pygame写打砖块2

pygame的安装

这是系统令命行

pip install pygame

ok

写代码

代码如下

# -* coding:UTF-8 -*
# !/usr/bin/env python


import copy
import sys

import pygame
import random

ALL_BLOCKS = [
    [
        [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, 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, 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, 1, 0],
        [0, 0, 0, 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, 0, 0, 0],
        [0, 1, 0, 0, 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]
    ]
]


def get_block():
    return random.choice(ALL_BLOCKS)


def get_line_block():
    return ALL_BLOCKS[0]


def rorate_block(block):
    '''
        90度旋转方块
    '''
    new_block = [[0 for col in range(5)] for row in range(5)]
    for x in range(5):
        for y in range(4, -1, -1):
            new_block[y][x] = block[x][4 - y]
    return new_block


def print_block(block):
    for line in block:
        print
        '%s \n' % line


def init_map(max_x, max_y, wall_widith, wall_height):
    '''
        初始化地图,上左右加入墙壁
    '''
    maps = [[0 for col in range(max_x)] for cell in range(max_y)]
    for y in range(max_y):
        for x in range(max_x):
            if x < wall_widith or x > max_x - wall_widith - 1 or y > max_y - wall_height:
                maps[y][x] = 1
    return maps


SCREEN_SIZE = WIDTH, HEIGHT = [480, 660]
BACKGROUND_COLOR = (123, 22, 33)
BLOCK_COLOR = (33, 124, 33)
WALL_COLOR = (14, 233, 4)

WALL_WIDTH = 3
WALL_HEIGHT = 4
# 地图从(0,0)坐标开始画
MAP_BEGIN_POINT = [0, 0]
# 地图的最大行数和列数
MAX_X, MAX_Y = 16, 22
# 方块的边长
RECT_SIZE = [WIDTH / MAX_X, HEIGHT / MAX_Y]
# 屏幕中央的x坐标
CENTER_X = int(MAX_X / 2) - 3
# 地图的数据
MAP_DATA = init_map(MAX_X, MAX_Y, WALL_WIDTH, WALL_HEIGHT)
# 方块的起始位置
BLOCK_START_POINT = [CENTER_X, -1]
# 每秒的帧数
FPS = 40
# 方块的下落速度
SPEED = 1
# 方块自由体积下落的时间间隔
FALL_PER_SECONDS = 1


def draw(block_data, start_point, map_data, screen):
    '''
        将方块的数据画到地图上,二维数组的传递是传址的
        一维数组使用[:]复制,二维数组使用deepcopy
    '''
    _map_data = copy.deepcopy(map_data)
    _map_start_point = MAP_BEGIN_POINT[:]
    # 更新地图
    update_map(block_data, start_point, _map_data)
    # print_block(_map_data)
    begin_x = _map_start_point[0]
    # 画含有方块的地图
    for line in _map_data:
        for block in line:
            # print 'draw at %s,%s' % (_start_point[0],_start_point[1])
            rect = pygame.Rect(_map_start_point, RECT_SIZE)
            if block == 0:
                pygame.draw.rect(screen, BLOCK_COLOR, rect)
            if block == 1:
                pygame.draw.rect(screen, WALL_COLOR, rect, 1)
            _map_start_point[0] += RECT_SIZE[0]
        _map_start_point[1] += RECT_SIZE[1]
        _map_start_point[0] = begin_x


def update_map(block_data, start_point, map_data):
    '''
        将方块的数组画到地图的数组里面去
    '''
    _start_point_x = start_point[0]
    _start_point_y = start_point[1]
    for y in range(5):
        for x in range(5):
            # 防止画到墙外面
            # print '_start_point_x is %s' % _start_point_x
            # print 'map_data[%s][%s] % s' % (_start_point_y+y,_start_point_x+x,map_data[_start_point_y+y][_start_point_x+x])
            if _start_point_x + x <= WALL_WIDTH - 1 or _start_point_x + x >= MAX_X - WALL_WIDTH:
                continue
            if map_data[_start_point_y + y][_start_point_x + x] != 1:
                map_data[_start_point_y + y][_start_point_x + x] = block_data[y][x]


def can_move(block_data, start_point, map_data):
    '''
     判断方块在地图里面是否发生相撞
    '''
    _start_point_x = start_point[0]
    _start_point_y = start_point[1]
    for y in range(5):
        for x in range(5):
            # print 'map_data[%s][%s] is: %s' % (_start_point_y + y, _start_point_x + x, map_data[_start_point_y + y][_start_point_x + x])
            # 到达两侧,不能移动
            if block_data[y][x] and map_data[_start_point_y + y][_start_point_x + x]:
                return False
    return True


def get_clear_lines(map_data):
    '''
        判断哪些行可以进行消除,返回可以消除的行的y坐标集合
    '''
    # 记录满行的行的y坐标
    full_line_y_list = []
    # 如果整行都被1覆盖,则认为可以消除
    # 从最底部开始向上扫描,如果发现可以消除,只需要再扫描往上三行即可
    for y in range(-WALL_HEIGHT, -MAX_Y + 1, -1):
        if len([x for x in map_data[y] if x == 1]) == MAX_X:
            full_line_y_list.append(y)
            for y2 in range(1, 4):
                if len([x for x in map_data[y - y2] if x == 1]) == MAX_X:
                    full_line_y_list.append(y - y2)
            break;
    return full_line_y_list


def clear_lines(map_data):
    '''
        循环满行的行,将数组依次下移
    '''
    full_line_y_list = get_clear_lines(map_data)
    while full_line_y_list:
        for full_line_y in full_line_y_list:
            print
            'full_line_y: %s' % full_line_y
            for y in range(full_line_y, -MAX_Y + 1, -1):
                for x in range(WALL_WIDTH, MAX_X - WALL_WIDTH):
                    # print 'map_data[%s][%s] =  map_data[%s][%s]' % (y,x,y-1,x)
                    map_data[y][x] = map_data[y - 1][x]
        # print_block(map_data)
        full_line_y_list = get_clear_lines(map_data)
        print
        'full_line_y_list is %s' % full_line_y_list


def reach_bottom(block_data, block_left_top, map_data):
    '''
        让方块移动到最底部
    '''
    _block_left_top_x = block_left_top[0]
    _block_left_top_y = block_left_top[1]
    max_move_y = 0
    for y in range(1, MAX_Y - WALL_HEIGHT + 1):
        if can_move(block_data, [_block_left_top_x, _block_left_top_y + y], map_data):
            max_move_y += 1
        else:
            break
    if max_move_y:
        block_left_top[1] += max_move_y
        update_map(block_data, block_left_top, map_data)
        clear_lines(map_data)

    print
    'max_move_y is %s' % max_move_y
    return max_move_y


def main():
    pygame.init()

    clock = pygame.time.Clock()

    time_passed = 0

    screen = pygame.display.set_mode(SCREEN_SIZE, 0, 32)
    screen.fill(BACKGROUND_COLOR)
    map_data = copy.deepcopy(MAP_DATA)
    block_data = get_block()
    block_left_top = BLOCK_START_POINT[:]
    draw(block_data, block_left_top, map_data, screen)
    # print 'can_move: %s' % can_move(block_data,block_left_top,map_data)
    pygame.display.flip()
    running = True
    try:
        while running:

            time_passed_seconds = clock.tick(FPS) / 1000.0

            time_passed += time_passed_seconds
            # print 'moved: %s' % moved

            # 到达刷新的时间间隔
            if int(round(time_passed)) / FALL_PER_SECONDS == 1:
                # 移动一个距离,不能移动的时候,更新地图,获得新方块,清除行
                _block_left_top_x = block_left_top[0]
                _block_left_top_y = block_left_top[1]
                _block_left_top_y += SPEED
                if can_move(block_data, [_block_left_top_x, _block_left_top_y], map_data):
                    block_left_top[1] = _block_left_top_y
                else:
                    update_map(block_data, block_left_top, map_data)
                    clear_lines(map_data)
                    block_data = get_block()
                    block_left_top = BLOCK_START_POINT[:]
                # 重置时间间隔
                time_passed = 0

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    running = False
                if event.type == pygame.KEYDOWN:
                    _block_left_top_x = block_left_top[0]
                    _block_left_top_y = block_left_top[1]
                    if event.key == pygame.K_UP:
                        pass
                    elif event.key == pygame.K_DOWN:
                        if not reach_bottom(block_data, block_left_top, map_data):
                            print('game over')
                            sys.exit()
                        block_data = get_block()
                        block_left_top = BLOCK_START_POINT[:]
                    elif event.key == pygame.K_LEFT:
                        if can_move(block_data, [_block_left_top_x - 1, _block_left_top_y], map_data):
                            block_left_top[0] -= 1
                    elif event.key == pygame.K_RIGHT:
                        if can_move(block_data, [_block_left_top_x + 1, _block_left_top_y], map_data):
                            block_left_top[0] += 1
                    elif event.key == pygame.K_SPACE:
                        test_rorate = rorate_block(block_data)
                        # print_block(test_rorate)
                        if can_move(test_rorate, block_left_top, map_data):
                            block_data = test_rorate

            # print 'can_move: %s' % can_move(block_data,block_left_top,map_data)
            # print_block(map_data)
            screen.fill(BACKGROUND_COLOR)
            draw(block_data, block_left_top, map_data, screen)
            pygame.display.update()
    finally:
        pygame.quit()


if __name__ == '__main__':
    main()

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