O_BLOCK = [Block([‘OO’,
‘OO’], Point(0, 0), Point(1, 1), ‘O’, 0)]

J型方块

J_BLOCK = [Block([‘O…’,
‘OOO’,
‘…’], Point(0, 0), Point(2, 1), ‘J’, 1),
Block([‘.OO’,
‘.O.’,
‘.O.’], Point(1, 0), Point(2, 2), ‘J’, 2),
Block([‘…’,
‘OOO’,
‘…O’], Point(0, 1), Point(2, 2), ‘J’, 3),
Block([‘.O.’,
‘.O.’,
‘OO.’], Point(0, 0), Point(1, 2), ‘J’, 0)]

L型方块

L_BLOCK = [Block([‘…O’,
‘OOO’,
‘…’], Point(0, 0), Point(2, 1), ‘L’, 1),
Block([‘.O.’,
‘.O.’,
‘.OO’], Point(1, 0), Point(2, 2), ‘L’, 2),
Block([‘…’,
‘OOO’,
‘O…’], Point(0, 1), Point(2, 2), ‘L’, 3),
Block([‘OO.’,
‘.O.’,
‘.O.’], Point(0, 0), Point(1, 2), ‘L’, 0)]

T型方块

T_BLOCK = [Block([‘.O.’,
‘OOO’,
‘…’], Point(0, 0), Point(2, 1), ‘T’, 1),
Block([‘.O.’,
‘.OO’,
‘.O.’], Point(1, 0), Point(2, 2), ‘T’, 2),
Block([‘…’,
‘OOO’,
‘.O.’], Point(0, 1), Point(2, 2), ‘T’, 3),
Block([‘.O.’,
‘OO.’,
‘.O.’], Point(0, 0), Point(1, 2), ‘T’, 0)]

BLOCKS = {
‘O’: O_BLOCK,
‘I’: I_BLOCK,
‘Z’: Z_BLOCK,
‘T’: T_BLOCK,
‘L’: L_BLOCK,
‘S’: S_BLOCK,
‘J’: J_BLOCK}

def get_block():
block_name = random.choice(‘OIZTLSJ’)
b = BLOCKS[block_name]
idx = random.randint(0, len(b) - 1)
return b[idx]

def get_next_block(block):
b = BLOCKS[block.name]
return b[block.next]


**游戏主代码**



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import sys
import time
import pygame
from pygame.locals import *
import blocks

SIZE = 30 # 每个小方格大小
BLOCK_HEIGHT = 25 # 游戏区高度
BLOCK_WIDTH = 10 # 游戏区宽度
BORDER_WIDTH = 4 # 游戏区边框宽度
BORDER_COLOR = (40, 40, 200) # 游戏区边框颜色
SCREEN_WIDTH = SIZE * (BLOCK_WIDTH + 5) # 游戏屏幕的宽
SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT # 游戏屏幕的高
BG_COLOR = (40, 40, 60) # 背景色
BLOCK_COLOR = (20, 128, 200) #
BLACK = (0, 0, 0)
RED = (200, 30, 30) # GAME OVER 的字体颜色

def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
imgText = font.render(text, True, fcolor)
screen.blit(imgText, (x, y))

def main():
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption(‘俄罗斯方块’)

font1 = pygame.font.SysFont('SimHei', 24)  # 黑体24
font2 = pygame.font.Font(None, 72)  # GAME OVER 的字体
font_pos_x = BLOCK_WIDTH \* SIZE + BORDER_WIDTH + 10  # 右侧信息显示区域字体位置的X坐标
gameover_size = font2.size('GAME OVER')
font1_height = int(font1.size('得分')[1])

cur_block = None   # 当前下落方块
next_block = None  # 下一个方块
cur_pos_x, cur_pos_y = 0, 0

game_area = None    # 整个游戏区域
game_over = True
start = False       # 是否开始,当start = True,game\_over = True 时,才显示 GAME OVER
score = 0           # 得分
orispeed = 0.5      # 原始速度
speed = orispeed    # 当前速度
pause = False       # 暂停
last_drop_time = None   # 上次下落时间
last_press_time = None  # 上次按键时间

def \_dock():
    nonlocal cur_block, next_block, game_area, cur_pos_x, cur_pos_y, game_over, score, speed
    for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
        for _j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1):
            if cur_block.template[_i][_j] != '.':
                game_area[cur_pos_y + _i][cur_pos_x + _j] = '0'
    if cur_pos_y + cur_block.start_pos.Y <= 0:
        game_over = True
    else:
        # 计算消除
        remove_idxs = []
        for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
            if all(_x == '0' for _x in game_area[cur_pos_y + _i]):
                remove_idxs.append(cur_pos_y + _i)
        if remove_idxs:
            # 计算得分
            remove_count = len(remove_idxs)
            if remove_count == 1:
                score += 100
            elif remove_count == 2:
                score += 300
            elif remove_count == 3:
                score += 700
            elif remove_count == 4:
                score += 1500
            speed = orispeed - 0.03 \* (score // 10000)
            # 消除
            _i = _j = remove_idxs[-1]
            while _i >= 0:
                while _j in remove_idxs:
                    _j -= 1
                if _j < 0:
                    game_area[_i] = ['.'] \* BLOCK_WIDTH
                else:
                    game_area[_i] = game_area[_j]
                _i -= 1
                _j -= 1
        cur_block = next_block
        next_block = blocks.get_block()
        cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y

def \_judge(pos_x, pos_y, block):
    nonlocal game_area
    for _i in range(block.start_pos.Y, block.end_pos.Y + 1):
        if pos_y + block.end_pos.Y >= BLOCK_HEIGHT:
            return False
        for _j in range(block.start_pos.X, block.end_pos.X + 1):
            if pos_y + _i >= 0 and block.template[_i][_j] != '.' and game_area[pos_y + _i][pos_x + _j] != '.':
                return False

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