python小游戏,pygame手写俄罗斯方块

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Pygame 是一组用来开发游戏软件的 Python 程序模块,基于 SDL 库的基础上开发。允许你在 Python 程序中创建功能丰富的游戏和多媒体程序,Pygame 是一个高可移植性的模块可以支持多个操作系统。用它来开发小游戏非常适合。

今天是用pygame写俄罗斯方块这个小游戏。

# S形方块
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形方块
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型方块
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型方块
O_BLOCK = [Block(['OO',                  'OO'], Point(0, 0), Point(1, 1), 'O', 0)]

# L型方块
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型方块
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,}

首先,我们需要先定义俄罗斯方块的形状,这个是第一步。我们需要知道它在空间中是长什么样的。

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()
                        # 不能移除右边框
                        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

这一段代码写了用键盘按键操作俄罗斯方块,然后按左右键,可以整体左右移动,按下键,就会加速向下移动。

 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:
            # 计算消除
            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:
                # 计算得分
                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_bloc

最后需要判断方块触底的时候,是否游戏结束。然后是否消除方块,进行加分。

总的来说游戏逻辑并非太难,有兴趣的同学可以关注公众号:诗一样的代码,找我一起讨论学习。