俄罗斯方块简单实现
使用 pygame 模块实现俄罗斯方块的简单实现,这里没有使用pygame 自带的碰撞检测,而是自定义的方法实现边界碰撞和方块间碰撞检测。
代码实现
import random
import pygame
import time
# 初始化游戏
pygame.init()# 设置游戏窗口大小
WINDOW_WIDTH = 400
WINDOW_HEIGHT = 600
WINDOW_SIZE = (WINDOW_WIDTH, WINDOW_HEIGHT)# 设置游戏窗口标题
pygame.display.set_caption("俄罗斯方块")# 设置游戏窗口
screen = pygame.display.set_mode(WINDOW_SIZE)# 定义方块大小和颜色
BLOCK_SIZE = 20
BLOCK_COLOR = (255, 255, 255)# 定义方块类
class Block:def __init__(self, x, y):self.x = xself.y = ydef draw(self, color):pygame.draw.rect(screen, color, (self.x, self.y, BLOCK_SIZE, BLOCK_SIZE))# 定义方块组类
class BlockGroup:block_groups = list()shape_set = {"1": [(0, 1), (0, 2), (0, 3)],"一": [(1, 0), (2, 0), (3, 0)],"T": [(1, 0), (1, 1), (2, 0)],"Z": [(1, 0), (1, 1), (2, 1)],"田": [(1, 0), (0, 1), (1, 1)],"L": [(0, 1), (0, 2), (1, 2)],}bottom_boundary_points = set()def __init__(self):self.blocks = list()self.color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))def init(self):group = self.generate_group()self.block_groups.append(group)@staticmethoddef generate_group():group = BlockGroup()x0 = random.randint(0, WINDOW_WIDTH-2 * BLOCK_SIZE)//BLOCK_SIZE * BLOCK_SIZEy0 = -3 * BLOCK_SIZEgroup.blocks.append(Block(x0, y0))shape = random.choice(list(group.shape_set.keys()))for _x, _y in group.shape_set[shape]:# block = Block(random.randint(0, WINDOW_WIDTH - BLOCK_SIZE), i * BLOCK_SIZE)x = x0 + _x * BLOCK_SIZEy = y0 + _y * BLOCK_SIZEgroup.blocks.append(Block(x, y))group.shape = shapereturn groupdef draw(self):for group in self.block_groups:for block in group.blocks:block.draw(group.color)def move_down(self):if self.collision_detection("bottom"):group = self.generate_group()BlockGroup.block_groups.append(group)returnfor block in self.block_groups[-1].blocks:block.y += BLOCK_SIZEdef move_left(self):if self.collision_detection("left"):returnfor block in self.block_groups[-1].blocks:block.x -= BLOCK_SIZEdef move_right(self):if self.collision_detection("right"):returnfor block in self.block_groups[-1].blocks:block.x += BLOCK_SIZEdef collision_detection(self, move_direction):# 移动方向上的偏移量offset = {"left": {"x0": -1*BLOCK_SIZE, "y0": 0},"right": {"x0": 1*BLOCK_SIZE, "y0": 0},"bottom": {"x0": 0, "y0": 1*BLOCK_SIZE}}block_collision = Falseboundary_collision = False# 获取当前活动组每个方块的坐标像素值for block in self.block_groups[-1].blocks:after_offset_pos = (block.x + offset[move_direction]["x0"], block.y + offset[move_direction]["y0"])print(after_offset_pos, self.bottom_boundary_points)if after_offset_pos in self.bottom_boundary_points:print(f"预测到方块碰撞点", after_offset_pos)block_collision = Trueif after_offset_pos[0] < 0 or after_offset_pos[0] >= WINDOW_WIDTH or after_offset_pos[1] >= WINDOW_HEIGHT:print(f"预测到第边界碰撞点", after_offset_pos)boundary_collision = True# 方块下移时,发生方块碰撞if (block_collision or after_offset_pos[1] >= WINDOW_HEIGHT) and move_direction == "bottom":shape = self.block_groups[-1].shapeprint(self.blocks)start_block = self.block_groups[-1].blocks[0]self.bottom_boundary_points.update({(start_block.x, start_block.y)})for _x, _y in self.block_groups[-1].shape_set[shape]:self.bottom_boundary_points.update({(start_block.x + _x * BLOCK_SIZE, start_block.y + _y * BLOCK_SIZE)})print(len(self.bottom_boundary_points), self.bottom_boundary_points)# time.sleep(3)# print(f"{self}检测到碰撞, 坐标{(block.x, block.y)}")return block_collision or boundary_collision# 定义游戏主循环
def main():clock = pygame.time.Clock()# 创建方块组block_groups = BlockGroup()block_groups.init()# 游戏循环while True:clock.tick(3)# 处理事件for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()exit()if event.type == pygame.KEYDOWN:if event.key == pygame.K_LEFT:block_groups.move_left()elif event.key == pygame.K_RIGHT:block_groups.move_right()# 绘制背景screen.fill((0, 0, 0))# 移动方块组block_groups.move_down()# 绘制方块组block_groups.draw()# 更新屏幕pygame.display.update()# 启动游戏
if __name__ == '__main__':main()
效果展示