俄罗斯方块游戏Python。

很抱歉,批处理脚本并不适合用来实现俄罗斯方块游戏,因为批处理语言有限制,无法进行图形界面的开发。但是,您可以使用其他编程语言(如Python、Java等)来开发俄罗斯方块游戏。

以下是用Python实现一个简单的俄罗斯方块游戏的例子,供您参考:

import pygame
import random

# 定义常量
WINDOW_WIDTH = 300
WINDOW_HEIGHT = 480
BLOCK_SIZE = 20
FPS = 30
FONT_SIZE = 25
FONT_COLOR = (255, 255, 255)

# 定义颜色
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
CYAN = (0, 255, 255)
ORANGE = (255, 128, 0)
PURPLE = (255, 0, 255)

# 定义方块类型和颜色
BLOCK_TYPES = [
    [(1, 1, 1), (0, 1, 0)],
    [(2, 2, 0), (0, 2, 2)],
    [(3, 3, 3)],
    [(0, 4, 4), (4, 4, 0)],
    [(5, 5), (5, 5)],
    [(0, 6, 0), (6, 6, 6)],
    [(7, 0, 0), (7, 7, 7)],
]
BLOCK_COLORS = [
    WHITE,
    RED,
    YELLOW,
    GREEN,
    BLUE,
    CYAN,
    ORANGE,
    PURPLE,
]

# 初始化pygame
pygame.init()

# 创建游戏窗口
screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption("Tetris")

# 加载字体
font = pygame.font.SysFont(None, FONT_SIZE)

# 定义函数,生成随机方块
def new_block():
    block_type = random.randint(0, len(BLOCK_TYPES)-1)
    block_color = BLOCK_COLORS[block_type]
    block_rotation = random.randint(0, len(BLOCK_TYPES[block_type])-1)
    block_matrix = BLOCK_TYPES[block_type][block_rotation]
    block_x = int((10 - len(block_matrix[0])) / 2)
    block_y = 0
    return block_matrix, block_color, block_x, block_y

# 定义函数,绘制方块
def draw_block(block_matrix, block_color, block_x, block_y):
    for i in range(len(block_matrix)):
        for j in range(len(block_matrix[i])):
            if block_matrix[i][j]:
                pygame.draw.rect(screen, block_color, (block_x*BLOCK_SIZE+j*BLOCK_SIZE, block_y*BLOCK_SIZE+i*BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE))

# 定义函数,绘制方块矩阵
def draw_matrix(matrix, color):
    for i in range(len(matrix)):
        for j in range(len(matrix[i])):
            if matrix[i][j]:
                pygame.draw.rect(screen, color, (j*BLOCK_SIZE, i*BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE))

# 定义函数,检查方块是否越界或与其他方块重叠
def check_collision(board, block_matrix, block_x, block_y):
    for i in range(len(block_matrix)):
        for j in range(len(block_matrix[i])):
            if block_matrix[i][j] and (block_x+j < 0 or block_x+j >= len(board[0]) or block_y+i >= len(board) or board[block_y+i][block_x+j]):
                return True
    return False

# 定义函数,更新游戏区域
def update_board(board, block_matrix, block_x, block_y):
    for i in range(len(block_matrix)):
        for j in range(len(block_matrix[i])):
            if block_matrix[i][j]:
                board[block_y+i][block_x+j] = 1

# 定义函数,消除已满行
def clear_rows(board):
    rows_cleared = 0
    for i in range(len(board)-1, -1, -1):
        if 0 not in board[i]:
            rows_cleared += 1
            for j in range(i, 0, -1):
                board[j] = board[j-1].copy()
            board[0] = [0]*len(board[0])
    return rows_cleared

# 游戏循环
clock = pygame.time.Clock()
game_over = False
board = [[0]*10 for _ in range(24)]
score = 0
while not game_over:
    # 处理事件
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            game_over = True
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                new_x = block_x - 1
                if not check_collision(board, block_matrix, new_x, block_y):
                    block_x = new_x
            elif event.key == pygame.K_RIGHT:
                new_x = block_x + 1
                if not check_collision(board, block_matrix, new_x, block_y):
                    block_x = new_x
            elif event.key == pygame.K_UP:
                new_rotation = (block_rotation + 1) % len(block_matrix)
                new_matrix = BLOCK_TYPES[block_type][new_rotation]
                if not check_collision(board, new_matrix, block_x, block_y):
                    block_rotation = new_rotation
                    block_matrix = new_matrix
            elif event.key == pygame.K_DOWN:
                new_y = block_y + 1
                if not check_collision(board, block_matrix, block_x, new_y):
                    block_y = new_y

    # 更新方块位置
    new_y = block_y + 1
    if not check_collision(board, block_matrix, block_x, new_y):
        block_y = new_y
    else:
        update_board(board, block_matrix, block_x, block_y)
        rows_cleared = clear_rows(board)
        score += rows_cleared * 100
        block_matrix, block_color, block_x, block_y = new_block()
        if check_collision(board, block_matrix, block_x, block_y):
            game_over = True

    # 绘制游戏界面
    screen.fill(BLACK)
    draw_matrix(board, WHITE)
    draw_block(block_matrix, block_color, block_x, block_y)
    score_text = font.render("Score: %d" % score, True, FONT_COLOR)
    screen.blit(score_text, (10, WINDOW_HEIGHT-FONT_SIZE))
    pygame.display.update()

    # 控制帧率
    clock.tick(FPS)

# 游戏结束,退出程序
pygame.quit()

这个例子使用pygame模块实现了一个简单的俄罗斯方块游戏。在游戏中,您需要通过按方向键来控制方块的移动和旋转,使其落到正确的位置。当一行被填满时,将会被清除,并获得相应的分数。当方块无法再下落时,游戏结束。很抱歉,批处理脚本并不适合用来实现俄罗斯方块游戏,因为批处理语言有限制,无法进行图形界面的开发。但是,您可以使用其他编程语言(如Python、Java等)来开发俄罗斯方块游戏。
以下是用Python实现一个简单的俄罗斯方块游戏的例子,供您参考:pythonimport pygameimport random# 定义常量WINDOW_WIDTH = 300WINDOW_HEIGHT = 480BLOCK_SIZE = 20FPS = 30FONT_SIZE = 25FONT_COLOR = (255, 255, 255)# 定义颜色BLACK = (0, 0, 0)WHITE = (255, 255, 255)RED = (255, 0, 0)YELLOW = (255, 255, 0)GREEN = (0, 255, 0)BLUE = (0, 0, 255)CYAN = (0, 255, 255)ORANGE = (255, 128, 0)PURPLE = (255, 0, 255)# 定义方块类型和颜色BLOCK_TYPES = [ [(1, 1, 1), (0, 1, 0)], [(2, 2, 0), (0, 2, 2)], [(3, 3, 3)], [(0, 4, 4), (4, 4, 0)], [(5, 5), (5, 5)], [(0, 6, 0), (6, 6, 6)], [(7, 0, 0), (7, 7, 7)],]BLOCK_COLORS = [ WHITE, RED, YELLOW, GREEN, BLUE, CYAN, ORANGE, PURPLE,]# 初始化pygamepygame.init()# 创建游戏窗口screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))pygame.display.set_caption("Tetris")# 加载字体font = pygame.font.SysFont(None, FONT_SIZE)# 定义函数,生成随机方块def new_block(): block_type = random.randint(0, len(BLOCK_TYPES)-1) block_color = BLOCK_COLORS[block_type] block_rotation = random.randint(0, len(BLOCK_TYPES[block_type])-1) block_matrix = BLOCK_TYPES[block_type][block_rotation] block_x = int((10 - len(block_matrix[0])) / 2) block_y = 0 return block_matrix, block_color, block_x, block_y# 定义函数,绘制方块def draw_block(block_matrix, block_color, block_x, block_y): for i in range(len(block_matrix)): for j in range(len(block_matrix[i])): if block_matrix[i][j]: pygame.draw.rect(screen, block_color, (block_x*BLOCK_SIZE+j*BLOCK_SIZE, block_y*BLOCK_SIZE+i*BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE))# 定义函数,绘制方块矩阵def draw_matrix(matrix, color): for i in range(len(matrix)): for j in range(len(matrix[i])): if matrix[i][j]: pygame.draw.rect(screen, color, (j*BLOCK_SIZE, i*BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE))# 定义函数,检查方块是否越界或与其他方块重叠def check_collision(board, block_matrix, block_x, block_y): for i in range(len(block_matrix)): for j in range(len(block_matrix[i])): if block_matrix[i][j] and (block_x+j < 0 or block_x+j >= len(board[0]) or block_y+i >= len(board) or board[block_y+i][block_x+j]): return True return False# 定义函数,更新游戏区域def update_board(board, block_matrix, block_x, block_y): for i in range(len(block_matrix)): for j in range(len(block_matrix[i])): if block_matrix[i][j]: board[block_y+i][block_x+j] = 1# 定义函数,消除已满行def clear_rows(board): rows_cleared = 0 for i in range(len(board)-1, -1, -1): if 0 not in board[i]: rows_cleared += 1 for j in range(i, 0, -1): board[j] = board[j-1].copy() board[0] = [0]*len(board[0]) return rows_cleared# 游戏循环clock = pygame.time.Clock()game_over = Falseboard = [[0]*10 for _ in range(24)]score = 0while not game_over: # 处理事件 for event in pygame.event.get(): if event.type == pygame.QUIT: game_over = True elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: new_x = block_x - 1 if not check_collision(board, block_matrix, new_x, block_y): block_x = new_x elif event.key == pygame.K_RIGHT: new_x = block_x + 1 if not check_collision(board, block_matrix, new_x, block_y): block_x = new_x elif event.key == pygame.K_UP: new_rotation = (block_rotation + 1) % len(block_matrix) new_matrix = BLOCK_TYPES[block_type][new_rotation] if not check_collision(board, new_matrix, block_x, block_y): block_rotation = new_rotation block_matrix = new_matrix elif event.key == pygame.K_DOWN: new_y = block_y + 1 if not check_collision(board, block_matrix, block_x, new_y): block_y = new_y # 更新方块位置 new_y = block_y + 1 if not check_collision(board, block_matrix, block_x, new_y): block_y = new_y else: update_board(board, block_matrix, block_x, block_y) rows_cleared = clear_rows(board) score += rows_cleared * 100 block_matrix, block_color, block_x, block_y = new_block() if check_collision(board, block_matrix, block_x, block_y): game_over = True # 绘制游戏界面 screen.fill(BLACK) draw_matrix(board, WHITE) draw_block(block_matrix, block_color, block_x, block_y) score_text = font.render("Score: %d" % score, True, FONT_COLOR) screen.blit(score_text, (10, WINDOW_HEIGHT-FONT_SIZE)) pygame.display.update() # 控制帧率 clock.tick(FPS)# 游戏结束,退出程序pygame.quit()这个例子使用pygame模块实现了一个简单的俄罗斯方块游戏。在游戏中,您需要通过按方向键来控制方块的移动和旋转,使其落到正确的位置。当一行被填满时,将会被清除,并获得相应的分数。当方块无法再下落时,游戏结束。

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