pygame实现俄罗斯方块游戏(基础篇2)
接上章《pygame实现俄罗斯方块游戏(基础篇1)》继续写俄罗斯方块游戏
五、计算方块之间的碰撞
在Panel类里增加函数
defcheck_overlap(self,diffx,diffy): forx,yinself.moving_block.get_rect_arr(): forrx,ryinself.rect_arr: ifx+diffx==rxandy+diffy==ry: returnTrue returnFalse
修改move_block函数的判断,增加check_overlap函数检测
defmove_block(self): ifself.moving_blockisNone:create_move_block() ifself.moving_block.can_move(0,1)andnotself.check_overlap(0,1): self.moving_block.move(0,1) else: self.add_block(self.moving_block) self.create_move_block()
现在的效果是方块可以堆叠了
六、键盘控制左右移动
导入变量
frompygame.localsimportKEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN
Panel类里增加一个控制移动方块的函数
defcontrol_block(self,diffx,diffy): ifself.moving_block.can_move(diffx,diffy)andnotself.check_overlap(diffx,diffy): self.moving_block.move(diffx,diffy)
鼠标事件监听处做下键盘的响应
ifevent.type==KEYDOWN: ifevent.key==K_LEFT:main_panel.control_block(-1,0) ifevent.key==K_RIGHT:main_panel.control_block(1,0) ifevent.key==K_UP:pass#变形过会实现 ifevent.key==K_DOWN:main_panel.control_block(0,1)
由于Block类的can_move函数没有实现左右移动的判断,所以需要再对can_move
增加左右边界的处理
defcan_move(self,xdiff,ydiff): forx,yinself.rect_arr: ify+ydiff>=20:returnFalse ifx+xdiff<0orx+xdiff>=10:returnFalse returnTrue
现在,左右的移动也正常了,效果图如下
贴下目前的代码
#-*-coding=utf-8-*-
importrandom
importpygame
frompygame.localsimportKEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN
classPanel(object):#用于绘制整个游戏窗口的版面
rect_arr=[]#已经落底下的方块
moving_block=None#正在落下的方块
def__init__(self,bg,block_size,position):
self._bg=bg;
self._x,self._y,self._width,self._height=position
self._block_size=block_size
self._bgcolor=[0,0,0]
defadd_block(self,block):
forrectinblock.get_rect_arr():
self.rect_arr.append(rect)
defcreate_move_block(self):
block=create_block()
block.move(5-2,-2)#方块挪到中间
self.moving_block=block
defcheck_overlap(self,diffx,diffy,check_arr=None):
ifcheck_arrisNone:check_arr=self.moving_block.get_rect_arr()
forx,yincheck_arr:
forrx,ryinself.rect_arr:
ifx+diffx==rxandy+diffy==ry:
returnTrue
returnFalse
defcontrol_block(self,diffx,diffy):
ifself.moving_block.can_move(diffx,diffy)andnotself.check_overlap(diffx,diffy):
self.moving_block.move(diffx,diffy)
defmove_block(self):
ifself.moving_blockisNone:create_move_block()
ifself.moving_block.can_move(0,1)andnotself.check_overlap(0,1):
self.moving_block.move(0,1)
else:
self.add_block(self.moving_block)
self.create_move_block()
defpaint(self):
mid_x=self._x+self._width/2
pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width)#用一个粗线段来填充背景
#绘制已经落底下的方块
bz=self._block_size
forrectinself.rect_arr:
x,y=rect
pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)
#绘制正在落下的方块
ifself.move_block:
forrectinself.moving_block.get_rect_arr():
x,y=rect
pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)
classBlock(object):
def__init__(self):
self.rect_arr=[]
defget_rect_arr(self):#用于获取方块种的四个矩形列表
returnself.rect_arr
defmove(self,xdiff,ydiff):#用于移动方块的方法
self.new_rect_arr=[]
forx,yinself.rect_arr:
self.new_rect_arr.append((x+xdiff,y+ydiff))
self.rect_arr=self.new_rect_arr
defcan_move(self,xdiff,ydiff):
forx,yinself.rect_arr:
ify+ydiff>=20:returnFalse
ifx+xdiff<0orx+xdiff>=10:returnFalse
returnTrue
classLongBlock(Block):
def__init__(self,n=None):#两种形态
super(LongBlock,self).__init__()
ifnisNone:n=random.randint(0,1)
self.rect_arr=[(1,0),(1,1),(1,2),(1,3)]ifn==0else[(0,2),(1,2),(2,2),(3,2)]
classSquareBlock(Block):#一种形态
def__init__(self,n=None):
super(SquareBlock,self).__init__()
self.rect_arr=[(1,1),(1,2),(2,1),(2,2)]
classZBlock(Block):#两种形态
def__init__(self,n=None):
super(ZBlock,self).__init__()
ifnisNone:n=random.randint(0,1)
self.rect_arr=[(2,0),(2,1),(1,1),(1,2)]ifn==0else[(0,1),(1,1),(1,2),(2,2)]
classSBlock(Block):#两种形态
def__init__(self,n=None):
super(SBlock,self).__init__()
ifnisNone:n=random.randint(0,1)
self.rect_arr=[(1,0),(1,1),(2,1),(2,2)]ifn==0else[(0,2),(1,2),(1,1),(2,1)]
classLBlock(Block):#四种形态
def__init__(self,n=None):
super(LBlock,self).__init__()
ifnisNone:n=random.randint(0,3)
ifn==0:self.rect_arr=[(1,0),(1,1),(1,2),(2,2)]
elifn==1:self.rect_arr=[(0,1),(1,1),(2,1),(0,2)]
elifn==2:self.rect_arr=[(0,0),(1,0),(1,1),(1,2)]
else:self.rect_arr=[(0,1),(1,1),(2,1),(2,0)]
classJBlock(Block):#四种形态
def__init__(self,n=None):
super(JBlock,self).__init__()
ifnisNone:n=random.randint(0,3)
ifn==0:self.rect_arr=[(1,0),(1,1),(1,2),(0,2)]
elifn==1:self.rect_arr=[(0,1),(1,1),(2,1),(0,0)]
elifn==2:self.rect_arr=[(2,0),(1,0),(1,1),(1,2)]
else:self.rect_arr=[(0,1),(1,1),(2,1),(2,2)]
classTBlock(Block):#四种形态
def__init__(self,n=None):
super(TBlock,self).__init__()
ifnisNone:n=random.randint(0,3)
ifn==0:self.rect_arr=[(0,1),(1,1),(2,1),(1,2)]
elifn==1:self.rect_arr=[(1,0),(1,1),(1,2),(0,1)]
elifn==2:self.rect_arr=[(0,1),(1,1),(2,1),(1,0)]
else:self.rect_arr=[(1,0),(1,1),(1,2),(2,1)]
defcreate_block():
n=random.randint(0,19)
ifn==0:returnSquareBlock(n=0)
elifn==1orn==2:returnLongBlock(n=n-1)
elifn==3orn==4:returnZBlock(n=n-3)
elifn==5orn==6:returnSBlock(n=n-5)
elifn>=7andn<=10:returnLBlock(n=n-7)
elifn>=11andn<=14:returnJBlock(n=n-11)
else:returnTBlock(n=n-15)
defrun():
pygame.init()
space=30
main_block_size=30
main_panel_width=main_block_size*10
main_panel_height=main_block_size*20
screencaption=pygame.display.set_caption('Tetris')
screen=pygame.display.set_mode((main_panel_width+160+space*3,main_panel_height+space*2))#设置窗口长宽
main_panel=Panel(screen,main_block_size,[space,space,main_panel_width,main_panel_height])
pygame.key.set_repeat(200,30)
main_panel.create_move_block()
diff_ticks=300#移动一次蛇头的事件,单位毫秒
ticks=pygame.time.get_ticks()+diff_ticks
whileTrue:
foreventinpygame.event.get():
ifevent.type==pygame.QUIT:
pygame.quit()
exit()
ifevent.type==KEYDOWN:
ifevent.key==K_LEFT:main_panel.control_block(-1,0)
ifevent.key==K_RIGHT:main_panel.control_block(1,0)
ifevent.key==K_UP:pass#变形过会实现
ifevent.key==K_DOWN:main_panel.control_block(0,1)
screen.fill((100,100,100))#将界面设置为灰色
main_panel.paint()#主面盘绘制
pygame.display.update()#必须调用update才能看到绘图显示
ifpygame.time.get_ticks()>=ticks:
ticks+=diff_ticks
main_panel.move_block()
run()
七、控制变形
变形的实现,我们对每个方块子类的初始化函数稍作修改,将获取形状做一个独立的get_shape函数,并且给每个子类增加一个变量用于记录当前形态id,用一个变量用于标识每种方块的形态数量,以T型为例,修改后代码如下
classTBlock(Block):#四种形态 shape_id=0 shape_num=4 def__init__(self,n=None): super(TBlock,self).__init__() ifnisNone:n=random.randint(0,3) self.shape_id=n self.rect_arr=self.get_shape() defget_shape(self): ifself.shape_id==0:return[(0,1),(1,1),(2,1),(1,2)] elifself.shape_id==1:return[(1,0),(1,1),(1,2),(0,1)] elifself.shape_id==2:return[(0,1),(1,1),(2,1),(1,0)] else:return[(1,0),(1,1),(1,2),(2,1)]
这样我们在Block父类里可以加一个change函数,用于变换至下一形态,由于变化时要保持原来的移动位置,我们增加sx,sy两个变量将方块移动过的位置存着,便于在变化时使用
classBlock(object): sx=0 sy=0 def__init__(self): self.rect_arr=[] defget_rect_arr(self):#用于获取方块种的四个矩形列表 returnself.rect_arr defmove(self,xdiff,ydiff):#用于移动方块的方法 self.sx+=xdiff self.sy+=ydiff self.new_rect_arr=[] forx,yinself.rect_arr: self.new_rect_arr.append((x+xdiff,y+ydiff)) self.rect_arr=self.new_rect_arr defcan_move(self,xdiff,ydiff): forx,yinself.rect_arr: ify+ydiff>=20:returnFalse ifx+xdiff<0orx+xdiff>=10:returnFalse returnTrue defchange(self): self.shape_id+=1#下一形态 ifself.shape_id>=self.shape_num: self.shape_id=0 arr=self.get_shape() new_arr=[] forx,yinarr: ifx+self.sx<0orx+self.sx>=10:#变形不能超出左右边界 self.shape_id-=1 ifself.shape_id<0:self.shape_id=self.shape_num-1 returnNone new_arr.append([x+self.sx,y+self.sy]) returnnew_arr
在Panel类里的再增加一个change函数,直接调用moving_block的change
defchange_block(self): ifself.moving_block: new_arr=self.moving_block.change() ifnew_arrandnotself.check_overlap(0,0,check_arr=new_arr):#变形不能造成方块重叠 self.moving_block.rect_arr=new_arr
最后将key_up事件的响应加入change_block的调用就好了
ifevent.key==K_UP:main_panel.change_block()
现在已经实现了,变形和移动了,方块基本可以正常下落了
八、方块的消除
这个计算主要是处理Panel类的rect_arr,如果数组中出现某一行有10个就符合消除条件,为简化计算,我们将这些矩形按y值存到一个数组中,便于计算
defcheck_clear(self): tmp_arr=[[]foriinrange(20)] #先将方块按行存入数组 forx,yinself.rect_arr: ify<0:return tmp_arr[y].append([x,y]) clear_num=0 clear_lines=set([]) y_clear_diff_arr=[[]foriinrange(20)] #从下往上计算可以消除的行,并记录消除行后其他行的向下偏移数量 foryinrange(19,-1,-1): iflen(tmp_arr[y])==10: clear_lines.add(y) clear_num+=1 y_clear_diff_arr[y]=clear_num ifclear_num>0: new_arr=[] #跳过移除行,并将其他行做偏移 foryinrange(19,-1,-1): ifyinclear_lines:continue tmp_row=tmp_arr[y] y_clear_diff=y_clear_diff_arr[y] forx,yintmp_row: new_arr.append([x,y+y_clear_diff]) self.rect_arr=new_arr
在Panel的move_block处增加check_clear的调用
defmove_block(self): ifself.moving_blockisNone:create_move_block() ifself.moving_block.can_move(0,1)andnotself.check_overlap(0,1): self.moving_block.move(0,1) else: self.add_block(self.moving_block) self.check_clear() self.create_move_block()
现在游戏可以消除方块了
九、增加空格键使快速落下
快速落下可以快速调用Panel的move_block函数,我们在move_block函数增加一个返回值,用于标记使正常下移还是移到底部后新的方块
defmove_block(self): ifself.moving_blockisNone:create_move_block() ifself.moving_block.can_move(0,1)andnotself.check_overlap(0,1): self.moving_block.move(0,1) return1 else: self.add_block(self.moving_block) self.check_clear() self.create_move_block() return2
在键盘响应处增加键盘处理
ifevent.key==K_SPACE: whilemain_panel.move_block()==1: pass
十、增加游戏结束判断
游戏结束同样可以在Panel类的move_block中处理,如果一个方块到底,并且消除进行后,发现有方块的y值小于0,那么一定是失败了
修改Panel类的move_block函数
defmove_block(self): ifself.moving_blockisNone:create_move_block() ifself.moving_block.can_move(0,1)andnotself.check_overlap(0,1): self.moving_block.move(0,1) return1 else: self.add_block(self.moving_block) self.check_clear() forx,yinself.rect_arr: ify<0:return9#游戏失败 self.create_move_block() return2
增加一个变量记录游戏状态
game_state=1#游戏状态1.表示正常2.表示失败
计时器处修改程序
ifgame_state==1andpygame.time.get_ticks()>=ticks: ticks+=diff_ticks ifmain_panel.move_block()==9:game_state=2
鼠标键盘响应空格键中也增加一下判断
ifevent.key==K_SPACE: flag=main_panel.move_block() whileflag==1: flag=main_panel.move_block() ifflag==9:game_state=2
最后增加游戏结束文字的绘制
ifgame_state==2:
myfont=pygame.font.Font(None,30)
white=255,255,255
textImage=myfont.render("Gameover",True,white)
screen.blit(textImage,(160,190))
好了,现在会提示游戏结束了
最后附下目前的完整代码
#-*-coding=utf-8-*-
importrandom
importpygame
frompygame.localsimportKEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN,K_SPACE
classPanel(object):#用于绘制整个游戏窗口的版面
rect_arr=[]#已经落底下的方块
moving_block=None#正在落下的方块
def__init__(self,bg,block_size,position):
self._bg=bg;
self._x,self._y,self._width,self._height=position
self._block_size=block_size
self._bgcolor=[0,0,0]
defadd_block(self,block):
forrectinblock.get_rect_arr():
self.rect_arr.append(rect)
defcreate_move_block(self):
block=create_block()
block.move(5-2,-2)#方块挪到中间
self.moving_block=block
defcheck_overlap(self,diffx,diffy,check_arr=None):
ifcheck_arrisNone:check_arr=self.moving_block.get_rect_arr()
forx,yincheck_arr:
forrx,ryinself.rect_arr:
ifx+diffx==rxandy+diffy==ry:
returnTrue
returnFalse
defcontrol_block(self,diffx,diffy):
ifself.moving_block.can_move(diffx,diffy)andnotself.check_overlap(diffx,diffy):
self.moving_block.move(diffx,diffy)
defchange_block(self):
ifself.moving_block:
new_arr=self.moving_block.change()
ifnew_arrandnotself.check_overlap(0,0,check_arr=new_arr):#变形不能造成方块重叠
self.moving_block.rect_arr=new_arr
defmove_block(self):
ifself.moving_blockisNone:create_move_block()
ifself.moving_block.can_move(0,1)andnotself.check_overlap(0,1):
self.moving_block.move(0,1)
return1
else:
self.add_block(self.moving_block)
self.check_clear()
forx,yinself.rect_arr:
ify<0:return9#游戏失败
self.create_move_block()
return2
defcheck_clear(self):
tmp_arr=[[]foriinrange(20)]
#先将方块按行存入数组
forx,yinself.rect_arr:
ify<0:return
tmp_arr[y].append([x,y])
clear_num=0
clear_lines=set([])
y_clear_diff_arr=[[]foriinrange(20)]
#从下往上计算可以消除的行,并记录消除行后其他行的向下偏移数量
foryinrange(19,-1,-1):
iflen(tmp_arr[y])==10:
clear_lines.add(y)
clear_num+=1
y_clear_diff_arr[y]=clear_num
ifclear_num>0:
new_arr=[]
#跳过移除行,并将其他行做偏移
foryinrange(19,-1,-1):
ifyinclear_lines:continue
tmp_row=tmp_arr[y]
y_clear_diff=y_clear_diff_arr[y]
forx,yintmp_row:
new_arr.append([x,y+y_clear_diff])
self.rect_arr=new_arr
defpaint(self):
mid_x=self._x+self._width/2
pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width)#用一个粗线段来填充背景
#绘制已经落底下的方块
bz=self._block_size
forrectinself.rect_arr:
x,y=rect
pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)
#绘制正在落下的方块
ifself.move_block:
forrectinself.moving_block.get_rect_arr():
x,y=rect
pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)
classBlock(object):
sx=0
sy=0
def__init__(self):
self.rect_arr=[]
defget_rect_arr(self):#用于获取方块种的四个矩形列表
returnself.rect_arr
defmove(self,xdiff,ydiff):#用于移动方块的方法
self.sx+=xdiff
self.sy+=ydiff
self.new_rect_arr=[]
forx,yinself.rect_arr:
self.new_rect_arr.append((x+xdiff,y+ydiff))
self.rect_arr=self.new_rect_arr
defcan_move(self,xdiff,ydiff):
forx,yinself.rect_arr:
ify+ydiff>=20:returnFalse
ifx+xdiff<0orx+xdiff>=10:returnFalse
returnTrue
defchange(self):
self.shape_id+=1#下一形态
ifself.shape_id>=self.shape_num:
self.shape_id=0
arr=self.get_shape()
new_arr=[]
forx,yinarr:
ifx+self.sx<0orx+self.sx>=10:#变形不能超出左右边界
self.shape_id-=1
ifself.shape_id<0:self.shape_id=self.shape_num-1
returnNone
new_arr.append([x+self.sx,y+self.sy])
returnnew_arr
classLongBlock(Block):
shape_id=0
shape_num=2
def__init__(self,n=None):#两种形态
super(LongBlock,self).__init__()
ifnisNone:n=random.randint(0,1)
self.shape_id=n
self.rect_arr=self.get_shape()
defget_shape(self):
return[(1,0),(1,1),(1,2),(1,3)]ifself.shape_id==0else[(0,2),(1,2),(2,2),(3,2)]
classSquareBlock(Block):#一种形态
shape_id=0
shape_num=1
def__init__(self,n=None):
super(SquareBlock,self).__init__()
self.rect_arr=self.get_shape()
defget_shape(self):
return[(1,1),(1,2),(2,1),(2,2)]
classZBlock(Block):#两种形态
shape_id=0
shape_num=2
def__init__(self,n=None):
super(ZBlock,self).__init__()
ifnisNone:n=random.randint(0,1)
self.shape_id=n
self.rect_arr=self.get_shape()
defget_shape(self):
return[(2,0),(2,1),(1,1),(1,2)]ifself.shape_id==0else[(0,1),(1,1),(1,2),(2,2)]
classSBlock(Block):#两种形态
shape_id=0
shape_num=2
def__init__(self,n=None):
super(SBlock,self).__init__()
ifnisNone:n=random.randint(0,1)
self.shape_id=n
self.rect_arr=self.get_shape()
defget_shape(self):
return[(1,0),(1,1),(2,1),(2,2)]ifself.shape_id==0else[(0,2),(1,2),(1,1),(2,1)]
classLBlock(Block):#四种形态
shape_id=0
shape_num=4
def__init__(self,n=None):
super(LBlock,self).__init__()
ifnisNone:n=random.randint(0,3)
self.shape_id=n
self.rect_arr=self.get_shape()
defget_shape(self):
ifself.shape_id==0:return[(1,0),(1,1),(1,2),(2,2)]
elifself.shape_id==1:return[(0,1),(1,1),(2,1),(0,2)]
elifself.shape_id==2:return[(0,0),(1,0),(1,1),(1,2)]
else:return[(0,1),(1,1),(2,1),(2,0)]
classJBlock(Block):#四种形态
shape_id=0
shape_num=4
def__init__(self,n=None):
super(JBlock,self).__init__()
ifnisNone:n=random.randint(0,3)
self.shape_id=n
self.rect_arr=self.get_shape()
defget_shape(self):
ifself.shape_id==0:return[(1,0),(1,1),(1,2),(0,2)]
elifself.shape_id==1:return[(0,1),(1,1),(2,1),(0,0)]
elifself.shape_id==2:return[(2,0),(1,0),(1,1),(1,2)]
else:return[(0,1),(1,1),(2,1),(2,2)]
classTBlock(Block):#四种形态
shape_id=0
shape_num=4
def__init__(self,n=None):
super(TBlock,self).__init__()
ifnisNone:n=random.randint(0,3)
self.shape_id=n
self.rect_arr=self.get_shape()
defget_shape(self):
ifself.shape_id==0:return[(0,1),(1,1),(2,1),(1,2)]
elifself.shape_id==1:return[(1,0),(1,1),(1,2),(0,1)]
elifself.shape_id==2:return[(0,1),(1,1),(2,1),(1,0)]
else:return[(1,0),(1,1),(1,2),(2,1)]
defcreate_block():
n=random.randint(0,19)
ifn==0:returnSquareBlock(n=0)
elifn==1orn==2:returnLongBlock(n=n-1)
elifn==3orn==4:returnZBlock(n=n-3)
elifn==5orn==6:returnSBlock(n=n-5)
elifn>=7andn<=10:returnLBlock(n=n-7)
elifn>=11andn<=14:returnJBlock(n=n-11)
else:returnTBlock(n=n-15)
defrun():
pygame.init()
space=30
main_block_size=30
main_panel_width=main_block_size*10
main_panel_height=main_block_size*20
screencaption=pygame.display.set_caption('Tetris')
screen=pygame.display.set_mode((main_panel_width+160+space*3,main_panel_height+space*2))#设置窗口长宽
main_panel=Panel(screen,main_block_size,[space,space,main_panel_width,main_panel_height])
pygame.key.set_repeat(200,30)
main_panel.create_move_block()
diff_ticks=300#移动一次蛇头的事件,单位毫秒
ticks=pygame.time.get_ticks()+diff_ticks
game_state=1#游戏状态1.表示正常2.表示失败
whileTrue:
foreventinpygame.event.get():
ifevent.type==pygame.QUIT:
pygame.quit()
exit()
ifevent.type==KEYDOWN:
ifevent.key==K_LEFT:main_panel.control_block(-1,0)
ifevent.key==K_RIGHT:main_panel.control_block(1,0)
ifevent.key==K_UP:main_panel.change_block()
ifevent.key==K_DOWN:main_panel.control_block(0,1)
ifevent.key==K_SPACE:
flag=main_panel.move_block()
whileflag==1:
flag=main_panel.move_block()
ifflag==9:game_state=2
screen.fill((100,100,100))#将界面设置为灰色
main_panel.paint()#主面盘绘制
ifgame_state==2:
myfont=pygame.font.Font(None,30)
white=255,255,255
textImage=myfont.render("Gameover",True,white)
screen.blit(textImage,(160,190))
pygame.display.update()#必须调用update才能看到绘图显示
ifgame_state==1andpygame.time.get_ticks()>=ticks:
ticks+=diff_ticks
ifmain_panel.move_block()==9:game_state=2#游戏结束
run()
今天先写到这,下章继续
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持毛票票。
声明:本文内容来源于网络,版权归原作者所有,内容由互联网用户自发贡献自行上传,本网站不拥有所有权,未作人工编辑处理,也不承担相关法律责任。如果您发现有涉嫌版权的内容,欢迎发送邮件至:czq8825#qq.com(发邮件时,请将#更换为@)进行举报,并提供相关证据,一经查实,本站将立刻删除涉嫌侵权内容。