用 Python 实现简单的俄罗斯方块(tetris)游戏

缘起

最近又(为什么要说“又”呢?)在学着用 Python 来解决一些实际问题,希望能从真实应用场景中提升编码的能力。前面的 用 Kindle 追网文之二 是,现在的俄罗斯方块也是。

详细代码

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import pygame
import random

colors = [
(0, 0, 0),
(120, 37, 179),
(100, 179, 179),
(80, 34, 22),
(80, 134, 22),
(180, 34, 22),
(180, 34, 122),
]

class Figure:
x = 0
y = 0

figures = [
[[1, 5, 9, 13], [4, 5, 6, 7]],
[[4, 5, 9, 10], [2, 6, 5, 9]],
[[6, 7, 9, 10], [1, 5, 6, 10]],
[[1, 2, 5, 9], [0, 4, 5, 6], [1, 5, 9, 8], [4, 5, 6, 10]],
[[1, 2, 6, 10], [5, 6, 7, 9], [2, 6, 10, 11], [3, 5, 6, 7]],
[[1, 4, 5, 6], [1, 4, 5, 9], [4, 5, 6, 9], [1, 5, 6, 9]],
[[1, 2, 5, 6]],
]

def __init__(self, x, y):
self.x = x
self.y = y
self.type = random.randint(0, len(self.figures) - 1)
self.color = random.randint(1, len(colors) - 1)
self.rotation = 0

def image(self):
return self.figures[self.type][self.rotation]

def rotate(self):
self.rotation = (self.rotation + 1) % len(self.figures[self.type])


class Tetris:
level = 1
score = 0
state = "start"
field = []
height = 0
width = 0
x = 100
y = 60
zoom = 20
figure = None
figure_next = None

def __init__(self, height, width):
self.height = height
self.width = width
self.field = []
self.score = 0
self.state = "start"
for i in range(height):
new_line = []
for j in range(width):
new_line.append(0)
self.field.append(new_line)

def new_figure(self):
self.figure = Figure(3, 0)

def new_next_figure(self):
self.figure_next = Figure(0, 0)

def intersects(self):
intersection = False
for i in range(4):
for j in range(4):
if i * 4 + j in self.figure.image():
if i + self.figure.y > self.height - 1 or \
j + self.figure.x > self.width - 1 or \
j + self.figure.x < 0 or \
self.field[i +
self.figure.y][j +
self.figure.x] > 0:
intersection = True
return intersection

def break_lines(self):
lines = 0
for i in range(1, self.height):
zeros = 0
for j in range(self.width):
if self.field[i][j] == 0:
zeros += 1
if zeros == 0:
lines += 1
for i1 in range(i, 1, -1):
for j in range(self.width):
self.field[i1][j] = self.field[i1 - 1][j]
self.score += lines ** 2
self.level = self.score // 100 + 1

def go_space(self):
while not self.intersects():
self.figure.y += 1
self.figure.y -= 1
self.freeze()

def go_down(self):
self.figure.y += 1
if self.intersects():
self.figure.y -= 1
self.freeze()

def freeze(self):
for i in range(4):
for j in range(4):
if i * 4 + j in self.figure.image():
self.field[
i + self.figure.y][
j + self.figure.x] = self.figure.color
self.break_lines()
self.new_figure()
tmp_x = self.figure.x
tmp_y = self.figure.y
self.figure = self.figure_next
self.figure.x = tmp_x
self.figure.y = tmp_y
self.new_next_figure()
if self.intersects():
self.state = "gameover"

def go_side(self, dx):
old_x = self.figure.x
self.figure.x += dx
if self.intersects():
self.figure.x = old_x

def rotate(self):
old_rotation = self.figure.rotation
self.figure.rotate()
if self.intersects():
self.figure.rotation = old_rotation


# Initialize the game engine
pygame.init()

# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GRAY = (128, 128, 128)

size = (400, 500)
screen = pygame.display.set_mode(size)

pygame.display.set_caption("Tetris")

# Loop until the user clicks the close button.
done = False
clock = pygame.time.Clock()
fps = 25
game = Tetris(20, 10)
counter = 0

pressing_down = False

while not done:
if game.figure is None:
game.new_figure()
game.new_next_figure()
counter += 1
if counter > 100000:
counter = 0

if counter % (fps // game.level // 2) == 0 or pressing_down:
if game.state == "start":
game.go_down()

for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if game.state == "paused":
if event.key == pygame.K_p:
game.state = "start"
elif game.state == "start":
if event.key == pygame.K_UP:
game.rotate()
if event.key == pygame.K_DOWN:
pressing_down = True
if event.key == pygame.K_LEFT:
game.go_side(-1)
if event.key == pygame.K_RIGHT:
game.go_side(1)
if event.key == pygame.K_SPACE:
game.go_space()
if event.key == pygame.K_p:
game.state = "paused"
else:
pass
if event.key == pygame.K_ESCAPE:
game.__init__(20, 10)

if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN:
pressing_down = False

screen.fill(WHITE)

if game.figure_next is not None:
for i in range(4):
for j in range(4):
p = i * 4 + j
if p in game.figure_next.image():
pygame.draw.rect(
screen,
colors[game.figure_next.color],
[0 + game.zoom * (j + game.figure_next.x) + 1,
60 + game.zoom * (i + game.figure_next.y) + 1,
game.zoom - 2,
game.zoom - 2])

for i in range(game.height):
for j in range(game.width):
pygame.draw.rect(
screen,
GRAY,
[game.x + game.zoom * j,
game.y + game.zoom * i,
game.zoom,
game.zoom],
1)
if game.field[i][j] > 0:
pygame.draw.rect(
screen,
colors[game.field[i][j]],
[game.x + game.zoom * j + 1,
game.y + game.zoom * i + 1,
game.zoom - 2,
game.zoom - 1])

if game.figure is not None:
for i in range(4):
for j in range(4):
p = i * 4 + j
if p in game.figure.image():
pygame.draw.rect(
screen,
colors[game.figure.color],
[game.x + game.zoom * (j + game.figure.x) + 1,
game.y + game.zoom * (i + game.figure.y) + 1,
game.zoom - 2,
game.zoom - 2])

font = pygame.font.SysFont('Calibri', 25, True, False)
font1 = pygame.font.SysFont('Calibri', 65, True, False)
text = font.render("Score: " + str(game.score) + " Speed: " + str(game.level), True, BLACK)
text1 = font.render("Next :", True, BLACK)
text_game_over = font1.render("Game Over", True, (255, 125, 0))
text_game_over1 = font1.render("Press ESC", True, (255, 215, 0))
text_paused = font1.render("PAUSED", True, (255, 125, 0))
text_paused1 = font1.render("p->continue", True, (255, 215, 0))

screen.blit(text, [0, 0])
screen.blit(text1, [0, 26])
if game.state == "gameover":
screen.blit(text_game_over, [5, 200])
screen.blit(text_game_over1, [20, 265])
if game.state == "paused":
screen.blit(text_paused, [20, 200])
screen.blit(text_paused1, [1, 265])

pygame.display.flip()
clock.tick(fps)

pygame.quit()

使用方法

要首先安装软件:

1
pip3 install pygame

一些说明

  1. 原始代码来自于这里
  2. 参考了 How to write Tetris in Python
  3. 我给新增了几项功能
    1. 增加了预览下一个块式样的功能
    2. 增加游戏暂停功能
    3. 增加了随着分数增加块下落的速度也跟着加快的功能