如何用Python编写俄罗斯方块Tetris游戏?

在本文中,我们将用Python代码构建一个令人惊叹的项目:俄罗斯方块游戏。在这个项目中,我们将使用pygame库来构建游戏。要创建此项目,请确保您的系统中安装了最新版本的Python。让我们开始吧!

Pygame是一组跨平台的Python模块,用于创建视频游戏。它由设计用于Python编程语言的计算机图形和声音库组成。Pygame适合创建客户端应用程序,这些应用程序可能被封装在独立的可执行文件中。要学习pygame,需要具备Python的基本知识。

要安装pygame,请在终端中执行以下代码:

pip install pygame

我们已经完成了项目的先决条件。让我们来看看这个项目中的一些重要功能。

这种update_graphics方法用于设计游戏界面,并在游戏执行过程中进行必要的更新。该函数设置背景颜色和要显示的文本,并设置边框和宽度。它显示当前分数和时间。它绘制一个小屏幕来显示下一个块。为块设置瓷砖,每行20个瓷砖/平方,即19条水平线,每列10个瓷砖/广场,即9条垂直线。

draw_small_screen方法用于设计在游戏执行期间显示下一个块的相同屏幕界面。它设置背景、边框和文本,并显示下一个块。

manage_events函数用于在游戏执行期间处理块。

Python中俄罗斯方块游戏的完整代码:

我们可以在Pygame的帮助下用Python构建俄罗斯方块游戏,因为它有很多功能。现在,让我们从实现部分开始。在注释的帮助下,您可以逐行理解代码。

现在创建两个python文件,并将它们保存为util.py和tetris.py:

util.py文件:

#Import libraries
import pygame
import sys
import random
import time# Define important global variables
pygame.init()
clock = pygame.time.Clock()best_score = 0
longest_time = 0width = 700
height = 750
DISPLAY_SCREEN = pygame.display.set_mode((width, height))
pygame.display.set_caption(" Tetris")off_set_x = 10
off_set_y = 80
playing_field_width = 330  #330 / 10 = 33 width per tile
playing_field_height = 660  #600 / 20 = 33 height per tile
tile_length = 33 # tile is a square#colors
blue = (0, 0, 255)
white = (255, 255, 255) 
black = (0, 0, 0)
gray = (95, 95, 96) 
orange  = (249, 87, 0)  
cobalt_blue = (3, 65, 174)
green_apple  = (114, 203, 59)
cyber_yellow= (255, 213, 0)
beer = (255, 151, 28)
ryb_red = (255, 50, 19)
purple = (128, 0, 128)# colors of Tetris blocks
block_colors = (cobalt_blue, blue, green_apple, purple, cyber_yellow, beer, ryb_red)
# shapes of Tetris blocks
shapes = ("i_block", "l_block", "j_block", "o_block", "s_block", "t_block", "z_block")
directions = ("vertical_1", "vertical_2", "horizontal_1", "horizontal_2")background_img = pygame.image.load("resources/images/background_img.jpg")      
instructions_img = pygame.image.load("resources/images/instructions_img.jpg")  
icon_img = pygame.image.load("resources/images/icon.png")
pygame.display.set_icon(icon_img)class Button:def __init__(self, button_color, button_hover_over_color, x, y, width, height, text_size,  text_color, text_hover_over_color = None, text_str=""):self.button_color = button_colorself.button_hover_over_color = button_hover_over_colorself.x = xself.y = yself.width = widthself.height = heightself.text_size = text_sizeself.text_color = text_colorif text_hover_over_color:self.text_hover_over_color = text_hover_over_colorelse:self.text_hover_over_color =  text_colorself.text_str = text_strdef blit(self, display_screen, outline_color=None):if outline_color: pygame.draw.rect(display_screen, outline_color, (self.x-3, self.y-3, self.width+6, self.height+6))pygame.draw.rect(display_screen, self.button_color, (self.x, self.y, self.width, self.height))if self.text_str != "": font = pygame.font.Font("freesansbold.ttf", self.text_size)text = font.render(self.text_str, True, self.text_color)# to center the text in the middle of the button based on the size of the buttontext_position = (self.x + (self.width/2 - text.get_width()/2), self.y + (self.height/2 - text.get_height()/2))display_screen.blit(text, text_position)def is_hovered_over(self, mouse_position):if self.x < mouse_position[0] < self.x+self.width and self.y < mouse_position[1] < self.y+self.height:return Truereturn Falsedef blit_hovered_over(self, display_screen):pygame.draw.rect(display_screen, self.button_hover_over_color, (self.x, self.y, self.width, self.height))if self.text_str != "":font = pygame.font.Font("freesansbold.ttf", self.text_size)text = font.render(self.text_str, True, self.text_hover_over_color)# to center the text in the middle of the button based on the size of the buttontext_position = (self.x + (self.width/2 - text.get_width()/2), self.y + (self.height/2 - text.get_height()/2))display_screen.blit(text, text_position)def is_clicked(self, mouse_position, event):if self.is_hovered_over(mouse_position):if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:return Truereturn Falseclass Tile:def __init__(self, x, y, color = black):self.x = xself.y = yself.color = colorself.empty = Truedef draw_tile(self):pygame.draw.rect(DISPLAY_SCREEN , self.color, (self.x, self.y, tile_length, tile_length) )class PlayingField():def __init__(self):#y coordinate of first row = (80) off_set_y self.tiles = {"row1":  {80:  []},"row2":  {113: []},"row3":  {146: []},"row4":  {179: []},"row5":  {212: []},"row6":  {245: []},"row7":  {278: []},"row8":  {311: []},"row9":  {344: []},"row10": {377: []},"row11": {410: []},"row12": {443: []},"row13": {476: []},"row14": {509: []},"row15": {542: []},"row16": {575: []},"row17": {608: []},"row18": {641: []},"row19": {674: []},"row20": {707: []},}self.__init_field()def __init_field(self):    y = off_set_yfor i in range(20): #rowsx = off_set_xfor j in range(10): #colstile_to_add = Tile(x, y) self.tiles["row"+str(i+1)][y].append(tile_to_add)x += tile_lengthy += tile_lengthdef destory_full_row(self, player):times = 0y = off_set_y        for i in range(20):for tile in self.tiles["row"+str(i+1)][y]:if tile.empty: breakelif tile.x == off_set_x+playing_field_width-tile_length:times += 1for j in range(800): #just for flashing the rowif j%2 == 0:pygame.draw.rect(DISPLAY_SCREEN , black, (self.tiles["row"+str(i+1)][y][0].x+1, self.tiles["row"+str(i+1)][y][0].y+1, playing_field_width-2, tile_length-2) )else:for tile in self.tiles["row"+str(i+1)][y]:pygame.draw.rect(DISPLAY_SCREEN , tile.color, (tile.x, tile.y, tile_length, tile_length) )pygame.draw.line(DISPLAY_SCREEN , white, (off_set_x, y), (playing_field_width+off_set_x-1, y)) # horizontal linepygame.display.update()# let's destory this full rowself.destroy_and_replace(i+1, y)player.score += 10*timesy += tile_length def destroy_and_replace(self, row_number, row_y):for i in range (row_number, 1, -1):prev_row_number = i-1prev_y = row_y-tile_lengthself.tiles["row"+str(i)][row_y].clear() #current_row.clear()temp_x = off_set_xfor j in range(10):empty_tile = Tile(temp_x, row_y)temp_x += tile_lengthself.tiles["row"+str(i)][row_y].append(empty_tile)if prev_y < 80: breakfor j in range(10):old_tile = self.tiles["row"+str(i)][row_y][j]new_tile = self.tiles["row"+str(prev_row_number)][prev_y][j] old_tile.x = new_tile.xold_tile.color = new_tile.color old_tile.empty = new_tile.emptyrow_y -= tile_lengthclass Block:def __init__(self, shape:str, color = black):self.shape = shapeself.color = colorself.direction = directions[0] #vertical_1#                         tile1                                                        , tile2            , tile3            , tile4self.tiles = [ Tile(off_set_x+playing_field_width/2-tile_length, off_set_y, self.color), Tile(0, 0, color), Tile(0, 0, color), Tile(0, 0, color)]self.__init_shape() for tile in self.tiles:tile.empty = Falsedef __init_shape(self):if self.shape == "i_block":self.tiles[1] = Tile(self.tiles[0].x, self.tiles[0].y-tile_length, self.color)self.tiles[2] = Tile(self.tiles[0].x, self.tiles[1].y-tile_length, self.color)self.tiles[3] = Tile(self.tiles[0].x, self.tiles[2].y-tile_length, self.color)elif self.shape == "l_block":self.tiles[1] = Tile(self.tiles[0].x+tile_length, self.tiles[0].y, self.color)self.tiles[2] = Tile(self.tiles[0].x-tile_length, self.tiles[0].y, self.color)self.tiles[3] = Tile(self.tiles[2].x, self.tiles[2].y-tile_length, self.color)elif self.shape == "j_block":self.tiles[1] = Tile(self.tiles[0].x+tile_length, self.tiles[0].y, self.color)self.tiles[2] = Tile(self.tiles[0].x-tile_length, self.tiles[0].y, self.color)self.tiles[3] = Tile(self.tiles[1].x, self.tiles[1].y-tile_length, self.color)elif self.shape == "o_block":self.tiles[1] = Tile(self.tiles[0].x+tile_length,  self.tiles[0].y, self.color)self.tiles[2] = Tile(self.tiles[0].x, self.tiles[0].y-tile_length, self.color)self.tiles[3] = Tile(self.tiles[1].x, self.tiles[1].y-tile_length, self.color)elif self.shape == "s_block":self.tiles[1] = Tile(self.tiles[0].x-tile_length, self.tiles[0].y, self.color)self.tiles[2] = Tile(self.tiles[0].x, self.tiles[0].y-tile_length, self.color)self.tiles[3] = Tile(self.tiles[2].x+tile_length, self.tiles[2].y, self.color)elif self.shape == "t_block":self.tiles[1] = Tile(self.tiles[0].x+tile_length,  self.tiles[0].y, self.color)self.tiles[2] = Tile(self.tiles[0].x-tile_length, self.tiles[0].y, self.color)self.tiles[3] = Tile(self.tiles[0].x, self.tiles[0].y-tile_length, self.color)elif self.shape == "z_block":self.tiles[1] = Tile(self.tiles[0].x+tile_length,  self.tiles[0].y, self.color)self.tiles[2] = Tile(self.tiles[0].x, self.tiles[0].y-tile_length, self.color)self.tiles[3] = Tile(self.tiles[2].x-tile_length, self.tiles[2].y, self.color)else:print("Error: wrong block name.")pygame.quit()sys.exit()def complete_block(self):self.__init_shape()def can_fall(self, next_block, playing_field, player):from tetris import manage_events, update_graphicsmanage_events(self, next_block, playing_field, player)#check bordersfor block_tile in self.tiles:if block_tile.y >= playing_field_height+off_set_y-tile_length:return False  #check already existed tilesfor block_tile in self.tiles:y = off_set_yfor i in range(20):for tile in playing_field.tiles["row"+str(i+1)][y]:if not tile.empty and block_tile.y+tile_length == tile.y and block_tile.x == tile.x: return False  y += tile_lengthreturn Truedef block_is_falling(self, next_block, playing_field, player, faster=None):from tetris import manage_events, update_graphicsmanage_events(self,next_block, playing_field, player)if self.can_fall(next_block, playing_field, player):for tile in self.tiles:tile.y += tile_lengthmanage_events(self, next_block, playing_field, player)             update_graphics(self, next_block, playing_field, player)if faster:                clock.tick(40)self.block_is_falling( next_block, playing_field, player)else:                clock.tick(5)manage_events(self, next_block, playing_field, player)             update_graphics(self, next_block, playing_field, player)def get_new_block(self, next_block, playing_field, player):if self.can_fall(next_block, playing_field, player): return (self, next_block, False)#if the block has falled completelyfor block_tile in self.tiles: found = False y = off_set_yfor i in range(20):if not found:for j in range(10):if block_tile.x == playing_field.tiles["row"+str(i+1)][y][j].x and block_tile.y == playing_field.tiles["row"+str(i+1)][y][j].y:playing_field.tiles["row"+str(i+1)][y][j].color = block_tile.colorplaying_field.tiles["row"+str(i+1)][y][j].empty = Falsefound = Truebreaky += tile_lengthelse:breaknew_block = next_blocknext_rand_index1 = random.randint(0, 6)next_rand_index2 = random.randint(0, 6)new_next_block = Block(shapes[next_rand_index1], block_colors[next_rand_index2])clock.tick(2)return (new_block, new_next_block, True)def move_left(self, playing_field):if self.can_move_left(playing_field):for tile in self.tiles:tile.x -= tile_lengthdef move_right(self, playing_field):if self.can_move_right(playing_field):for tile in self.tiles:tile.x += tile_lengthdef can_move_left(self, playing_field):# whether inside the playing field or notfor tile in self.tiles:if tile.x <= off_set_x:return False# whether adjacent field_tiles are occupied or notfor block_tile in self.tiles:y = off_set_yfor i in range(20):for tile in playing_field.tiles["row"+str(i+1)][y]:if not tile.empty and block_tile.x-tile_length == tile.x and block_tile.y  == tile.y:return False  y += tile_lengthreturn Truedef can_move_right(self, playing_field):# whether inside the playing field or notfor tile in self.tiles:if tile.x + tile_length >= off_set_x+playing_field_width:return False# whether adjacent field_tiles are occupied or notfor block_tile in self.tiles:y = off_set_yfor i in range(20):for tile in playing_field.tiles["row"+str(i+1)][y]:if not tile.empty and block_tile.x+tile_length == tile.x and block_tile.y  == tile.y:return False  y += tile_lengthreturn Truedef rotate(self, next_block, playing_field, player):from tetris import manage_events, update_graphicsmanage_events(self, next_block, playing_field, player)if self.shape == "i_block":self.rotate_i_block(playing_field)elif self.shape == "l_block":self.rotate_l_block(playing_field)elif self.shape == "j_block":self.rotate_j_block(playing_field)elif self.shape == "o_block":return#no rotation for o_block.elif self.shape == "s_block":self.rotate_s_block(playing_field)elif self.shape == "t_block":self.rotate_t_block(playing_field)elif self.shape == "z_block":self.rotate_z_block(playing_field)else:print("Error: wrong block name.")pygame.quit()sys.exit()manage_events(self, next_block, playing_field, player)update_graphics(self, next_block, playing_field, player)def rotate_i_block(self, playing_field): #donetemp_rotated_i = Block("i_block", self.color)temp_rotated_i.tiles = self.tiles.copy()if self.direction == directions[0] or self.direction == directions[1]:# ----temp_rotated_i.tiles[0] = Tile(temp_rotated_i.tiles[1].x, temp_rotated_i.tiles[0].y, temp_rotated_i.color) temp_rotated_i.tiles[1] = Tile(temp_rotated_i.tiles[0].x-tile_length, temp_rotated_i.tiles[0].y, temp_rotated_i.color)temp_rotated_i.tiles[2] = Tile(temp_rotated_i.tiles[0].x+tile_length, temp_rotated_i.tiles[0].y, temp_rotated_i.color)temp_rotated_i.tiles[3] = Tile(temp_rotated_i.tiles[2].x+tile_length, temp_rotated_i.tiles[0].y, temp_rotated_i.color)temp_rotated_i.direction = directions[2] # "horizontal_1"elif self.direction == directions[2] or self.direction == directions[3]:# |# |# |# |temp_rotated_i.tiles[1] = Tile(temp_rotated_i.tiles[0].x, temp_rotated_i.tiles[0].y-tile_length, temp_rotated_i.color)temp_rotated_i.tiles[2] = Tile(temp_rotated_i.tiles[1].x, temp_rotated_i.tiles[1].y-tile_length, temp_rotated_i.color)temp_rotated_i.tiles[3] = Tile(temp_rotated_i.tiles[2].x, temp_rotated_i.tiles[2].y-tile_length, temp_rotated_i.color)temp_rotated_i.direction = directions[0] #"vertical_1"for block_tile in temp_rotated_i.tiles:if block_tile.x <= off_set_x or block_tile.x >= playing_field_width:return y = off_set_yfor i in range(20):for tile in playing_field.tiles["row"+str(i+1)][y]:if not tile.empty and block_tile.x == tile.x and block_tile.y  == tile.y:returny += tile_lengthself.direction = temp_rotated_i.directionself.tiles = temp_rotated_i.tilesdef rotate_l_block(self, playing_field): #donetemp_rotated_l = Block("l_block", self.color)temp_rotated_l.tiles = self.tiles.copy()if self.direction == directions[0]:# after rotating, the block should look like this ↓#  _# |# |# |temp_rotated_l.tiles[0] = Tile(temp_rotated_l.tiles[0].x, temp_rotated_l.tiles[0].y, temp_rotated_l.color)temp_rotated_l.tiles[1] = Tile(temp_rotated_l.tiles[0].x, temp_rotated_l.tiles[0].y-tile_length, temp_rotated_l.color)temp_rotated_l.tiles[2] = Tile(temp_rotated_l.tiles[1].x, temp_rotated_l.tiles[1].y-tile_length, temp_rotated_l.color)temp_rotated_l.tiles[3] = Tile(temp_rotated_l.tiles[2].x+tile_length, temp_rotated_l.tiles[2].y, temp_rotated_l.color)temp_rotated_l.direction = directions[2] # "horizontal_1"elif self.direction == directions[2]:# after rotating, the block should look like this ↓# ---#   |temp_rotated_l.tiles[0] = Tile(temp_rotated_l.tiles[3].x, temp_rotated_l.tiles[0].y, temp_rotated_l.color)temp_rotated_l.tiles[1] = Tile(temp_rotated_l.tiles[0].x, temp_rotated_l.tiles[0].y-tile_length, temp_rotated_l.color)temp_rotated_l.tiles[2] = Tile(temp_rotated_l.tiles[1].x-tile_length, temp_rotated_l.tiles[1].y, temp_rotated_l.color)temp_rotated_l.tiles[3] = Tile(temp_rotated_l.tiles[2].x-tile_length, temp_rotated_l.tiles[2].y, temp_rotated_l.color)temp_rotated_l.direction = directions[1] #"vertical_2"elif self.direction == directions[1]: # after rotating, the block should look like this ↓#  |#  |# _|temp_rotated_l.tiles[0] = Tile(temp_rotated_l.tiles[3].x, temp_rotated_l.tiles[0].y, temp_rotated_l.color)temp_rotated_l.tiles[1] = Tile(temp_rotated_l.tiles[0].x+tile_length, temp_rotated_l.tiles[0].y, temp_rotated_l.color)temp_rotated_l.tiles[2] = Tile(temp_rotated_l.tiles[1].x, temp_rotated_l.tiles[1].y-tile_length, temp_rotated_l.color)temp_rotated_l.tiles[3] = Tile(temp_rotated_l.tiles[2].x, temp_rotated_l.tiles[2].y-tile_length, temp_rotated_l.color)temp_rotated_l.direction = directions[3] #"horizontal_2"elif self.direction == directions[3]: # after rotating, the block should look like this ↓# |# ---temp_rotated_l.tiles[0] = Tile(temp_rotated_l.tiles[1].x, temp_rotated_l.tiles[0].y, temp_rotated_l.color)temp_rotated_l.tiles[1] = Tile(temp_rotated_l.tiles[0].x+tile_length, temp_rotated_l.tiles[0].y, temp_rotated_l.color)temp_rotated_l.tiles[2] = Tile(temp_rotated_l.tiles[0].x-tile_length, temp_rotated_l.tiles[1].y, temp_rotated_l.color)temp_rotated_l.tiles[3] = Tile(temp_rotated_l.tiles[2].x, temp_rotated_l.tiles[2].y-tile_length, temp_rotated_l.color) temp_rotated_l.direction = directions[0] #"vertical_1"for block_tile in temp_rotated_l.tiles:if block_tile.x <= off_set_x or block_tile.x >= playing_field_width:return y = off_set_yfor i in range(20):for tile in playing_field.tiles["row"+str(i+1)][y]:if not tile.empty and block_tile.x == tile.x and block_tile.y  == tile.y:returny += tile_lengthself.direction = temp_rotated_l.directionself.tiles = temp_rotated_l.tilesdef rotate_j_block(self, playing_field): #donetemp_rotated_j = Block("j_block", self.color)temp_rotated_j.tiles = self.tiles.copy()if self.direction == directions[0]: temp_rotated_j.tiles[0] = Tile(temp_rotated_j.tiles[1].x, temp_rotated_j.tiles[0].y, temp_rotated_j.color)temp_rotated_j.tiles[1] = Tile(temp_rotated_j.tiles[0].x-tile_length, temp_rotated_j.tiles[0].y, temp_rotated_j.color)temp_rotated_j.tiles[2] = Tile(temp_rotated_j.tiles[1].x, temp_rotated_j.tiles[1].y-tile_length, temp_rotated_j.color)temp_rotated_j.tiles[3] = Tile(temp_rotated_j.tiles[2].x, temp_rotated_j.tiles[2].y-tile_length, temp_rotated_j.color)temp_rotated_j.direction = directions[2] # "horizontal_1"elif self.direction == directions[2]:temp_rotated_j.tiles[0] = Tile(temp_rotated_j.tiles[1].x-tile_length, temp_rotated_j.tiles[0].y, temp_rotated_j.color)temp_rotated_j.tiles[1] = Tile(temp_rotated_j.tiles[0].x, temp_rotated_j.tiles[0].y-tile_length, temp_rotated_j.color)temp_rotated_j.tiles[2] = Tile(temp_rotated_j.tiles[1].x+tile_length, temp_rotated_j.tiles[1].y, temp_rotated_j.color)temp_rotated_j.tiles[3] = Tile(temp_rotated_j.tiles[2].x+tile_length, temp_rotated_j.tiles[2].y, temp_rotated_j.color)temp_rotated_j.direction = directions[1] #"vertical_2"elif self.direction == directions[1]: temp_rotated_j.tiles[0] = Tile(temp_rotated_j.tiles[2].x, temp_rotated_j.tiles[0].y, temp_rotated_j.color)temp_rotated_j.tiles[1] = Tile(temp_rotated_j.tiles[0].x, temp_rotated_j.tiles[0].y-tile_length, temp_rotated_j.color)temp_rotated_j.tiles[2] = Tile(temp_rotated_j.tiles[1].x, temp_rotated_j.tiles[1].y-tile_length, temp_rotated_j.color)temp_rotated_j.tiles[3] = Tile(temp_rotated_j.tiles[2].x-tile_length, temp_rotated_j.tiles[2].y, temp_rotated_j.color)temp_rotated_j.direction = directions[3] #"horizontal_2"elif self.direction == directions[3]: #back to normal:temp_rotated_j.tiles[0] = Tile(temp_rotated_j.tiles[0].x, temp_rotated_j.tiles[0].y, temp_rotated_j.color)temp_rotated_j.tiles[1] = Tile(temp_rotated_j.tiles[0].x+tile_length, temp_rotated_j.tiles[0].y, temp_rotated_j.color)temp_rotated_j.tiles[2] = Tile(temp_rotated_j.tiles[0].x-tile_length, temp_rotated_j.tiles[0].y, temp_rotated_j.color)temp_rotated_j.tiles[3] = Tile(temp_rotated_j.tiles[1].x, temp_rotated_j.tiles[1].y-tile_length, temp_rotated_j.color) temp_rotated_j.direction = directions[0] #"vertical_1"for block_tile in temp_rotated_j.tiles:if block_tile.x <= off_set_x or block_tile.x >= playing_field_width:return y = off_set_yfor i in range(20):for tile in playing_field.tiles["row"+str(i+1)][y]:if not tile.empty and block_tile.x == tile.x and block_tile.y  == tile.y:return y += tile_lengthself.direction = temp_rotated_j.directionself.tiles = temp_rotated_j.tilesdef rotate_s_block(self, playing_field): #donetemp_rotated_s = Block("s_block", self.color)temp_rotated_s.tiles = self.tiles.copy()if self.direction == directions[0] or self.direction == directions[1]:temp_rotated_s.tiles[0] = Tile(temp_rotated_s.tiles[3].x, temp_rotated_s.tiles[0].y, temp_rotated_s.color)temp_rotated_s.tiles[1] = Tile(temp_rotated_s.tiles[0].x, temp_rotated_s.tiles[0].y-tile_length, temp_rotated_s.color)temp_rotated_s.tiles[2] = Tile(temp_rotated_s.tiles[1].x-tile_length, temp_rotated_s.tiles[1].y, temp_rotated_s.color)temp_rotated_s.tiles[3] = Tile(temp_rotated_s.tiles[2].x, temp_rotated_s.tiles[2].y-tile_length, temp_rotated_s.color)temp_rotated_s.direction = directions[2] # "horizontal_1"elif self.direction == directions[2] or self.direction == directions[3]temp_rotated_s.tiles[0] = Tile(temp_rotated_s.tiles[2].x, temp_rotated_s.tiles[0].y, temp_rotated_s.color)temp_rotated_s.tiles[1] = Tile(temp_rotated_s.tiles[0].x-tile_length, temp_rotated_s.tiles[0].y, temp_rotated_s.color)temp_rotated_s.tiles[2] = Tile(temp_rotated_s.tiles[0].x, temp_rotated_s.tiles[0].y-tile_length, temp_rotated_s.color)temp_rotated_s.tiles[3] = Tile(temp_rotated_s.tiles[2].x+tile_length, temp_rotated_s.tiles[2].y, temp_rotated_s.color)temp_rotated_s.direction = directions[0] #"vertical_1"for block_tile in temp_rotated_s.tiles:if block_tile.x <= off_set_x or block_tile.x >= playing_field_width:return y = off_set_yfor i in range(20):for tile in playing_field.tiles["row"+str(i+1)][y]:if not tile.empty and block_tile.x == tile.x and block_tile.y  == tile.y:returny += tile_lengthself.direction = temp_rotated_s.directionself.tiles = temp_rotated_s.tiles   def rotate_t_block(self, playing_field): #donetemp_rotated_t = Block("j_block", self.color)temp_rotated_t.tiles = self.tiles.copy()if self.direction == directions[0]: temp_rotated_t.tiles[0] = Tile(temp_rotated_t.tiles[0].x, temp_rotated_t.tiles[0].y, temp_rotated_t.color)temp_rotated_t.tiles[1] = Tile(temp_rotated_t.tiles[0].x, temp_rotated_t.tiles[0].y-tile_length, temp_rotated_t.color)temp_rotated_t.tiles[2] = Tile(temp_rotated_t.tiles[1].x, temp_rotated_t.tiles[1].y-tile_length, temp_rotated_t.color)temp_rotated_t.tiles[3] = Tile(temp_rotated_t.tiles[1].x+tile_length, temp_rotated_t.tiles[1].y, temp_rotated_t.color)temp_rotated_t.direction = directions[2] # "horizontal_1"elif self.direction == directions[2]:temp_rotated_t.tiles[0] = Tile(temp_rotated_t.tiles[0].x, temp_rotated_t.tiles[0].y, temp_rotated_t.color)temp_rotated_t.tiles[1] = Tile(temp_rotated_t.tiles[0].x, temp_rotated_t.tiles[0].y-tile_length, temp_rotated_t.color)temp_rotated_t.tiles[2] = Tile(temp_rotated_t.tiles[1].x-tile_length, temp_rotated_t.tiles[1].y, temp_rotated_t.color)temp_rotated_t.tiles[3] = Tile(temp_rotated_t.tiles[1].x+tile_length, temp_rotated_t.tiles[2].y, temp_rotated_t.color)temp_rotated_t.direction = directions[1] #"vertical_2"elif self.direction == directions[1]:temp_rotated_t.tiles[0] = Tile(temp_rotated_t.tiles[0].x, temp_rotated_t.tiles[0].y, temp_rotated_t.color)temp_rotated_t.tiles[1] = Tile(temp_rotated_t.tiles[0].x, temp_rotated_t.tiles[0].y-tile_length, temp_rotated_t.color)temp_rotated_t.tiles[2] = Tile(temp_rotated_t.tiles[1].x, temp_rotated_t.tiles[1].y-tile_length, temp_rotated_t.color)temp_rotated_t.tiles[3] = Tile(temp_rotated_t.tiles[1].x-tile_length, temp_rotated_t.tiles[1].y, temp_rotated_t.color)temp_rotated_t.direction = directions[3] #"horizontal_2"elif self.direction == directions[3]: #back to normal:temp_rotated_t.tiles[0] = Tile(temp_rotated_t.tiles[0].x, temp_rotated_t.tiles[0].y, temp_rotated_t.color)temp_rotated_t.tiles[1] = Tile(temp_rotated_t.tiles[0].x+tile_length, temp_rotated_t.tiles[0].y, temp_rotated_t.color)temp_rotated_t.tiles[2] = Tile(temp_rotated_t.tiles[0].x-tile_length, temp_rotated_t.tiles[0].y, temp_rotated_t.color)temp_rotated_t.tiles[3] = Tile(temp_rotated_t.tiles[0].x, temp_rotated_t.tiles[0].y-tile_length, temp_rotated_t.color) temp_rotated_t.direction = directions[0] #"vertical_1"for block_tile in temp_rotated_t.tiles:if block_tile.x <= off_set_x or block_tile.x >= playing_field_width:return y = off_set_yfor i in range(20):for tile in playing_field.tiles["row"+str(i+1)][y]:if not tile.empty and block_tile.x == tile.x and block_tile.y  == tile.y:returny += tile_lengthself.direction = temp_rotated_t.directionself.tiles = temp_rotated_t.tilesdef rotate_z_block(self, playing_field): #donetemp_rotated_z = Block("z_block", self.color)temp_rotated_z.tiles = self.tiles.copy()if self.direction == directions[0] or self.direction == directions[1]:temp_rotated_z.tiles[0] = Tile(temp_rotated_z.tiles[3].x, temp_rotated_z.tiles[0].y, temp_rotated_z.color)temp_rotated_z.tiles[1] = Tile(temp_rotated_z.tiles[0].x, temp_rotated_z.tiles[0].y-tile_length, temp_rotated_z.color)temp_rotated_z.tiles[2] = Tile(temp_rotated_z.tiles[1].x+tile_length, temp_rotated_z.tiles[1].y, temp_rotated_z.color)temp_rotated_z.tiles[3] = Tile(temp_rotated_z.tiles[2].x, temp_rotated_z.tiles[2].y-tile_length, temp_rotated_z.color)temp_rotated_z.direction = directions[2] # "horizontal_1"elif self.direction == directions[2] or self.direction == directions[3]:temp_rotated_z.tiles[0] = Tile(temp_rotated_z.tiles[3].x, temp_rotated_z.tiles[0].y, temp_rotated_z.color)temp_rotated_z.tiles[1] = Tile(temp_rotated_z.tiles[0].x+tile_length, temp_rotated_z.tiles[0].y, temp_rotated_z.color)temp_rotated_z.tiles[2] = Tile(temp_rotated_z.tiles[0].x, temp_rotated_z.tiles[0].y-tile_length, temp_rotated_z.color)temp_rotated_z.tiles[3] = Tile(temp_rotated_z.tiles[2].x-tile_length, temp_rotated_z.tiles[2].y, temp_rotated_z.color)temp_rotated_z.direction = directions[0] #"vertical_1"for block_tile in temp_rotated_z.tiles:if block_tile.x <= off_set_x or block_tile.x >= playing_field_width:return y = off_set_yfor i in range(20):for tile in playing_field.tiles["row"+str(i+1)][y]:if not tile.empty and block_tile.x == tile.x and block_tile.y  == tile.y:returny += tile_lengthself.direction = temp_rotated_z.directionself.tiles = temp_rotated_z.tiles      def fall_completely(self, next_block, playing_field, player):from tetris import update_graphicsfall= Truewhile fall:for block_tile in self.tiles:if block_tile.y >= playing_field_height+off_set_y-tile_length:fall = False  break #check already existed tilesfor block_tile in self.tiles:y = off_set_yfor i in range(20):for tile in playing_field.tiles["row"+str(i+1)][y]:if not tile.empty and block_tile.y+tile_length == tile.y and block_tile.x == tile.x: fall = False   breaky += tile_lengthif not fall:breakfor tile in self.tiles:tile.y += tile_lengthupdate_graphics(self, next_block, playing_field, player)clock.get_rawtime()clock.tick(50)class Player:def __init__(self, start_time):self.start_time = start_timeself.time_since_start = 0self.score = 0 

tetris.py文件:

#import libraries
import pygame
from util import *def update_graphics(block, next_block, playing_field, player):#Sets black background and textDISPLAY_SCREEN.blit(background_img, (0, 0))pygame.draw.rect(DISPLAY_SCREEN , black, (off_set_x, off_set_y, playing_field_width, playing_field_height) )font = pygame.font.SysFont("comicsansms", 48)rendered_text = font.render("Tetris", 1, orange)DISPLAY_SCREEN.blit(rendered_text, (width/2-80, 10))#Displays Current score and timeplayer.time_since_start = pygame.time.get_ticks() - player.start_timefont = pygame.font.SysFont("comicsansms", 20)rendered_text_time =  font.render("Time: " + str(player.time_since_start), 1, orange)DISPLAY_SCREEN.blit(rendered_text_time, (playing_field_width+tile_length*2, playing_field_height-80))  rendered_text_score = font.render("Score: " + str(player.score), 1, orange)DISPLAY_SCREEN.blit(rendered_text_score, (playing_field_width+tile_length*2, playing_field_height-50))#Draw the small screen for the next blockdraw_small_screen(next_block)#Set tilesy = off_set_yfor i in range(20):for tile in playing_field.tiles["row"+str(i+1)][y]:tile.draw_tile()y += tile_length#Blocks while fallingfor tile in block.tiles:if tile.y >= off_set_y:tile.draw_tile()#Sets borderspygame.draw.line(DISPLAY_SCREEN , blue, (off_set_x-2, off_set_y-3), (playing_field_width+off_set_x+1, off_set_y-3), 4) # horizontal line toppygame.draw.line(DISPLAY_SCREEN , blue, (off_set_x-2, off_set_y+playing_field_height+1), (playing_field_width+off_set_x+1, off_set_y+playing_field_height+1), 4) # horizontal line bottompygame.draw.line(DISPLAY_SCREEN , blue, (off_set_x-3, off_set_y-3), (off_set_x-3, off_set_y+playing_field_height+1), 4) # vertical line leftpygame.draw.line(DISPLAY_SCREEN , blue, (playing_field_width+off_set_x+1, off_set_y-3), (playing_field_width+off_set_x+1, off_set_y+playing_field_height+1), 4) # vertical line right#Sets Gridcurrent_y_horizontal_lines = off_set_ycurrent_x_vertical_lines = off_set_xfor i in range(19): current_y_horizontal_lines += 33pygame.draw.line(DISPLAY_SCREEN , white, (off_set_x, current_y_horizontal_lines), (playing_field_width+off_set_x-1, current_y_horizontal_lines)) # horizontal line topfor j in range(9): current_x_vertical_lines += 33        pygame.draw.line(DISPLAY_SCREEN , white, (current_x_vertical_lines-1, off_set_y), (current_x_vertical_lines-1, playing_field_height+off_set_y)) # horizontal line toppygame.display.update()def draw_small_screen(next_block):#Sets backgroundpygame.draw.rect(DISPLAY_SCREEN , black, (playing_field_width+tile_length*2, height/2-20, 6*tile_length, 6*tile_length) )#Sets borderspygame.draw.line(DISPLAY_SCREEN , blue, (playing_field_width+tile_length*2-2, height/2-20-2), ((6*tile_length)+(playing_field_width+tile_length*2), (height/2-20-2)), 3) # horizontal line toppygame.draw.line(DISPLAY_SCREEN , blue, (playing_field_width+tile_length*2-2, height/2-20+(6*tile_length)), ((6*tile_length)+(playing_field_width+tile_length*2), height/2-20+(6*tile_length)), 3) # horizontal line bottompygame.draw.line(DISPLAY_SCREEN , blue, (playing_field_width+tile_length*2-2, height/2-20-2), (playing_field_width+tile_length*2-2, height/2-20+(6*tile_length)), 3) # vertical line leftpygame.draw.line(DISPLAY_SCREEN , blue, ((6*tile_length)+(playing_field_width+tile_length*2), height/2-20-2), ((6*tile_length)+(playing_field_width+tile_length*2), height/2-20+(6*tile_length)), 3) # vertical line right#Sets textfont = pygame.font.SysFont("comicsansms", 30)rendered_text = font.render("Next Block", 1, orange)DISPLAY_SCREEN.blit(rendered_text, (playing_field_width+tile_length*2,  height/2-70))#Displays next blocktemp_block = Block(next_block.shape, next_block.color)  temp_block.tiles = [Tile(playing_field_width+tile_length*2+2*tile_length, height/2-20+4*tile_length, next_block.color), Tile(0, 0, next_block.color), Tile(0, 0, next_block.color), Tile(0, 0, next_block.color)]temp_block.complete_block()for tile in temp_block.tiles:tile.draw_tile()def is_game_over(playing_field, player): y = off_set_yfor i in range(20):for tile in playing_field.tiles["row"+str(i+1)][y]:if not tile.empty and tile.y <= off_set_y: temp_y = off_set_yfor j in range(20):for tile in playing_field.tiles["row"+str(j+1)][temp_y]:tile.draw_tile()temp_y += tile_lengthfont = pygame.font.SysFont("comicsansms", 48)rendered_text = font.render("GAME OVER", 1, white)DISPLAY_SCREEN.blit(rendered_text, (off_set_x+20, playing_field_height/2))pygame.display.update()time.sleep(2)   introduction(player)y += tile_lengthdef start_game():    global best_scoreglobal longest_timerand_index = random.randint(0, 6)block = Block(shapes[rand_index], block_colors[rand_index])next_rand_index = random.randint(0, 6)next_block = Block(shapes[next_rand_index], block_colors[next_rand_index]) playing_field = PlayingField()start_time = pygame.time.get_ticks()player = Player(start_time)while True:update_graphics(block, next_block, playing_field, player)(block, next_block, is_new) = block.get_new_block(next_block, playing_field, player)if is_new:for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()pygame.event.clear()manage_events(block, next_block, playing_field, player)update_graphics(block, next_block, playing_field, player)block.block_is_falling(next_block, playing_field, player)update_graphics(block, next_block, playing_field, player)playing_field.destory_full_row(player)update_graphics(block, next_block, playing_field, player)if player.score > best_score:best_score = player.scoreif player.time_since_start > longest_time:longest_time = player.time_since_startis_game_over(playing_field, player)update_graphics(block, next_block, playing_field, player)pygame.display.update()clock.tick(60)def manage_events(block, next_block, playing_field, player):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:#move the block to the leftblock.move_left(playing_field)elif event.key == pygame.K_RIGHT:#move the block to the rightblock.move_right(playing_field)elif event.key == pygame.K_UP:# rotate blockblock.rotate(next_block, playing_field, player)if event.key == pygame.K_SPACE:# let the block fall completelyblock.fall_completely(next_block, playing_field, player)if event.key == pygame.K_DOWN:# let the block fall down fasterblock.block_is_falling(next_block, playing_field, player, "faster")update_graphics(block, next_block, playing_field, player)def introduction(player = None):button_width = 300button_height = 90#start_x_button = width/2-button_width/2play_button = Button(blue, orange, -400, height/2, button_width, button_height, 32, black, white, "PLAY")instructions_button = Button(blue, orange, width+150, height/2+button_height+10, button_width,button_height, 32, black, white, "INSTRUCTIONS")quit_button = Button(blue, orange, -400, height/2+button_height*2+20, button_width,button_height, 32, black, white, "QUIT")font = pygame.font.SysFont("comicsansms", 48)rendered_text = font.render("Tetris", 1, black)rendered_text_y = height#To draw the Tetris text in an animated waywhile rendered_text_y > 10: DISPLAY_SCREEN.blit(background_img, (0, 0))for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()rendered_text_y -= 1.5DISPLAY_SCREEN.blit(rendered_text, (width/2-80, rendered_text_y))pygame.display.update()#To draw the score and time texts in an animated wayif player:font_small = pygame.font.SysFont("comicsansms", 30)rendered_current_score = font_small.render("Current Score: " + str(player.score), 1, orange)rendered_best_score = font_small.render("Best Score: " + str(best_score), 1, orange)rendered_current_time = font_small.render("Current Time: " + str(player.time_since_start), 1, orange)rendered_longest_time = font_small.render("Longest Time: " + str(longest_time), 1, orange)rendered_current_score_y = heightrendered_best_score_y = height+40rendered_current_time_y = height+80rendered_longest_time_y = height+120while rendered_current_score_y > 150: DISPLAY_SCREEN.blit(background_img, (0, 0))DISPLAY_SCREEN.blit(rendered_text, (width/2-80, rendered_text_y))for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()rendered_current_score_y -= 1.5rendered_best_score_y -= 1.5rendered_current_time_y -= 1.5rendered_longest_time_y -= 1.5DISPLAY_SCREEN.blit(rendered_current_score, (off_set_x, rendered_current_score_y))DISPLAY_SCREEN.blit(rendered_best_score, (off_set_x+45, rendered_best_score_y))DISPLAY_SCREEN.blit(rendered_current_time, (off_set_x+15, rendered_current_time_y))DISPLAY_SCREEN.blit(rendered_longest_time, (off_set_x+15, rendered_longest_time_y))pygame.display.update()#To draw the buttons in an animated waywhile play_button.x < width/2-button_width/2 or instructions_button.x > width/2-button_width/2:DISPLAY_SCREEN.blit(background_img, (0, 0))DISPLAY_SCREEN.blit(rendered_text, (width/2-80, rendered_text_y))if player:DISPLAY_SCREEN.blit(rendered_current_score, (off_set_x, rendered_current_score_y))DISPLAY_SCREEN.blit(rendered_best_score, (off_set_x+45, rendered_best_score_y))DISPLAY_SCREEN.blit(rendered_current_time, (off_set_x+15, rendered_current_time_y))DISPLAY_SCREEN.blit(rendered_longest_time, (off_set_x+15, rendered_longest_time_y))for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if play_button.x < width/2-button_width/2:play_button.x += 3quit_button.x += 3if instructions_button.x > width/2-button_width/2 :    instructions_button.x -= 3play_button.blit(DISPLAY_SCREEN)instructions_button.blit(DISPLAY_SCREEN)quit_button.blit(DISPLAY_SCREEN)pygame.display.update()run = Truewhile run:DISPLAY_SCREEN.blit(background_img, (0, 0))DISPLAY_SCREEN.blit(rendered_text, (width/2-80, rendered_text_y))if player:DISPLAY_SCREEN.blit(rendered_current_score, (off_set_x, rendered_current_score_y))DISPLAY_SCREEN.blit(rendered_best_score, (off_set_x+45, rendered_best_score_y))DISPLAY_SCREEN.blit(rendered_current_time, (off_set_x+15, rendered_current_time_y))DISPLAY_SCREEN.blit(rendered_longest_time, (off_set_x+15, rendered_longest_time_y))# Get the position of the mousemouse_position = pygame.mouse.get_pos() for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if event.type == pygame.MOUSEBUTTONDOWN:if play_button.is_clicked(mouse_position, event):start_game()run = Falseelif instructions_button.is_clicked(mouse_position, event):instructions(player)run = Falseelif quit_button.is_clicked(mouse_position, event):pygame.quit()sys.exit()if play_button.is_hovered_over(mouse_position):play_button.blit_hovered_over(DISPLAY_SCREEN)else:play_button.blit(DISPLAY_SCREEN, gray)if instructions_button.is_hovered_over(mouse_position):instructions_button.blit_hovered_over(DISPLAY_SCREEN)else:instructions_button.blit(DISPLAY_SCREEN, gray)if quit_button.is_hovered_over(mouse_position):quit_button.blit_hovered_over(DISPLAY_SCREEN)else:quit_button.blit(DISPLAY_SCREEN, gray)clock.tick(60)pygame.display.update()def instructions(player = None):button_width = 150button_height = 60play_button = Button(blue, orange, width-150-10, height-80, button_width, button_height, 32, black, white, "PLAY >>")back_button = Button(blue, orange, 10, height-80, button_width, button_height, 32, black, white, "<< BACK")run = Truewhile run:DISPLAY_SCREEN.blit(instructions_img, (0, 0))font = pygame.font.SysFont("comicsansms", 48)rendered_text = font.render("Tetris", 1, orange)DISPLAY_SCREEN.blit(rendered_text, (width/2-80, 10))# Get the position of the mousemouse_position = pygame.mouse.get_pos() for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if event.type == pygame.MOUSEBUTTONDOWN:if play_button.is_clicked(mouse_position, event):start_game()run = Falseelif back_button.is_clicked(mouse_position, event):introduction(player)run = Falseinstructions_label = "Instructions" font = pygame.font.SysFont("comicsansms", 40)rendered_text = font.render(instructions_label, 1, orange)DISPLAY_SCREEN.blit(rendered_text, (width/2 - rendered_text.get_width()/2, 100))instructions1 = "   Move Right:                      right arrow >"  instructions2 = "   Move   Left:                     left    arrow <" instructions3 = "          Rotate:                      up      arrow ^" instructions4 = "   Soft  Drop:                      down   arrow" instructions5 = "   Hard  Drop:                      space"font = pygame.font.SysFont("comicsansms", 20)rendered_text1 = font.render(instructions1, 1, orange)rendered_text2 = font.render(instructions2, 1, orange)rendered_text3 = font.render(instructions3, 1, orange)rendered_text4 = font.render(instructions4, 1, orange)rendered_text5 = font.render(instructions5, 1, orange)DISPLAY_SCREEN.blit(rendered_text1, (20, 200))DISPLAY_SCREEN.blit(rendered_text2, (20, 240))DISPLAY_SCREEN.blit(rendered_text3, (20, 280))DISPLAY_SCREEN.blit(rendered_text4, (20, 320))DISPLAY_SCREEN.blit(rendered_text5, (20, 360))if play_button.is_hovered_over(mouse_position):play_button.blit_hovered_over(DISPLAY_SCREEN)else:play_button.blit(DISPLAY_SCREEN, gray)if back_button.is_hovered_over(mouse_position):back_button.blit_hovered_over(DISPLAY_SCREEN)else:back_button.blit(DISPLAY_SCREEN, gray)clock.tick(60)pygame.display.update()if __name__ == "__main__":introduction()

Python俄罗斯方块Tetris源文件本站下载:
https://download.csdn.net/download/mufenglaoshi/88612722

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