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679-1916291-俄罗斯方块.sy.md

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import random
import sys
import pygame
#: 颜色定义
COLOR_WHITE = (255, 255, 255)
COLOR_BLACK = (0, 0, 0)
class Block:
 """小块"""
 width = 24
 height = 24
 @staticmethod
 def draw(s, left, top, color, bg_color):
    pygame.draw.rect(s, bg_color, pygame.Rect(left, top, Block.width, Block.height))
    pygame.draw.rect(s, color, pygame.Rect(left, top, Block.width - 1, Block.height - 1))
class Building:
 """积木"""
 def __init__(self):
    """
    方块的7种基本形状
    每次初始化随机选择一个形状
    @:return True / False
    """
    self.form = random.choice(
     [
[
 [0, 0, 0, 0, 0],
 [0, 0, 1, 0, 0],
 [0, 1, 1, 1, 0],
 [0, 0, 0, 0, 0],
 [0, 0, 0, 0, 0]
],
[
 [0, 0, 0, 0, 0],
 [0, 0, 0, 0, 0],
 [1, 1, 1, 1, 0],
 [0, 0, 0, 0, 0],
 [0, 0, 0, 0, 0]
],
[
 [0, 0, 0, 0, 0],
 [0, 1, 1, 0, 0],
 [0, 0, 1, 1, 0],
 [0, 0, 0, 0, 0],
 [0, 0, 0, 0, 0]
],
[
 [0, 0, 0, 0, 0],
 [0, 0, 1, 1, 0],
 [0, 1, 1, 0, 0],
 [0, 0, 0, 0, 0],
 [0, 0, 0, 0, 0]
],
[
 [0, 0, 0, 0, 0],
 [0, 1, 1, 0, 0],
 [0, 0, 1, 0, 0],
 [0, 0, 1, 0, 0],
 [0, 0, 0, 0, 0]
],
[
 [0, 0, 0, 0, 0],
 [0, 0, 1, 1, 0],
 [0, 0, 1, 0, 0],
 [0, 0, 1, 0, 0],
 [0, 0, 0, 0, 0]
],
[
 [0, 0, 0, 0, 0],
 [0, 1, 1, 0, 0],
 [0, 1, 1, 0, 0],
 [0, 0, 0, 0, 0],
 [0, 0, 0, 0, 0]
]
     ])
 def __getitem__(self, pos):
    return self.form[pos]
 def __setitem__(self, key, value):
    self.form[key] = value
class Layout:
 """棋盘"""
 def __init__(self):
    self.block_x_count = 16;
    self.block_y_count = 22;
    self.layout = [[0 if 1 < i < self.block_x_count - 2 and j < self.block_y_count - 2 else 1
  for i in range(self.block_x_count)] for j in range(self.block_y_count)]
 @property
 def size(self):
    """返回棋盘屏幕大小(width,height)"""
    return (self.block_x_count * Block.width, self.block_y_count * Block.height)
 def create_new_building(self):
    """
    创建新的积木,初始化位置为第5,0格, 速度为4
    :return: 返回是否无空间创建了
    """
    self.building = Building()
    self.building_left, self.building_top = 5, 0 #
    self.drop_speed = 3
    print(self.test_building_touch_wall())
    return self.test_building_touch_wall()
 @property
 def speed(self):
    return self.drop_speed
 def test_building_touch_wall(self, x_offset=0, y_offset=0):
    """
    积木是否已经触底/墙壁
    具体操作:
    判断积木最后一排的1,是否在当前棋牌对应的位置是也是1
    @:param x_offset: x的偏移量 移动时可以传入1/-1来判断
    @:param y_offset: y的偏移量 正常下落时可以传入1来判断
    """
    for i in range(4, -1, -1):
     for j in range(5):
if self.building[i][j]:
 if self.layout[i + self.building_top + y_offset][j + self.building_left + x_offset]:
  return True
    return False
 def move_left_right(self, x):
    """
    左右移动
    @:param x: 移动量 x_offset
    """
    #: 移动时不能撞墙
    if not self.test_building_touch_wall(x_offset=x):
     self.building_left += x
 def down_build(self):
    """ 盒子的自动下移 """
    self.building_top += 1
 def direct_down(self):
    """ 手动快速降落 """
    self.drop_speed = 50
 def convert_building(self):
    """
    * 扭转盒子的总方位 (右转)
    具体操作:
    把第一竖排的倒序给第一横排的
    把第二竖排的倒序给第二横排的
    后面同理.
    """
    new_box = [[0 for i in range(5)] for j in range(5)]
    for i in range(5):
     for j in range(4, -1, -1):
new_box[i][j] = self.building[4 - j][i]
    self.building = new_box
 def clear_full_lines(self):
    """消除满行的所有行"""
    new_layout = [[0 if 1 < i < self.block_x_count - 2 and j < self.block_y_count - 2 else 1
  for i in range(self.block_x_count)] for j in range(self.block_y_count)]
    row_len = self.block_x_count - 4
    new_row = self.block_y_count - 2 - 1
    for cur_row in range(self.block_y_count - 2 - 1, 0, -1):
     if sum(self.layout[cur_row][2:self.block_x_count - 2]) < row_len:
new_layout[new_row] = self.layout[cur_row]
new_row -= 1
    self.layout = new_layout
 def put_building_to_layout(self):
    """将积木放到棋盘里"""
    for i in range(4, -1, -1):
     for j in range(5):
if self.building[i][j]:
 self.layout[i + self.building_top][j + self.building_left] = 1
    #: 这里会调用消除函数
    self.clear_full_lines()
 def draw_building(self, s):
    """
    显示积木
    @:param s : pygame = screen
    """
    cur_left, cur_top = self.building_left * Block.width, self.building_top * Block.height
    for i in range(5):
     for j in range(5):
# 只画积木实体,不管盒子本身
if self.building[j][i]:
 Block.draw(s, cur_left + i * Block.width, cur_top + j * Block.height, COLOR_BLACK, COLOR_WHITE)
 def draw(self, s):
    """
    显示棋盘
    @:param s : pygame = screen
    """
    for i in range(self.block_x_count):
     for j in range(self.block_y_count):
if self.layout[j][i] == 0:
 Block.draw(s, i * Block.width, j * Block.height, COLOR_WHITE, COLOR_BLACK)
else:
 Block.draw(s, i * Block.width, j * Block.height, COLOR_BLACK, COLOR_WHITE)
# -------------------------------------------------------------------
# Main
# -------------------------------------------------------------------
def main():
 #: 初始化
 while True:
    layout = Layout()
    layout.create_new_building()
    pygame.init()
    pygame.display.set_caption('俄罗斯方块')
    screen = pygame.display.set_mode((layout.size), 0, 32)
    is_over = False
    #: 单局游戏循环开始 [结束后直接重新开始]
    while not is_over:
     #: 处理游戏消息
     for e in pygame.event.get():
if e.type == pygame.QUIT:
 sys.exit()
#: 处理按键
if e.type == pygame.KEYDOWN:
 if e.key == pygame.K_UP:
  layout.convert_building()
 if e.key == pygame.K_DOWN:
  layout.direct_down()
 if e.key == pygame.K_LEFT:
  layout.move_left_right(-1)
 if e.key == pygame.K_RIGHT:
  layout.move_left_right(1)
     #: 是否碰触底部地面了,是 -> 融合背景 否 -> 继续下落
     if layout.test_building_touch_wall(y_offset=1):
layout.put_building_to_layout()
is_over = layout.create_new_building()
     else:
layout.down_build()
     #: 绘制
     layout.draw(screen)
     layout.draw_building(screen)
     pygame.display.update()
     #: 速度
     pygame.time.Clock().tick(layout.speed)
if __name__ == '__main__':
main()