Python 俄罗斯方块游戏
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13个有趣⼜好玩的Python游戏代码分享⽬录1、吃⾦币2、打乒乓3、滑雪4、并⼣⼣版飞机⼤战5、打地⿏6、⼩恐龙7、消消乐8、俄罗斯⽅块9、贪吃蛇10、24点⼩游戏11、平衡⽊12、外星⼈⼊侵13、井字棋888经常听到有朋友说,学习编程是⼀件⾮常枯燥⽆味的事情。
其实,⼤家有没有认真想过,可能是我们的学习⽅法不对?⽐⽅说,你有没有想过,可以通过打游戏来学编程?今天我想跟⼤家分享⼏个Python⼩游戏,教你如何通过边打游戏边学编程!1、吃⾦币源码分享:import osimport cfgimport sysimport pygameimport randomfrom modules import *'''游戏初始化'''def initGame():# 初始化pygame, 设置展⽰窗⼝pygame.init()screen = pygame.display.set_mode(cfg.SCREENSIZE)pygame.display.set_caption('catch coins —— 九歌')# 加载必要的游戏素材game_images = {}for key, value in cfg.IMAGE_PATHS.items():if isinstance(value, list):images = []for item in value: images.append(pygame.image.load(item))game_images[key] = imageselse:game_images[key] = pygame.image.load(value)game_sounds = {}for key, value in cfg.AUDIO_PATHS.items():if key == 'bgm': continuegame_sounds[key] = pygame.mixer.Sound(value)# 返回初始化数据return screen, game_images, game_sounds'''主函数'''def main():# 初始化screen, game_images, game_sounds = initGame()# 播放背景⾳乐pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm'])pygame.mixer.music.play(-1, 0.0)# 字体加载font = pygame.font.Font(cfg.FONT_PATH, 40)# 定义herohero = Hero(game_images['hero'], position=(375, 520))# 定义⾷物组food_sprites_group = pygame.sprite.Group()generate_food_freq = random.randint(10, 20)generate_food_count = 0# 当前分数/历史最⾼分score = 0highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read()) # 游戏主循环clock = pygame.time.Clock()while True:# --填充背景screen.fill(0)screen.blit(game_images['background'], (0, 0))# --倒计时信息countdown_text = 'Count down: ' + str((90000 - pygame.time.get_ticks()) // 60000) + ":" + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2) countdown_text = font.render(countdown_text, True, (0, 0, 0))countdown_rect = countdown_text.get_rect()countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5]screen.blit(countdown_text, countdown_rect)# --按键检测for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()key_pressed = pygame.key.get_pressed()if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:hero.move(cfg.SCREENSIZE, 'left')if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:hero.move(cfg.SCREENSIZE, 'right')# --随机⽣成⾷物generate_food_count += 1if generate_food_count > generate_food_freq:generate_food_freq = random.randint(10, 20)generate_food_count = 0food = Food(game_images, random.choice(['gold',] * 10 + ['apple']), cfg.SCREENSIZE)food_sprites_group.add(food)# --更新⾷物for food in food_sprites_group:if food.update(): food_sprites_group.remove(food)# --碰撞检测for food in food_sprites_group:if pygame.sprite.collide_mask(food, hero):game_sounds['get'].play()food_sprites_group.remove(food)score += food.scoreif score > highest_score: highest_score = score# --画herohero.draw(screen)# --画⾷物food_sprites_group.draw(screen)# --显⽰得分score_text = f'Score: {score}, Highest: {highest_score}'score_text = font.render(score_text, True, (0, 0, 0))score_rect = score_text.get_rect()score_rect.topleft = [5, 5]screen.blit(score_text, score_rect)# --判断游戏是否结束if pygame.time.get_ticks() >= 90000:break# --更新屏幕pygame.display.flip()clock.tick(cfg.FPS)# 游戏结束, 记录最⾼分并显⽰游戏结束画⾯fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, 'w')fp.write(str(highest_score))fp.close()return showEndGameInterface(screen, cfg, score, highest_score)'''run'''if __name__ == '__main__':while main():pass2、打乒乓源码分享:import sysimport cfgimport pygamefrom modules import *'''定义按钮'''def Button(screen, position, text, button_size=(200, 50)):left, top = positionbwidth, bheight = button_sizepygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))font = pygame.font.Font(cfg.FONTPATH, 30)text_render = font.render(text, 1, (255, 235, 205))return screen.blit(text_render, (left+50, top+10))'''Function:开始界⾯Input:--screen: 游戏界⾯Return:--game_mode: 1(单⼈模式)/2(双⼈模式)'''def startInterface(screen):clock = pygame.time.Clock()while True:screen.fill((41, 36, 33))button_1 = Button(screen, (150, 175), '1 Player')button_2 = Button(screen, (150, 275), '2 Player')for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if event.type == pygame.MOUSEBUTTONDOWN:if button_1.collidepoint(pygame.mouse.get_pos()):return 1elif button_2.collidepoint(pygame.mouse.get_pos()):return 2clock.tick(10)pygame.display.update()'''结束界⾯'''def endInterface(screen, score_left, score_right):clock = pygame.time.Clock()font1 = pygame.font.Font(cfg.FONTPATH, 30)font2 = pygame.font.Font(cfg.FONTPATH, 20)msg = 'Player on left won!' if score_left > score_right else 'Player on right won!' texts = [font1.render(msg, True, cfg.WHITE),font2.render('Press ESCAPE to quit.', True, cfg.WHITE),font2.render('Press ENTER to continue or play again.', True, cfg.WHITE)] positions = [[120, 200], [155, 270], [80, 300]]while True:screen.fill((41, 36, 33))for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if event.type == pygame.KEYDOWN:if event.key == pygame.K_RETURN:returnelif event.key == pygame.K_ESCAPE:sys.exit()pygame.quit()for text, pos in zip(texts, positions):screen.blit(text, pos)clock.tick(10)pygame.display.update()'''运⾏游戏Demo'''def runDemo(screen):# 加载游戏素材hit_sound = pygame.mixer.Sound(cfg.HITSOUNDPATH)goal_sound = pygame.mixer.Sound(cfg.GOALSOUNDPATH)pygame.mixer.music.load(cfg.BGMPATH)pygame.mixer.music.play(-1, 0.0)font = pygame.font.Font(cfg.FONTPATH, 50)# 开始界⾯game_mode = startInterface(screen)# 游戏主循环# --左边球拍(ws控制, 仅双⼈模式时可控制)score_left = 0racket_left = Racket(cfg.RACKETPICPATH, 'LEFT', cfg)# --右边球拍(↑↓控制)score_right = 0racket_right = Racket(cfg.RACKETPICPATH, 'RIGHT', cfg)# --球ball = Ball(cfg.BALLPICPATH, cfg)clock = pygame.time.Clock()while True:for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit(-1)screen.fill((41, 36, 33))# 玩家操作pressed_keys = pygame.key.get_pressed()if pressed_keys[pygame.K_UP]:racket_right.move('UP')elif pressed_keys[pygame.K_DOWN]:racket_right.move('DOWN')if game_mode == 2:if pressed_keys[pygame.K_w]:racket_left.move('UP')elif pressed_keys[pygame.K_s]:racket_left.move('DOWN')else:racket_left.automove(ball)# 球运动scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound) score_left += scores[0]score_right += scores[1]# 显⽰# --分隔线pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))# --球ball.draw(screen)# --拍racket_left.draw(screen)racket_right.draw(screen)# --得分screen.blit(font.render(str(score_left), False, cfg.WHITE), (150, 10))screen.blit(font.render(str(score_right), False, cfg.WHITE), (300, 10))if score_left == 11 or score_right == 11:return score_left, score_rightclock.tick(100)pygame.display.update()'''主函数'''def main():# 初始化pygame.init()pygame.mixer.init()screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT))pygame.display.set_caption('pingpong —— 九歌')# 开始游戏while True:score_left, score_right = runDemo(screen)endInterface(screen, score_left, score_right)'''run'''if __name__ == '__main__':main()3、滑雪源码分享:import sysimport cfgimport pygameimport random'''滑雪者类'''class SkierClass(pygame.sprite.Sprite):def __init__(self):pygame.sprite.Sprite.__init__(self)# 滑雪者的朝向(-2到2)self.direction = 0self.imagepaths = cfg.SKIER_IMAGE_PATHS[:-1]self.image = pygame.image.load(self.imagepaths[self.direction])self.rect = self.image.get_rect()self.rect.center = [320, 100]self.speed = [self.direction, 6-abs(self.direction)*2]'''改变滑雪者的朝向. 负数为向左,正数为向右,0为向前'''def turn(self, num):self.direction += numself.direction = max(-2, self.direction)self.direction = min(2, self.direction)center = self.rect.centerself.image = pygame.image.load(self.imagepaths[self.direction])self.rect = self.image.get_rect()self.rect.center = centerself.speed = [self.direction, 6-abs(self.direction)*2]return self.speed'''移动滑雪者'''def move(self):self.rect.centerx += self.speed[0]self.rect.centerx = max(20, self.rect.centerx)self.rect.centerx = min(620, self.rect.centerx)'''设置为摔倒状态'''def setFall(self):self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])'''设置为站⽴状态'''def setForward(self):self.direction = 0self.image = pygame.image.load(self.imagepaths[self.direction]) '''Function:障碍物类Input:img_path: 障碍物图⽚路径location: 障碍物位置attribute: 障碍物类别属性'''class ObstacleClass(pygame.sprite.Sprite):def __init__(self, img_path, location, attribute):pygame.sprite.Sprite.__init__(self)self.img_path = img_pathself.image = pygame.image.load(self.img_path)self.location = locationself.rect = self.image.get_rect()self.rect.center = self.locationself.attribute = attributeself.passed = False'''移动'''def move(self, num):self.rect.centery = self.location[1] - num'''创建障碍物'''def createObstacles(s, e, num=10):obstacles = pygame.sprite.Group()locations = []for i in range(num):row = random.randint(s, e)col = random.randint(0, 9)location = [col*64+20, row*64+20]if location not in locations:locations.append(location)attribute = random.choice(list(cfg.OBSTACLE_PATHS.keys())) img_path = cfg.OBSTACLE_PATHS[attribute]obstacle = ObstacleClass(img_path, location, attribute)obstacles.add(obstacle)return obstacles'''合并障碍物'''def AddObstacles(obstacles0, obstacles1):obstacles = pygame.sprite.Group()for obstacle in obstacles0:obstacles.add(obstacle)for obstacle in obstacles1:obstacles.add(obstacle)return obstacles'''显⽰游戏开始界⾯'''def ShowStartInterface(screen, screensize):screen.fill((255, 255, 255))tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5)cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20)title = tfont.render(u'滑雪游戏', True, (255, 0, 0))content = cfont.render(u'按任意键开始游戏', True, (0, 0, 255))trect = title.get_rect()trect.midtop = (screensize[0]/2, screensize[1]/5)crect = content.get_rect()crect.midtop = (screensize[0]/2, screensize[1]/2)screen.blit(title, trect)screen.blit(content, crect)while True:for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()elif event.type == pygame.KEYDOWN:returnpygame.display.update()'''显⽰分数'''def showScore(screen, score, pos=(10, 10)):font = pygame.font.Font(cfg.FONTPATH, 30)score_text = font.render("Score: %s" % score, True, (0, 0, 0))screen.blit(score_text, pos)'''更新当前帧的游戏画⾯'''def updateFrame(screen, obstacles, skier, score):screen.fill((255, 255, 255))obstacles.draw(screen)screen.blit(skier.image, skier.rect)showScore(screen, score)pygame.display.update()'''主程序'''def main():# 游戏初始化pygame.init()pygame.mixer.init()pygame.mixer.music.load(cfg.BGMPATH)pygame.mixer.music.set_volume(0.4)pygame.mixer.music.play(-1)# 设置屏幕screen = pygame.display.set_mode(cfg.SCREENSIZE)pygame.display.set_caption('滑雪游戏 —— 九歌')# 游戏开始界⾯ShowStartInterface(screen, cfg.SCREENSIZE)# 实例化游戏精灵# --滑雪者skier = SkierClass()# --创建障碍物obstacles0 = createObstacles(20, 29)obstacles1 = createObstacles(10, 19)obstaclesflag = 0obstacles = AddObstacles(obstacles0, obstacles1)# 游戏clockclock = pygame.time.Clock()# 记录滑雪的距离distance = 0# 记录当前的分数score = 0# 记录当前的速度speed = [0, 6]# 游戏主循环while True:# --事件捕获for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if event.type == pygame.KEYDOWN:if event.key == pygame.K_LEFT or event.key == pygame.K_a:speed = skier.turn(-1)elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:speed = skier.turn(1)# --更新当前游戏帧的数据skier.move()distance += speed[1]if distance >= 640 and obstaclesflag == 0:obstaclesflag = 1obstacles0 = createObstacles(20, 29)obstacles = AddObstacles(obstacles0, obstacles1)if distance >= 1280 and obstaclesflag == 1:obstaclesflag = 0distance -= 1280for obstacle in obstacles0:obstacle.location[1] = obstacle.location[1] - 1280obstacles1 = createObstacles(10, 19)obstacles = AddObstacles(obstacles0, obstacles1)for obstacle in obstacles:obstacle.move(distance)# --碰撞检测hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False)if hitted_obstacles:if hitted_obstacles[0].attribute == "tree" and not hitted_obstacles[0].passed: score -= 50skier.setFall()updateFrame(screen, obstacles, skier, score)pygame.time.delay(1000)skier.setForward()speed = [0, 6]hitted_obstacles[0].passed = Trueelif hitted_obstacles[0].attribute == "flag" and not hitted_obstacles[0].passed: score += 10obstacles.remove(hitted_obstacles[0])# --更新屏幕updateFrame(screen, obstacles, skier, score)clock.tick(cfg.FPS)'''run'''if __name__ == '__main__':main();4、并⼣⼣版飞机⼤战源码分享:import sysimport cfgimport pygamefrom modules import *'''游戏界⾯'''def GamingInterface(num_player, screen):# 初始化pygame.mixer.music.load(cfg.SOUNDPATHS['Cool Space Music'])pygame.mixer.music.set_volume(0.4)pygame.mixer.music.play(-1)explosion_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['boom'])fire_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['shot'])font = pygame.font.Font(cfg.FONTPATH, 20)# 游戏背景图bg_imgs = [cfg.IMAGEPATHS['bg_big'], cfg.IMAGEPATHS['seamless_space'], cfg.IMAGEPATHS['space3']] bg_move_dis = 0bg_1 = pygame.image.load(bg_imgs[0]).convert()bg_2 = pygame.image.load(bg_imgs[1]).convert()bg_3 = pygame.image.load(bg_imgs[2]).convert()# 玩家, ⼦弹和⼩⾏星精灵组player_group = pygame.sprite.Group()bullet_group = pygame.sprite.Group()asteroid_group = pygame.sprite.Group()# 产⽣⼩⾏星的时间间隔asteroid_ticks = 90for i in range(num_player):player_group.add(Ship(i+1, cfg))clock = pygame.time.Clock()# 分数score_1, score_2 = 0, 0# 游戏主循环while True:for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()# --玩家⼀: ↑↓←→控制, j射击; 玩家⼆: wsad控制, 空格射击pressed_keys = pygame.key.get_pressed()for idx, player in enumerate(player_group):direction = Noneif idx == 0:if pressed_keys[pygame.K_UP]:direction = 'up'elif pressed_keys[pygame.K_DOWN]:direction = 'down'elif pressed_keys[pygame.K_LEFT]:direction = 'left'elif pressed_keys[pygame.K_RIGHT]:direction = 'right'if direction:player.move(direction)if pressed_keys[pygame.K_j]:if player.cooling_time == 0:fire_sound.play()bullet_group.add(player.shot())player.cooling_time = 20elif idx == 1:if pressed_keys[pygame.K_w]:direction = 'up'elif pressed_keys[pygame.K_s]:direction = 'down'elif pressed_keys[pygame.K_a]:direction = 'left'elif pressed_keys[pygame.K_d]:direction = 'right'if direction:player.move(direction)if pressed_keys[pygame.K_SPACE]:if player.cooling_time == 0:fire_sound.play()bullet_group.add(player.shot())player.cooling_time = 20if player.cooling_time > 0:player.cooling_time -= 1if (score_1 + score_2) < 500:background = bg_1elif (score_1 + score_2) < 1500:background = bg_2else:background = bg_3# --向下移动背景图实现飞船向上移动的效果screen.blit(background, (0, -background.get_rect().height + bg_move_dis))screen.blit(background, (0, bg_move_dis))bg_move_dis = (bg_move_dis + 2) % background.get_rect().height# --⽣成⼩⾏星if asteroid_ticks == 0:asteroid_ticks = 90asteroid_group.add(Asteroid(cfg))else:asteroid_ticks -= 1# --画飞船for player in player_group:if pygame.sprite.spritecollide(player, asteroid_group, True, None): player.explode_step = 1explosion_sound.play()elif player.explode_step > 0:if player.explode_step > 3:player_group.remove(player)if len(player_group) == 0:returnelse:player.explode(screen)else:player.draw(screen)# --画⼦弹for bullet in bullet_group:bullet.move()if pygame.sprite.spritecollide(bullet, asteroid_group, True, None): bullet_group.remove(bullet)if bullet.player_idx == 1:score_1 += 1else:score_2 += 1else:bullet.draw(screen)# --画⼩⾏星for asteroid in asteroid_group:asteroid.move()asteroid.rotate()asteroid.draw(screen)# --显⽰分数score_1_text = '玩家⼀得分: %s' % score_1score_2_text = '玩家⼆得分: %s' % score_2text_1 = font.render(score_1_text, True, (0, 0, 255))text_2 = font.render(score_2_text, True, (255, 0, 0))screen.blit(text_1, (2, 5))screen.blit(text_2, (2, 35))# --屏幕刷新pygame.display.update()clock.tick(60)'''主函数'''def main():pygame.init()pygame.font.init()pygame.mixer.init()screen = pygame.display.set_mode(cfg.SCREENSIZE)pygame.display.set_caption('飞机⼤战 —— 九歌')num_player = StartInterface(screen, cfg)if num_player == 1:while True:GamingInterface(num_player=1, screen=screen)EndInterface(screen, cfg)else:while True:GamingInterface(num_player=2, screen=screen)EndInterface(screen, cfg)'''run'''if __name__ == '__main__':main()5、打地⿏源码分享:import cfgimport sysimport pygameimport randomfrom modules import *'''游戏初始化'''def initGame():pygame.init()pygame.mixer.init()screen = pygame.display.set_mode(cfg.SCREENSIZE)pygame.display.set_caption('打地⿏ —— 九歌')'''主函数'''def main():# 初始化screen = initGame()# 加载背景⾳乐和其他⾳效pygame.mixer.music.load(cfg.BGM_PATH)pygame.mixer.music.play(-1)audios = {'count_down': pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH), 'hammering': pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH)}# 加载字体font = pygame.font.Font(cfg.FONT_PATH, 40)# 加载背景图⽚bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)# 开始界⾯startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)# 地⿏改变位置的计时hole_pos = random.choice(cfg.HOLE_POSITIONS)change_hole_event = EREVENTpygame.time.set_timer(change_hole_event, 800)# 地⿏mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)# 锤⼦hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))# 时钟clock = pygame.time.Clock()# 分数your_score = 0flag = False# 初始时间init_time = pygame.time.get_ticks()# 游戏主循环while True:# --游戏时间为60stime_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.) # --游戏时间减少, 地⿏变位置速度变快if time_remain == 40 and not flag:hole_pos = random.choice(cfg.HOLE_POSITIONS)mole.reset()mole.setPosition(hole_pos)pygame.time.set_timer(change_hole_event, 650)flag = Trueelif time_remain == 20 and flag:hole_pos = random.choice(cfg.HOLE_POSITIONS)mole.reset()mole.setPosition(hole_pos)pygame.time.set_timer(change_hole_event, 500)flag = False# --倒计时⾳效if time_remain == 10:audios['count_down'].play()# --游戏结束if time_remain < 0: breakcount_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE) # --按键检测for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()elif event.type == pygame.MOUSEMOTION:hammer.setPosition(pygame.mouse.get_pos())elif event.type == pygame.MOUSEBUTTONDOWN:if event.button == 1:hammer.setHammering()elif event.type == change_hole_event:hole_pos = random.choice(cfg.HOLE_POSITIONS)mole.reset()mole.setPosition(hole_pos)# --碰撞检测if hammer.is_hammering and not mole.is_hammer:is_hammer = pygame.sprite.collide_mask(hammer, mole)if is_hammer:audios['hammering'].play()mole.setBeHammered()your_score += 10# --分数your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN) # --绑定必要的游戏元素到屏幕(注意顺序)screen.blit(bg_img, (0, 0))screen.blit(count_down_text, (875, 8))screen.blit(your_score_text, (800, 430))mole.draw(screen)hammer.draw(screen)# --更新pygame.display.flip()# 读取最佳分数(try块避免第⼀次游戏⽆.rec⽂件)try:best_score = int(open(cfg.RECORD_PATH).read())except:best_score = 0# 若当前分数⼤于最佳分数则更新最佳分数if your_score > best_score:f = open(cfg.RECORD_PATH, 'w')f.write(str(your_score))f.close()# 结束界⾯score_info = {'your_score': your_score, 'best_score': best_score}is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE) return is_restart'''run'''if __name__ == '__main__':while True:is_restart = main()if not is_restart:break6、⼩恐龙玩法:上下控制起跳躲避源码分享:import cfgimport sysimport randomimport pygamefrom modules import *'''main'''def main(highest_score):# 游戏初始化pygame.init()screen = pygame.display.set_mode(cfg.SCREENSIZE)pygame.display.set_caption('九歌')# 导⼊所有声⾳⽂件sounds = {}for key, value in cfg.AUDIO_PATHS.items():sounds[key] = pygame.mixer.Sound(value)# 游戏开始界⾯GameStartInterface(screen, sounds, cfg)# 定义⼀些游戏中必要的元素和变量score = 0score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(534, 15), bg_color=cfg.BACKGROUND_COLOR)highest_score = highest_scorehighest_score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(435, 15), bg_color=cfg.BACKGROUND_COLOR, is_highest=True)dino = Dinosaur(cfg.IMAGE_PATHS['dino'])ground = Ground(cfg.IMAGE_PATHS['ground'], position=(0, cfg.SCREENSIZE[1]))cloud_sprites_group = pygame.sprite.Group()cactus_sprites_group = pygame.sprite.Group()ptera_sprites_group = pygame.sprite.Group()add_obstacle_timer = 0score_timer = 0# 游戏主循环clock = pygame.time.Clock()while True:for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()elif event.type == pygame.KEYDOWN:if event.key == pygame.K_SPACE or event.key == pygame.K_UP:dino.jump(sounds)elif event.key == pygame.K_DOWN:dino.duck()elif event.type == pygame.KEYUP and event.key == pygame.K_DOWN:dino.unduck()screen.fill(cfg.BACKGROUND_COLOR)# --随机添加云if len(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10:cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS['cloud'], position=(cfg.SCREENSIZE[0], random.randrange(30, 75))))# --随机添加仙⼈掌/飞龙add_obstacle_timer += 1if add_obstacle_timer > random.randrange(50, 150):add_obstacle_timer = 0random_value = random.randrange(0, 10)if random_value >= 5 and random_value <= 7:cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS['cacti']))else:position_ys = [cfg.SCREENSIZE[1]*0.82, cfg.SCREENSIZE[1]*0.75, cfg.SCREENSIZE[1]*0.60, cfg.SCREENSIZE[1]*0.20] ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS['ptera'], position=(600, random.choice(position_ys))))# --更新游戏元素dino.update()ground.update()cloud_sprites_group.update()cactus_sprites_group.update()ptera_sprites_group.update()score_timer += 1if score_timer > (cfg.FPS//12):score_timer = 0score += 1score = min(score, 99999)if score > highest_score:highest_score = scoreif score % 100 == 0:sounds['point'].play()if score % 1000 == 0:ground.speed -= 1for item in cloud_sprites_group:item.speed -= 1for item in cactus_sprites_group:item.speed -= 1for item in ptera_sprites_group:item.speed -= 1# --碰撞检测for item in cactus_sprites_group:if pygame.sprite.collide_mask(dino, item):dino.die(sounds)for item in ptera_sprites_group:if pygame.sprite.collide_mask(dino, item):dino.die(sounds)# --将游戏元素画到屏幕上dino.draw(screen)ground.draw(screen)cloud_sprites_group.draw(screen)cactus_sprites_group.draw(screen)ptera_sprites_group.draw(screen)score_board.set(score)highest_score_board.set(highest_score)score_board.draw(screen)highest_score_board.draw(screen)# --更新屏幕pygame.display.update()clock.tick(cfg.FPS)# --游戏是否结束if dino.is_dead:break# 游戏结束界⾯return GameEndInterface(screen, cfg), highest_score'''run'''if __name__ == '__main__':highest_score = 0while True:flag, highest_score = main(highest_score)if not flag: break7、消消乐玩法:三个相连就能消除源码分享:import osimport sysimport cfgimport pygamefrom modules import *'''游戏主程序'''def main():pygame.init()screen = pygame.display.set_mode(cfg.SCREENSIZE)pygame.display.set_caption('Gemgem —— 九歌')# 加载背景⾳乐pygame.mixer.init()pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, "resources/audios/bg.mp3"))pygame.mixer.music.set_volume(0.6)pygame.mixer.music.play(-1)# 加载⾳效sounds = {}sounds['mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/badswap.wav'))sounds['match'] = []for i in range(6):sounds['match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/match%s.wav' % i))) # 加载字体font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25)# 图⽚加载gem_imgs = []for i in range(1, 8):gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i))# 主循环game = gemGame(screen, sounds, font, gem_imgs, cfg)while True:score = game.start()flag = False# ⼀轮游戏结束后玩家选择重玩或者退出while True:for event in pygame.event.get():if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE): pygame.quit()sys.exit()elif event.type == pygame.KEYUP and event.key == pygame.K_r:flag = Trueif flag:breakscreen.fill((135, 206, 235))text0 = 'Final score: %s' % scoretext1 = 'Press <R> to restart the game.'text2 = 'Press <Esc> to quit the game.'y = 150for idx, text in enumerate([text0, text1, text2]):text_render = font.render(text, 1, (85, 65, 0))rect = text_render.get_rect()if idx == 0:rect.left, rect.top = (212, y)elif idx == 1:rect.left, rect.top = (122.5, y)else:rect.left, rect.top = (126.5, y)y += 100screen.blit(text_render, rect)pygame.display.update()game.reset()'''run'''if __name__ == '__main__':main()8、俄罗斯⽅块玩法:童年经典,普通模式没啥意思,⼩时候我们都是玩加速的。
俄罗斯方块的编程语言
俄罗斯方块是一款经典的电子游戏,它的编程语言可以有多种
选择。
下面我会介绍一些常用的编程语言,用于开发俄罗斯方块游戏。
1. C++,C++是一种高级编程语言,被广泛用于游戏开发。
它具
有高效性和强大的功能,可以实现复杂的游戏逻辑和图形渲染。
许
多俄罗斯方块的游戏版本都是用C++编写的。
2. Java,Java是一种跨平台的编程语言,也常用于游戏开发。
它具有良好的面向对象特性和丰富的库支持,可以方便地实现俄罗
斯方块游戏的各种功能。
3. Python,Python是一种简洁而易读的编程语言,也可以用
于俄罗斯方块游戏的开发。
虽然Python在性能方面相对较弱,但其
简单易用的语法和丰富的第三方库可以加快开发速度。
4. JavaScript,JavaScript是一种用于网页开发的脚本语言,也可以用于开发网页版的俄罗斯方块游戏。
它可以与HTML和CSS无
缝集成,实现交互性强的游戏体验。
5. Unity/C#,Unity是一款流行的游戏引擎,使用C#语言进行编程。
通过Unity和C#,可以轻松地创建俄罗斯方块游戏,并在多个平台上发布。
这些只是一些常见的编程语言选择,实际上还有其他语言可以用于俄罗斯方块游戏的开发。
选择哪种语言取决于开发者的偏好、项目需求和目标平台等因素。
简单俄罗斯方块程序代码俄罗斯方块是一款非常经典的游戏,它需要玩家通过操作方块来消除行,随着游戏的深入,难度越来越大。
我们可以用Python语言来编写俄罗斯方块程序,它可以让我们体验到这个经典游戏的乐趣。
首先,我们需要导入相关的模块:```pythonimport pygameimport random```其中,pygame模块可以让我们创建图形化界面,random模块可以用于生成随机数,方便我们随机生成方块。
接下来,我们需要定义一些常量和变量:```python# 定义常量WIDTH = 480HEIGHT = 640CELL_SIZE = 30# 定义变量board = [[0] * 10 for i in range(20)]score = 0ticks = 0fall_speed = 60next_block = random.randint(0, 6)block_pos = (0, 3)current_block = None```这里定义了几个常量:游戏窗口的宽度和高度,单元格的大小。
同时,我们还需要一个二维数组board来表示游戏画面上的格子状态,score来表示当前得分,ticks表示已经落下的方块数量,fall_speed表示方块下落的速度,next_block表示下一个方块的类型,block_pos表示当前方块的位置,current_block则表示当前正在下落的方块。
接下来,我们需要定义一些函数来实现游戏的各种功能。
首先是绘制游戏画面的函数:```pythondef draw_game():screen.fill((0, 0, 0))# 绘制已经落下的方块for i in range(20):for j in range(10):if board[i][j] != 0:pygame.draw.rect(screen, (255, 255, 255),(j * CELL_SIZE, i * CELL_SIZE, CELL_SIZE, CELL_SIZE))# 绘制正在下落的方块if current_block:for i in range(4):for j in range(4):if current_block[i][j] != 0:pygame.draw.rect(screen, (255, 255, 255),((block_pos[1] + j) * CELL_SIZE, (block_pos[0] + i) * CELL_SIZE, CELL_SIZE, CELL_SIZE))# 绘制下一个方块draw_next_block()# 绘制得分font = pygame.font.SysFont('SimHei', 20)text = font.render('得分:%d' % score, True, (255, 255, 255))screen.blit(text, (10, 10))pygame.display.flip()```这个函数会首先清空画面,然后遍历board数组,绘制已经落下的方块。
//不多说,直接可以拷贝下面的东西,就可以运行。
package day04;import java.awt.*;import java.awt.event.*;import javax.swing.*;import java.applet.*;import ng.String.*;import ng.*;import java.io.*;public class ERSBlock extends JPanel implements ActionListener,KeyListener//应该是继承JPanel{static Button but[] = new Button[6];static Button noStop = new Button("取消暂停"); static Label scoreLab = new Label("分数:");static Label infoLab = new Label("提示:");static Label speedLab = new Label("级数:");static Label scoreTex = new Label("0");static Label infoTex = new Label(" ");static Label speedTex = new Label("1");static JFrame jf = new JFrame();static MyTimer timer;static ImageIcon icon=new ImageIcon("resource/Block.jpg");static JMenuBar mb = new JMenuBar();static JMenu menu0 = new JMenu("游戏 ");static JMenu menu1 = new JMenu("帮助 ");static JMenuItem mi0 = new JMenuItem("新游戏"); static JMenuItem mi1 = new JMenuItem("退出");static JMenuItem mi1_0 = new JMenuItem("关于"); static JDialog dlg_1;static JTextArea dlg_1_text = new JTextArea(); static int startSign= 0;//游戏开始标志 0 未开始 1 开始 2 暂停static String butLab[] = {"开始游戏","重新开始","降低级数","提高级数","游戏暂停","退出游戏"};static int game_body[][] = new int[19][10];static int game_sign_x[] = new int[4];//用于记录4个方格的水平位置static int game_sign_y[] = new int[4];//用于记录4个方格的垂直位置static boolean downSign = false;//是否落下static int blockNumber = 1;//砖块的编号static int gameScore = 0;//游戏分数static int speedMark = 1;public static void main(String args[]) {ERSBlock myBlock = new ERSBlock();mb.add(menu0);mb.add(menu1);menu0.add(mi0);menu0.add(mi1);menu1.add(mi1_0);jf.setJMenuBar(mb);myBlock.init();jf.add(myBlock);jf.setSize(565,501);jf.setResizable(false);jf.setTitle("俄罗斯方块");jf.setIconImage(icon.getImage());jf.setLocation(200,100);jf.show();timer = new MyTimer(myBlock); //启动线程timer.setDaemon(true);timer.start();timer.suspend();}public void init(){setLayout(null);for(int i = 0;i < 6;i++){but[i] = new Button(butLab[i]);add(but[i]);but[i].addActionListener(this);but[i].addKeyListener(this);but[i].setBounds(360,(240 + 30 * i),160,25); }add(scoreLab);add(scoreTex);add(speedLab);add(speedTex);add(infoLab);add(infoTex);add(scoreLab);scoreLab.setBounds(320,15,30,20); scoreTex.setBounds(360,15,160,20); scoreTex.setBackground(Color.white); speedLab.setBounds(320,45,30,20); speedTex.setBounds(360,45,160,20); speedTex.setBackground(Color.white);but[1].setEnabled(false);but[4].setEnabled(false);infoLab.setBounds(320,75,30,20); infoTex.setBounds(360,75,160,20); infoTex.setBackground(Color.white); noStop.setBounds(360,360,160,25); noStop.addActionListener(this); noStop.addKeyListener(this);mi0.addActionListener(this);mi1.addActionListener(this);mi1_0.addActionListener(this);num_csh_game();rand_block();}public void actionPerformed(ActionEvent e){if(e.getSource() == but[0])//开始游戏{startSign = 1;infoTex.setText("游戏已经开始!");but[0].setEnabled(false);but[1].setEnabled(true);but[4].setEnabled(true);timer.resume();}if(e.getSource() == but[1]||e.getSource() == mi0)//重新开始游戏{startSign = 0;gameScore = 0;timer.suspend();num_csh_restart();repaint();rand_block();scoreTex.setText("0");infoTex.setText("新游戏!");but[0].setEnabled(true);but[1].setEnabled(false);but[4].setEnabled(false);}if(e.getSource() == but[2])//降低级数 {infoTex.setText("降低级数!"); speedMark--;if(speedMark <= 1){speedMark = 1;infoTex.setText("已经是最低级数!"); }speedTex.setText(speedMark + ""); }if(e.getSource() == but[3])//提高级数 {infoTex.setText("提高级数!");speedMark++;if(speedMark >= 9){speedMark = 9;infoTex.setText("已经是最高级数!"); }speedTex.setText(speedMark + ""); }if(e.getSource() == but[4])//游戏暂停 {this.add(noStop);this.remove(but[4]);infoTex.setText("游戏暂停!"); timer.suspend();}if(e.getSource() == noStop)//取消暂停 {this.remove(noStop);this.add(but[4]);infoTex.setText("继续游戏!"); timer.resume();}if(e.getSource() == but[5]||e.getSource() == mi1)//退出游戏{jf.dispose();}if(e.getSource() == mi1_0)//退出游戏{dlg_1 = new JDialog(jf,"关于");try{FileInputStream io = new FileInputStream("resource/guanyu.txt");//得到路径byte a[] = new byte[io.available()];io.read(a);io.close();String str = new String(a);dlg_1_text.setText(str);}catch(Exception g){}dlg_1_text.setEditable(false);dlg_1.add(dlg_1_text);dlg_1.pack();dlg_1.setResizable(false);dlg_1.setSize(200, 120);dlg_1.setLocation(400, 240);dlg_1.show();}}public void rand_block()//随机产生砖块{int num;num = (int)(Math.random() * 6) + 1;//产生0~6之间的随机数blockNumber = num;switch(blockNumber){case 1: block1(); blockNumber = 1; break;case 2: block2(); blockNumber = 2; break;case 3: block3(); blockNumber = 3; break;case 4: block4(); blockNumber = 4; break;case 5: block5(); blockNumber = 5; break;case 6: block6(); blockNumber = 6; break;case 7: block7(); blockNumber = 7; break;}}public void change_body(int blockNumber)//改变砖块状态{dingwei();if(blockNumber == 1&&downSign == false)//变换长条2种情况{if(game_sign_y[0] == game_sign_y[1]&&game_sign_y[3] <= 16)//说明长条是横着的{if(game_body[game_sign_y[0] - 1][game_sign_x[0] + 1] != 2&&game_body[game_sign_y[3] + 2][game_sign_x[3] - 2] != 2){num_csh_game();game_body[game_sign_y[0] - 1][game_sign_x[0] + 1] = 1;game_body[game_sign_y[1]][game_sign_x[1]] = 1;game_body[game_sign_y[2] + 1][game_sign_x[2] - 1] = 1;game_body[game_sign_y[3] + 2][game_sign_x[3] - 2] = 1;infoTex.setText("游戏进行中!");repaint();}}if(game_sign_x[0] == game_sign_x[1]&&game_sign_x[0] >= 1&&game_sign_x[3] <= 7)//说明长条是竖着的{if(game_body[game_sign_y[0] +1][game_sign_x[0]-1] != 2&&game_body[game_sign_y[3] -2][game_sign_x[3] + 2] != 2){num_csh_game();game_body[game_sign_y[0] + 1][game_sign_x[0] - 1] = 1;game_body[game_sign_y[1]][game_sign_x[1]]=1;game_body[game_sign_y[2] - 1][game_sign_x[2] + 1] = 1;game_body[game_sign_y[3] - 2][game_sign_x[3] + 2] = 1;infoTex.setText("游戏进行中!");repaint();}}}if(blockNumber == 3&&downSign == false)//变换转弯1有4种情况{if(game_sign_x[0] == game_sign_x[1]&&game_sign_x[0] == game_sign_x[2]&&game_sign_y[2] == game_sign_y[3]&&game_sign_x[0] >= 1){if(game_body[game_sign_y[0] + 1][game_sign_x[0] - 1] != 2&&game_body[game_sign_y[2] - 1][game_sign_x[2] + 1] != 2&&game_body[game_sign_y[3] - 2][game_sign_x[3]] != 2){num_csh_game();game_body[game_sign_y[0] + 1][game_sign_x[0] - 1] = 1;game_body[game_sign_y[1]][game_sign_x[1]] = 1;= 1;game_body[game_sign_y[3] - 2][game_sign_x[3]] = 1;infoTex.setText("游戏进行中!");repaint();}}if(game_sign_y[1] == game_sign_y[2]&&game_sign_y[2] == game_sign_y[3]&&game_sign_x[0] == game_sign_x[3]&&game_sign_y[1] <= 17){if(game_body[game_sign_y[0]][game_sign_x[0] - 2] != 2&&game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] != 2&&game_body[game_sign_y[3] - 1][game_sign_x[3] - 1] != 2){num_csh_game();game_body[game_sign_y[0]][game_sign_x[0] - 2] = 1;game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] = 1;game_body[game_sign_y[2]][game_sign_x[2]] = 1;= 1;infoTex.setText("游戏进行中!");repaint();}}if(game_sign_x[1] == game_sign_x[2]&&game_sign_x[1] == game_sign_x[3]&&game_sign_y[0] == game_sign_y[1]&&game_sign_x[3] <= 8){if(game_body[game_sign_y[0] + 2][game_sign_x[0]] != 2&&game_body[game_sign_y[1] + 1][game_sign_x[1] - 1] != 2&&game_body[game_sign_y[3] - 1][game_sign_x[3] + 1] != 2){num_csh_game();game_body[game_sign_y[0] + 2][game_sign_x[0]] = 1;game_body[game_sign_y[1] + 1][game_sign_x[1] - 1] = 1;game_body[game_sign_y[2]][game_sign_x[2]] = 1;game_body[game_sign_y[3] - 1][game_sign_x[3] + 1]= 1;infoTex.setText("游戏进行中!");repaint();}}if(game_sign_y[0] == game_sign_y[1]&&game_sign_y[1] == game_sign_y[2]&&game_sign_x[0] == game_sign_x[3]) {if(game_body[game_sign_y[0] + 1][game_sign_x[0] + 1] != 2&&game_body[game_sign_y[2] - 1][game_sign_x[2] - 1] != 2&&game_body[game_sign_y[3]][game_sign_x[3] + 2] != 2){num_csh_game();game_body[game_sign_y[0] + 1][game_sign_x[0] + 1] = 1;game_body[game_sign_y[1]][game_sign_x[1]] = 1;game_body[game_sign_y[2] - 1][game_sign_x[2] - 1] = 1;game_body[game_sign_y[3]][game_sign_x[3] + 2] = 1;infoTex.setText("游戏进行中!");repaint();}}}if(blockNumber == 4&&downSign == false)//变换转弯2有4种情况{if(game_sign_x[0] == game_sign_x[1]&&game_sign_x[0] == game_sign_x[3]&&game_sign_y[1] == game_sign_y[2]&&game_sign_x[3] <= 7){if(game_body[game_sign_y[0] + 2][game_sign_x[0]] != 2&&game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] != 2&&game_body[game_sign_y[3]][game_sign_x[3] + 2] != 2){num_csh_game();game_body[game_sign_y[0] + 2][game_sign_x[0]] = 1;game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] = 1;game_body[game_sign_y[2]][game_sign_x[2]] = 1;game_body[game_sign_y[3]][game_sign_x[3] + 2] = 1;infoTex.setText("游戏进行中!");repaint();}}if(game_sign_y[1] == game_sign_y[2]&&game_sign_y[1] == game_sign_y[3]&&game_sign_x[0] == game_sign_x[2]) {if(game_body[game_sign_y[1]][game_sign_x[1] + 2] != 2&&game_body[game_sign_y[2] - 1][game_sign_x[2] + 1] != 2&&game_body[game_sign_y[3] - 2][game_sign_x[3]] != 2){num_csh_game();game_body[game_sign_y[0]][game_sign_x[0]] = 1;game_body[game_sign_y[1]][game_sign_x[1] + 2] = 1;game_body[game_sign_y[2] - 1][game_sign_x[2] + 1] = 1;game_body[game_sign_y[3] - 2][game_sign_x[3]] = 1;infoTex.setText("游戏进行中!");repaint();}}if(game_sign_x[0] == game_sign_x[2]&&game_sign_x[0] == game_sign_x[3]&&game_sign_y[1] == game_sign_y[2]&&game_sign_x[0] >= 2){if(game_body[game_sign_y[0]][game_sign_x[0] - 2] != 2&&game_body[game_sign_y[2] - 1][game_sign_x[2] - 1] != 2&&game_body[game_sign_y[3] - 2][game_sign_x[3]] != 2){num_csh_game();game_body[game_sign_y[0]][game_sign_x[0] - 2] = 1;game_body[game_sign_y[1]][game_sign_x[1]] = 1;game_body[game_sign_y[2] - 1][game_sign_x[2] - 1] = 1;game_body[game_sign_y[3] - 2][game_sign_x[3]] = 1;infoTex.setText("游戏进行中!");repaint();}}if(game_sign_y[0] == game_sign_y[1]&&game_sign_y[0] == game_sign_y[2]&&game_sign_x[1] == game_sign_x[3]&&game_sign_y[0] <= 16){if(game_body[game_sign_y[0] + 2][game_sign_x[0]] != 2&&game_body[game_sign_y[1] + 1][game_sign_x[1] - 1] != 2&&game_body[game_sign_y[2]][game_sign_x[2] - 2] != 2){num_csh_game();game_body[game_sign_y[0] + 2][game_sign_x[0]] = 1;game_body[game_sign_y[1] + 1][game_sign_x[1] - 1] = 1;game_body[game_sign_y[2]][game_sign_x[2] - 2] = 1;game_body[game_sign_y[3]][game_sign_x[3]] = 1;infoTex.setText("游戏进行中!");repaint();}}}if(blockNumber == 5&&downSign == false)//变换转弯3有4种情况{if(game_sign_x[0] == game_sign_x[2]&&game_sign_x[2] == game_sign_x[3]&&game_sign_y[0] == game_sign_y[1]&&game_sign_x[1] >= 2){if(game_body[game_sign_y[0] + 1][game_sign_x[0] -1] != 2&&game_body[game_sign_y[1]][game_sign_x[1] -2] != 2&&game_body[game_sign_y[3] - 1][game_sign_x[3] + 1] != 2){num_csh_game();game_body[game_sign_y[0] + 1][game_sign_x[0] - 1] = 1;game_body[game_sign_y[1]][game_sign_x[1] - 2] = 1;game_body[game_sign_y[2]][game_sign_x[2]] = 1;game_body[game_sign_y[3] - 1][game_sign_x[3] + 1] = 1;infoTex.setText("游戏进行中!");repaint();}}if(game_sign_y[1] == game_sign_y[2]&&game_sign_y[2] == game_sign_y[3]&&game_sign_x[0] == game_sign_x[1]&&game_sign_y[0] <= 16){if(game_body[game_sign_y[0] + 2][game_sign_x[0]] != 2&&game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] != 2&&game_body[game_sign_y[3] - 1][game_sign_x[3] - 1] != 2){num_csh_game();game_body[game_sign_y[0] + 2][game_sign_x[0]] = 1;game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] = 1;game_body[game_sign_y[2]][game_sign_x[2]] = 1;game_body[game_sign_y[3] - 1][game_sign_x[3] - 1] = 1;infoTex.setText("游戏进行中!");repaint();}}if(game_sign_x[0] == game_sign_x[1]&&game_sign_x[1] == game_sign_x[3]&&game_sign_y[2] == game_sign_y[3]) {if(game_body[game_sign_y[0] + 1][game_sign_x[0] -1] != 2&&game_body[game_sign_y[2]][game_sign_x[2] +2] != 2&&game_body[game_sign_y[3] - 1][game_sign_x[3] + 1] != 2){num_csh_game();game_body[game_sign_y[0] + 1][game_sign_x[0] - 1] = 1;game_body[game_sign_y[1]][game_sign_x[1]] = 1;game_body[game_sign_y[2]][game_sign_x[2] + 2] = 1;game_body[game_sign_y[3] - 1][game_sign_x[3] + 1] = 1;infoTex.setText("游戏进行中!");repaint();}}if(game_sign_y[0] == game_sign_y[1]&&game_sign_y[1] == game_sign_y[2]&&game_sign_x[2] == game_sign_x[3]){if(game_body[game_sign_y[0] + 1][game_sign_x[0] + 1] != 2&&game_body[game_sign_y[2] - 1][game_sign_x[2] - 1] != 2&&game_body[game_sign_y[3] - 2][game_sign_x[3]] != 2){num_csh_game();game_body[game_sign_y[0] + 1][game_sign_x[0] + 1] = 1;game_body[game_sign_y[1]][game_sign_x[1]] = 1;game_body[game_sign_y[2] - 1][game_sign_x[2] - 1] = 1;game_body[game_sign_y[3] - 2][game_sign_x[3]] = 1;infoTex.setText("游戏进行中!");repaint();}}}if(blockNumber == 6&&downSign == false)//变换两层砖块1的2种情况{if(game_sign_x[0] == game_sign_x[2]&&game_sign_x[0] >= 2){if(game_body[game_sign_y[0]][game_sign_x[0] - 2] != 2&&game_body[game_sign_y[2] - 1][game_sign_x[2] -1 ] != 2&&game_body[game_sign_y[3] - 1][game_sign_x[3] + 1] != 2){num_csh_game();game_body[game_sign_y[0]][game_sign_x[0] - 2] = 1;game_body[game_sign_y[1]][game_sign_x[1]] = 1;game_body[game_sign_y[2] - 1][game_sign_x[2] - 1] = 1;game_body[game_sign_y[3] - 1][game_sign_x[3] + 1] = 1;infoTex.setText("游戏进行中!");repaint();}}if(game_sign_y[0] == game_sign_y[1]&&game_sign_y[3] <= 17){if(game_body[game_sign_y[0]][game_sign_x[0] + 2] != 2&&game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] != 2&&game_body[game_sign_y[3] + 1][game_sign_x[3] - 1] != 2){num_csh_game();game_body[game_sign_y[0]][game_sign_x[0] + 2] = 1;game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] = 1;game_body[game_sign_y[2]][game_sign_x[2]] = 1;game_body[game_sign_y[3] + 1][game_sign_x[3] - 1] = 1;infoTex.setText("游戏进行中!");repaint();}}}if(blockNumber == 7&&downSign == false)//变换两层砖块2的2种情况{if(game_sign_x[0] == game_sign_x[1]&&game_sign_x[0] <= 16){if(game_body[game_sign_y[0]][game_sign_x[0] + 2] != 2&&game_body[game_sign_y[1] - 1][game_sign_x[1] + 1] != 2&&game_body[game_sign_y[3] - 1][game_sign_x[3] - 1] != 2){num_csh_game();game_body[game_sign_y[0]][game_sign_x[0] + 2] = 1;game_body[game_sign_y[1] - 1][game_sign_x[1] + 1] = 1;game_body[game_sign_y[2]][game_sign_x[2]] = 1;game_body[game_sign_y[3] - 1][game_sign_x[3] - 1] = 1;infoTex.setText("游戏进行中!");repaint();}}if(game_sign_y[0] == game_sign_y[1]&&game_sign_y[2] <= 17)if(game_body[game_sign_y[0] + 1][game_sign_x[0] -1] != 2&&game_body[game_sign_y[1]][game_sign_x[1] -2] != 2&&game_body[game_sign_y[2] + 1][game_sign_x[2] + 1] != 2){num_csh_game();game_body[game_sign_y[0] + 1][game_sign_x[0] - 1] = 1;game_body[game_sign_y[1]][game_sign_x[1] - 2] = 1;game_body[game_sign_y[2] + 1][game_sign_x[2] + 1] = 1;game_body[game_sign_y[3]][game_sign_x[3]] = 1;infoTex.setText("游戏进行中!");repaint();}}}}public void num_csh_game()//数组清零for(int i = 0;i < 19;i++){for(int j = 0;j < 10;j++){if(game_body[i][j] == 2){game_body[i][j] = 2;}else{game_body[i][j] = 0;}}}}public void num_csh_restart()//重新开始时数组清零 {for(int i = 0;i < 19;i++){for(int j = 0;j < 10;j++)game_body[i][j] = 0;}}}public void keyTyped(KeyEvent e){}public void keyPressed(KeyEvent e){if(e.getKeyCode() == KeyEvent.VK_DOWN&&startSign == 1)//处理下键{this.down();}if(e.getKeyCode() == KeyEvent.VK_LEFT&&startSign == 1)//处理左键{this.left();}if(e.getKeyCode() == KeyEvent.VK_RIGHT&&startSign== 1)//处理右键{this.right();}if(e.getKeyCode() == KeyEvent.VK_UP&&startSign== 1)//处理上键转换{this.change_body(blockNumber);}if(startSign == 0){infoTex.setText("游戏未开始或已结束!");}}public void keyReleased(KeyEvent e){}public void paint(Graphics g){g.setColor(Color.black);g.fill3DRect(0,0,300,450,true);for(int i = 0;i < 19;i++){for(int j = 0;j < 10;j++){if(game_body[i][j] == 1){g.setColor(Color.blue);g.fill3DRect(30*j,30*(i-4),30,30,true); }if(game_body[i][j] == 2){g.setColor(Color.magenta);g.fill3DRect(30*j,30*(i-4),30,30,true); }}}}public void left()//向左移动{int sign = 0;dingwei();for(int k = 0;k < 4;k++){if(game_sign_x[k] == 0||game_body[game_sign_y[k]][game_sign_x[k] - 1] == 2){sign = 1;}}if(sign == 0&&downSign == false){num_csh_game();for(int k = 0;k < 4;k++){game_body[game_sign_y[k]][game_sign_x[k] - 1] = 1; }infoTex.setText("向左移动!");repaint();}}public void right()//向右移动{int sign = 0;dingwei();for(int k = 0;k < 4;k++){if(game_sign_x[k] == 9||game_body[game_sign_y[k]][game_sign_x[k] + 1] == 2){sign = 1;}}if(sign == 0&&downSign == false){num_csh_game();for(int k = 0;k < 4;k++){game_body[game_sign_y[k]][game_sign_x[k] + 1] = 1; }infoTex.setText("向右移动!");repaint();}}public void down()//下落{int sign = 0;dingwei();for(int k = 0;k < 4;k++){if(game_sign_y[k] == 18||game_body[game_sign_y[k] + 1][game_sign_x[k]] == 2){sign = 1;downSign = true;changeColor();cancelDW();getScore();if(game_over() == false){rand_block();repaint();}}}if(sign == 0){num_csh_game();for(int k = 0;k < 4;k++){game_body[game_sign_y[k] + 1][game_sign_x[k]] = 1;}infoTex.setText("游戏进行中!");repaint();}}public boolean game_over()//判断游戏是否结束{int sign=0;for(int i = 0;i < 10;i++){if(game_body[4][i] == 2){sign = 1;}}if(sign == 1){infoTex.setText("游戏结束!");changeColor();repaint();startSign = 0;timer.suspend();return true;}elsereturn false;}public void getScore()//满行消除方法{for(int i = 0;i < 19;i++){int sign = 0;for(int j = 0;j < 10;j++){if(game_body[i][j] == 2){sign++;}}if(sign == 10){gameScore += 100;scoreTex.setText(gameScore+"");infoTex.setText("恭喜得分!");for(int j = i;j >= 1;j--){for(int k = 0;k < 10;k++){game_body[j][k] = game_body[j - 1][k];}}}}}public void changeColor()//给已经落下的块换色{downSign = false;for(int k = 0;k < 4;k++){game_body[game_sign_y[k]][game_sign_x[k]] = 2; }}public void dingwei()//确定其位置{int k = 0;cancelDW();for(int i = 0;i < 19;i++){for(int j = 0;j < 10;j++){if(game_body[i][j] == 1){game_sign_x[k] = j;game_sign_y[k] = i;k++;}}}}public void cancelDW()//将定位数组初始化{for(int k = 0;k < 4;k++){game_sign_x[k] = 0;game_sign_y[k] = 0;}}public void block1()//长条{game_body[0][4] = 1;game_body[1][4] = 1;game_body[2][4] = 1;game_body[3][4] = 1;}public void block2()//正方形{game_body[3][4] = 1;game_body[3][5] = 1;game_body[2][5] = 1;}public void block3()//3加1(下) {game_body[1][4] = 1;game_body[2][4] = 1;game_body[3][4] = 1;game_body[3][5] = 1;}public void block4()//3加1(中) {game_body[1][4] = 1;game_body[2][4] = 1;game_body[3][4] = 1;game_body[2][5] = 1;}public void block5()//3加1(上) {game_body[1][4] = 1;game_body[2][4] = 1;game_body[1][5] = 1;}public void block6()//转折1 {game_body[1][5] = 1;game_body[2][5] = 1;game_body[2][4] = 1;game_body[3][4] = 1;}public void block7()//转折2 {game_body[1][4] = 1;game_body[2][4] = 1;game_body[2][5] = 1;game_body[3][5] = 1;}}//定时线程class MyTimer extends Thread {ERSBlock myBlock;public MyTimer(ERSBlock myBlock){this.myBlock = myBlock;}public void run(){while(myBlock.startSign == 1){try{sleep((10-myBlock.speedMark + 1)*100);myBlock.down();}catch(InterruptedException e){}}}}。
Python5个小游戏代码1. 猜数字游戏import randomdef guess_number():random_number = random.randint(1, 100)attempts = 0while True:user_guess = int(input("请输入一个1到100之间的数字:"))attempts += 1if user_guess > random_number:print("太大了,请再试一次!")elif user_guess < random_number:print("太小了,请再试一次!")else:print(f"恭喜你,猜对了!你用了{attempts}次尝试。
")breakguess_number()这个猜数字游戏的规则很简单,程序随机生成一个1到100之间的数字,然后玩家通过输入猜测的数字来与随机数进行比较。
如果猜测的数字大于或小于随机数,程序会给出相应的提示。
直到玩家猜对为止,程序会显示恭喜消息,并告诉玩家猜对所用的尝试次数。
2. 石头、剪刀、布游戏import randomdef rock_paper_scissors():choices = ['石头', '剪刀', '布']while True:user_choice = input("请选择(石头、剪刀、布):")if user_choice not in choices:print("无效的选择,请重新输入!")continuecomputer_choice = random.choice(choices)print(f"你选择了:{user_choice}")print(f"电脑选择了:{computer_choice}")if user_choice == computer_choice:print("平局!")elif (user_choice == '石头' and computer_choice == '剪刀') or \(user_choice == '剪刀' and computer_choice == '布') or \(user_choice == '布' and computer_choice == '石头'):print("恭喜你,你赢了!")else:print("很遗憾,你输了!")play_again = input("再玩一局?(是/否)")if play_again.lower() != "是" and play_again.lower() != "yes":print("游戏结束。
python实现简单俄罗斯⽅块游戏本⽂实例为⼤家分享了python实现简单俄罗斯⽅块游戏的具体代码,供⼤家参考,具体内容如下import pygame,sys,random,timeall_block = [[[0,0],[0,-1],[0,1],[0,2]],[[0,0],[0,1],[1,1],[1,0]],[[0,0],[0,-1],[-1,0],[-1,1]],[[0,0],[0,1],[-1,-1],[-1,0]],[[0,0],[0,1],[1,0],[0,-1]],[[0,0],[1,0],[-1,0],[1,-1]],[[0,0],[1,0],[-1,0],[1,1]]]background = [[0 for column in range(0,10)] for row in range(0,22)]background[0] = [1 for column in range(0,10)]select_block = list(random.choice(all_block))block_initial_position = [21,5]times = 0score = [0]gameover = []press = Falsepygame.init()screen = pygame.display.set_mode((250,500))title = pygame.display.set_caption("俄罗斯⽅块")#下落、位置、数组检测、得分、屏幕信息def block_move_down():y_drop=block_initial_position[0]x_move=block_initial_position[1]y_drop-=1for row,column in select_block:row+=y_dropcolumn+=x_moveif background[row][column]==1:breakelse:block_initial_position.clear()block_initial_position.extend([y_drop,x_move])returny_drop,x_move=block_initial_positionfor row,column in select_block:background[y_drop+row][x_move+column]=1complete_row=[]for row in range(1,21):if 0 not in background[row]:complete_row.append(row)complete_row.sort(reverse=True)for row in complete_row:background.pop(row)background.append([0 for column in range(0,10)])score[0]+=len(complete_row)pygame.display.set_caption(str(score[0])+'分')select_block.clear()select_block.extend(list(random.choice(all_block)))block_initial_position.clear()block_initial_position.extend([20,5])y_drop,x_move=block_initial_positionfor row,column in select_block:row+=y_dropcolumn+=x_moveif background[row][column]:gameover.append(1)#⽅块设置、变化、背景改变def new_draw():y_drop,x_move=block_initial_positionfor row,column in select_block:row+=y_dropcolumn+=x_movepygame.draw.rect(screen,(255,165,0),(column*25,500-row*25,23,23))for row in range(0,20):for column in range(0,10):bottom_block=background[row][column]if bottom_block:pygame.draw.rect(screen,(0,0,255),(column*25,500-row*25,23,23)) #⽅块的移动,防⽌出界,碰撞def move_left_right(n):y_drop,x_move=block_initial_positionx_move+=nfor row,column in select_block:row+=y_dropcolumn+=x_moveif column<0 or column>9 or background[row][column]:breakelse:block_initial_position.clear()block_initial_position.extend([y_drop,x_move])#旋转,位置都进⾏变化def rotate():y_drop,x_move=block_initial_positionrotating_position=[(-column,row)for row,column in select_block]for row,column in rotating_position:row+=y_dropcolumn+=x_moveif column<0 or column>9 or background[row][column]:breakelse:select_block.clear()select_block.extend(rotating_position)while True:screen.fill((255,255,255))for event in pygame.event.get():if event.type==pygame.QUIT:sys.exit()elif event.type==pygame.KEYDOWN and event.key==pygame.K_LEFT: move_left_right(-1)elif event.type==pygame.KEYDOWN and event.key==pygame.K_RIGHT: move_left_right(1)elif event.type==pygame.KEYDOWN and event.key==pygame.K_UP:rotate()elif event.type==pygame.KEYDOWN and event.key==pygame.K_DOWN: press=Trueelif event.type==pygame.KEYUP and event.key==pygame.K_DOWN:press=Falseif press:times+=10if times>=50:block_move_down()times=0else:times+=1if gameover:sys.exit()new_draw()pygame.time.Clock().tick(200)pygame.display.flip()效果:以上就是本⽂的全部内容,希望对⼤家的学习有所帮助,也希望⼤家多多⽀持。
python课程设计俄罗斯方块一、教学目标本章节的教学目标旨在让学生掌握Python编程基础,通过学习俄罗斯方块游戏的设计与实现,培养学生的编程思维和解决问题的能力。
具体目标如下:1.知识目标:–理解Python编程语言的基本语法和结构;–掌握函数、列表、循环、条件语句等编程基础;–了解面向对象编程的基本概念。
2.技能目标:–能够运用Python编程语言实现简单的小程序;–学会使用Python的图形用户界面库;–能够分析问题,设计并实现解决问题的算法。
3.情感态度价值观目标:–培养学生的团队合作意识和沟通能力;–培养学生勇于尝试、不断创新的精神;–培养学生对计算机科学的兴趣和热情。
二、教学内容本章节的教学内容主要包括以下几个部分:1.Python编程基础:介绍Python语言的基本语法和结构,包括变量、数据类型、运算符、控制流等。
2.函数与模块:讲解函数的定义和调用,介绍模块的概念及其在编程中的应用。
3.列表与循环:讲解列表的基本操作,包括遍历、插入、删除等,以及循环语句的使用。
4.条件语句与面向对象编程:介绍条件语句的语法和用法,讲解面向对象编程的基本概念,包括类、对象、封装、继承等。
5.俄罗斯方块游戏设计与实现:通过分析俄罗斯方块的游戏规则,引导学生运用所学的编程知识设计并实现一个简单的俄罗斯方块游戏。
三、教学方法本章节的教学方法采用讲授法、案例分析法和实验法相结合的方式,具体如下:1.讲授法:教师讲解Python编程基础、函数与模块、列表与循环、条件语句与面向对象编程等知识点。
2.案例分析法:教师通过分析俄罗斯方块游戏的设计与实现,引导学生运用所学的编程知识解决实际问题。
3.实验法:学生在实验室进行编程实践,动手实现俄罗斯方块游戏,巩固所学知识。
四、教学资源本章节的教学资源包括以下几种:1.教材:《Python编程:从入门到实践》等。
2.参考书:《Python核心编程》等。
3.多媒体资料:教学PPT、视频教程等。
俄罗斯方块的编程语言俄罗斯方块是一款经典的益智游戏,也是许多人小时候的回忆。
要实现俄罗斯方块游戏的功能,需要使用一种编程语言来进行开发。
接下来,我们将介绍几种常用的编程语言,可以用来编写俄罗斯方块游戏。
1. Python:Python是一种高级的、动态的、面向对象的编程语言。
它拥有简单易学的语法,广泛的开源库和强大的功能,适用于各种编程任务。
对于编写俄罗斯方块游戏,Python提供了Pygame 库,这是一个用于开发游戏的Python库。
Pygame提供了丰富的功能,包括绘制图形、处理用户输入以及播放声音等。
使用Python和Pygame,开发者可以很容易地实现俄罗斯方块游戏的逻辑和界面。
2. C++:C++是一种通用编程语言,也是游戏开发中最常用的语言之一。
C++具有高性能和低级别的特点,适合开发需要实时响应的游戏。
对于俄罗斯方块游戏的开发,C++提供了许多游戏开发库,如SFML和SDL。
这些库提供了图形渲染、音频处理和用户输入处理等功能,方便开发者快速构建游戏逻辑和用户界面。
3. JavaScript:JavaScript是一种广泛应用于Web开发的脚本语言,也可以用于开发俄罗斯方块游戏。
通过使用HTML5和Canvas,开发者可以在页面上绘制游戏界面,并处理用户的输入。
此外,JavaScript还可以利用第三方库,如Phaser和MelonJS,来简化游戏开发过程。
这些库提供了许多游戏开发的工具和功能,如动画、碰撞检测和音频管理等。
4. Java:Java是一种广泛应用于企业级开发的面向对象编程语言。
虽然它相对于其他语言来说,学习曲线较陡峭,但它可以用于开发跨平台的游戏。
Java提供了JavaFX库,它包含了用于绘制图形、处理用户输入和播放音频的类和方法。
借助JavaFX,开发者可以开发出具有良好图形界面的俄罗斯方块游戏。
通过上述几种编程语言,开发者可以选择适合自己的工具来编写俄罗斯方块游戏。
Python实现简单的俄罗斯⽅块游戏本⽂实例为⼤家分享了Python实现俄罗斯⽅块游戏的具体代码,供⼤家参考,具体内容如下玩法:童年经典,普通模式没啥意思,⼩时候我们都是玩加速的。
源码分享:import osimport sysimport randomfrom modules import *from PyQt5.QtGui import *from PyQt5.QtCore import *from PyQt5.QtWidgets import *'''定义俄罗斯⽅块游戏类'''class TetrisGame(QMainWindow):def __init__(self, parent=None):super(TetrisGame, self).__init__(parent)# 是否暂停ingself.is_paused = False# 是否开始ingself.is_started = Falseself.initUI()'''界⾯初始化'''def initUI(self):# iconself.setWindowIcon(QIcon(os.path.join(os.getcwd(), 'resources/icon.jpg')))# 块⼤⼩self.grid_size = 22# 游戏帧率self.fps = 200self.timer = QBasicTimer()# 焦点self.setFocusPolicy(Qt.StrongFocus)# ⽔平布局layout_horizontal = QHBoxLayout()self.inner_board = InnerBoard()self.external_board = ExternalBoard(self, self.grid_size, self.inner_board)layout_horizontal.addWidget(self.external_board)self.side_panel = SidePanel(self, self.grid_size, self.inner_board)layout_horizontal.addWidget(self.side_panel)self.status_bar = self.statusBar()self.external_board.score_signal[str].connect(self.status_bar.showMessage)self.start()self.center()self.setWindowTitle('Tetris —— 九歌')self.show()self.setFixedSize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height()) '''游戏界⾯移动到屏幕中间'''def center(self):screen = QDesktopWidget().screenGeometry()size = self.geometry()self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)'''更新界⾯'''def updateWindow(self):self.external_board.updateData()self.side_panel.updateData()self.update()'''开始'''def start(self):if self.is_started:returnself.is_started = Trueself.inner_board.createNewTetris()self.timer.start(self.fps, self)'''暂停/不暂停'''def pause(self):if not self.is_started:returnself.is_paused = not self.is_pausedif self.is_paused:self.timer.stop()self.external_board.score_signal.emit('Paused')else:self.timer.start(self.fps, self)self.updateWindow()'''计时器事件'''def timerEvent(self, event):if event.timerId() == self.timer.timerId():removed_lines = self.inner_board.moveDown()self.external_board.score += removed_linesself.updateWindow()else:super(TetrisGame, self).timerEvent(event)'''按键事件'''def keyPressEvent(self, event):if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty:super(TetrisGame, self).keyPressEvent(event)returnkey = event.key()# P键暂停if key == Qt.Key_P:self.pause()returnif self.is_paused:return# 向左elif key == Qt.Key_Left:self.inner_board.moveLeft()# 向右elif key == Qt.Key_Right:self.inner_board.moveRight()# 旋转elif key == Qt.Key_Up:self.inner_board.rotateAnticlockwise()# 快速坠落elif key == Qt.Key_Space:self.external_board.score += self.inner_board.dropDown()else:super(TetrisGame, self).keyPressEvent(event)self.updateWindow()'''run'''if __name__ == '__main__':app = QApplication([])tetris = TetrisGame()sys.exit(app.exec_())以上就是本⽂的全部内容,希望对⼤家的学习有所帮助,也希望⼤家多多⽀持。
俄罗斯方块游戏编程俄罗斯方块是一款非常经典且富有挑战性的游戏,它起源于俄罗斯,现已风靡全球。
这款游戏的编程实现涉及到许多关键的算法和技术,下面将为大家介绍一下俄罗斯方块游戏的编程过程。
一、游戏的整体结构俄罗斯方块游戏的编程可以分为前端和后端两个部分。
前端是指游戏的界面和用户交互逻辑,后端则负责游戏的核心算法和各种游戏逻辑的实现。
在前端部分,需要实现游戏界面的绘制和刷新,包括游戏区域的绘制、方块的绘制和下落效果、得分的实时更新等。
同时,还需要监听玩家的键盘操作,控制方块的移动、旋转和下落。
前端的编程通常使用图形库或者游戏引擎进行实现,比如常用的Python图形库Pygame。
在后端部分,核心算法是方块的下落和碰撞检测。
方块的下落是整个游戏的核心,需要考虑到方块的速度、位置和边界等因素。
碰撞检测是指判断方块是否与其他方块或者游戏区域的边界发生碰撞,如果发生碰撞,则需要停止方块的下落,并进行相关的处理,比如消除已满的行、生成新方块等。
此外,游戏还需要实现游戏开始、暂停、结束等功能,以及相应的状态管理和逻辑判断。
二、方块的表示和操作在俄罗斯方块游戏的编程中,方块是整个游戏的基本组成单元。
方块通常使用二维数组来表示,数组中的每个元素代表方块的一个单元格。
通过对方块数组的操作,可以实现方块的移动、旋转等效果。
方块的移动可以通过改变方块数组中元素的位置来实现。
比如向左移动方块,只需要将方块数组中每个元素的列索引减一;向右移动方块,则将列索引加一。
类似地,对于方块的旋转,可以通过改变方块数组中元素的行列索引来实现。
需要注意的是,在改变方块的位置和形状时,要进行边界检测,以防止方块超出游戏区域或者与其他方块发生重叠。
三、碰撞检测和处理在俄罗斯方块游戏中,碰撞检测是一个非常关键的环节。
碰撞检测的主要目的是判断当前的方块是否与其他方块或者游戏区域的边界发生碰撞,从而决定方块是否需要停止下落,并进行相应的处理。
对于方块与其他方块的碰撞检测,可以通过比较方块数组和游戏区域数组中相应位置的元素来实现。
【Python】用Python实现一个俄罗斯方块游戏俄罗斯方块游戏,使用Python实现,总共有350+行代码,实现了俄罗斯方块游戏的基本功能,同时会记录所花费时间,消去的总行数,所得的总分,还包括一个排行榜,可以查看最高记录。
排行榜中包含一系列的统计功能,如单位时间消去的行数,单位时间得分等。
附源码:from Tkinter import*from tkMessageBox import*import randomimport time#俄罗斯方块界面的高度HEIGHT=18#俄罗斯方块界面的宽度WIDTH=10ACTIVE=1PASSIVE=0TRUE=1FALSE=0root=Tk();root.title('Russia')class App(Frame):def__init__(self,master):Frame.__init__(self)master.bind('<Up>',self.Up)master.bind('<Left>',self.Left)master.bind('<Right>',self.Right)master.bind('<Down>',self.Down)#master.bind('<Down>',self.Space)master.bind('<space>',self.Space)master.bind('<Control-Shift-Key-F12>',self.Play)master.bind('<Key-F6>',self.Pause)self.backg="#%02x%02x%02x"%(120,150,30)self.frontg="#%02x%02x%02x"%(40,120,150)self.nextg="#%02x%02x%02x"%(150,100,100)self.flashg="#%02x%02x%02x"%(210,130,100)self.LineDisplay=Label(master,text='Lines:',bg='black',fg='red')self.Line=Label(master,text='0',bg='black',fg='red')self.ScoreDisplay=Label(master,text='Score:',bg='black',fg='red')self.Score=Label(master,text='0',bg='black',fg='red')#Display timeself.SpendTimeDisplay=Label(master,text='Time:',bg='black',fg='red')self.SpendTime=Label(master,text='0.0',bg='black',fg='red')self.LineDisplay.grid(row=HEIGHT-2,column=WIDTH,columnspan=2)self.Line.grid(row=HEIGHT-2,column=WIDTH+2,columnspan=3)self.ScoreDisplay.grid(row=HEIGHT-1,column=WIDTH,columnspan=2)self.Score.grid(row=HEIGHT-1,column=WIDTH+2,columnspan=3)#Display timeself.SpendTimeDisplay.grid(row=HEIGHT-4,column=WIDTH,columnspan=2) self.SpendTime.grid(row=HEIGHT-4,column=WIDTH+2,columnspan=3)self.TotalTime=0.0self.TotalLine=0;self.TotalScore=0#Game overself.isgameover=FALSE#Pauseself.isPause=FALSE#Startself.isStart=FALSEself.NextList=[];self.NextRowList=[]r=0;c=0for k in range(4*4):LN=Label(master,text='',bg=str(self.nextg),fg='white',relief=FLAT,bd=4) LN.grid(row=r,column=WIDTH+c,sticky=N+E+S+W)self.NextRowList.append(LN)c=c+1if c>=4:r=r+1;c=0self.NextList.append(self.NextRowList)self.NextRowList=[]self.BlockList=[];belList=[]self.BlockRowList=[];belRowList=[]row=0;col=0for i in range(HEIGHT*WIDTH):L=Label(master,text='',bg=str(self.backg),fg='white',relief=FLAT,bd=4) L.grid(row=row,column=col,sticky=N+E+S+W)L.row=row;L.col=col;L.isactive=PASSIVEself.BlockRowList.append(0);belRowList.append(L)col=col+1if col>=WIDTH:row=row+1;col=0self.BlockList.append(self.BlockRowList)belList.append(belRowList)self.BlockRowList=[];belRowList=[]#filefw=open('text.txt','a')fw.close()hasHead=FALSEf=open('text.txt','r')if f.read(5)=='score':hasHead=TRUEf.close()self.file=open('text.txt','r+a')if hasHead==FALSE:self.file.write('score line time scorePtime linePtime scorePline date\n')self.file.flush()self.time=1000self.OnTimer()def__del__(self):#self.file.close()passdef Pause(self,event):self.isPause=1-self.isPausedef Up(self,event):BL=self.BlockList;LL=belListMoveable=TRUExtotal=0;ytotal=0;count=0for i in range(HEIGHT):for j in range(WIDTH):if LL[i][j].isactive==ACTIVE:xtotal=xtotal+i;ytotal=ytotal+j;count=count+1SourceList=[];DestList=[]for i in range(HEIGHT):for j in range(WIDTH):if LL[i][j].isactive==ACTIVE:x0=(xtotal+ytotal)/count;y0=(ytotal-xtotal)/countxr=(xtotal+ytotal)%count;yr=(ytotal-xtotal)%countx=x0-j;y=y0+iif xr>=count/2:x=x+1if yr>=count/2:y=y+1SourceList.append([i,j]);DestList.append([x,y])if x<0or x>=HEIGHT or y<0or y>=WIDTH:Moveable=FALSEif x>=0and x<HEIGHT and y>=0and y<WIDTH and BL[x][y]==1and LL[x][y].isactive==PASSIVE:Moveable=FALSEif Moveable==TRUE:for i in range(len(SourceList)):self.Empty(SourceList[i][0],SourceList[i][1])for i in range(len(DestList)):self.Fill(DestList[i][0],DestList[i][1])def Left(self,event):BL=self.BlockList;LL=belListMoveable=TRUEfor i in range(HEIGHT):for j in range(WIDTH):if LL[i][j].isactive==ACTIVE and j-1<0:Moveable=FALSEif LL[i][j].isactive==ACTIVE and j-1>=0and BL[i][j-1]==1and LL[i][j-1].isactive==PASSIVE:Moveable=FALSEif Moveable==TRUE:for i in range(HEIGHT):for j in range(WIDTH):if j-1>=0and LL[i][j].isactive==ACTIVE and BL[i][j-1]==0:self.Fill(i,j-1);self.Empty(i,j)def Right(self,event):BL=self.BlockList;LL=belListMoveable=TRUEfor i in range(HEIGHT):for j in range(WIDTH):if LL[i][j].isactive==ACTIVE and j+1>=WIDTH:Moveable=FALSEif LL[i][j].isactive==ACTIVE and j+1<WIDTH and BL[i][j+1]==1and LL[i][j+1].isactive==PASSIVE:Moveable=FALSEif Moveable==TRUE:for i in range(HEIGHT-1,-1,-1):for j in range(WIDTH-1,-1,-1):if j+1<WIDTH and LL[i][j].isactive==ACTIVE and BL[i][j+1]==0:self.Fill(i,j+1);self.Empty(i,j)def Space(self,event):while1:if self.Down(0)==FALSE:breakdef OnTimer(self):if self.isStart==TRUE and self.isPause==FALSE:self.TotalTime=self.TotalTime+float(self.time)/1000self.SpendTime.config(text=str(self.TotalTime))if self.isPause==FALSE:self.Down(0)if self.TotalScore>=1000:self.time=900if self.TotalScore>=2000:self.time=750if self.TotalScore>=3000:self.time=600if self.TotalScore>=4000:self.time=400self.after(self.time,self.OnTimer)def Down(self,event):BL=self.BlockList;LL=belListMoveable=TRUEfor i in range(HEIGHT):for j in range(WIDTH):if LL[i][j].isactive==ACTIVE and i+1>=HEIGHT:Moveable=FALSEif LL[i][j].isactive==ACTIVE and i+1<HEIGHT and BL[i+1][j]==1and LL[i+1][j].isactive==PASSIVE:Moveable=FALSEif Moveable==TRUE:for i in range(HEIGHT-1,-1,-1):for j in range(WIDTH-1,-1,-1):if i+1<HEIGHT and LL[i][j].isactive==ACTIVE and BL[i+1][j]==0:self.Fill(i+1,j);self.Empty(i,j)if Moveable==FALSE:for i in range(HEIGHT):for j in range(WIDTH):LL[i][j].isactive=PASSIVEself.JudgeLineFill()self.Start()if self.isgameover==TRUE:showinfo('T_T','The game is over!');self.Distroy();return FALSEfor i in range(4):for j in range(4):self.NextEmpty(i,j)self.Rnd()return Moveabledef JudgeLineFill(self):BL=self.BlockList;LL=belListcount=0;LineList=[]for i in range(WIDTH):LineList.append(1)#display flashfor i in range(HEIGHT):if BL[i]==LineList:count=count+1for k in range(WIDTH):LL[i][k].config(bg=str(self.flashg))LL[i][k].update()if count!=0:self.after(100)#delete blockfor i in range(HEIGHT):if BL[i]==LineList:#count=count+1for j in range(i,0,-1):for k in range(WIDTH):BL[j][k]=BL[j-1][k]LL[j][k]['relief']=LL[j-1][k].cget('relief')LL[j][k]['bg']=LL[j-1][k].cget('bg')for l in range(WIDTH):BL[0][l]=0LL[0][l].config(relief=FLAT,bg=str(self.backg))self.TotalLine=self.TotalLine+countif count==1:self.TotalScore=self.TotalScore+1*WIDTHif count==2:self.TotalScore=self.TotalScore+3*WIDTHif count==3:self.TotalScore=self.TotalScore+6*WIDTHif count==4:self.TotalScore=self.TotalScore+10*WIDTHself.Line.config(text=str(self.TotalLine))self.Score.config(text=str(self.TotalScore))def Fill(self,i,j):if j<0:returnif self.BlockList[i][j]==1:self.isgameover=TRUEself.BlockList[i][j]=1belList[i][j].isactive=ACTIVEbelList[i][j].config(relief=RAISED,bg=str(self.frontg))def Empty(self,i,j):self.BlockList[i][j]=0belList[i][j].isactive=PASSIVEbelList[i][j].config(relief=FLAT,bg=str(self.backg))def Play(self,event):showinfo('Made in China','^_</font></p><p><span mce_name="em"style="font-style:italic;"class="Apple-style-span" mce_style="font-style:italic;"><span style="font-size:small;"id=""mce_style="font-size: small;"><br></span></span></p><p><span mce_name="em"style="font-style:italic;"class="Apple-style-span" mce_style="font-style:italic;"><span style="font-size:small;"id=""mce_style="font-size: small;"></span></span></p><p><br></p>)def NextFill(self,i,j):self.NextList[i][j].config(relief=RAISED,bg=str(self.frontg))def NextEmpty(self,i,j):self.NextList[i][j].config(relief=FLAT,bg=str(self.nextg))def Distroy(self):#saveif self.TotalScore!=0:savestr='%-9u%-8u%-8.2f%-14.2f%-13.2f%-14.2f%s\n'% (self.TotalScore,self.TotalLine,self.TotalTime,self.TotalScore/self.TotalTime,self.TotalLine/self.TotalTime,float(self.TotalScore)/self.TotalLine,time.strftime('%Y-%m-%d%H:%M:%S', time.localtime()))self.file.seek(0,2)self.file.write(savestr)self.file.flush()for i in range(HEIGHT):for j in range(WIDTH):self.Empty(i,j)self.TotalLine=0;self.TotalScore=0;self.TotalTime=0.0self.Line.config(text=str(self.TotalLine))self.Score.config(text=str(self.TotalScore))self.SpendTime.config(text=str(self.TotalTime))self.isgameover=FALSEself.isStart=FALSEself.time=1000for i in range(4):for j in range(4):self.NextEmpty(i,j)def Start(self):ifself.x==1:self.Fill(0,WIDTH/2-2);self.Fill(0,WIDTH/2-1);self.Fill(0,WIDTH/2);self.Fill(0,WIDTH/2+1) ifself.x==2:self.Fill(0,WIDTH/2-1);self.Fill(0,WIDTH/2);self.Fill(1,WIDTH/2-1);self.Fill(1,WIDTH/2) ifself.x==3:self.Fill(0,WIDTH/2);self.Fill(1,WIDTH/2-1);self.Fill(1,WIDTH/2);self.Fill(1,WIDTH/2+1) ifself.x==4:self.Fill(0,WIDTH/2-1);self.Fill(1,WIDTH/2-1);self.Fill(1,WIDTH/2);self.Fill(1,WIDTH/2+1) ifself.x==5:self.Fill(0,WIDTH/2+1);self.Fill(1,WIDTH/2-1);self.Fill(1,WIDTH/2);self.Fill(1,WIDTH/2+1) ifself.x==6:self.Fill(0,WIDTH/2-1);self.Fill(0,WIDTH/2);self.Fill(1,WIDTH/2);self.Fill(1,WIDTH/2+1) ifself.x==7:self.Fill(0,WIDTH/2);self.Fill(0,WIDTH/2+1);self.Fill(1,WIDTH/2-1);self.Fill(1,WIDTH/2) self.isStart=TRUEdef Rnd(self):self.x=random.randint(1,7)if self.x==1:self.NextFill(0,0);self.NextFill(0,1);self.NextFill(0,2);self.NextFill(0,3)if self.x==2:self.NextFill(0,1);self.NextFill(0,2);self.NextFill(1,1);self.NextFill(1,2)if self.x==3:self.NextFill(0,2);self.NextFill(1,1);self.NextFill(1,2);self.NextFill(1,3)if self.x==4:self.NextFill(0,1);self.NextFill(1,1);self.NextFill(1,2);self.NextFill(1,3)if self.x==5:self.NextFill(0,3);self.NextFill(1,1);self.NextFill(1,2);self.NextFill(1,3)if self.x==6:self.NextFill(0,1);self.NextFill(0,2);self.NextFill(1,2);self.NextFill(1,3)if self.x==7:self.NextFill(0,2);self.NextFill(0,3);self.NextFill(1,1);self.NextFill(1,2) def RndFirst(self):self.x=random.randint(1,7)def Show(self):self.file.seek(0)strHeadLine=self.file.readline()dictLine={}strTotalLine=''for OneLine in self.file.readlines():temp=int(OneLine[:5])dictLine[temp]=OneLinelist=sorted(dictLine.items(),key=lambda d:d[0])ii=0for onerecord in reversed(list):ii=ii+1if ii<11:strTotalLine+=onerecord[1]showinfo('Ranking',strHeadLine+strTotalLine) def Start():app.RndFirst();app.Start();app.Rnd()def End():app.Distroy()def Set():passdef Show():app.Show()mainmenu=Menu(root)root['menu']=mainmenugamemenu=Menu(mainmenu)mainmenu.add_cascade(label='game',menu=gamemenu) gamemenu.add_command(label='start',command=Start) gamemenu.add_command(label='end',command=End) gamemenu.add_separator()gamemenu.add_command(label='exit',command=root.quit) setmenu=Menu(mainmenu)mainmenu.add_cascade(label='set',menu=setmenu) setmenu.add_command(label='set',command=Set) showmenu=Menu(mainmenu)mainmenu.add_cascade(label='show',menu=showmenu) showmenu.add_command(label='show',command=Show) app=App(root)root.mainloop()。