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python和pygame实现简单俄罗斯方块游戏

2020-02-15 22:03:10
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本文为大家分享了python实现俄罗斯方块游戏的具体代码,供大家参考,具体内容如下

Github:Tetris

代码:

# -*- coding:utf-8 -*-import pygame, sys, random, copyfrom pygame.locals import *pygame.init()CubeWidth = 40CubeHeight = 40Column = 10Row = 20ScreenWidth = CubeWidth * (Column + 5)ScreenHeight = CubeHeight * RowScreenSize = (ScreenWidth, ScreenHeight)Screen = pygame.display.set_mode(ScreenSize, 0, 32)pygame.display.set_caption("Ly's Tetris")pygame.mixer.music.load('BackgroundMusic.ogg')pygame.mixer.music.play(-1, 0.0)ClickMusic = pygame.mixer.Sound('ClickMusic.wav')ExplodeMusic = pygame.mixer.Sound('Explode.wav')BackgroundImg = pygame.image.load('BackgroundImg.png').convert()PreImg = pygame.image.load('PreImg.png').convert()PStartImg = pygame.image.load('PStartImg.png').convert()ResultPreImg = pygame.image.load('GameResultPreBgImg.png').convert()RestartImg = pygame.image.load('GameResultRestBgImg.png').convert()ScoreHintFont = pygame.font.SysFont('arial', 50)ScoreFont = pygame.font.SysFont('arial', 40)ResultFont = pygame.font.SysFont('arial', 200)Aquamarine = (127, 255, 212)LightGoldenrod = (255, 236, 139)IndianRed = (255, 106, 106)DarkOrchid = (153, 50, 204)RoyalBlue = (72, 118, 255)DarkOrange = (255, 165, 0)Turquoise = (0, 245, 255)IsRect = []FPSClock = pygame.time.Clock()class I(): def __init__(self): self.Statu = '' self.Color = Aquamarine self.Body = [] x = random.randint(1, 2) if x == 1:  self.Statu = 'upright'  for i in range(4):  InitBody = pygame.Rect(160, i * 40, 40, 40)  self.Body.append(InitBody) elif x == 2:  self.Statu = 'horizon'  for i in range(4):  InitBody = pygame.Rect(120 + i * 40, 0, 40, 40)  self.Body.append(InitBody) def Fall(self): for rect in self.Body:  rect.top += 40 def IsFalled(self): for rect in self.Body:  if rect.top == 760:  return True  if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:  return True def Move(self, Curkey): CanMoveFlag = True if Curkey == K_UP:  self.Rotate() elif Curkey == K_LEFT:  for rect in self.Body:  if rect.left == 0:   CanMoveFlag = not CanMoveFlag   break  elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]:   CanMoveFlag = not CanMoveFlag   break  if CanMoveFlag:  for rect in self.Body:   rect.left -= 40 elif Curkey == K_RIGHT:  for rect in self.Body:  if rect.left == 360:   CanMoveFlag = not CanMoveFlag   break  if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]:   CanMoveFlag = not CanMoveFlag   break  if CanMoveFlag:  for rect in self.Body:   rect.left += 40 def Rotate(self): if self.Statu == 'upright':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left -= 40  TempRotate[0].top += 40  TempRotate[2].left += 40  TempRotate[2].top -= 40  TempRotate[3].left += 40 * 2  TempRotate[3].top -= 40 * 2  IsRotate = True  if TempRotate[0].left < 0:  IsRotate = False  if TempRotate[3].left > 360:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'horizon' else:  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left += 40  TempRotate[0].top -= 40  TempRotate[2].left -= 40  TempRotate[2].top += 40  TempRotate[3].left -= 40 * 2  TempRotate[3].top += 40 * 2  IsRotate = True  if TempRotate[0].top < 0:  IsRotate = False  if TempRotate[3].top > 760:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'upright'class O(): def __init__(self): self.Color = LightGoldenrod self.Body = [] for i in range(2):  InitBody = pygame.Rect(160, i * 40, 40, 40)  self.Body.append(InitBody) for i in range(2):  InitBody = pygame.Rect(200, i * 40, 40, 40)  self.Body.append(InitBody) def Fall(self): for rect in self.Body:  rect.top += 40 def IsFalled(self): for rect in self.Body:  if rect.top == 760:  return True  if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:  return True def Move(self, Curkey): CanMoveFlag = True if Curkey == K_UP:  self.Rotate() elif Curkey == K_LEFT:  for rect in self.Body:  if rect.left == 0:   CanMoveFlag = not CanMoveFlag   break  elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]:   CanMoveFlag = not CanMoveFlag   break  if CanMoveFlag:  for rect in self.Body:   rect.left -= 40 elif Curkey == K_RIGHT:  for rect in self.Body:  if rect.left == 360:   CanMoveFlag = not CanMoveFlag   break  if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]:   CanMoveFlag = not CanMoveFlag   break  if CanMoveFlag:  for rect in self.Body:   rect.left += 40 def Rotate(self): passclass T(): def __init__(self): self.Statu = '' self.Color = IndianRed self.Body = [] x = random.randint(1, 4) if x == 1:  self.Statu = 'up'  self.Body.append(pygame.Rect(200, 0, 40, 40))  for i in range(3):  self.Body.append(pygame.Rect(160 + i * 40, 40, 40, 40)) elif x == 2:  self.Statu = 'left'  self.Body.append(pygame.Rect(160, 40, 40, 40))  for i in range(3):  self.Body.append(pygame.Rect(200, 80 - i * 40, 40, 40)) elif x == 3:  self.Statu = 'down'  self.Body.append(pygame.Rect(200, 80, 40, 40))  for i in range(2, -1, -1):  self.Body.append(pygame.Rect(160 + i * 40, 40, 40, 40)) elif x == 4:  self.Statu = 'right'  self.Body.append(pygame.Rect(240, 40, 40, 40))  for i in range(3):  self.Body.append(pygame.Rect(200, i * 40, 40, 40)) def Fall(self): for rect in self.Body:  rect.top += 40 def IsFalled(self): for rect in self.Body:  if rect.top == 760:  return True  if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:  return True def Move(self, Curkey): CanMoveFlag = True if Curkey == K_UP:  self.Rotate() elif Curkey == K_LEFT:  for rect in self.Body:  if rect.left == 0:   CanMoveFlag = not CanMoveFlag   break  elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]:   CanMoveFlag = not CanMoveFlag   break  if CanMoveFlag:  for rect in self.Body:   rect.left -= 40 elif Curkey == K_RIGHT:  for rect in self.Body:  if rect.left == 360:   CanMoveFlag = not CanMoveFlag   break  if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]:   CanMoveFlag = not CanMoveFlag   break  if CanMoveFlag:  for rect in self.Body:   rect.left += 40 def Rotate(self): if self.Statu == 'up':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left -= 40  TempRotate[0].top += 40  TempRotate[1].left += 40  TempRotate[1].top += 40  TempRotate[3].left -= 40  TempRotate[3].top -= 40  IsRotate = True  if TempRotate[1].top > 760:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'left' elif self.Statu == 'left':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left += 40  TempRotate[0].top += 40  TempRotate[1].left += 40  TempRotate[1].top -= 40  TempRotate[3].left -= 40  TempRotate[3].top += 40  IsRotate = True  if TempRotate[1].left > 360:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'down' elif self.Statu == 'down':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left += 40  TempRotate[0].top -= 40  TempRotate[1].left -= 40  TempRotate[1].top -= 40  TempRotate[3].left += 40  TempRotate[3].top += 40  IsRotate = True  if TempRotate[1].top < 0:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'right' elif self.Statu == 'right':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left -= 40  TempRotate[0].top -= 40  TempRotate[1].left -= 40  TempRotate[1].top += 40  TempRotate[3].left += 40  TempRotate[3].top -= 40  IsRotate = True  if TempRotate[1].top < 0:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'up'class Z(): def __init__(self): self.Statu = '' self.Color = DarkOrchid self.Body = [] x = random.randint(1, 2) if x == 1:  self.Statu = 'horizon'  for i in range(2):  self.Body.append(pygame.Rect(120 + i * 40, 0, 40, 40))  for i in range(2):  self.Body.append(pygame.Rect(160 + i * 40, 40, 40, 40)) elif x == 2:  self.Statu = 'upright'  for i in range(2):  self.Body.append(pygame.Rect(200, i * 40, 40, 40))  for i in range(2):  self.Body.append(pygame.Rect(160, 40 + i * 40, 40, 40)) def Fall(self): for rect in self.Body:  rect.top += 40 def IsFalled(self): for rect in self.Body:  if rect.top == 760:  return True  if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:  return True def Move(self, Curkey): CanMoveFlag = True if Curkey == K_UP:  self.Rotate() elif Curkey == K_LEFT:  for rect in self.Body:  if rect.left == 0:   CanMoveFlag = not CanMoveFlag   break  elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]:   CanMoveFlag = not CanMoveFlag   break  if CanMoveFlag:  for rect in self.Body:   rect.left -= 40 elif Curkey == K_RIGHT:  for rect in self.Body:  if rect.left == 360:   CanMoveFlag = not CanMoveFlag   break  if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]:   CanMoveFlag = not CanMoveFlag   break  if CanMoveFlag:  for rect in self.Body:   rect.left += 40 def Rotate(self): if self.Statu == 'horizon':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left += 40 * 2  TempRotate[1].left += 40  TempRotate[1].top += 40  TempRotate[3].left -= 40  TempRotate[3].top += 40  IsRotate = True  if TempRotate[3].top > 760:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'upright' elif self.Statu == 'upright':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left -= 40 * 2  TempRotate[1].left -= 40  TempRotate[1].top -= 40  TempRotate[3].left += 40  TempRotate[3].top -= 40  IsRotate = True  if TempRotate[0].left < 0:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'horizon'class S(): def __init__(self): self.Statu = '' self.Color = DarkOrchid self.Body = [] x = random.randint(1, 2) if x == 1:  self.Statu = 'horizon'  for i in range(2):  self.Body.append(pygame.Rect(200 - i * 40, 0, 40, 40))  for i in range(2):  self.Body.append(pygame.Rect(160 - i * 40, 40, 40, 40)) elif x == 2:  self.Statu = 'upright'  for i in range(2):  self.Body.append(pygame.Rect(120, i * 40, 40, 40))  for i in range(2):  self.Body.append(pygame.Rect(160, 40 + i * 40, 40, 40)) def Fall(self): for rect in self.Body:  rect.top += 40 def IsFalled(self): for rect in self.Body:  if rect.top == 760:  return True  if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:  return True def Move(self, Curkey): CanMoveFlag = True if Curkey == K_UP:  self.Rotate() elif Curkey == K_LEFT:  for rect in self.Body:  if rect.left == 0:   CanMoveFlag = not CanMoveFlag   break  elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]:   CanMoveFlag = not CanMoveFlag   break  if CanMoveFlag:  for rect in self.Body:   rect.left -= 40 elif Curkey == K_RIGHT:  for rect in self.Body:  if rect.left == 360:   CanMoveFlag = not CanMoveFlag   break  if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]:   CanMoveFlag = not CanMoveFlag   break  if CanMoveFlag:  for rect in self.Body:   rect.left += 40 def Rotate(self): if self.Statu == 'horizon':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left -= 40 * 2  TempRotate[1].left -= 40  TempRotate[1].top += 40  TempRotate[3].left += 40  TempRotate[3].top += 40  IsRotate = True  if TempRotate[3].top > 760:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'upright' elif self.Statu == 'upright':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left += 40 * 2  TempRotate[1].left += 40  TempRotate[1].top -= 40  TempRotate[3].left -= 40  TempRotate[3].top -= 40  IsRotate = True  if TempRotate[0].left > 360:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'horizon'class L(): def __init__(self): self.Statu = '' self.Color = DarkOrange self.Body = [] x = random.randint(1, 4) if x == 1:  self.Statu = 'horizonright'  self.Body.append(pygame.Rect(120, 0, 40, 40))  for i in range(3):  self.Body.append(pygame.Rect(120 + i * 40, 40, 40, 40)) elif x == 2:  self.Statu = 'uprightup'  self.Body.append(pygame.Rect(120, 80, 40, 40))  for i in range(3):  self.Body.append(pygame.Rect(160, 80 - i * 40, 40, 40)) elif x == 3:  self.Statu = 'horizonleft'  self.Body.append(pygame.Rect(200, 40, 40, 40))  for i in range(3):  self.Body.append(pygame.Rect(200 - i * 40, 0, 40, 40)) elif x == 4:  self.Statu = 'uprightdown'  self.Body.append(pygame.Rect(160, 0, 40, 40))  for i in range(3):  self.Body.append(pygame.Rect(120, i * 40, 40, 40)) def Fall(self): for rect in self.Body:  rect.top += 40 def IsFalled(self): for rect in self.Body:  if rect.top == 760:  return True  if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:  return True def Move(self, Curkey): CanMoveFlag = True if Curkey == K_UP:  self.Rotate() elif Curkey == K_LEFT:  for rect in self.Body:  if rect.left == 0:   CanMoveFlag = not CanMoveFlag   break  elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]:   CanMoveFlag = not CanMoveFlag   break  if CanMoveFlag:  for rect in self.Body:   rect.left -= 40 elif Curkey == K_RIGHT:  for rect in self.Body:  if rect.left == 360:   CanMoveFlag = not CanMoveFlag   break  if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]:   CanMoveFlag = not CanMoveFlag   break  if CanMoveFlag:  for rect in self.Body:   rect.left += 40 def Rotate(self): if self.Statu == 'horizonright':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left -= 40  TempRotate[0].top += 40  TempRotate[2].left -= 40  TempRotate[2].top -= 40  TempRotate[3].left -= 40 * 2  TempRotate[3].top -= 40 * 2  IsRotate = True  if TempRotate[0].left < 0:  IsRotate = False  if TempRotate[3].top < 0:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'uprightup' elif self.Statu == 'uprightup':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left += 40  TempRotate[0].top += 40  TempRotate[2].left -= 40  TempRotate[2].top += 40  TempRotate[3].left -= 40 * 2  TempRotate[3].top += 40 * 2  IsRotate = True  if TempRotate[3].left < 0:  IsRotate = False  if TempRotate[0].top > 760:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'horizonleft' elif self.Statu == 'horizonleft':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left += 40  TempRotate[0].top -= 40  TempRotate[2].left += 40  TempRotate[2].top += 40  TempRotate[3].left += 40 * 2  TempRotate[3].top += 40 * 2  IsRotate = True  if TempRotate[0].left > 360:  IsRotate = False  if TempRotate[3].top > 760:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'uprightdown' elif self.Statu == 'uprightdown':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left -= 40  TempRotate[0].top -= 40  TempRotate[2].left += 40  TempRotate[2].top -= 40  TempRotate[3].left += 40 * 2  TempRotate[3].top -= 40 * 2  IsRotate = True  if TempRotate[0].top < 0:  IsRotate = False  if TempRotate[3].left > 360:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'horizonright'class J(): def __init__(self): self.Statu = '' self.Color = Turquoise self.Body = [] x = random.randint(1, 4) if x == 1:  self.Statu = 'horizonleft'  self.Body.append(pygame.Rect(200, 0, 40, 40))  for i in range(3):  self.Body.append(pygame.Rect(200 - i * 40, 40, 40, 40)) elif x == 2:  self.Statu = 'uprightup'  self.Body.append(pygame.Rect(240, 80, 40, 40))  for i in range(3):  self.Body.append(pygame.Rect(200, 80 - i * 40, 40, 40)) elif x == 3:  self.Statu = 'horizonright'  self.Body.append(pygame.Rect(120, 40, 40, 40))  for i in range(3):  self.Body.append(pygame.Rect(120 + i * 40, 0, 40, 40)) elif x == 4:  self.Statu = 'uprightdown'  self.Body.append(pygame.Rect(120, 0, 40, 40))  for i in range(3):  self.Body.append(pygame.Rect(160, i * 40, 40, 40)) def Fall(self): for rect in self.Body:  rect.top += 40 def IsFalled(self): for rect in self.Body:  if rect.top == 760:  return True  if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:  return True def Move(self, Curkey): CanMoveFlag = True if Curkey == K_UP:  self.Rotate() elif Curkey == K_LEFT:  for rect in self.Body:  if rect.left == 0:   CanMoveFlag = not CanMoveFlag   break  elif IsRect[int(rect.top / 40) + 1][int(rect.left / 40) - 1]:   CanMoveFlag = not CanMoveFlag   break  if CanMoveFlag:  for rect in self.Body:   rect.left -= 40 elif Curkey == K_RIGHT:  for rect in self.Body:  if rect.left == 360:   CanMoveFlag = not CanMoveFlag   break  if IsRect[int(rect.top / 40) + 1][int(rect.left / 40) + 1]:   CanMoveFlag = not CanMoveFlag   break  if CanMoveFlag:  for rect in self.Body:   rect.left += 40 def Rotate(self): if self.Statu == 'horizonleft':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left += 40  TempRotate[0].top += 40  TempRotate[2].left += 40  TempRotate[2].top -= 40  TempRotate[3].left += 40 * 2  TempRotate[3].top -= 40 * 2  IsRotate = True  if TempRotate[0].left > 360:  IsRotate = False  if TempRotate[3].top < 0:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'uprightup' elif self.Statu == 'uprightup':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left -= 40  TempRotate[0].top += 40  TempRotate[2].left += 40  TempRotate[2].top += 40  TempRotate[3].left += 40 * 2  TempRotate[3].top += 40 * 2  IsRotate = True  if TempRotate[3].left > 360:  IsRotate = False  if TempRotate[0].top > 760:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'horizonright' elif self.Statu == 'horizonright':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left -= 40  TempRotate[0].top -= 40  TempRotate[2].left -= 40  TempRotate[2].top += 40  TempRotate[3].left -= 40 * 2  TempRotate[3].top += 40 * 2  IsRotate = True  if TempRotate[0].left < 0:  IsRotate = False  if TempRotate[3].top > 760:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'uprightdown' elif self.Statu == 'uprightdown':  TempRotate = copy.deepcopy(self.Body)  TempRotate[0].left += 40  TempRotate[0].top -= 40  TempRotate[2].left -= 40  TempRotate[2].top -= 40  TempRotate[3].left -= 40 * 2  TempRotate[3].top -= 40 * 2  IsRotate = True  if TempRotate[0].top < 0:  IsRotate = False  if TempRotate[3].left < 0:  IsRotate = False  if IsRotate:  for rect in TempRotate:   if IsRect[int(rect.top / 40) + 1][int(rect.left / 40)]:   IsRotate = False   break  if IsRotate:  self.Body = copy.deepcopy(TempRotate)  self.Statu = 'horizonleft'def ShapeChoose(): ShapeChoose = random.randint(1, 7) if ShapeChoose == 1: return I() elif ShapeChoose == 2: return O() elif ShapeChoose == 3: return T() elif ShapeChoose == 4: return Z() elif ShapeChoose == 5: return S() elif ShapeChoose == 6: return L() elif ShapeChoose == 7: return J()def GameMain(): global IsRect for row in range(21): TempRowIsRect = [] for column in range(11):  TempRowIsRect.append(False) IsRect.append(TempRowIsRect) PreBackgroundImg = PreImg while True: StarFalg = False for event in pygame.event.get():  if event.type == QUIT:  pygame.quit()  sys.exit()  if event.type == KEYDOWN:  ClickMusic.play()  if event.key == K_SPACE:   PreBackgroundImg = PStartImg  if event.type == KEYUP:  ClickMusic.play()  if event.key == K_SPACE:   StarFalg = True if StarFalg:  break Screen.blit(PreBackgroundImg, (0, 0)) pygame.display.update() falling = ShapeChoose() GameOver = False Score = 0 FallSpeed = 4 while True: # main game loop for event in pygame.event.get():  if event.type == QUIT:  pygame.quit()  sys.exit()  if event.type == KEYDOWN:  if event.key == K_DOWN:   FallSpeed = 15  else:   falling.Move(event.key)  if event.type == KEYUP:  if event.key == K_DOWN:   FallSpeed = 4 Screen.blit(BackgroundImg, (0, 0)) for row in range(20):  for column in range(10):  if IsRect[row][column]:   pygame.draw.rect(Screen, IsRect[row][column][1], IsRect[row][column][0], 0) falling.Fall() for rect in falling.Body:  pygame.draw.rect(Screen, falling.Color, rect, 0) if falling.IsFalled():  for rect in falling.Body:  Info = []  Info.append(rect)  Info.append(falling.Color)  IsRect[int(rect.top / 40)][int(rect.left / 40)] = Info  falling = ShapeChoose() for IsOver in IsRect[1]:  if IsOver:  GameOver = True  break if GameOver:  IsRect = []  return Score for CheckRow in range(19, 0, -1):  CheckFlag = True  for CheckC in range(10):  if IsRect[CheckRow][CheckC]:   pass  else:   CheckFlag = False  if CheckFlag:  ExplodeMusic.play()  Score += 10  for ChangeRow in range(CheckRow, 0, -1):   for ChangeC in range(10):   if IsRect[ChangeRow - 1][ChangeC]:    IsRect[ChangeRow - 1][ChangeC][0].top += 40   IsRect[ChangeRow] = IsRect[ChangeRow - 1] ScoreHintSurface = ScoreHintFont.render('Score:', True, (0, 0, 0)) Screen.blit(ScoreHintSurface, (420, 100)) ScoreSurface = ScoreFont.render(str(Score), True, (0, 0, 0)) Screen.blit(ScoreSurface, (480, 180)) pygame.display.update() FPSClock.tick(FallSpeed)def GameResult(Score): ResultImg = ResultPreImg while True: for event in pygame.event.get():  if event.type == QUIT:  pygame.quit()  sys.exit()  if event.type == KEYDOWN:  ClickMusic.play()  if event.key == K_SPACE:   ResultImg = RestartImg  if event.type == KEYUP:  ClickMusic.play()  if event.key == K_SPACE:   return True Screen.blit(ResultImg, (0, 0)) ScoreSurface = ResultFont.render(str(Score), True, (255, 127, 80)) if Score < 10:  Screen.blit(ScoreSurface, (250, 260)) elif Score < 100:  Screen.blit(ScoreSurface, (210, 260)) elif Score < 1000:  Screen.blit(ScoreSurface, (160, 260)) pygame.display.update()if __name__ == '__main__': Flag = True while Flag: Score = GameMain() Flag = GameResult(Score)            
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