網上搜到一個Pygame寫的俄羅斯方塊(tetris),大部分看懂的前提下增加了注釋,Fedora19下運行OK的
主程序:
#coding:utf8#! /usr/bin/env python# 注釋說明:shape表示一個俄羅斯方塊形狀 cell表示一個小方塊import sysfrom random import choiceimport pygamefrom pygame.locals import *from block import O, I, S, Z, L, J, TCOLS = 16ROWS = 20CELLS = COLS * ROWSCELLPX = 32 # 每個cell的像素寬度POS_FIRST_APPEAR = COLS / 2SCREEN_SIZE = (COLS * CELLPX, ROWS * CELLPX)COLOR_BG = (0, 0, 0)def draw(grid, pos=None): # grid是一個list,要么值為None,要么值為'Block' # 非空值在eval()的作用下,用于配置顏色 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這個cell在board內部。 c = eval(grid[i] + ".color") if grid[i] else COLOR_BG # 執行著色。shape的cell涂對應的class設定好的顏色,否則涂黑(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") # 獲取方塊對應的顏色 a = i % COLS * CELLPX # 橫向長度 b = i / COLS * CELLPX # 縱向長度 screen.fill(c, (a, b, CELLPX, CELLPX)) # fill:為cell上色, 第二個參數表示rect pygame.display.flip() # 刷新屏幕def phi(grid1, grid2, pos): # 4x4# 兩個grid之4*4區域內是否會相撞(沖突) 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 Truedef merge(grid1, grid2): # 合并兩個grid grid = grid1[:] for i, c in enumerate(grid2): if c: grid[i] = c return griddef complete(grid): # 減去滿行 n = 0 for i in range(0, CELLS, COLS): # 步長為一行。 if not None in grid[i:i + COLS]: #這一句很容易理解錯誤。 #實際含義是:如果grid[i:i + COLS]都不是None,那么執行下面的語句 grid = [None] * COLS + grid[:i] + grid[i + COLS:] n += 1 return grid, n#n表示減去的行數,用作統計分數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] * CELLSspeed = 500screen.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是時間間隔。。。speed越小,方塊下落的速度越快。。。speed應該換為其他名字 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: # 變形 block.rotate() elif event.key in (K_LEFT, K_RIGHT) and pos / COLS != aim / COLS: # pos/COLS表示當前位置所在行 # aim/COLS表示目標位置所在行 # 此判斷表示,當shape在左邊界時,不允許再向左移動(越界。。),在最右邊時向右也禁止 continue grid_aim = block.grid(aim) if grid_aim and phi(grid, grid_aim, aim): pos = aim else: if event.key == K_UP: block.rotate(times=3) elif not event.key in (K_LEFT, K_RIGHT): break grid = merge(grid, block.grid(pos)) grid, n = complete(grid) if n: draw(grid) speed -= 5 * n if speed < 75: speed = 75
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