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

            # aim/COLS表示目标位置所在行

            # 此判断表示,当shape在左边界时,不允许再向左移动(越界。。),在最右边时向右也禁止

            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

调用的模块:

#coding:utf-8

#! /usr/bin/env python

COLS = 16

ROWS = 20



class Block():

    color = (255,255,255)

    def __init__(self):

        self._state = 0

    def __str__(self):

        return self.__class__.__name__

    def _orientations(self):

        raise NotImplementedError()

    def rotate(self, times=1):

        for i in range(times):

            if len(self._orientations())-1 == self._state:

                self._state = 0

                #只要_state比_orientations长度-1还要小,就让_state加1



            else:

                self._state += 1

    def blades(self):

        # 返回对应形状的一种旋转形状。(返回一个list,list中每个元素是一个(x,y))

        return self._orientations()[self._state]



    def grid(self, pos, cols=COLS, rows=ROWS):

        # grid()函数:对于一个形状,从它的cell中的pos位置,按照orientations的位置提示,把所有cell涂色

        # pos表示的是shape中的一个cell,也就是(0,0)

        if cols*rows <= pos:

            return None

        # 这种情况应该不可能出现吧。如果出现<=的情况

        # 那么,pos都跑到界外了。。



        grid = [None] * cols * rows

        grid[pos] = str(self)

        for b in self.blades():

            x, y = b

            # pos/cols表示pos处于board的第几行

            if pos/cols != (pos+x)/cols:

                return None

            i = pos + x + y * cols

            if i < 0:

                continue

            elif cols*rows <= i:

                return None

            grid[i] = str(self)

            # 给相应的其他位置都“涂色”,比如对于方块,是O型的,那么pos肯定是有值的,pos位于有上角。。

        return grid



# 以下每个形状class,_orientations()都返回形状的列表。(0,0)一定被包含在其中,为了省略空间所以都没有写出.

class O(Block):

    color = (207,247,0)

    def _orientations(self):

        return (

            [(-1,0), (-1,1), (0,1)],

            )

class I(Block):

    color = (135,240,60)

    def _orientations(self):

        return (

            [(-2,0), (-1,0), (1,0)],

            [(0,-1), (0,1), (0,2)],

            )

class S(Block):

    color = (171,252,113)

    def _orientations(self):

        return (

            [(1,0), (-1,1), (0,1)],

            [(0,-1), (1,0), (1,1)],

            )

class Z(Block):

    color = (243,61,110)

    def _orientations(self):

        return (

            [(-1,0), (0,1), (1,1)],

            [(1,-1), (1,0), (0,1)],

            )

class L(Block):

    color = (253,205,217)

    def _orientations(self):

        return (

            [(-1,1), (-1,0), (1,0)],

            [(0,-1), (0,1), (1,1)],

            [(-1,0), (1,0), (1,-1)],

            [(-1,-1), (0,-1), (0,1)],

            )

class J(Block):

    color = (140,180,225)

    def _orientations(self):

        return (

            [(-1,0), (1,0), (1,1)],

            [(0,1), (0,-1), (1,-1)],

            [(-1,-1), (-1,0), (1,0)],

            [(-1,1), (0,1), (0,-1)],

            )

class T(Block):

    color = (229,251,113)

    def _orientations(self):

        return (

            [(-1,0), (0,1), (1,0)],

            [(0,-1), (0,1), (1,0)],

            [(-1,0), (0,-1), (1,0)],

            [(-1,0), (0,-1), (0,1)],

            )

 

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