30) # GAME OVER 的字體顏色 def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)): imgText = font.render(text, True, fcolor) screen.blit(imgText, (x, y)) def main(): pygame.init() screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption('俄羅斯方塊') font1 = pygame.font.SysFont('SimHei', 24) # 黑體24 font2 = pygame.font.Font(None, 72) # GAME OVER 的字體 font_pos_x = BLOCK_WIDTH * SIZE + BORDER_WIDTH + 10 # 右側(cè)信息顯示區(qū)域字體位置的X坐標(biāo) gameover_size = font2.size('GAME OVER') font1_height = int(font1.size('得分')[1]) cur_block = None # 當(dāng)前下落方塊 next_block = None # 下一個(gè)方塊 cur_pos_x, cur_pos_y = 0, 0 game_area = None # 整個(gè)游戲區(qū)域 game_over = True start = False # 是否開始,當(dāng)start = True,game_over = True 時(shí),才顯示 GAME OVER score = 0 # 得分 orispeed = 0.5 # 原始速度 speed = orispeed # 當(dāng)前速度 pause = False # 暫停 last_drop_time = None # 上次下落時(shí)間 last_press_time = None # 上次按鍵時(shí)間 def _dock(): nonlocal cur_block, next_block, game_area, cur_pos_x, cur_pos_y, game_over, score, speed for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1): for _j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1): if cur_block.template[_i][_j] != '.': game_area[cur_pos_y + _i][cur_pos_x + _j] = '0' if cur_pos_y + cur_block.start_pos.Y <= 0: game_over = True else: # 計(jì)算消除 remove_idxs = [] for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1): if all(_x == '0' for _x in game_area[cur_pos_y + _i]): remove_idxs.append(cur_pos_y + _i) if remove_idxs: # 計(jì)算得分 remove_count = len(remove_idxs) if remove_count == 1: score += 100 elif remove_count == 2: score += 300 elif remove_count == 3: score += 700 elif remove_count == 4: score += 1500 speed = orispeed - 0.03 * (score // 10000) # 消除 _i = _j = remove_idxs[-1] while _i >= 0: while _j in remove_idxs: _j -= 1 if _j < 0: game_area[_i] = ['.'] * BLOCK_WIDTH else: game_area[_i] = game_area[_j] _i -= 1 _j -= 1 cur_block = next_block next_block = blocks.get_block() cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y def _judge(pos_x, pos_y, block): nonlocal game_area for _i in range(block.start_pos.Y, block.end_pos.Y + 1): if pos_y + block.end_pos.Y >= BLOCK_HEIGHT: return False for _j in range(block.start_pos.X, block.end_pos.X + 1): if pos_y + _i >= 0 and block.template[_i][_j] != '.' and game_area[pos_y + _i][pos_x + _j] != '.': return False return True while True: for event in pygame.event.get(): if event.type == QUIT: sys.exit() elif event.type == KEYDOWN: if event.key == K_RETURN: if game_over: start = True game_over = False score = 0 last_drop_time = time.time() last_press_time = time.time() game_area = [['.'] * BLOCK_WIDTH for _ in range(BLOCK_HEIGHT)] cur_block = blocks.get_block() next_block = blocks.get_block() cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y elif event.key == K_SPACE: if not game_over: pause = not pause elif event.key in (K_w, K_UP): # 旋轉(zhuǎn) # 其實(shí)記得不是很清楚了,比如 # .0. # .00 # ..0 # 這個(gè)在最右邊靠邊的情況下是否可以旋轉(zhuǎn),我試完了網(wǎng)上的俄羅斯方塊,是不能旋轉(zhuǎn)的,這里我們就按不能旋轉(zhuǎn)來做 # 我們?cè)谛螤钤O(shè)計(jì)的時(shí)候做了很多的空白,這樣只需要規(guī)定整個(gè)形狀包括空白部分全部在游戲區(qū)域內(nèi)時(shí)才可以旋轉(zhuǎn) if 0 <= cur_pos_x <= BLOCK_WIDTH - len(cur_block.template[0]): _next_block = blocks.get_next_block(cur_block) if _judge(cur_pos_x, cur_pos_y, _next_block): cur_block = _next_block if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: if not game_over and not pause: if time.time() - last_press_time > 0.1: last_press_time = time.time() if cur_pos_x > - cur_block.start_pos.X: if _judge(cur_pos_x - 1, cur_pos_y, cur_block): cur_pos_x -= 1 if event.key == pygame.K_RIGHT: if not game_over and not pause: if time.time() - last_press_time > 0.1: last_press_time = time.time() # 不能移除右邊框 if cur_pos_x + cur_block.end_pos.X + 1 < BLOCK_WIDTH: if _judge(cur_pos_x + 1, cur_pos_y, cur_block): cur_pos_x += 1 if event.key == pygame.K_DOWN: if not game_over and not pause: if time.time() - last_press_time > 0.1: last_press_time = time.time() if not _judge(cur_pos_x, cur_pos_y + 1, cur_block): _dock() else: last_drop_time = time.time() cur_pos_y += 1 _draw_background(screen) _draw_game_area(screen, game_area) _draw_gridlines(screen) _draw_info(screen, font1, font_pos_x, font1_height, score) # 畫顯示信息中的下一個(gè)方塊 _draw_block(screen, next_block, font_pos_x, 30 + (font1_height + 6) * 5, 0, 0) if not game_over: cur_drop_time = time.time() if cur_drop_time - last_drop_time > speed: if not pause: # 不應(yīng)該在下落的時(shí)候來判斷到底沒,我們玩俄羅斯方塊的時(shí)候,方塊落到底的瞬間是可以進(jìn)行左右移動(dòng) if not _judge(cur_pos_x, cur_pos_y + 1, cur_block): _dock() else: last_drop_time = cur_drop_time cur_pos_y += 1 else: if start: print_text(screen, font2, (SCREEN_WIDTH - gameover_size[0]) // 2, (SCREEN_HEIGHT - gameover_size[1]) // 2, 'GAME OVER', RED) # 畫當(dāng)前下落方塊 _draw_block(screen, cur_block, 0, 0, cur_pos_x, cur_pos_y) pygame.display.flip() # 畫背景 def _draw_background(screen): # 填充背景色 screen.fill(BG_COLOR) # 畫游戲區(qū)域分隔線 pygame.draw.line(screen, BORDER_COLOR, (SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, 0), (SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH) # 畫網(wǎng)格線 def _draw_gridlines(screen): # 畫網(wǎng)格線 豎線 for x in range(BLOCK_WIDTH): pygame.draw.line(screen, BLACK, (x * SIZE, 0), (x * SIZE, SCREEN_HEIGHT), 1) # 畫網(wǎng)格線 橫線 for y in range(BLOCK_HEIGHT): pygame.draw.line(screen, BLACK, (0, y * SIZE), (BLOCK_WIDTH * SIZE, y * SIZE), 1) # 畫已經(jīng)落下的方塊 def _draw_game_area(screen, game_area): if game_area: for i, row in enumerate(game_area): for j, cell in enumerate(row): if cell != '.': pygame.draw.rect(screen, BLOCK_COLOR, (j * SIZE, i * SIZE, SIZE, SIZE), 0) # 畫單個(gè)方塊 def _draw_block(screen, block, offset_x, offset_y, pos_x, pos_y): if block: for i in range(block.start_pos.Y, block.end_pos.Y + 1): for j in range(block.start_pos.X, block.end_pos.X + 1): if block.template[i][j] != '.': pygame.draw.rect(screen, BLOCK_COLOR, (offset_x + (pos_x + j) * SIZE, offset_y + (pos_y + i) * SIZE, SIZE, SIZE), 0) # 畫得分等信息 def _draw_info(screen, font, pos_x, font_height, score): print_text(screen, font, pos_x, 10, f'得分: ') print_text(screen, font, pos_x, 10 + font_height + 6, f'{score}') print_text(screen, font, pos_x, 20 + (font_height + 6) * 2, f'速度: ') print_text(screen, font, pos_x, 20 + (font_height + 6) * 3, f'{score // 10000}') print_text(screen, font, pos_x, 30 + (font_height + 6) * 4, f'下一個(gè):') if __name__ == '__main__': main()
游戲截圖
運(yùn)行效果
更多俄羅斯方塊精彩文章請(qǐng)點(diǎn)擊專題:俄羅斯方塊游戲集合 進(jìn)行學(xué)習(xí)。
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