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项目地址:https://gitee.com/wyu_001/mypygame/tree/master/game
可执行程序
这个游戏主要使用pygame库编写俄罗斯方块游戏,demo主要演示了pygame开发游戏的主要设计方法和实现代码
下面是游戏界面截图
游戏主界面:
直接上代码:
# !/usr/bin/env python3 # -*- encoding: utf-8 -*- ''' @author: spring.wang @license: @contact: wyu_01@163.com @software: tetris @file: tetris1.py @time: 2024/2/20 17:26 @description: pyinstaller.exe -F -w --distpath D:\myproject\python\pygame\bin\tetris --workpath D:\myproject\python\pygame\bin\temp --specpath D:\myproject\python\pygame\bin\temp D:\myproject\python\pygame\game\tetris.py ''' import pygame import random import time import sys # 游戏窗口尺寸 WINDOW_WIDTH = 200 WINDOW_HEIGHT = 400 # 方块尺寸 BLOCK_SIZE = 20 # 初始化 Pygame pygame.init() # 初始化窗口 window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT)) class Block: def __init__(self, shape, color): self.shape = shape self.color = color self.x = WINDOW_WIDTH // 2 - BLOCK_SIZE self.y = 0 self.timer = 0 self.fall_speed = 10 self.move_speed = 1 self.max_speed = 3 def set_speed(self): self.move_speed += 1 if self.move_speed > self.max_speed: self.move_speed = self.max_speed def reset_speed(self): self.move_speed = 1 def move_up(self): self.y -= BLOCK_SIZE def move_down(self): self.y += BLOCK_SIZE def move_left(self): self.x -= BLOCK_SIZE def move_right(self): self.x += BLOCK_SIZE def rotate(self): self.shape = [[row[i] for row in self.shape][::-1] for i in range(len(self.shape[0]))] # print(self.shape) def draw(self): for i in range(len(self.shape)): for j in range(len(self.shape[i])): if self.shape[i][j] == 1: pygame.draw.rect(window, self.color, (self.x + j * BLOCK_SIZE, self.y + i * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE)) class Tetris: # 方块颜色 BLACK = (0, 0, 0) CYAN = (0, 255, 255) YELLOW = (255, 255, 0) PURPLE = (255, 0, 255) GREEN = (0, 255, 0) RED = (255, 0, 0) ORANGE = (255, 165, 0) BLUE = (0, 0, 255) WHITE = (255, 255, 255) # 定义方块形状 SHAPES = [ [[1, 1, 1, 1]], [[1, 1], [1, 1]], [[1, 1, 0], [0, 1, 1]], [[0, 1, 1], [1, 1, 0]], [[1, 1, 1], [0, 1, 0]], [[1, 1, 1], [1, 0, 0]], [[1, 1, 1], [0, 0, 1]] ] # 定义方块颜色 COLORS = [CYAN, YELLOW, PURPLE, GREEN, RED, ORANGE, BLUE] def __init__(self): self.score = 0 self.timer = 0 self.fall_speed = 1 self.FPS = 60 self.game_running = True pygame.display.set_caption("俄罗斯方块") self.clock = pygame.time.Clock() self.grid = [[self.BLACK] * (WINDOW_WIDTH // BLOCK_SIZE) for _ in range(WINDOW_HEIGHT // BLOCK_SIZE)] self.block = Block(random.choice(self.SHAPES), random.choice(self.COLORS)) self.key_down_time = None self.key_left_time = None self.key_right_time = None self.down_flag = True self.direction = 0 def draw_grid(self): for x in range(0, WINDOW_WIDTH, BLOCK_SIZE): pygame.draw.line(window, self.BLACK, (x, 0), (x, WINDOW_HEIGHT)) for y in range(0, WINDOW_HEIGHT, BLOCK_SIZE): pygame.draw.line(window, self.BLACK, (0, y), (WINDOW_WIDTH, y)) def check_collision(self): for i in range(len(self.block.shape)): for j in range(len(self.block.shape[i])): if self.block.shape[i][j] == 1: if self.block.y + (i + 1) * BLOCK_SIZE >= WINDOW_HEIGHT or \ self.block.x + j * BLOCK_SIZE < 0 or \ self.block.x + j * BLOCK_SIZE >= WINDOW_WIDTH or \ self.grid[self.block.y // BLOCK_SIZE + i + 1][self.block.x // BLOCK_SIZE + j] != self.BLACK: return True return False def event_handler(self): # 处理事件 for event in pygame.event.get(): if event.type == pygame.QUIT: self.game_running = False pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: self.key_left_time = time.time() self.block.move_left() if self.check_collision(): self.block.move_right() elif event.key == pygame.K_RIGHT: self.key_right_time = time.time() self.block.move_right() if self.check_collision(): self.block.move_left() elif event.key == pygame.K_DOWN: if not self.check_collision(): self.key_down_time = time.time() self.block.move_down() elif event.key == pygame.K_UP: self.block.rotate() if self.check_collision(): for _ in range(3): self.block.rotate() elif event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: self.key_left_time = None self.down_flag = True self.timer = 0 self.direction = 0 if event.key == pygame.K_RIGHT: self.key_right_time = None self.down_flag = True self.timer = 0 self.direction = 0 if event.key == pygame.K_DOWN: self.key_down_time = None self.timer=0 def update(self): if self.timer >= 1 / self.fall_speed: self.timer -= 1 / self.fall_speed if not self.check_collision() and self.down_flag: self.block.move_down() elif not self.check_collision(): if self.direction == 1: self.block.move_left() if self.check_collision(): self.block.move_right() if self.direction == 2: self.block.move_right() if self.check_collision(): self.block.move_left() else: for i in range(len(self.block.shape)): for j in range(len(self.block.shape[i])): if self.block.shape[i][j] == 1: # print(block.y // BLOCK_SIZE + i, block.x // BLOCK_SIZE + j,i,j) self.grid[self.block.y // BLOCK_SIZE + i][self.block.x // BLOCK_SIZE + j] = self.block.color self.score += self.clear_rows() if self.score%20 == 0 and self.score != 0 : self.fall_speed += 1 self.block = Block(random.choice(self.SHAPES), random.choice(self.COLORS)) if self.check_collision(): self.game_running = False current_time = time.time() if self.key_down_time is not None and (current_time - self.key_down_time) > 0.1: # 假设0.1秒后开始加速 self.key_down_time = current_time self.timer += 1 / self.fall_speed*2 if self.key_left_time is not None and (current_time - self.key_left_time) > 0.1: # 假设0.1秒后开始加速 self.key_left_time = current_time self.down_flag = False self.direction = 1 self.timer += 1 / self.fall_speed*20 if self.key_right_time is not None and (current_time - self.key_right_time) > 0.1: # 假设0.1秒后开始加速 self.key_right_time = current_time self.down_flag = False self.direction = 2 self.timer += 1 / self.fall_speed*20 # 绘制 window.fill(self.BLACK) for i in range(len(self.grid)): for j in range(len(self.grid[i])): pygame.draw.rect(window, self.grid[i][j], (j * BLOCK_SIZE, i * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE), 0) self.block.draw() self.draw_grid() self.draw_score() pygame.display.flip() def clear_rows(self): full_rows = [] for i in range(len(self.grid)): if not self.BLACK in self.grid[i]: full_rows.append(i) for row in full_rows: del self.grid[row] self.grid.insert(0, [self.BLACK] * (WINDOW_WIDTH // BLOCK_SIZE)) return len(full_rows) def draw_score(self): font = pygame.font.Font('resource/font/simfang.ttf', 12) font.set_bold(True) text = font.render("SCORE: " + str(self.score), True, self.WHITE) window.blit(text, (10, 10)) def game_over(self): font = pygame.font.Font('resource/font/COOPBL.TTF', 24) text = font.render("GAME OVER", True, self.RED) window.blit(text, (WINDOW_WIDTH // 2 - text.get_width() // 2, WINDOW_HEIGHT // 2 - text.get_height() // 2)) pygame.display.flip() pygame.time.wait(2000) def play_music(self): pygame.mixer.init() pygame.mixer.music.load('resource/music/gotime.mp3') pygame.mixer.music.play(-1) def run(self): self.play_music() self.game_running = True while self.game_running: dt = self.clock.tick(self.FPS) / 1000 self.timer += dt self.event_handler() self.update() self.game_over() class ImageButton(): def __init__(self, x, y, image_normal, image_hover=None): self.rect = image_normal.get_rect(topleft=(x, y)) self.normal_image = image_normal self.hover_image = image_hover if image_hover is not None else image_normal self.image = self.normal_image self.clicked = False def draw(self): mouse_pos = pygame.mouse.get_pos() if self.rect.collidepoint(mouse_pos): self.image = self.hover_image else: self.image = self.normal_image window.blit(self.image, self.rect) def check_click(self): mouse_pressed = pygame.mouse.get_pressed()[0] if self.rect.collidepoint(pygame.mouse.get_pos()) and mouse_pressed: self.clicked = True return True else: self.clicked = False return False def draw_title(): font = pygame.font.Font('resource/font/COOPBL.TTF', 40) text = font.render("TETRIS", True, (11, 161, 225)) window.blit(text, (WINDOW_WIDTH // 2 - text.get_width() // 2, WINDOW_HEIGHT // 4 - text.get_height() // 2)) if __name__ == "__main__": # 创建开始按钮 # 加载开始按钮图片(确保图片文件路径正确) start_button_img_normal = pygame.image.load('resource/icon/start.png') start_button_img_hover = pygame.image.load('resource/icon/start_hover.png') # 可选:如果需要鼠标悬停效果 background_image = pygame.image.load('resource/icon/back.png') start_button = ImageButton(WINDOW_WIDTH // 2 - start_button_img_normal.get_width() // 2, WINDOW_HEIGHT // 2 - start_button_img_normal.get_height() // 2, start_button_img_normal, start_button_img_hover) # 游戏主循环 running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.MOUSEBUTTONDOWN: if start_button.check_click(): Tetris().run() window.fill((0, 0, 0)) # 填充背景色 window.blit(background_image, (0, 0)) # 绘制背景图片 draw_title() start_button.draw() # 绘制按钮 pygame.display.flip() pygame.quit()
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