六、pygame做一个简单的俄罗斯方块游戏(基础篇1)

一、初始界面

之前的游戏都比较简单,所以代码都是面向过程的写法,这次游戏后面可能会写比较复杂(比如人机对战、联机对战、使用道具对战等),这次面向对象一点来写这个项目。
游戏的窗口设计一个专门的Panel类便于负责单个游戏窗口的管理控制。
游戏主窗口按每个方块30像素,那么宽3010=300,高是3020=600

# -*- coding=utf-8 -*-
import random
import pygame
class Panel(object): # 用于绘制整个游戏窗口的版面
    def __init__(self,bg, position):
        self._bg=bg;
        self._x,self._y,self._width,self._height=position
        self._bgcolor=[0,0,0]
    
    def paint(self):
        mid_x=self._x+self._width/2
        pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width)
def run():
    pygame.init()
    space=40
    main_panel_width=300
    main_panel_height=main_panel_width*2
    screencaption = pygame.display.set_caption('Tetris')
    screen = pygame.display.set_mode((main_panel_width+160+space*3,main_panel_height+space*2)) #设置窗口长宽
    main_panel=Panel(screen,[space,space,main_panel_width,main_panel_height])
    while True:
        for event in pygame.event.get():
             if event.type == pygame.QUIT:
                 pygame.quit()
                 exit()
       
        screen.fill((100,100,100)) # 将界面设置为灰色
        main_panel.paint() # 主面盘绘制
        pygame.display.update() # 必须调用update才能看到绘图显示
run()

效果图
在这里插入图片描述

二、方块管理

这里首先想到方块不同种类的可以使用工厂模式,所以先定义一个基类的Block,然后不同种类的方块分别继承自这个Block类,分别有这样七种方块
在这里插入图片描述

class Block(object):
    def __init__(self):
        self.rect_arr=[]

    def get_rect_arr(self): # 用于获取方块种的四个矩形列表
        return self.rect_arr

    def move(self,xdiff,ydiff): # 用于移动方块的方法
        self.new_rect_arr=[]
        for x,y in self.rect_arr:
            self.new_rect_arr.append((x+xdiff,y+ydiff))
        self.rect_arr=self.new_rect_arr

class LongBlock(Block):
    def __init__(self, n=None): # 两种形态
        super(LongBlock, self).__init__()
        if n is None: n=random.randint(0,1)
        self.rect_arr=[(1,0),(1,1),(1,2),(1,3)] if n==0 else [(0,2),(1,2),(2,2),(3,2)]

class SquareBlock(Block): # 一种形态
    def __init__(self, n=None):
        super(SquareBlock, self).__init__()
        self.rect_arr=[(1,1),(1,2),(2,1),(2,2)]


class ZBlock(Block): # 两种形态
    def __init__(self, n=None):
        super(ZBlock, self).__init__()
        if n is None: n=random.randint(0,1)
        self.rect_arr=[(2,0),(2,1),(1,1),(1,2)] if n==0 else [(0,1),(1,1),(1,2),(2,2)]

class SBlock(Block): # 两种形态
    def __init__(self, n=None):
        super(SBlock, self).__init__()
        if n is None: n=random.randint(0,1)
        self.rect_arr=[(1,0),(1,1),(2,1),(2,2)] if n==0 else [(0,2),(1,2),(1,1),(2,1)]

class LBlock(Block): # 四种形态
    def __init__(self, n=None):
        super(LBlock, self).__init__()
        if n is None: n=random.randint(0,3)
        if n==0: self.rect_arr=[(1,0),(1,1),(1,2),(2,2)]
        elif n==1: self.rect_arr=[(0,1),(1,1),(2,1),(0,2)]
        elif n==2: self.rect_arr=[(0,0),(1,0),(1,1),(1,2)]
        else: self.rect_arr=[(0,1),(1,1),(2,1),(2,0)]

class JBlock(Block): # 四种形态
    def __init__(self, n=None):
        super(JBlock, self).__init__()
        if n is None: n=random.randint(0,3)
        if n==0: self.rect_arr=[(1,0),(1,1),(1,2),(0,2)]
        elif n==1: self.rect_arr=[(0,1),(1,1),(2,1),(0,0)]
        elif n==2: self.rect_arr=[(2,0),(1,0),(1,1),(1,2)]
        else: self.rect_arr=[(0,1),(1,1),(2,1),(2,2)]

class TBlock(Block): # 四种形态
    def __init__(self, n=None):
        super(TBlock, self).__init__()
        if n is None: n=random.randint(0,3)
        if n==0: self.rect_arr=[(0,1),(1,1),(2,1),(1,2)]
        elif n==1: self.rect_arr=[(1,0),(1,1),(1,2),(0,1)]
        elif n==2: self.rect_arr=[(0,1),(1,1),(2,1),(1,0)]
        else: self.rect_arr=[(1,0),(1,1),(1,2),(2,1)]

三、创建方块和方块落下

定义一个创建方块的函数

def create_block():
    n = random.randint(0,19)
    if n==0: return SquareBlock(n=0)
    elif n==1 or n==2: return LongBlock(n=n-1)
    elif n==3 or n==4: return ZBlock(n=n-3)
    elif n==5 or n==6: return SBlock(n=n-5)
    elif n>=7 and n<=10: return LBlock(n=n-7)
    elif n>=11 and n<=14: return JBlock(n=n-11)
    else: return TBlock(n=n-15)

给Panel类加一下当前移动方块的属性,并且修改它的paint方法,将移动方块绘制

class Panel(object): # 用于绘制整个游戏窗口的版面
    moving_block=None # 正在落下的方块
    def __init__(self,bg, block_size, position):
        self._bg=bg;
        self._x,self._y,self._width,self._height=position
        self._block_size=block_size
        self._bgcolor=[0,0,0]
       
    def create_move_block(self):
        block = create_block()
        block.move(5-2,-2) # 方块挪到中间 
        self.moving_block=block

    def move_block(self):
        self.moving_block.move(0,1)

    def paint(self):
        mid_x=self._x+self._width/2
        pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) # 用一个粗线段来填充背景
        
        # 绘制正在落下的方块
        if self.move_block:
            for rect in self.moving_block.get_rect_arr():
                x,y=rect
                pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
                pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz,bz],1)

主循环中创建方块并将方块调整到下落的起始位置

    main_panel.create_move_block()

设定位置刷新时间

diff_ticks = 300 # 移动一次蛇头的事件,单位毫秒
    ticks = pygame.time.get_ticks() + diff_ticks

在主循环中刷新当前移动方块的位置

        if pygame.time.get_ticks() >= ticks:
            ticks+=diff_ticks
            main_panel.move_block()

当前可以看到方块下落的效果了
在这里插入图片描述

四、方块落地的判断

在Block类里增加一个移动判断函数,下面这个这个can_move函数可以判断方块是不是落到底部了

    def can_move(self,xdiff,ydiff):
        for x,y in self.rect_arr:
            if y+ydiff>=20: return False
        return True

修改Panel的move函数,改为

def move_block(self):
        if self.moving_block is None: create_move_block()
        if self.moving_block.can_move(0,1): 
            self.moving_block.move(0,1)
        else:
            self.add_block(self.moving_block)
            self.create_move_block()

这里增加了一个add_block函数,用于将已经落地的方块存起来,所以Panel另外做了三处改动
1.增加一个存已落下方块的数组变量

rect_arr=[] # 已经落底下的方块

2.定义add_block函数

   def add_block(self,block):
        for rect in block.get_rect_arr():
            self.rect_arr.append(rect)

3.在paint里进行self.rect_arr的绘制

# 绘制已经落底下的方块
        bz=self._block_size
        for rect in self.rect_arr:
            x,y=rect
            pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
            pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz,bz],1)

现在可以看到方块会落到底部,然后新的方块落下了
在这里插入图片描述
贴下目前的完整程序

# -*- coding=utf-8 -*-
import random
import pygame

class Panel(object): # 用于绘制整个游戏窗口的版面
    rect_arr=[] # 已经落底下的方块
    moving_block=None # 正在落下的方块
    def __init__(self,bg, block_size, position):
        self._bg=bg;
        self._x,self._y,self._width,self._height=position
        self._block_size=block_size
        self._bgcolor=[0,0,0]
    
    def add_block(self,block):
        for rect in block.get_rect_arr():
            self.rect_arr.append(rect)

    def create_move_block(self):
        block = create_block()
        block.move(5-2,-2) # 方块挪到中间 
        self.moving_block=block

    def move_block(self):
        if self.moving_block is None: create_move_block()
        if self.moving_block.can_move(0,1): 
            self.moving_block.move(0,1)
        else:
            self.add_block(self.moving_block)
            self.create_move_block()

    def paint(self):
        mid_x=self._x+self._width/2
        pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) # 用一个粗线段来填充背景
        
        # 绘制已经落底下的方块
        bz=self._block_size
        for rect in self.rect_arr:
            x,y=rect
            pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
            pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz,bz],1)
       
        # 绘制正在落下的方块
        if self.move_block:
            for rect in self.moving_block.get_rect_arr():
                x,y=rect
                pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
                pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz,bz],1)


class Block(object):
    def __init__(self):
        self.rect_arr=[]

    def get_rect_arr(self): # 用于获取方块种的四个矩形列表
        return self.rect_arr

    def move(self,xdiff,ydiff): # 用于移动方块的方法
        self.new_rect_arr=[]
        for x,y in self.rect_arr:
            self.new_rect_arr.append((x+xdiff,y+ydiff))
        self.rect_arr=self.new_rect_arr

    def can_move(self,xdiff,ydiff):
        for x,y in self.rect_arr:
            if y+ydiff>=20: return False
        return True

class LongBlock(Block):
    def __init__(self, n=None): # 两种形态
        super(LongBlock, self).__init__()
        if n is None: n=random.randint(0,1)
        self.rect_arr=[(1,0),(1,1),(1,2),(1,3)] if n==0 else [(0,2),(1,2),(2,2),(3,2)]

class SquareBlock(Block): # 一种形态
    def __init__(self, n=None):
        super(SquareBlock, self).__init__()
        self.rect_arr=[(1,1),(1,2),(2,1),(2,2)]


class ZBlock(Block): # 两种形态
    def __init__(self, n=None):
        super(ZBlock, self).__init__()
        if n is None: n=random.randint(0,1)
        self.rect_arr=[(2,0),(2,1),(1,1),(1,2)] if n==0 else [(0,1),(1,1),(1,2),(2,2)]

class SBlock(Block): # 两种形态
    def __init__(self, n=None):
        super(SBlock, self).__init__()
        if n is None: n=random.randint(0,1)
        self.rect_arr=[(1,0),(1,1),(2,1),(2,2)] if n==0 else [(0,2),(1,2),(1,1),(2,1)]

class LBlock(Block): # 四种形态
    def __init__(self, n=None):
        super(LBlock, self).__init__()
        if n is None: n=random.randint(0,3)
        if n==0: self.rect_arr=[(1,0),(1,1),(1,2),(2,2)]
        elif n==1: self.rect_arr=[(0,1),(1,1),(2,1),(0,2)]
        elif n==2: self.rect_arr=[(0,0),(1,0),(1,1),(1,2)]
        else: self.rect_arr=[(0,1),(1,1),(2,1),(2,0)]

class JBlock(Block): # 四种形态
    def __init__(self, n=None):
        super(JBlock, self).__init__()
        if n is None: n=random.randint(0,3)
        if n==0: self.rect_arr=[(1,0),(1,1),(1,2),(0,2)]
        elif n==1: self.rect_arr=[(0,1),(1,1),(2,1),(0,0)]
        elif n==2: self.rect_arr=[(2,0),(1,0),(1,1),(1,2)]
        else: self.rect_arr=[(0,1),(1,1),(2,1),(2,2)]

class TBlock(Block): # 四种形态
    def __init__(self, n=None):
        super(TBlock, self).__init__()
        if n is None: n=random.randint(0,3)
        if n==0: self.rect_arr=[(0,1),(1,1),(2,1),(1,2)]
        elif n==1: self.rect_arr=[(1,0),(1,1),(1,2),(0,1)]
        elif n==2: self.rect_arr=[(0,1),(1,1),(2,1),(1,0)]
        else: self.rect_arr=[(1,0),(1,1),(1,2),(2,1)]
        

def create_block():
    n = random.randint(0,19)
    if n==0: return SquareBlock(n=0)
    elif n==1 or n==2: return LongBlock(n=n-1)
    elif n==3 or n==4: return ZBlock(n=n-3)
    elif n==5 or n==6: return SBlock(n=n-5)
    elif n>=7 and n<=10: return LBlock(n=n-7)
    elif n>=11 and n<=14: return JBlock(n=n-11)
    else: return TBlock(n=n-15)

def run():
    pygame.init()
    space=30
    main_block_size=30
    main_panel_width=main_block_size*10
    main_panel_height=main_block_size*20
    screencaption = pygame.display.set_caption('Tetris')
    screen = pygame.display.set_mode((main_panel_width+160+space*3,main_panel_height+space*2)) #设置窗口长宽
    main_panel=Panel(screen,main_block_size,[space,space,main_panel_width,main_panel_height])

    
    main_panel.create_move_block()

    diff_ticks = 300 # 移动一次蛇头的事件,单位毫秒
    ticks = pygame.time.get_ticks() + diff_ticks

    while True:
        for event in pygame.event.get():
             if event.type == pygame.QUIT:
                 pygame.quit()
                 exit()
       
        screen.fill((100,100,100)) # 将界面设置为灰色
        main_panel.paint() # 主面盘绘制

        pygame.display.update() # 必须调用update才能看到绘图显示

        if pygame.time.get_ticks() >= ticks:
            ticks+=diff_ticks
            main_panel.move_block()

run()

这章先写到这,下章继续

  • 7
    点赞
  • 33
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 1
    评论
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

冰风漫天

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值