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python實現俄羅斯方塊小游戲

瀏覽:4日期:2022-07-27 15:55:22

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來實現小時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——構建各種方塊

import randomfrom collections import namedtuplePoint = 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么轉了,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坐標就可以了# 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——構建主函數

import sysimport timeimport pygamefrom pygame.locals import *import blocksSIZE = 30 # 每個小方格大小BLOCK_HEIGHT = 25 # 游戲區高度BLOCK_WIDTH = 10 # 游戲區寬度BORDER_WIDTH = 4 # 游戲區邊框寬度BORDER_COLOR = (40, 40, 200) # 游戲區邊框顏色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 # 右側信息顯示區域字體位置的X坐標 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 # 整個游戲區域 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, 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 # 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,這里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游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, 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_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, 0), (x * SIZE, SCREEN_HEIGHT), 1) # 畫網格線 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, 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:’)if __name__ == ’__main__’: main()

游戲截圖

python實現俄羅斯方塊小游戲

運行效果

python實現俄羅斯方塊小游戲

更多俄羅斯方塊精彩文章請點擊專題:俄羅斯方塊游戲集合 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,也希望大家多多支持好吧啦網。

標簽: Python 編程
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