1. 程式人生 > 程式設計 >python實現俄羅斯方塊小遊戲

python實現俄羅斯方塊小遊戲

回顧我們的python製作小遊戲之路,幾篇非常精彩的文章

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今天我們用python來實現小時候玩過的俄羅斯方塊遊戲吧
具體程式碼與檔案可以訪問我的GitHub地址獲取

第一步——構建各種方塊

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')

# 方塊形狀的設計,我最初我是做成 4 × 4,因為長寬最長都是4,這樣旋轉的時候就不考慮怎麼轉了,就是從一個圖形替換成另一個
# 其實要實現這個功能,只需要固定左上角的座標就可以了

# S形方塊
S_BLOCK = [Block(['.OO','OO.','...'],Point(0,0),Point(2,1),'S',Block(['O..','.O.'],Point(1,2),0)]
# Z形方塊
Z_BLOCK = [Block(['OO.','.OO','Z',Block(['.O.','O..'],0)]
# I型方塊
I_BLOCK = [Block(['.O..','.O..','.O..'],3),'I',Block(['....','....','OOOO','....'],Point(3,0)]
# O型方塊
O_BLOCK = [Block(['OO','OO'],'O',0)]
# J型方塊
J_BLOCK = [Block(['O..','OOO','J',Block(['.OO','.O.',Block(['...','..O'],'OO.'],0)]
# L型方塊
L_BLOCK = [Block(['..O','L','.OO'],Block(['OO.',0)]
# T型方塊
T_BLOCK = [Block(['.O.','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——構建主函式

import sys
import time
import pygame
from pygame.locals import *
import blocks

SIZE = 30 # 每個小方格大小
BLOCK_HEIGHT = 25 # 遊戲區高度
BLOCK_WIDTH = 10 # 遊戲區寬度
BORDER_WIDTH = 4 # 遊戲區邊框寬度
BORDER_COLOR = (40,40,200) # 遊戲區邊框顏色
SCREEN_WIDTH = SIZE * (BLOCK_WIDTH + 5) # 遊戲螢幕的寬
SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT # 遊戲螢幕的高
BG_COLOR = (40,60) # 背景色
BLOCK_COLOR = (20,128,200) #
BLACK = (0,0)
RED = (200,30,30) # GAME OVER 的字型顏色


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 的字型
 font_pos_x = BLOCK_WIDTH * SIZE + BORDER_WIDTH + 10 # 右側資訊顯示區域字型位置的X座標
 gameover_size = font2.size('GAME OVER')
 font1_height = int(font1.size('得分')[1])

 cur_block = None # 當前下落方塊
 next_block = None # 下一個方塊
 cur_pos_x,cur_pos_y = 0,0

 game_area = None # 整個遊戲區域
 game_over = True
 start = False # 是否開始,當start = True,game_over = True 時,才顯示 GAME OVER
 score = 0 # 得分
 orispeed = 0.5 # 原始速度
 speed = orispeed # 當前速度
 pause = False # 暫停
 last_drop_time = None # 上次下落時間
 last_press_time = None # 上次按鍵時間

 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,-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
  # 其實記得不是很清楚了,比如
  # .0.
  # .00
  # ..0
  # 這個在最右邊靠邊的情況下是否可以旋轉,我試完了網上的俄羅斯方塊,是不能旋轉的,這裡我們就按不能旋轉來做
  # 我們在形狀設計的時候做了很多的空白,這樣只需要規定整個形狀包括空白部分全部在遊戲區域內時才可以旋轉
  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,_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_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_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)
 # 畫顯示資訊中的下一個方塊
 _draw_block(screen,30 + (font1_height + 6) * 5,0)

 if not game_over:
 cur_drop_time = time.time()
 if cur_drop_time - last_drop_time > speed:
 if not pause:
  # 不應該在下落的時候來判斷到底沒,我們玩俄羅斯方塊的時候,方塊落到底的瞬間是可以進行左右移動
  if not _judge(cur_pos_x,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)

 # 畫當前下落方塊
 _draw_block(screen,cur_block,cur_pos_y)

 pygame.display.flip()


# 畫背景
def _draw_background(screen):
 # 填充背景色
 screen.fill(BG_COLOR)
 # 畫遊戲區域分隔線
 pygame.draw.line(screen,BORDER_COLOR,(SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2,SCREEN_HEIGHT),BORDER_WIDTH)


# 畫網格線
def _draw_gridlines(screen):
 # 畫網格線 豎線
 for x in range(BLOCK_WIDTH):
 pygame.draw.line(screen,BLACK,(x * SIZE,1)
 # 畫網格線 橫線
 for y in range(BLOCK_HEIGHT):
 pygame.draw.line(screen,(0,y * SIZE),(BLOCK_WIDTH * SIZE,1)


# 畫已經落下的方塊
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,(offset_x + (pos_x + j) * SIZE,offset_y + (pos_y + i) * SIZE,0)


# 畫得分等資訊
def _draw_info(screen,font_height,score):
 print_text(screen,10,f'得分: ')
 print_text(screen,10 + font_height + 6,f'{score}')
 print_text(screen,20 + (font_height + 6) * 2,f'速度: ')
 print_text(screen,20 + (font_height + 6) * 3,f'{score // 10000}')
 print_text(screen,30 + (font_height + 6) * 4,f'下一個:')


if __name__ == '__main__':
 main()

遊戲截圖

python實現俄羅斯方塊小遊戲

執行效果

python實現俄羅斯方塊小遊戲

更多俄羅斯方塊精彩文章請點選專題:俄羅斯方塊遊戲集合 進行學習。

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以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。