游戏一:俄罗斯方块简易版

1984 年,苏联工程师阿列克谢・帕基特诺夫在电脑上敲下一串代码,无意间创造出了风靡全球的游戏 ------ 俄罗斯方块。这个由 "tetra"(希腊语,意为 "四")与 "Tennis"(帕基特诺夫喜爱的网球)组合而成的名字,带着数学与运动的奇妙融合,开启了一场跨越时代的方块冒险。

作为童年的回忆,每个游戏少年都希望有一款自己的俄罗斯方块游戏,接下来我们就开始"tetra"的创作之旅。

成品示例

完整代码

import pygame

import random

初始化 Pygame

pygame.init()

定义颜色

BLACK = (0, 0, 0)

WHITE = (255, 255, 255)

GRAY = (128, 128, 128)

RED = (255, 0, 0)

游戏窗口设置

WIDTH = 300

HEIGHT = 600

BLOCK_SIZE = 30

screen = pygame.display.set_mode((WIDTH, HEIGHT))

pygame.display.set_caption("俄罗斯方块")

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],

\[1, 1, 1\], \[0, 0, 1\]

]

生成随机方块

def new_piece():

shape = random.choice(SHAPES)

return {

'x': WIDTH // 2 // BLOCK_SIZE - len(shape0) // 2,

'y': 0,

'shape': shape

}

绘制方块

def draw_piece(piece):

for y, row in enumerate(piece'shape'):

for x, val in enumerate(row):

if val:

pygame.draw.rect(screen, WHITE, [

(piece'x' + x) * BLOCK_SIZE,

(piece'y' + y) * BLOCK_SIZE,

BLOCK_SIZE, BLOCK_SIZE

])

pygame.draw.rect(screen, GRAY, [

(piece'x' + x) * BLOCK_SIZE,

(piece'y' + y) * BLOCK_SIZE,

BLOCK_SIZE, BLOCK_SIZE

], 1)

检查方块是否越界或碰撞

def is_collision(board, piece):

for y, row in enumerate(piece'shape'):

for x, val in enumerate(row):

if val:

new_x = piece'x' + x

new_y = piece'y' + y

if new_x < 0 or new_x >= WIDTH // BLOCK_SIZE or new_y >= HEIGHT // BLOCK_SIZE or (new_y >= 0 and boardnew_ynew_x):

return True

return False

将方块合并到游戏面板

def merge(board, piece):

for y, row in enumerate(piece'shape'):

for x, val in enumerate(row):

if val:

boardpiece\['y' + y]piece\['x' + x] = 1

return board

检查并消除满行

def clear_lines(board):

full_lines = \[\]

for y, row in enumerate(board):

if all(row):

full_lines.append(y)

for line in full_lines:

del boardline

board = \[0 * (WIDTH // BLOCK_SIZE)] + board

return board, len(full_lines)

初始化游戏面板

board = \[0 * (WIDTH // BLOCK_SIZE) for _ in range(HEIGHT // BLOCK_SIZE)]

score = 0

font = pygame.font.Font(None, 36)

主游戏循环

running = True

current_piece = new_piece()

clock = pygame.time.Clock()

fall_time = 0

fall_speed = 0.3

... 前面的代码保持不变 ...

while running:

控制方块下落速度

fall_time += clock.get_rawtime()

clock.tick()

if fall_time / 1000 >= fall_speed:

fall_time = 0

修改变量名,避免和函数名冲突

new_piece_data = {

'x': current_piece'x',

'y': current_piece'y' + 1,

'shape': current_piece'shape'

}

if not is_collision(board, new_piece_data):

current_piece = new_piece_data

else:

board = merge(board, current_piece)

board, cleared_lines = clear_lines(board)

score += cleared_lines * 100

current_piece = new_piece()

if is_collision(board, current_piece):

running = False

for event in pygame.event.get():

if event.type == pygame.QUIT:

running = False

elif event.type == pygame.KEYDOWN:

if event.key == pygame.K_LEFT:

修改变量名,避免和函数名冲突

new_piece_data = {

'x': current_piece'x' - 1,

'y': current_piece'y',

'shape': current_piece'shape'

}

if not is_collision(board, new_piece_data):

current_piece = new_piece_data

elif event.key == pygame.K_RIGHT:

修改变量名,避免和函数名冲突

new_piece_data = {

'x': current_piece'x' + 1,

'y': current_piece'y',

'shape': current_piece'shape'

}

if not is_collision(board, new_piece_data):

current_piece = new_piece_data

elif event.key == pygame.K_DOWN:

修改变量名,避免和函数名冲突

new_piece_data = {

'x': current_piece'x',

'y': current_piece'y' + 1,

'shape': current_piece'shape'

}

if not is_collision(board, new_piece_data):

current_piece = new_piece_data

elif event.key == pygame.K_UP:

简单的旋转逻辑

rotated_shape = list(map(list, zip(*reversed(current_piece'shape'))))

修改变量名,避免和函数名冲突

new_piece_data = {

'x': current_piece'x',

'y': current_piece'y',

'shape': rotated_shape

}

if not is_collision(board, new_piece_data):

current_piece = new_piece_data

screen.fill(BLACK)

... 后面的代码保持不变 ...

绘制游戏面板

for y, row in enumerate(board):

for x, val in enumerate(row):

if val:

pygame.draw.rect(screen, WHITE, [

x * BLOCK_SIZE,

y * BLOCK_SIZE,

BLOCK_SIZE, BLOCK_SIZE

])

pygame.draw.rect(screen, GRAY, [

x * BLOCK_SIZE,

y * BLOCK_SIZE,

BLOCK_SIZE, BLOCK_SIZE

], 1)

draw_piece(current_piece)

绘制得分

score_text = font.render(f"Score: {score}", True, RED)

screen.blit(score_text, (10, 10))

pygame.display.flip()

pygame.quit()

相关推荐
小小数媒成员8 小时前
UGUI原理(一)
开发语言·游戏·unity·游戏引擎
揽星河..1 天前
【C语言】扫雷游戏
c语言·算法·游戏
郝学胜-神的一滴1 天前
AI 编程智能体 22:解析器赋能与实战落地全指南
人工智能·程序人生·游戏·unity·游戏引擎
云上工程笔记1 天前
用 AstraWork 复刻并二创一款网页地牢游戏:从链接到上线的完整工程实践
游戏
zrc0070071 天前
steam无法登录 steam错误 登录时出现错误。请稍后再试。解决办法 steam无法登录解决办法 湖南地区steam DNS问题解决办法
windows·经验分享·游戏·缓存·游戏程序·创业创新·玩游戏
大囚长1 天前
Kubernetes 的资源开销、适用边界,以及游戏与有状态负载的工程现实
游戏·容器·kubernetes
qq_25294131681 天前
三角洲第一人称射击游戏(FPS)角色部位检测数据集 | 游戏目标检测、角色部位识别、小目标检测9296期
目标检测·游戏·计算机·目标跟踪·三角洲·三角洲游戏·身体
william_yangshun2 天前
【AI实战】Claude-Code-Game-Studios中文版使用教程:把Claude Code改造成49个Agent的游戏工作室
人工智能·游戏
流浪打工人2 天前
快乐小鸡游戏
游戏
Solange__2 天前
在线3D预览器、Blender和游戏引擎怎么选?按5类任务比较格式、隐私与编辑性
人工智能·游戏·3d·游戏引擎·blender·1024程序员节·关卡设计