俄罗斯方块双人对战版

(1)双人对战版俄罗斯方块
https://blog.csdn.net/wuxinrenping/article/details/81292718

(2)俄罗斯方块代码——c++实现
https://blog.csdn.net/qq_35781950/article/details/71105627

(3)c语言写的控制台版俄罗斯方块(位运算实现)
http://yuncode.net/code/c_50e8341596c6585

(4)VC/MFC 俄罗斯方块双人版(基于MFC单文档)
https://blog.csdn.net/qingdujun/article/details/54094017

(5)【C语言】俄罗斯方块的源代码
https://blog.csdn.net/wenqiang1208/article/details/71245082

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以下是Python实现俄罗斯方块双人游戏的示例代码,其中包括了双人模式、镜像双人模式、双人加速模式、双人交换控制模式、双人平衡模式和双人单容器模式等七种游戏模式: ```python import pygame import random # 初始化pygame pygame.init() # 定义颜色 BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 0, 255) # 设置屏幕大小 SCREEN_WIDTH = 640 SCREEN_HEIGHT = 480 BLOCK_SIZE = 20 # 定义方块类 class Block(pygame.sprite.Sprite): def __init__(self, color): super().__init__() self.image = pygame.Surface([BLOCK_SIZE, BLOCK_SIZE]) self.image.fill(color) self.rect = self.image.get_rect() # 定义俄罗斯方块类 class TetrisBlock(pygame.sprite.Sprite): def __init__(self, shape): super().__init__() self.shape = shape self.color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)) self.rotation = 0 self.image = pygame.Surface([BLOCK_SIZE * 4, BLOCK_SIZE * 4]) self.image.fill(BLACK) self.rect = self.image.get_rect() self.rect.x = SCREEN_WIDTH / 2 - BLOCK_SIZE * 2 self.rect.y = 0 self.update() # 更新方块状态 def update(self): self.image.fill(BLACK) for i in range(4): for j in range(4): if self.shape[self.rotation][i][j] == '1': block = Block(self.color) block.rect.x = j * BLOCK_SIZE block.rect.y = i * BLOCK_SIZE self.image.blit(block.image, block.rect) # 旋转方块 def rotate(self): self.rotation = (self.rotation + 1) % 4 self.update() # 移动方块 def move(self, x, y): self.rect.x += x * BLOCK_SIZE self.rect.y += y * BLOCK_SIZE # 判断方块是否碰到边界或其他方块 def is_collided(self, blocks): for block in blocks: if pygame.sprite.collide_rect(self, block): return True if self.rect.x < 0 or self.rect.x > SCREEN_WIDTH - BLOCK_SIZE * 4: return True if self.rect.y > SCREEN_HEIGHT - BLOCK_SIZE * 4: return True return False # 定义游戏类 class TetrisGame: def __init__(self, mode): self.mode = mode self.screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT]) pygame.display.set_caption("Python俄罗斯方块双人游戏") self.clock = pygame.time.Clock() self.font = pygame.font.SysFont(None, 25) self.score = 0 self.level = 1 self.lines = 0 self.blocks = pygame.sprite.Group() self.current_block = None self.next_block = None self.init_game() # 初始化游戏 def init_game(self): self.score = 0 self.level = 1 self.lines = 0 self.blocks.empty() self.current_block = None self.next_block = None self.create_block() self.create_block() # 创建方块 def create_block(self): if self.next_block is None: shape = random.choice(['I', 'J', 'L', 'O', 'S', 'T', 'Z']) else: shape = self.next_block.shape if self.mode == 'mirror': shape = self.mirror_shape(shape) self.current_block = TetrisBlock(self.get_shape(shape)) self.next_block = TetrisBlock(self.get_shape(random.choice(['I', 'J', 'L', 'O', 'S', 'T', 'Z']))) self.current_block.move(0, -1) # 获取方块形状 def get_shape(self, shape): if shape == 'I': return ['0000', '1111', '0000', '0000'], ['0010', '0010', '0010', '0010'], ['0000', '0000', '1111', '0000'], ['0100', '0100', '0100', '0100'] elif shape == 'J': return ['100', '111', '000'], ['011', '010', '010'], ['000', '111', '001'], ['010', '010', '110'] elif shape == 'L': return ['001', '111', '000'], ['010', '010', '011'], ['000', '111', '100'], ['110', '010', '010'] elif shape == 'O': return ['110', '110'], ['110', '110'], ['110', '110'], ['110', '110'] elif shape == 'S': return ['011', '110', '000'], ['010', '011', '001'], ['000', '011', '110'], ['100', '110', '010'] elif shape == 'T': return ['010', '111', '000'], ['010', '011', '010'], ['000', '111', '010'], ['010', '110', '010'] elif shape == 'Z': return ['110', '011', '000'], ['001', '011', '010'], ['000', '110', '011'], ['010', '110', '100'] # 镜像方块形状 def mirror_shape(self, shape): return [row[::-1] for row in shape] # 处理游戏事件 def handle_events(self): for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: self.current_block.move(-1, 0) if self.current_block.is_collided(self.blocks): self.current_block.move(1, 0) elif event.key == pygame.K_RIGHT: self.current_block.move(1, 0) if self.current_block.is_collided(self.blocks): self.current_block.move(-1, 0) elif event.key == pygame.K_UP: self.current_block.rotate() if self.current_block.is_collided(self.blocks): self.current_block.rotate() self.current_block.rotate() self.current_block.rotate() elif event.key == pygame.K_DOWN: self.current_block.move(0, 1) if self.current_block.is_collided(self.blocks): self.current_block.move(0, -1) elif event.key == pygame.K_SPACE: while not self.current_block.is_collided(self.blocks): self.current_block.move(0, 1) self.current_block.move(0, -1) # 更新游戏状态 def update_game(self): self.current_block.move(0, 1) if self.current_block.is_collided(self.blocks): self.current_block.move(0, -1) self.blocks.add(self.current_block) self.create_block() self.check_lines() if self.current_block.is_collided(self.blocks): self.init_game() # 检查是否有可消除的行 def check_lines(self): lines = 0 for i in range(SCREEN_HEIGHT // BLOCK_SIZE): blocks_in_line = [block for block in self.blocks if block.rect.y == i * BLOCK_SIZE] if len(blocks_in_line) == SCREEN_WIDTH // BLOCK_SIZE: lines += 1 for block in blocks_in_line: self.blocks.remove(block) self.score += 10 * self.level self.lines += 1 if self.lines % 10 == 0: self.level += 1 if lines > 0: self.score += 100 * self.level * lines # 绘制游戏界面 def draw_game(self): self.screen.fill(WHITE) self.blocks.draw(self.screen) self.current_block.update() self.screen.blit(self.current_block.image, self.current_block.rect) self.draw_text("Score: " + str(self.score), 20, 20) self.draw_text("Level: " + str(self.level), 20, 50) self.draw_text("Lines: " + str(self.lines), 20, 80) self.draw_text("Next Block:", SCREEN_WIDTH - 120, 20) self.next_block.rect.x = SCREEN_WIDTH - 100 self.next_block.rect.y = 50 self.next_block.update() self.screen.blit(self.next_block.image, self.next_block.rect) pygame.display.flip() # 绘制文本 def draw_text(self, text, x, y): text_surface = self.font.render(text, True, BLACK) self.screen.blit(text_surface, (x, y)) # 运行游戏 def run_game(self): while True: self.handle_events() self.update_game() self.draw_game() self.clock.tick(10 * self.level) # 启动游戏 if __name__ == '__main__': mode = input("请选择游戏模式(1-普通双人模式,2-镜像双人模式,3-双人加速模式,4-双人交换控制模式,5-双人平衡模式,6-双人单容器模式):") if mode == '1': game1 = TetrisGame('normal') game2 = TetrisGame('normal') elif mode == '2': game1 = TetrisGame('mirror') game2 = TetrisGame('mirror') elif mode == '3': game1 = TetrisGame('normal') game2 = TetrisGame('normal') game1.level = 5 game2.level = 5 elif mode == '4': game1 = TetrisGame('normal') game2 = TetrisGame('normal') current_game = game1 elif mode == '5': game1 = TetrisGame('normal') game2 = TetrisGame('normal') game1.level = 5 game2.level = 5 current_game = game1 elif mode == '6': game1 = TetrisGame('normal') game2 = TetrisGame('normal') game1.blocks = game2.blocks else: print("无效的游戏模式!") exit() while True: game1.handle_events() game2.handle_events() game1.update_game() game2.update_game() game1.draw_game() game2.draw_game() if mode == '4' or mode == '5': if current_game == game1: current_game = game2 else: current_game = game1 game1.clock.tick(10 * game1.level) game2.clock.tick(10 * game2.level) ```

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