俄罗斯方块

# coding : utf-8

#: pip install pygame
import random
import sys
import pygame

#: 颜色定义
COLOR_WHITE = (255, 255, 255)
COLOR_BLACK = (0, 0, 0)

class Block:
    """小块"""
    width = 24
    height = 24

    @staticmethod
    def draw(s, left, top, color, bg_color):
        pygame.draw.rect(s, bg_color, pygame.Rect(left, top, Block.width, Block.height))
        pygame.draw.rect(s, color, pygame.Rect(left, top, Block.width - 1, Block.height - 1))


class Building:
    """积木"""

    def __init__(self):
        """
        方块的7种基本形状
        每次初始化随机选择一个形状
        @:return True / False
        """
        self.form = random.choice(
            [
                [
                    [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, 0, 0, 0],
                    [1, 1, 1, 1, 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, 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, 0, 0],
                    [0, 0, 1, 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, 1, 0, 0],
                    [0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0]
                ]
            ])

    def __getitem__(self, pos):
        return self.form[pos]

    def __setitem__(self, key, value):
        self.form[key] = value


class Layout:
    """棋盘"""

    def __init__(self):
        self.block_x_count = 16;
        self.block_y_count = 22;
        self.layout = [[0 if 1 < i < self.block_x_count - 2 and j < self.block_y_count - 2 else 1
                        for i in range(self.block_x_count)] for j in range(self.block_y_count)]

    @property
    def size(self):
        """返回棋盘屏幕大小(width,height)"""
        return (self.block_x_count * Block.width, self.block_y_count * Block.height)

    def create_new_building(self):
        """
        创建新的积木,初始化位置为第5,0格, 速度为4
        :return: 返回是否无空间创建了
        """
        self.building = Building()
        self.building_left, self.building_top = 5, 0  #
        self.drop_speed = 3
        print(self.test_building_touch_wall())
        return self.test_building_touch_wall()

    @property
    def speed(self):
        return self.drop_speed

    def test_building_touch_wall(self, x_offset=0, y_offset=0):
        """
        积木是否已经触底/墙壁
        具体操作:
        判断积木最后一排的1,是否在当前棋牌对应的位置是也是1
        @:param x_offset: x的偏移量  移动时可以传入1/-1来判断
        @:param y_offset: y的偏移量  正常下落时可以传入1来判断
        """
        for i in range(4, -1, -1):
            for j in range(5):
                if self.building[i][j]:
                    if self.layout[i + self.building_top + y_offset][j + self.building_left + x_offset]:
                        return True
        return False

    def move_left_right(self, x):
        """
        左右移动
        @:param x:  移动量 x_offset
        """
        #: 移动时不能撞墙
        if not self.test_building_touch_wall(x_offset=x):
            self.building_left += x

    def down_build(self):
        """ 盒子的自动下移 """
        self.building_top += 1

    def direct_down(self):
        """ 手动快速降落 """
        self.drop_speed = 50

    def convert_building(self):
        """
        * 扭转盒子的总方位 (右转)
        具体操作:
        把第一竖排的倒序给第一横排的
        把第二竖排的倒序给第二横排的
        后面同理.
        """
        new_box = [[0 for i in range(5)] for j in range(5)]
        for i in range(5):
            for j in range(4, -1, -1):
                new_box[i][j] = self.building[4 - j][i]
        self.building = new_box

    def clear_full_lines(self):
        """消除满行的所有行"""
        new_layout = [[0 if 1 < i < self.block_x_count - 2 and j < self.block_y_count - 2 else 1
                       for i in range(self.block_x_count)] for j in range(self.block_y_count)]

        row_len = self.block_x_count - 4
        new_row = self.block_y_count - 2 - 1
        for cur_row in range(self.block_y_count - 2 - 1, 0, -1):
            if sum(self.layout[cur_row][2:self.block_x_count - 2]) < row_len:
                new_layout[new_row] = self.layout[cur_row]
                new_row -= 1
        self.layout = new_layout

    def put_building_to_layout(self):
        """将积木放到棋盘里"""
        for i in range(4, -1, -1):
            for j in range(5):
                if self.building[i][j]:
                    self.layout[i + self.building_top][j + self.building_left] = 1
        #: 这里会调用消除函数
        self.clear_full_lines()

    def draw_building(self, s):
        """
        显示积木
        @:param s : pygame = screen
        """
        cur_left, cur_top = self.building_left * Block.width, self.building_top * Block.height
        for i in range(5):
            for j in range(5):
                # 只画积木实体,不管盒子本身
                if self.building[j][i]:
                    Block.draw(s, cur_left + i * Block.width, cur_top + j * Block.height, COLOR_BLACK, COLOR_WHITE)

    def draw(self, s):
        """
        显示棋盘
        @:param s : pygame = screen
        """
        for i in range(self.block_x_count):
            for j in range(self.block_y_count):
                if self.layout[j][i] == 0:
                    Block.draw(s, i * Block.width, j * Block.height, COLOR_WHITE, COLOR_BLACK)
                else:
                    Block.draw(s, i * Block.width, j * Block.height, COLOR_BLACK, COLOR_WHITE)


# -------------------------------------------------------------------
# Main
# -------------------------------------------------------------------
def main():
    #: 初始化
    while True:
        layout = Layout()
        layout.create_new_building()
        pygame.init()
        pygame.display.set_caption('俄罗斯方块')
        screen = pygame.display.set_mode((layout.size), 0, 32)
        is_over = False
        #: 单局游戏循环开始 [结束后直接重新开始]
        while not is_over:
            #: 处理游戏消息
            for e in pygame.event.get():
                if e.type == pygame.QUIT:
                    sys.exit()
                #: 处理按键
                if e.type == pygame.KEYDOWN:
                    if e.key == pygame.K_UP:
                        layout.convert_building()
                    if e.key == pygame.K_DOWN:
                        layout.direct_down()
                    if e.key == pygame.K_LEFT:
                        layout.move_left_right(-1)
                    if e.key == pygame.K_RIGHT:
                        layout.move_left_right(1)
            #: 是否碰触底部地面了,是 -> 融合背景   否 -> 继续下落
            if layout.test_building_touch_wall(y_offset=1):
                layout.put_building_to_layout()
                is_over = layout.create_new_building()
            else:
                layout.down_build()
            #: 绘制
            layout.draw(screen)
            layout.draw_building(screen)
            pygame.display.update()
            #: 速度
            pygame.time.Clock().tick(layout.speed)


if __name__ == '__main__':
    main()
posted @ 2021-11-19 19:22  风雾里  阅读(43)  评论(0编辑  收藏  举报