python实现俄罗斯方块

网上搜到一个Pygame写的俄罗斯方块(tetris),大部分看懂的前提下增加了注释,Fedora19下运行OK的

主程序:

#coding:utf8

#! /usr/bin/env python

# 注释说明:shape表示一个俄罗斯方块形状 cell表示一个小方块

import sys

from random import choice

import pygame

from pygame.locals import *

from block import O, I, S, Z, L, J, T

COLS = 16

ROWS = 20

CELLS = COLS * ROWS

CELLPX = 32 # 每个cell的像素宽度

POS_FIRST_APPEAR = COLS / 2

SCREEN_SIZE = (COLS * CELLPX, ROWS * CELLPX)

COLOR_BG = (0, 0, 0)

def draw(grid, pos=None):

# grid是一个list,要么值为None,要么值为'Block'

# 非空值在eval()的作用下,用于配置颜色

if pos: # 6x5

s = pos - 3 - 2 * COLS # upper left position

for p in range(0, COLS):

q = s + p * COLS

for i in range(q, q + 6):

if 0 <= i < CELLS:

# 0 <=i < CELLS:表示i这个cell在board内部。

c = eval(grid[i] + ".color") if grid[i] else COLOR_BG

# 执行着色。shape的cell涂对应的class设定好的颜色,否则涂黑(背景色)

a = i % COLS * CELLPX

b = i / COLS * CELLPX

screen.fill(c, (a, b, CELLPX, CELLPX))

else: # all

screen.fill(COLOR_BG)

for i, occupied in enumerate(grid):

if occupied:

c = eval(grid[i] + ".color") # 获取方块对应的颜色

a = i % COLS * CELLPX # 横向长度

b = i / COLS * CELLPX # 纵向长度

screen.fill(c, (a, b, CELLPX, CELLPX))

# fill:为cell上色, 第二个参数表示rect

pygame.display.flip()

# 刷新屏幕

def phi(grid1, grid2, pos): # 4x4

# 两个grid之4*4区域内是否会相撞(冲突)

s = pos - 2 - 1 * COLS # upper left position

for p in range(0, 4):

q = s + p * COLS

for i in range(q, q + 4):

try:

if grid1[i] and grid2[i]:

return False

except:

pass

return True

def merge(grid1, grid2):

# 合并两个grid

grid = grid1[:]

for i, c in enumerate(grid2):

if c:

grid[i] = c

return grid

def complete(grid):

# 减去满行

n = 0

for i in range(0, CELLS, COLS):

# 步长为一行。

if not None in grid[i:i + COLS]:

#这一句很容易理解错误。

#实际含义是:如果grid[i:i + COLS]都不是None,那么执行下面的语句

grid = [None] * COLS + grid[:i] + grid[i + COLS:]

n += 1

return grid, n

#n表示减去的行数,用作统计分数

pygame.init()

pygame.event.set_blocked(None)

pygame.event.set_allowed((KEYDOWN, QUIT))

pygame.key.set_repeat(75, 0)

pygame.display.set_caption('Tetris')

screen = pygame.display.set_mode(SCREEN_SIZE)

pygame.display.update()

grid = [None] * CELLS

speed = 500

screen.fill(COLOR_BG)

while True: # spawn a block

block = choice([O, I, S, Z, L, J, T])()

pos = POS_FIRST_APPEAR

if not phi(grid, block.grid(pos), pos): break # you lose

pygame.time.set_timer(KEYDOWN, speed)

# repeatedly create an event on the event queue

# speed是时间间隔。。。speed越小,方块下落的速度越快。。。speed应该换为其他名字

while True: # move the block

draw(merge(grid, block.grid(pos)), pos)

event = pygame.event.wait()

if event.type == QUIT: sys.exit()

try:

aim = {

K_UNKNOWN: pos+COLS,

K_UP: pos,

K_DOWN: pos+COLS,

K_LEFT: pos-1,

K_RIGHT: pos+1,

}[event.key]

except KeyError:

continue

if event.key == K_UP:

# 变形

block.rotate()

elif event.key in (K_LEFT, K_RIGHT) and pos / COLS != aim / COLS:

# pos/COLS表示当前位置所在行

# aim/COLS表示目标位置所在行

# 此判断表示,当shape在左边界时,不允许再向左移动(越界。。),在最右边时向右也禁止

continue

grid_aim = block.grid(aim)

if grid_aim and phi(grid, grid_aim, aim):

pos = aim

else:

if event.key == K_UP:

block.rotate(times=3)

elif not event.key in (K_LEFT, K_RIGHT):

break

grid = merge(grid, block.grid(pos))

grid, n = complete(grid)

if n:

draw(grid)

speed -= 5 * n

if speed < 75: speed = 75

调用的模块:

#coding:utf-8

#! /usr/bin/env python

COLS = 16

ROWS = 20

class Block():

color = (255,255,255)

def __init__(self):

self._state = 0

def __str__(self):

return self.__class__.__name__

def _orientations(self):

raise NotImplementedError()

def rotate(self, times=1):

for i in range(times):

if len(self._orientations())-1 == self._state:

self._state = 0

#只要_state比_orientations长度-1还要小,就让_state加1

else:

self._state += 1

def blades(self):

# 返回对应形状的一种旋转形状。(返回一个list,list中每个元素是一个(x,y))

return self._orientations()[self._state]

def grid(self, pos, cols=COLS, rows=ROWS):

# grid()函数:对于一个形状,从它的cell中的pos位置,按照orientations的位置提示,把所有cell涂色

# pos表示的是shape中的一个cell,也就是(0,0)

if cols*rows <= pos:

return None

# 这种情况应该不可能出现吧。如果出现<=的情况

# 那么,pos都跑到界外了。。

grid = [None] * cols * rows

grid[pos] = str(self)

for b in self.blades():

x, y = b

# pos/cols表示pos处于board的第几行

if pos/cols != (pos+x)/cols:

return None

i = pos + x + y * cols

if i < 0:

continue

elif cols*rows <= i:

return None

grid[i] = str(self)

# 给相应的其他位置都“涂色”,比如对于方块,是O型的,那么pos肯定是有值的,pos位于有上角。。

return grid

# 以下每个形状class,_orientations()都返回形状的列表。(0,0)一定被包含在其中,为了省略空间所以都没有写出.

class O(Block):

color = (207,247,0)

def _orientations(self):

return (

[(-1,0), (-1,1), (0,1)],

)

class I(Block):

color = (135,240,60)

def _orientations(self):

return (

[(-2,0), (-1,0), (1,0)],

[(0,-1), (0,1), (0,2)],

)

class S(Block):

color = (171,252,113)

def _orientations(self):

return (

[(1,0), (-1,1), (0,1)],

[(0,-1), (1,0), (1,1)],

)

class Z(Block):

color = (243,61,110)

def _orientations(self):

return (

[(-1,0), (0,1), (1,1)],

[(1,-1), (1,0), (0,1)],

)

class L(Block):

color = (253,205,217)

def _orientations(self):

return (

[(-1,1), (-1,0), (1,0)],

[(0,-1), (0,1), (1,1)],

[(-1,0), (1,0), (1,-1)],

[(-1,-1), (0,-1), (0,1)],

)

class J(Block):

color = (140,180,225)

def _orientations(self):

return (

[(-1,0), (1,0), (1,1)],

[(0,1), (0,-1), (1,-1)],

[(-1,-1), (-1,0), (1,0)],

[(-1,1), (0,1), (0,-1)],

)

class T(Block):

color = (229,251,113)

def _orientations(self):

return (

[(-1,0), (0,1), (1,0)],

[(0,-1), (0,1), (1,0)],

[(-1,0), (0,-1), (1,0)],

[(-1,0), (0,-1), (0,1)],

)

更多俄罗斯方块精彩文章请点击专题:俄罗斯方块游戏集合 进行学习。

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