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左右键移动方块位置#xff0c;上键切换方块形态。
实现代码
import pygame
import random# 初始化 Pygame
pygame.init()# 定义颜色
colors [(0, 0, 0), # 黑色(255, 0, 0), # 红色(0, 255, 0), # 绿色(0, 0, 255), # 蓝色(255,… 文章目录 游戏页面实现代码 游戏页面
左右键移动方块位置上键切换方块形态。
实现代码
import pygame
import random# 初始化 Pygame
pygame.init()# 定义颜色
colors [(0, 0, 0), # 黑色(255, 0, 0), # 红色(0, 255, 0), # 绿色(0, 0, 255), # 蓝色(255, 255, 0), # 黄色(255, 0, 255), # 紫色(0, 255, 255) # 青色
]# 俄罗斯方块形状
shapes [[[1, 1, 1, 1]],[[1, 1],[1, 1]],[[0, 1, 1],[1, 1, 0]],[[1, 1, 0],[0, 1, 1]],[[1, 1, 1],[0, 1, 0]],[[1, 1, 1],[1, 0, 0]],[[1, 1, 1],[0, 0, 1]]
]# 设置游戏屏幕
screen_width 300
screen_height 600
screen pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption(俄罗斯方块)# 游戏网格
grid [[0 for _ in range(10)] for _ in range(20)]# 初始化时钟
clock pygame.time.Clock()# 定义方块类
class Shape:def __init__(self):self.shape random.choice(shapes)self.color random.randint(1, len(colors) - 1)self.x 3self.y 0def rotate(self):self.shape [list(row) for row in zip(*self.shape[::-1])]def draw(self):for i, row in enumerate(self.shape):for j, val in enumerate(row):if val:pygame.draw.rect(screen, colors[self.color], (self.x * 30 j * 30, self.y * 30 i * 30, 30, 30))def check_collision(shape):for i, row in enumerate(shape.shape):for j, val in enumerate(row):if val:if shape.x j 0 or shape.x j 10 or shape.y i 20 or grid[shape.y i][shape.x j]:return Truereturn Falsedef merge_shape(shape):for i, row in enumerate(shape.shape):for j, val in enumerate(row):if val:grid[shape.y i][shape.x j] shape.colordef remove_full_lines():global gridgrid [row for row in grid if not all(row)]while len(grid) 20:grid.insert(0, [0 for _ in range(10)])def draw_grid():for y in range(20):for x in range(10):pygame.draw.rect(screen, colors[grid[y][x]], (x * 30, y * 30, 30, 30))def main():running Truecurrent_shape Shape()fall_time 0while running:screen.fill((0, 0, 0))draw_grid()current_shape.draw()for event in pygame.event.get():if event.type pygame.QUIT:running Falseif event.type pygame.KEYDOWN:if event.key pygame.K_LEFT:current_shape.x - 1if check_collision(current_shape):current_shape.x 1if event.key pygame.K_RIGHT:current_shape.x 1if check_collision(current_shape):current_shape.x - 1if event.key pygame.K_DOWN:current_shape.y 1if check_collision(current_shape):current_shape.y - 1if event.key pygame.K_UP:current_shape.rotate()if check_collision(current_shape):current_shape.rotate()current_shape.rotate()current_shape.rotate()fall_time clock.get_rawtime()clock.tick()if fall_time / 1000 0.5:fall_time 0current_shape.y 1if check_collision(current_shape):current_shape.y - 1merge_shape(current_shape)remove_full_lines()current_shape Shape()if check_collision(current_shape):running Falsepygame.display.update()pygame.quit()if __name__ __main__:main()