一、需求分析
实现了一个经典的俄罗斯方块小游戏,主要满足以下需求:
1.图形界面
使用 pygame 库创建一个可视化的游戏窗口,展示游戏的各种元素,如游戏区域、方块、分数等信息。
2.游戏逻辑
实现方块的生成、移动、旋转、下落和锁定等基本操作,同时检测方块是否超出边界或与已有方块重叠。
3.计分系统
根据玩家消除的行数来计算分数和等级,等级的提升会加快方块的下落速度。
4.用户交互
支持用户通过键盘控制方块的移动、旋转和快速下落,游戏结束后可按 R 键重新开始。
5.提示信息
在游戏界面显示下一个方块预览、分数、等级以及操作说明,游戏结束时给出相应提示。
二、关键模块
1.初始化
import pygame
import random
import sys# 初始化pygame
pygame.init()# 颜色定义
BACKGROUND_COLOR = (214, 226, 251) # 背景色
# ... 其他颜色定义# 游戏设置
GRID_SIZE = 30
GRID_WIDTH = 10
GRID_HEIGHT = 20
SCREEN_WIDTH = GRID_WIDTH * GRID_SIZE + 200
SCREEN_HEIGHT = GRID_HEIGHT * GRID_SIZE# 创建游戏窗口
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("俄罗斯方块")# 使用系统自带的中文字体
try:font = pygame.font.SysFont("PingFang", 20)large_font = pygame.font.SysFont("PingFang", 40)
except:font = pygame.font.SysFont(None, 20)large_font = pygame.font.SysFont(None, 40)
此模块负责导入必要的库,初始化 pygame ,定义游戏所需的颜色、尺寸等常量,创建游戏窗口并设置字体。
2.Tetris 类模块
class Tetris:def __init__(self):self.grid = [[0 for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]self.current_piece = self.new_piece()self.next_piece = self.new_piece()self.game_over = Falseself.score = 0self.level = 1self.fall_speed = 0.5 # 初始下落速度(秒)self.fall_time = 0# ... 其他方法
Tetris 类封装了游戏的核心逻辑,包括游戏状态的初始化、方块的生成、移动、旋转、锁定以及行消除和计分等功能。
3.主游戏循环模块
def main():clock = pygame.time.Clock()game = Tetris()while True:# 处理事件for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()# ... 其他事件处理# 自动下落if not game.game_over:current_time = pygame.time.get_ticks() / 1000if current_time - game.fall_time > game.fall_speed:game.fall_time = current_timeif game.valid_move(game.current_piece, 0, 1):game.current_piece['y'] += 1else:game.lock_piece()# 绘制游戏game.draw()pygame.display.update()clock.tick(60)
该模块是游戏的主循环,负责处理用户输入事件,控制方块的自动下落,更新游戏状态并绘制游戏界面。
三、完整代码
import pygame
import random
import sys# 初始化pygame
pygame.init()# 颜色定义
BACKGROUND_COLOR = (214, 226, 251) # 背景色
GRID_COLOR = (255, 255, 255) # 游戏区域网格颜色
BLOCK_GRID_COLOR = (0, 0, 0) # 方块网格颜色
TEXT_COLOR = (0, 0, 0) # 普通文字颜色
GAME_OVER_COLOR = (255, 0, 0) # 游戏结束文字颜色# 游戏设置
GRID_SIZE = 30
GRID_WIDTH = 10
GRID_HEIGHT = 20
SCREEN_WIDTH = GRID_WIDTH * GRID_SIZE + 200
SCREEN_HEIGHT = GRID_HEIGHT * GRID_SIZE# 方块形状
SHAPES = [[[1, 1, 1, 1]], # I[[1, 1], [1, 1]], # O[[1, 1, 1], [0, 1, 0]], # T[[1, 1, 1], [1, 0, 0]], # L[[1, 1, 1], [0, 0, 1]], # J[[0, 1, 1], [1, 1, 0]], # S[[1, 1, 0], [0, 1, 1]] # Z
]# 创建游戏窗口
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("俄罗斯方块")# 使用系统自带的中文字体
try:font = pygame.font.SysFont("PingFang", 20)large_font = pygame.font.SysFont("PingFang", 40)
except:font = pygame.font.SysFont(None, 20)large_font = pygame.font.SysFont(None, 40)class Tetris:def __init__(self):self.grid = [[0 for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]self.current_piece = self.new_piece()self.next_piece = self.new_piece()self.game_over = Falseself.score = 0self.level = 1self.fall_speed = 0.5 # 初始下落速度(秒)self.fall_time = 0def new_piece(self):shape = random.choice(SHAPES)return {'shape': shape,'x': GRID_WIDTH // 2 - len(shape[0]) // 2,'y': 0}def valid_move(self, piece, x_offset=0, y_offset=0):for y, row in enumerate(piece['shape']):for x, cell in enumerate(row):if cell:new_x = piece['x'] + x + x_offsetnew_y = piece['y'] + y + y_offsetif (new_x < 0 or new_x >= GRID_WIDTH or new_y >= GRID_HEIGHT or (new_y >= 0 and self.grid[new_y][new_x])):return Falsereturn Truedef rotate_piece(self):# 旋转方块rotated = list(zip(*reversed(self.current_piece['shape'])))old_shape = self.current_piece['shape']self.current_piece['shape'] = rotatedif not self.valid_move(self.current_piece):self.current_piece['shape'] = old_shapedef lock_piece(self):# 锁定当前方块到网格for y, row in enumerate(self.current_piece['shape']):for x, cell in enumerate(row):if cell:self.grid[self.current_piece['y'] + y][self.current_piece['x'] + x] = 1# 检查是否有完整的行self.clear_lines()# 生成新方块self.current_piece = self.next_pieceself.next_piece = self.new_piece()# 检查游戏是否结束if not self.valid_move(self.current_piece):self.game_over = Truedef clear_lines(self):lines_cleared = 0for y in range(GRID_HEIGHT):if all(self.grid[y]):lines_cleared += 1# 移动上面的行下来for y2 in range(y, 0, -1):self.grid[y2] = self.grid[y2-1][:]self.grid[0] = [0 for _ in range(GRID_WIDTH)]# 更新分数if lines_cleared > 0:self.score += lines_cleared * 100 * self.levelself.level = self.score // 1000 + 1self.fall_speed = max(0.1, 0.5 - (self.level - 1) * 0.05)def draw(self):# 绘制背景screen.fill(BACKGROUND_COLOR)# 绘制游戏区域网格for y in range(GRID_HEIGHT):for x in range(GRID_WIDTH):pygame.draw.rect(screen, GRID_COLOR, (x * GRID_SIZE, y * GRID_SIZE, GRID_SIZE, GRID_SIZE), 1)# 绘制已锁定的方块for y in range(GRID_HEIGHT):for x in range(GRID_WIDTH):if self.grid[y][x]:pygame.draw.rect(screen, (0, 100, 200), (x * GRID_SIZE, y * GRID_SIZE, GRID_SIZE, GRID_SIZE))pygame.draw.rect(screen, BLOCK_GRID_COLOR, (x * GRID_SIZE, y * GRID_SIZE, GRID_SIZE, GRID_SIZE), 1)# 绘制当前方块if not self.game_over:for y, row in enumerate(self.current_piece['shape']):for x, cell in enumerate(row):if cell:pygame.draw.rect(screen, (200, 0, 0), ((self.current_piece['x'] + x) * GRID_SIZE, (self.current_piece['y'] + y) * GRID_SIZE, GRID_SIZE, GRID_SIZE))pygame.draw.rect(screen, BLOCK_GRID_COLOR, ((self.current_piece['x'] + x) * GRID_SIZE, (self.current_piece['y'] + y) * GRID_SIZE, GRID_SIZE, GRID_SIZE), 1)# 绘制信息面板info_x = GRID_WIDTH * GRID_SIZE + 10# 绘制下一个方块预览next_text = font.render("下一个:", True, TEXT_COLOR)screen.blit(next_text, (info_x, 20))for y, row in enumerate(self.next_piece['shape']):for x, cell in enumerate(row):if cell:pygame.draw.rect(screen, (200, 0, 0), (info_x + x * GRID_SIZE, 50 + y * GRID_SIZE, GRID_SIZE, GRID_SIZE))pygame.draw.rect(screen, BLOCK_GRID_COLOR, (info_x + x * GRID_SIZE, 50 + y * GRID_SIZE, GRID_SIZE, GRID_SIZE), 1)# 绘制分数和等级score_text = font.render(f"分数: {self.score}", True, TEXT_COLOR)level_text = font.render(f"等级: {self.level}", True, TEXT_COLOR)screen.blit(score_text, (info_x, 150))screen.blit(level_text, (info_x, 180))# 绘制操作说明controls = ["操作说明:","← → : 左右移动","↑ : 旋转","↓ : 加速下落","空格: 直接落下"]for i, text in enumerate(controls):control_text = font.render(text, True, TEXT_COLOR)screen.blit(control_text, (info_x, 230 + i * 25))# 游戏结束提示if self.game_over:game_over_text = large_font.render("游戏结束!", True, GAME_OVER_COLOR)restart_text = font.render("按R键重新开始", True, GAME_OVER_COLOR)screen.blit(game_over_text, (GRID_WIDTH * GRID_SIZE // 2 - 80, GRID_HEIGHT * GRID_SIZE // 2 - 50))screen.blit(restart_text, (GRID_WIDTH * GRID_SIZE // 2 - 70, GRID_HEIGHT * GRID_SIZE // 2))# 主游戏循环
def main():clock = pygame.time.Clock()game = Tetris()while True:# 处理事件for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if event.type == pygame.KEYDOWN:if game.game_over:if event.key == pygame.K_r:game = Tetris() # 重新开始游戏else:if event.key == pygame.K_LEFT and game.valid_move(game.current_piece, -1):game.current_piece['x'] -= 1elif event.key == pygame.K_RIGHT and game.valid_move(game.current_piece, 1):game.current_piece['x'] += 1elif event.key == pygame.K_DOWN and game.valid_move(game.current_piece, 0, 1):game.current_piece['y'] += 1elif event.key == pygame.K_UP:game.rotate_piece()elif event.key == pygame.K_SPACE:while game.valid_move(game.current_piece, 0, 1):game.current_piece['y'] += 1game.lock_piece()# 自动下落if not game.game_over:current_time = pygame.time.get_ticks() / 1000if current_time - game.fall_time > game.fall_speed:game.fall_time = current_timeif game.valid_move(game.current_piece, 0, 1):game.current_piece['y'] += 1else:game.lock_piece()# 绘制游戏game.draw()pygame.display.update()clock.tick(60)if __name__ == "__main__":main()
四、代码运行方式
1.代码运行环境
Python 环境 :建议使用 Python 3.6 及以上版本。
依赖库 :需要安装 pygame 库,可以使用以下命令进行安装:
pip install pygame
2.游戏操作
左右移动 :按下键盘的左箭头 ← 或右箭头 → 可以控制方块左右移动。
旋转 :按下上箭头 ↑ 可以旋转方块。
加速下落 :按下下箭头 ↓ 可以使方块加速下落。
直接落下 :按下空格键 Space 可以让方块直接落到最底部。
重新开始 :游戏结束后,按下 R 键可以重新开始游戏。