俄罗斯方块:Python实现
网上搜到一个Pygame写的俄罗斯方块(tetris),大部分看懂的前提下增加了注释,Fedora19下运行OK的
主程序:
#coding:utf8
#! /usr/bin/env python
# 注释说明:shape表示一个俄罗斯方块形状 cell表示一个小方块
import sys
from random import choice
import pygame
from pygame.locals import *
from block import O, I, S, Z, L, J, T
COLS = 16
ROWS = 20
CELLS = COLS * ROWS
CELLPX = 32 # 每个cell的像素宽度
POS_FIRST_APPEAR = COLS / 2
SCREEN_SIZE = (COLS * CELLPX, ROWS * CELLPX)
COLOR_BG = (0, 0, 0)
def draw(grid, pos=None):
# grid是一个list,要么值为None,要么值为'Block'
# 非空值在eval()的作用下,用于配置颜色
if pos: # 6x5
s = pos - 3 - 2 * COLS # upper left position
for p in range(0, COLS):
q = s + p * COLS
for i in range(q, q + 6):
if 0 <= i < CELLS:
# 0 <=i < CELLS:表示i这个cell在board内部。
c = eval(grid[i] + ".color") if grid[i] else COLOR_BG
# 执行着色。shape的cell涂对应的class设定好的颜色,否则涂黑(背景色)
a = i % COLS * CELLPX
b = i / COLS * CELLPX
screen.fill(c, (a, b, CELLPX, CELLPX))
else: # all
screen.fill(COLOR_BG)
for i, occupied in enumerate(grid):
if occupied:
c = eval(grid[i] + ".color") # 获取方块对应的颜色
a = i % COLS * CELLPX # 横向长度
b = i / COLS * CELLPX # 纵向长度
screen.fill(c, (a, b, CELLPX, CELLPX))
# fill:为cell上色, 第二个参数表示rect
pygame.display.flip()
# 刷新屏幕
def phi(grid1, grid2, pos): # 4x4
# 两个grid之4*4区域内是否会相撞(冲突)
s = pos - 2 - 1 * COLS # upper left position
for p in range(0, 4):
q = s + p * COLS
for i in range(q, q + 4):
try:
if grid1[i] and grid2[i]:
return False
except:
pass
return True
def merge(grid1, grid2):
# 合并两个grid
grid = grid1[:]
for i, c in enumerate(grid2):
if c:
grid[i] = c
return grid
def complete(grid):
# 减去满行
n = 0
for i in range(0, CELLS, COLS):
# 步长为一行。
if not None in grid[i:i + COLS]:
#这一句很容易理解错误。
#实际含义是:如果grid[i:i + COLS]都不是None,那么执行下面的语句
grid = [None] * COLS + grid[:i] + grid[i + COLS:]
n += 1
return grid, n
#n表示减去的行数,用作统计分数
pygame.init()
pygame.event.set_blocked(None)
pygame.event.set_allowed((KEYDOWN, QUIT))
pygame.key.set_repeat(75, 0)
pygame.display.set_caption('Tetris')
screen = pygame.display.set_mode(SCREEN_SIZE)
pygame.display.update()
grid = [None] * CELLS
speed = 500
screen.fill(COLOR_BG)
while True: # spawn a block
block = choice([O, I, S, Z, L, J, T])()
pos = POS_FIRST_APPEAR
if not phi(grid, block.grid(pos), pos): break # you lose
pygame.time.set_timer(KEYDOWN, speed)
# repeatedly create an event on the event queue
# speed是时间间隔。。。speed越小,方块下落的速度越快。。。speed应该换为其他名字
while True: # move the block
draw(merge(grid, block.grid(pos)), pos)
event = pygame.event.wait()
if event.type == QUIT: sys.exit()
try:
aim = {
K_UNKNOWN: pos+COLS,
K_UP: pos,
K_DOWN: pos+COLS,
K_LEFT: pos-1,
K_RIGHT: pos+1,
}[event.key]
except KeyError:
continue
if event.key == K_UP:
# 变形
block.rotate()
elif event.key in (K_LEFT, K_RIGHT) and pos / COLS != aim / COLS:
# pos/COLS表示当前位置所在行
 
补充:Web开发 , Python ,