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, copy
from pygame.locals import *

pygame.init()

CubeWidth = 40
CubeHeight = 40
Column = 10
Row = 20
ScreenWidth = CubeWidth * (Column + 5)
ScreenHeight = CubeHeight * Row
ScreenSize = (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):
 pass

class 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)

运行结果:

python和pygame实现简单俄罗斯方块游戏

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。

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稳了!魔兽国服回归的3条重磅消息!官宣时间再确认!

昨天有一位朋友在大神群里分享,自己亚服账号被封号之后居然弹出了国服的封号信息对话框。

这里面让他访问的是一个国服的战网网址,com.cn和后面的zh都非常明白地表明这就是国服战网。

而他在复制这个网址并且进行登录之后,确实是网易的网址,也就是我们熟悉的停服之后国服发布的暴雪游戏产品运营到期开放退款的说明。这是一件比较奇怪的事情,因为以前都没有出现这样的情况,现在突然提示跳转到国服战网的网址,是不是说明了简体中文客户端已经开始进行更新了呢?