本文为大家分享了python实现俄罗斯方块游戏的具体代码,供大家参考,具体内容如下
Github:Tetris
代码:
# -*- coding:utf-8 -*-
import pygame, sys, random, copy
from pygame.locals import *
pygame.init()
CubeWidth = 40
CubeHeight = 40
Column = 10
Row = 20
ScreenWidth = CubeWidth * (Column + 5)
ScreenHeight = CubeHeight * Row
ScreenSize = (ScreenWidth, ScreenHeight)
Screen = pygame.display.set_mode(ScreenSize, 0, 32)
pygame.display.set_caption("Ly's Tetris")
pygame.mixer.music.load('BackgroundMusic.ogg')
pygame.mixer.music.play(-1, 0.0)
ClickMusic = pygame.mixer.Sound('ClickMusic.wav')
ExplodeMusic = pygame.mixer.Sound('Explode.wav')
BackgroundImg = pygame.image.load('BackgroundImg.png').convert()
PreImg = pygame.image.load('PreImg.png').convert()
PStartImg = pygame.image.load('PStartImg.png').convert()
ResultPreImg = pygame.image.load('GameResultPreBgImg.png').convert()
RestartImg = pygame.image.load('GameResultRestBgImg.png').convert()
ScoreHintFont = pygame.font.SysFont('arial', 50)
ScoreFont = pygame.font.SysFont('arial', 40)
ResultFont = pygame.font.SysFont('arial', 200)
Aquamarine = (127, 255, 212)
LightGoldenrod = (255, 236, 139)
IndianRed = (255, 106, 106)
DarkOrchid = (153, 50, 204)
RoyalBlue = (72, 118, 255)
DarkOrange = (255, 165, 0)
Turquoise = (0, 245, 255)
IsRect = []
FPSClock = pygame.time.Clock()
class I():
def __init__(self):
self.Statu = ''
self.Color = Aquamarine
self.Body = []
x = random.randint(1, 2)
if x == 1:
self.Statu = 'upright'
for i in range(4):
InitBody = pygame.Rect(160, i * 40, 40, 40)
self.Body.append(InitBody)
elif x == 2:
self.Statu = 'horizon'
for i in range(4):
InitBody = pygame.Rect(120 + i * 40, 0, 40, 40)
self.Body.append(InitBody)
def Fall(self):
for rect in self.Body:
rect.top += 40
def IsFalled(self):
for rect in self.Body:
if rect.top == 760:
return True
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
return True
def Move(self, Curkey):
CanMoveFlag = True
if Curkey == K_UP:
self.Rotate()
elif Curkey == K_LEFT:
for rect in self.Body:
if rect.left == 0:
CanMoveFlag = not CanMoveFlag
break
elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]:
CanMoveFlag = not CanMoveFlag
break
if CanMoveFlag:
for rect in self.Body:
rect.left -= 40
elif Curkey == K_RIGHT:
for rect in self.Body:
if rect.left == 360:
CanMoveFlag = not CanMoveFlag
break
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]:
CanMoveFlag = not CanMoveFlag
break
if CanMoveFlag:
for rect in self.Body:
rect.left += 40
def Rotate(self):
if self.Statu == 'upright':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left -= 40
TempRotate[0].top += 40
TempRotate[2].left += 40
TempRotate[2].top -= 40
TempRotate[3].left += 40 * 2
TempRotate[3].top -= 40 * 2
IsRotate = True
if TempRotate[0].left < 0:
IsRotate = False
if TempRotate[3].left > 360:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'horizon'
else:
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left += 40
TempRotate[0].top -= 40
TempRotate[2].left -= 40
TempRotate[2].top += 40
TempRotate[3].left -= 40 * 2
TempRotate[3].top += 40 * 2
IsRotate = True
if TempRotate[0].top < 0:
IsRotate = False
if TempRotate[3].top > 760:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'upright'
class O():
def __init__(self):
self.Color = LightGoldenrod
self.Body = []
for i in range(2):
InitBody = pygame.Rect(160, i * 40, 40, 40)
self.Body.append(InitBody)
for i in range(2):
InitBody = pygame.Rect(200, i * 40, 40, 40)
self.Body.append(InitBody)
def Fall(self):
for rect in self.Body:
rect.top += 40
def IsFalled(self):
for rect in self.Body:
if rect.top == 760:
return True
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
return True
def Move(self, Curkey):
CanMoveFlag = True
if Curkey == K_UP:
self.Rotate()
elif Curkey == K_LEFT:
for rect in self.Body:
if rect.left == 0:
CanMoveFlag = not CanMoveFlag
break
elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]:
CanMoveFlag = not CanMoveFlag
break
if CanMoveFlag:
for rect in self.Body:
rect.left -= 40
elif Curkey == K_RIGHT:
for rect in self.Body:
if rect.left == 360:
CanMoveFlag = not CanMoveFlag
break
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]:
CanMoveFlag = not CanMoveFlag
break
if CanMoveFlag:
for rect in self.Body:
rect.left += 40
def Rotate(self):
pass
class T():
def __init__(self):
self.Statu = ''
self.Color = IndianRed
self.Body = []
x = random.randint(1, 4)
if x == 1:
self.Statu = 'up'
self.Body.append(pygame.Rect(200, 0, 40, 40))
for i in range(3):
self.Body.append(pygame.Rect(160 + i * 40, 40, 40, 40))
elif x == 2:
self.Statu = 'left'
self.Body.append(pygame.Rect(160, 40, 40, 40))
for i in range(3):
self.Body.append(pygame.Rect(200, 80 - i * 40, 40, 40))
elif x == 3:
self.Statu = 'down'
self.Body.append(pygame.Rect(200, 80, 40, 40))
for i in range(2, -1, -1):
self.Body.append(pygame.Rect(160 + i * 40, 40, 40, 40))
elif x == 4:
self.Statu = 'right'
self.Body.append(pygame.Rect(240, 40, 40, 40))
for i in range(3):
self.Body.append(pygame.Rect(200, i * 40, 40, 40))
def Fall(self):
for rect in self.Body:
rect.top += 40
def IsFalled(self):
for rect in self.Body:
if rect.top == 760:
return True
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
return True
def Move(self, Curkey):
CanMoveFlag = True
if Curkey == K_UP:
self.Rotate()
elif Curkey == K_LEFT:
for rect in self.Body:
if rect.left == 0:
CanMoveFlag = not CanMoveFlag
break
elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]:
CanMoveFlag = not CanMoveFlag
break
if CanMoveFlag:
for rect in self.Body:
rect.left -= 40
elif Curkey == K_RIGHT:
for rect in self.Body:
if rect.left == 360:
CanMoveFlag = not CanMoveFlag
break
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]:
CanMoveFlag = not CanMoveFlag
break
if CanMoveFlag:
for rect in self.Body:
rect.left += 40
def Rotate(self):
if self.Statu == 'up':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left -= 40
TempRotate[0].top += 40
TempRotate[1].left += 40
TempRotate[1].top += 40
TempRotate[3].left -= 40
TempRotate[3].top -= 40
IsRotate = True
if TempRotate[1].top > 760:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'left'
elif self.Statu == 'left':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left += 40
TempRotate[0].top += 40
TempRotate[1].left += 40
TempRotate[1].top -= 40
TempRotate[3].left -= 40
TempRotate[3].top += 40
IsRotate = True
if TempRotate[1].left > 360:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'down'
elif self.Statu == 'down':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left += 40
TempRotate[0].top -= 40
TempRotate[1].left -= 40
TempRotate[1].top -= 40
TempRotate[3].left += 40
TempRotate[3].top += 40
IsRotate = True
if TempRotate[1].top < 0:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'right'
elif self.Statu == 'right':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left -= 40
TempRotate[0].top -= 40
TempRotate[1].left -= 40
TempRotate[1].top += 40
TempRotate[3].left += 40
TempRotate[3].top -= 40
IsRotate = True
if TempRotate[1].top < 0:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'up'
class Z():
def __init__(self):
self.Statu = ''
self.Color = DarkOrchid
self.Body = []
x = random.randint(1, 2)
if x == 1:
self.Statu = 'horizon'
for i in range(2):
self.Body.append(pygame.Rect(120 + i * 40, 0, 40, 40))
for i in range(2):
self.Body.append(pygame.Rect(160 + i * 40, 40, 40, 40))
elif x == 2:
self.Statu = 'upright'
for i in range(2):
self.Body.append(pygame.Rect(200, i * 40, 40, 40))
for i in range(2):
self.Body.append(pygame.Rect(160, 40 + i * 40, 40, 40))
def Fall(self):
for rect in self.Body:
rect.top += 40
def IsFalled(self):
for rect in self.Body:
if rect.top == 760:
return True
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
return True
def Move(self, Curkey):
CanMoveFlag = True
if Curkey == K_UP:
self.Rotate()
elif Curkey == K_LEFT:
for rect in self.Body:
if rect.left == 0:
CanMoveFlag = not CanMoveFlag
break
elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]:
CanMoveFlag = not CanMoveFlag
break
if CanMoveFlag:
for rect in self.Body:
rect.left -= 40
elif Curkey == K_RIGHT:
for rect in self.Body:
if rect.left == 360:
CanMoveFlag = not CanMoveFlag
break
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]:
CanMoveFlag = not CanMoveFlag
break
if CanMoveFlag:
for rect in self.Body:
rect.left += 40
def Rotate(self):
if self.Statu == 'horizon':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left += 40 * 2
TempRotate[1].left += 40
TempRotate[1].top += 40
TempRotate[3].left -= 40
TempRotate[3].top += 40
IsRotate = True
if TempRotate[3].top > 760:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'upright'
elif self.Statu == 'upright':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left -= 40 * 2
TempRotate[1].left -= 40
TempRotate[1].top -= 40
TempRotate[3].left += 40
TempRotate[3].top -= 40
IsRotate = True
if TempRotate[0].left < 0:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'horizon'
class S():
def __init__(self):
self.Statu = ''
self.Color = DarkOrchid
self.Body = []
x = random.randint(1, 2)
if x == 1:
self.Statu = 'horizon'
for i in range(2):
self.Body.append(pygame.Rect(200 - i * 40, 0, 40, 40))
for i in range(2):
self.Body.append(pygame.Rect(160 - i * 40, 40, 40, 40))
elif x == 2:
self.Statu = 'upright'
for i in range(2):
self.Body.append(pygame.Rect(120, i * 40, 40, 40))
for i in range(2):
self.Body.append(pygame.Rect(160, 40 + i * 40, 40, 40))
def Fall(self):
for rect in self.Body:
rect.top += 40
def IsFalled(self):
for rect in self.Body:
if rect.top == 760:
return True
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
return True
def Move(self, Curkey):
CanMoveFlag = True
if Curkey == K_UP:
self.Rotate()
elif Curkey == K_LEFT:
for rect in self.Body:
if rect.left == 0:
CanMoveFlag = not CanMoveFlag
break
elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]:
CanMoveFlag = not CanMoveFlag
break
if CanMoveFlag:
for rect in self.Body:
rect.left -= 40
elif Curkey == K_RIGHT:
for rect in self.Body:
if rect.left == 360:
CanMoveFlag = not CanMoveFlag
break
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]:
CanMoveFlag = not CanMoveFlag
break
if CanMoveFlag:
for rect in self.Body:
rect.left += 40
def Rotate(self):
if self.Statu == 'horizon':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left -= 40 * 2
TempRotate[1].left -= 40
TempRotate[1].top += 40
TempRotate[3].left += 40
TempRotate[3].top += 40
IsRotate = True
if TempRotate[3].top > 760:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'upright'
elif self.Statu == 'upright':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left += 40 * 2
TempRotate[1].left += 40
TempRotate[1].top -= 40
TempRotate[3].left -= 40
TempRotate[3].top -= 40
IsRotate = True
if TempRotate[0].left > 360:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'horizon'
class L():
def __init__(self):
self.Statu = ''
self.Color = DarkOrange
self.Body = []
x = random.randint(1, 4)
if x == 1:
self.Statu = 'horizonright'
self.Body.append(pygame.Rect(120, 0, 40, 40))
for i in range(3):
self.Body.append(pygame.Rect(120 + i * 40, 40, 40, 40))
elif x == 2:
self.Statu = 'uprightup'
self.Body.append(pygame.Rect(120, 80, 40, 40))
for i in range(3):
self.Body.append(pygame.Rect(160, 80 - i * 40, 40, 40))
elif x == 3:
self.Statu = 'horizonleft'
self.Body.append(pygame.Rect(200, 40, 40, 40))
for i in range(3):
self.Body.append(pygame.Rect(200 - i * 40, 0, 40, 40))
elif x == 4:
self.Statu = 'uprightdown'
self.Body.append(pygame.Rect(160, 0, 40, 40))
for i in range(3):
self.Body.append(pygame.Rect(120, i * 40, 40, 40))
def Fall(self):
for rect in self.Body:
rect.top += 40
def IsFalled(self):
for rect in self.Body:
if rect.top == 760:
return True
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
return True
def Move(self, Curkey):
CanMoveFlag = True
if Curkey == K_UP:
self.Rotate()
elif Curkey == K_LEFT:
for rect in self.Body:
if rect.left == 0:
CanMoveFlag = not CanMoveFlag
break
elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]:
CanMoveFlag = not CanMoveFlag
break
if CanMoveFlag:
for rect in self.Body:
rect.left -= 40
elif Curkey == K_RIGHT:
for rect in self.Body:
if rect.left == 360:
CanMoveFlag = not CanMoveFlag
break
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]:
CanMoveFlag = not CanMoveFlag
break
if CanMoveFlag:
for rect in self.Body:
rect.left += 40
def Rotate(self):
if self.Statu == 'horizonright':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left -= 40
TempRotate[0].top += 40
TempRotate[2].left -= 40
TempRotate[2].top -= 40
TempRotate[3].left -= 40 * 2
TempRotate[3].top -= 40 * 2
IsRotate = True
if TempRotate[0].left < 0:
IsRotate = False
if TempRotate[3].top < 0:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'uprightup'
elif self.Statu == 'uprightup':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left += 40
TempRotate[0].top += 40
TempRotate[2].left -= 40
TempRotate[2].top += 40
TempRotate[3].left -= 40 * 2
TempRotate[3].top += 40 * 2
IsRotate = True
if TempRotate[3].left < 0:
IsRotate = False
if TempRotate[0].top > 760:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'horizonleft'
elif self.Statu == 'horizonleft':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left += 40
TempRotate[0].top -= 40
TempRotate[2].left += 40
TempRotate[2].top += 40
TempRotate[3].left += 40 * 2
TempRotate[3].top += 40 * 2
IsRotate = True
if TempRotate[0].left > 360:
IsRotate = False
if TempRotate[3].top > 760:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'uprightdown'
elif self.Statu == 'uprightdown':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left -= 40
TempRotate[0].top -= 40
TempRotate[2].left += 40
TempRotate[2].top -= 40
TempRotate[3].left += 40 * 2
TempRotate[3].top -= 40 * 2
IsRotate = True
if TempRotate[0].top < 0:
IsRotate = False
if TempRotate[3].left > 360:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'horizonright'
class J():
def __init__(self):
self.Statu = ''
self.Color = Turquoise
self.Body = []
x = random.randint(1, 4)
if x == 1:
self.Statu = 'horizonleft'
self.Body.append(pygame.Rect(200, 0, 40, 40))
for i in range(3):
self.Body.append(pygame.Rect(200 - i * 40, 40, 40, 40))
elif x == 2:
self.Statu = 'uprightup'
self.Body.append(pygame.Rect(240, 80, 40, 40))
for i in range(3):
self.Body.append(pygame.Rect(200, 80 - i * 40, 40, 40))
elif x == 3:
self.Statu = 'horizonright'
self.Body.append(pygame.Rect(120, 40, 40, 40))
for i in range(3):
self.Body.append(pygame.Rect(120 + i * 40, 0, 40, 40))
elif x == 4:
self.Statu = 'uprightdown'
self.Body.append(pygame.Rect(120, 0, 40, 40))
for i in range(3):
self.Body.append(pygame.Rect(160, i * 40, 40, 40))
def Fall(self):
for rect in self.Body:
rect.top += 40
def IsFalled(self):
for rect in self.Body:
if rect.top == 760:
return True
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
return True
def Move(self, Curkey):
CanMoveFlag = True
if Curkey == K_UP:
self.Rotate()
elif Curkey == K_LEFT:
for rect in self.Body:
if rect.left == 0:
CanMoveFlag = not CanMoveFlag
break
elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]:
CanMoveFlag = not CanMoveFlag
break
if CanMoveFlag:
for rect in self.Body:
rect.left -= 40
elif Curkey == K_RIGHT:
for rect in self.Body:
if rect.left == 360:
CanMoveFlag = not CanMoveFlag
break
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]:
CanMoveFlag = not CanMoveFlag
break
if CanMoveFlag:
for rect in self.Body:
rect.left += 40
def Rotate(self):
if self.Statu == 'horizonleft':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left += 40
TempRotate[0].top += 40
TempRotate[2].left += 40
TempRotate[2].top -= 40
TempRotate[3].left += 40 * 2
TempRotate[3].top -= 40 * 2
IsRotate = True
if TempRotate[0].left > 360:
IsRotate = False
if TempRotate[3].top < 0:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'uprightup'
elif self.Statu == 'uprightup':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left -= 40
TempRotate[0].top += 40
TempRotate[2].left += 40
TempRotate[2].top += 40
TempRotate[3].left += 40 * 2
TempRotate[3].top += 40 * 2
IsRotate = True
if TempRotate[3].left > 360:
IsRotate = False
if TempRotate[0].top > 760:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'horizonright'
elif self.Statu == 'horizonright':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left -= 40
TempRotate[0].top -= 40
TempRotate[2].left -= 40
TempRotate[2].top += 40
TempRotate[3].left -= 40 * 2
TempRotate[3].top += 40 * 2
IsRotate = True
if TempRotate[0].left < 0:
IsRotate = False
if TempRotate[3].top > 760:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'uprightdown'
elif self.Statu == 'uprightdown':
TempRotate = copy.deepcopy(self.Body)
TempRotate[0].left += 40
TempRotate[0].top -= 40
TempRotate[2].left -= 40
TempRotate[2].top -= 40
TempRotate[3].left -= 40 * 2
TempRotate[3].top -= 40 * 2
IsRotate = True
if TempRotate[0].top < 0:
IsRotate = False
if TempRotate[3].left < 0:
IsRotate = False
if IsRotate:
for rect in TempRotate:
if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:
IsRotate = False
break
if IsRotate:
self.Body = copy.deepcopy(TempRotate)
self.Statu = 'horizonleft'
def ShapeChoose():
ShapeChoose = random.randint(1, 7)
if ShapeChoose == 1:
return I()
elif ShapeChoose == 2:
return O()
elif ShapeChoose == 3:
return T()
elif ShapeChoose == 4:
return Z()
elif ShapeChoose == 5:
return S()
elif ShapeChoose == 6:
return L()
elif ShapeChoose == 7:
return J()
def GameMain():
global IsRect
for row in range(21):
TempRowIsRect = []
for column in range(11):
TempRowIsRect.append(False)
IsRect.append(TempRowIsRect)
PreBackgroundImg = PreImg
while True:
StarFalg = False
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
ClickMusic.play()
if event.key == K_SPACE:
PreBackgroundImg = PStartImg
if event.type == KEYUP:
ClickMusic.play()
if event.key == K_SPACE:
StarFalg = True
if StarFalg:
break
Screen.blit(PreBackgroundImg, (0, 0))
pygame.display.update()
falling = ShapeChoose()
GameOver = False
Score = 0
FallSpeed = 4
while True: # main game loop
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_DOWN:
FallSpeed = 15
else:
falling.Move(event.key)
if event.type == KEYUP:
if event.key == K_DOWN:
FallSpeed = 4
Screen.blit(BackgroundImg, (0, 0))
for row in range(20):
for column in range(10):
if IsRect[row][column]:
pygame.draw.rect(Screen, IsRect[row][column][1], IsRect[row][column][0], 0)
falling.Fall()
for rect in falling.Body:
pygame.draw.rect(Screen, falling.Color, rect, 0)
if falling.IsFalled():
for rect in falling.Body:
Info = []
Info.append(rect)
Info.append(falling.Color)
IsRect[int(rect.top / 40)][int(rect.left / 40)] = Info
falling = ShapeChoose()
for IsOver in IsRect[1]:
if IsOver:
GameOver = True
break
if GameOver:
IsRect = []
return Score
for CheckRow in range(19, 0, -1):
CheckFlag = True
for CheckC in range(10):
if IsRect[CheckRow][CheckC]:
pass
else:
CheckFlag = False
if CheckFlag:
ExplodeMusic.play()
Score += 10
for ChangeRow in range(CheckRow, 0, -1):
for ChangeC in range(10):
if IsRect[ChangeRow - 1][ChangeC]:
IsRect[ChangeRow - 1][ChangeC][0].top += 40
IsRect[ChangeRow] = IsRect[ChangeRow - 1]
ScoreHintSurface = ScoreHintFont.render('Score:', True, (0, 0, 0))
Screen.blit(ScoreHintSurface, (420, 100))
ScoreSurface = ScoreFont.render(str(Score), True, (0, 0, 0))
Screen.blit(ScoreSurface, (480, 180))
pygame.display.update()
FPSClock.tick(FallSpeed)
def GameResult(Score):
ResultImg = ResultPreImg
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
ClickMusic.play()
if event.key == K_SPACE:
ResultImg = RestartImg
if event.type == KEYUP:
ClickMusic.play()
if event.key == K_SPACE:
return True
Screen.blit(ResultImg, (0, 0))
ScoreSurface = ResultFont.render(str(Score), True, (255, 127, 80))
if Score < 10:
Screen.blit(ScoreSurface, (250, 260))
elif Score < 100:
Screen.blit(ScoreSurface, (210, 260))
elif Score < 1000:
Screen.blit(ScoreSurface, (160, 260))
pygame.display.update()
if __name__ == '__main__':
Flag = True
while Flag:
Score = GameMain()
Flag = GameResult(Score)
运行结果:
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。
免责声明:本站文章均来自网站采集或用户投稿,网站不提供任何软件下载或自行开发的软件!
如有用户或公司发现本站内容信息存在侵权行为,请邮件告知! 858582#qq.com
白云城资源网 Copyright www.dyhadc.com
暂无“python和pygame实现简单俄罗斯方块游戏”评论...
《魔兽世界》大逃杀!60人新游玩模式《强袭风暴》3月21日上线
暴雪近日发布了《魔兽世界》10.2.6 更新内容,新游玩模式《强袭风暴》即将于3月21 日在亚服上线,届时玩家将前往阿拉希高地展开一场 60 人大逃杀对战。
艾泽拉斯的冒险者已经征服了艾泽拉斯的大地及遥远的彼岸。他们在对抗世界上最致命的敌人时展现出过人的手腕,并且成功阻止终结宇宙等级的威胁。当他们在为即将于《魔兽世界》资料片《地心之战》中来袭的萨拉塔斯势力做战斗准备时,他们还需要在熟悉的阿拉希高地面对一个全新的敌人──那就是彼此。在《巨龙崛起》10.2.6 更新的《强袭风暴》中,玩家将会进入一个全新的海盗主题大逃杀式限时活动,其中包含极高的风险和史诗级的奖励。
《强袭风暴》不是普通的战场,作为一个独立于主游戏之外的活动,玩家可以用大逃杀的风格来体验《魔兽世界》,不分职业、不分装备(除了你在赛局中捡到的),光是技巧和战略的强弱之分就能决定出谁才是能坚持到最后的赢家。本次活动将会开放单人和双人模式,玩家在加入海盗主题的预赛大厅区域前,可以从强袭风暴角色画面新增好友。游玩游戏将可以累计名望轨迹,《巨龙崛起》和《魔兽世界:巫妖王之怒 经典版》的玩家都可以获得奖励。
更新日志
2025年11月02日
2025年11月02日
- 小骆驼-《草原狼2(蓝光CD)》[原抓WAV+CUE]
- 群星《欢迎来到我身边 电影原声专辑》[320K/MP3][105.02MB]
- 群星《欢迎来到我身边 电影原声专辑》[FLAC/分轨][480.9MB]
- 雷婷《梦里蓝天HQⅡ》 2023头版限量编号低速原抓[WAV+CUE][463M]
- 群星《2024好听新歌42》AI调整音效【WAV分轨】
- 王思雨-《思念陪着鸿雁飞》WAV
- 王思雨《喜马拉雅HQ》头版限量编号[WAV+CUE]
- 李健《无时无刻》[WAV+CUE][590M]
- 陈奕迅《酝酿》[WAV分轨][502M]
- 卓依婷《化蝶》2CD[WAV+CUE][1.1G]
- 群星《吉他王(黑胶CD)》[WAV+CUE]
- 齐秦《穿乐(穿越)》[WAV+CUE]
- 发烧珍品《数位CD音响测试-动向效果(九)》【WAV+CUE】
- 邝美云《邝美云精装歌集》[DSF][1.6G]
- 吕方《爱一回伤一回》[WAV+CUE][454M]
