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()