Untitled
unknown
python
3 years ago
8.1 kB
13
Indexable
import pygame
import tkinter as tk
colors = [
(0,0,0), #白色
(211,211,211), #dim gray
(103,106,106) #light gray
]
class Figure:
x = 0 #圖形的x座標
y = 0 #圖形的y座標
figures = [
[[1, 5, 9], [4, 5, 6]], #長方形方塊和他的旋轉方塊
[[0,1,2,5,8,9,10],[0,2,4,5,6,8,10]] #I行方塊和他的選轉方塊
]
def __init__(self, x, y, figure_type): #初始化方塊的參數
self.x = x
self.y = y
self.type = figure_type
self.color = figure_type + 1
self.rotation = 0
def image(self): #拿方塊
return self.figures[self.type][self.rotation]
def rotate(self): #旋轉方塊
self.rotation = (self.rotation + 1) % len(self.figures[self.type])
class Tetris:
state = "start"
field = []
height = 0
width = 0
x = 100
y = 60
zoom = 20
figure = None
figure_type = 0
def __init__(self, height, width): #初始化存取方塊的list
self.height = height
self.width = width
#宣告2維list
for i in range(height):
new_line = []
for j in range(width):
new_line.append(0) #一開始都初始化為0 代表沒有方塊
self.field.append(new_line)
def new_figure(self): #宣告一個方塊
self.figure = Figure(Width//2-1, 0, self.figure_type) #初始位置為最上層的中間
def intersects(self): #判斷正在下落的方塊有沒有碰到其他方塊
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: #檢查下落方塊的該位置有沒有和其他方塊碰撞
intersection = True
return intersection #回傳偵測結果
def go_space(self): #直接移到最下層
while not self.intersects(): #一直往下直到碰到其他方塊
self.figure.y += 1
self.figure.y -= 1
self.freeze()
def go_down(self): #往下走一格
self.figure.y += 1
if self.intersects():
self.figure.y -= 1
self.freeze()
def freeze(self): #走到最下面就不動了
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 #把該方塊加到不會動的方塊中
self.new_figure() #生成新方塊
if self.intersects(): #檢查新生成的方塊有沒有和其他方塊碰撞
game.state = "gameover" #有的話就遊戲結束了
def go_side(self, dx): #往旁邊走一格
old_x = self.figure.x #記錄初始方塊狀態
self.figure.x += dx #移動
if self.intersects(): #如果有碰到其他方塊就不移動
self.figure.x = old_x
def rotate(self): #旋轉一次
old_rotation = self.figure.rotation #記錄初始方塊狀態
self.figure.rotate() #旋轉方塊
if self.intersects(): #如果有碰到其他方塊就不旋轉
self.figure.rotation = old_rotation
Height=20
Width=20
#宣告gui
window = tk.Tk()
window.title('Tetris')
window.geometry('410x300')
window.resizable(False, False)
window.config(bg="white")
def StartFunc():
global Height,Width
#設定使用者輸入進來的長跟寬
Height=int(Height_Value.get())
Width=int(Width_Value.get())
window.destroy() #關閉gui
# 宣告gui上的物件
label = tk.Label(text="俄羅斯方塊遊戲",fg="black",bg="white",font=("Arial", 30, "bold"))
label.place(x=90,y=50)
Height_Label = tk.Label(text="高度:",fg="black",bg="white",font=("Arial", 20, "bold"))
Height_Label.place(x=90,y=150)
Height_Value = tk.Entry(width=5, font=("Arial", 15, "bold"), bg="white", fg="black")
Height_Value.place(x=140,y=150)
Weight_Label = tk.Label(text="寬度:",fg="black",bg="white",font=("Arial", 20, "bold"))
Weight_Label.place(x=200,y=150)
Width_Value = tk.Entry(width=5, font=("Arial", 15, "bold"), bg="white", fg="black")
Width_Value.place(x=250,y=150)
button = tk.Button(window, text = 'Start', command = StartFunc,width=20,height=2,borderwidth=0)
button.place(x=100,y=220)
window.mainloop() #顯示gui
# 初始化遊戲引擎
pygame.init()
# 定義一些顏色
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GRAY = (128, 128, 128)
size = (Width*20+200, Height*20+150) #遊戲視窗的大小
screen = pygame.display.set_mode(size) #宣告遊戲式窗
pygame.display.set_caption("Tetris") #設定式窗標題
#設定一些參數
finished = False
clock = pygame.time.Clock()
game = Tetris(Height, Width)
Time = 0
pressing_down = False
moveTime=0
while not finished: #還沒結束就一直跑
if game.figure is None: #如果沒有方塊就生成一個方塊
game.new_figure()
Time += 1 #計算跑了幾次回圈
if Time % (100) == 0 or (pressing_down and Time-moveTime>50): #到達下墜時間或按著下鍵
if game.state == "start": #如果還在遊戲中
game.go_down() #往下移動一格
moveTime=Time #記錄移動時的時間
for event in pygame.event.get(): #讀取鍵盤輸入
if event.type == pygame.QUIT: #按叉叉要退出遊戲
finished = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP: #按上要選轉
game.rotate()
if event.key == pygame.K_DOWN: #按下要加速下墜
pressing_down = True
if event.key == pygame.K_LEFT: #按左要往左移動一格
game.go_side(-1)
if event.key == pygame.K_RIGHT: #按又要往右移動一格
game.go_side(1)
if event.key == pygame.K_SPACE: #按空白鍵要直接移動到底
game.go_space()
if event.key == pygame.K_q: #按q要退出遊戲
finished=True
if event.key == pygame.K_c: #按c要切換I行方塊跟長方形方塊
game.figure_type = not game.figure_type
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN: #結束加速下墜
pressing_down = False
screen.fill(WHITE) #把螢幕填成白色
#畫不會動的方塊
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) #畫外誆
if game.field[i][j] > 0: #如果該格子有方塊就畫方塊
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]) #話方塊
#畫正在下落的方塊
for i in range(4):
for j in range(4):
p = i * 4 + j
if p in game.figure.image(): #如果這格是圖形的組成方塊之一就畫在視窗上
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]) #畫方塊
if game.state == "gameover": #如果遊戲狀態是結束就要印出game over字樣
font1 = pygame.font.SysFont('Calibri', (Width*20+200)//10, True, False) #設定pygame的字體
text_game_over = font1.render("Game Over", True, (255, 0, 0)) #設定要印出的文字及顏色
screen.blit(text_game_over, [(Width*20+200)//2-text_game_over.get_width()//2,(Height*20+150)//2-text_game_over.get_height()//2]) #把game over字樣畫到螢幕上
pygame.display.flip() #把上面要顯示的物件都更新到螢幕上
pygame.quit() #關閉視窗Editor is loading...