使用Linux编写俄罗斯方块脚本 (linux 俄罗斯方块脚本)

随着计算机技术的不断发展,编写游戏脚本已经成为了程序员们广泛涉足的领域之一。Ubuntu Linux 是一款全球更受欢迎的 Linux 操作系统之一,它拥有丰富的软件库,可以支持多种编程语言。在本文中,我们将介绍使用 Linux 编写俄罗斯方块脚本的过程和方法。

俄罗斯方块是一款经典的游戏,它的目标是在不断下落的方块中移动和旋转各种形状的方块,依靠玩家的操作来使其落到合适的位置,填满一行或多行方块后可以得分,并消除该行方块。随着游戏的进行,方块的下落速度会越来越快,难度会不断增加,让玩家越来越兴奋。

在 Linux 里,我们可以通过一些脚本语言,杂揉出一个属于自己的俄罗斯方块游戏。这里我们将介绍使用 Python 语言编写俄罗斯方块脚本的过程,需要用到一些 Python 的基础知识和 pygame 模块。

1. 安装 Python 和 pygame

需要在 Ubuntu 上安装 Python 和 pygame。在终端里输入以下命令:

sudo apt-get update

sudo apt-get install python-pygame

在安装完成之后,可以输入以下的命令验证:

python3

import pygame

pygame.init()

如果没有出现错误,说明 Python 和 pygame 都安装成功了。

2. 编写游戏初始化代码

接下来,我们需要编写游戏的初始化代码,这里是创建了一个窗口并且设置好标题、大小等信息。

import pygame

def init_game():

pygame.init()

screen_size = (320, 480)

screen = pygame.display.set_mode(screen_size)

pygame.display.set_caption(“Tetris”)

return screen

3. 加载游戏素材

接下来,我们需要加载游戏中需要用到的素材,这包括方块的形状、颜色、声音等等。

import pygame

def load_resources():

# 加载不同形状的方块

blocks = []

for i in range(7):

path = “images/block” + str(i) + “.png”

img = pygame.image.load(path).convert_alpha()

blocks.append(img)

# 加载方块的颜色

colors = [(255, 0, 0), (255, 165, 0), (255, 255, 0),

(0, 255, 0), (0, 255, 255), (0, 0, 255), (128, 0, 128)]

# 加载游戏音效

move_sound = pygame.mixer.Sound(“sounds/move.wav”)

rotate_sound = pygame.mixer.Sound(“sounds/rotate.wav”)

land_sound = pygame.mixer.Sound(“sounds/land.wav”)

return blocks, colors, move_sound, rotate_sound, land_sound

4. 设计方块与游戏逻辑

在这一部分,我们要实现游戏的核心逻辑:包括方块的生成、移动、旋转、消除及得分。首先定义方块的类型与形状,然后为方块添加移动、旋转、落地等功能,最后实现消行和得分等游戏逻辑。

import pygame, random

def new_block():

shapes = [

[[1, 1, 1],

[0, 1, 0]],

[[0, 2, 2],

[2, 2, 0]],

[[3, 3, 0],

[0, 3, 3]],

[[4, 0, 0],

[4, 4, 4]],

[[0, 0, 5],

[5, 5, 5]],

[[6, 6, 6, 6]],

[[7, 7],

[7, 7]]

] # 7 种不同的方块形状

block = {}

block[“shape”] = random.choice(shapes)

block[“color”] = random.randint(0, 6)

block[“x”] = 4

block[“y”] = 0

return block

def draw_block(screen, block, coordinates):

shape = block[“shape”]

color = block[“color”]

x = block[“x”]

y = block[“y”]

for i in range(len(shape)):

for j in range(len(shape[i])):

if shape[i][j] != 0:

rect = pygame.Rect(coordinates[0] + x * 20, coordinates[1] + y * 20, 20, 20)

pygame.draw.rect(screen, colors[color], rect)

x += 1

x = block[“x”]

y += 1

def is_valid_position(board, block):

shape = block[“shape”]

x = block[“x”]

y = block[“y”]

for i in range(len(shape)):

for j in range(len(shape[i])):

if shape[i][j] != 0:

if y + i >= len(board) or x + j = len(board[i]) or board[y+i][x+j] != -1:

return False

return True

def add_to_board(board, block):

shape = block[“shape”]

x = block[“x”]

y = block[“y”]

for i in range(len(shape)):

for j in range(len(shape[i])):

if shape[i][j] != 0:

board[y+i][x+j] = block[“color”]

def remove_rows(board):

new_board = []

for i in range(len(board)):

if -1 not in board[i]:

continue

new_board.append(board[i])

while len(new_board)

new_board.insert(0, [-1 for i in range(len(board[0]))])

return new_board

def get_random_sound(sounds):

index = random.randint(0, len(sounds) – 1)

return sounds[index]

def run_game(screen, blocks, colors, move_sound, rotate_sound, land_sound):

board = [[-1 for j in range(10)] for i in range(20)]

block = new_block()

score = 0

timer_event = pygame.USEREVENT

pygame.time.set_timer(timer_event, 500)

while True:

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit()

elif event.type == timer_event:

block[“y”] += 1

if not is_valid_position(board, block):

block[“y”] -= 1

add_to_board(board, block)

rows_removed = 0

for i in range(len(board)):

if -1 not in board[i]:

board.pop(i)

board.insert(0, [-1 for j in range(10)])

rows_removed += 1

if rows_removed == 1:

score += 10

elif rows_removed == 2:

score += 25

elif rows_removed == 3:

score += 50

elif rows_removed == 4:

score += 100

block = new_block()

land_sound.play()

if not is_valid_position(board, block):

return score

elif event.type == pygame.KEYDOWN:

if event.key == pygame.K_LEFT:

if is_valid_position(board, {“shape”: block[“shape”], “color”: block[“color”], “x”: block[“x”] – 1, “y”: block[“y”]}):

block[“x”] -= 1

move_sound.play()

elif event.key == pygame.K_RIGHT:

if is_valid_position(board, {“shape”: block[“shape”], “color”: block[“color”], “x”: block[“x”] + 1, “y”: block[“y”]}):

block[“x”] += 1

move_sound.play()

elif event.key == pygame.K_UP:

new_shape = []

for i in range(len(block[“shape”][0])):

new_row = []

for row in block[“shape”]:

new_row.insert(0, row[i])

new_shape.append(new_row)

if is_valid_position(board, {“shape”: new_shape, “color”: block[“color”], “x”: block[“x”], “y”: block[“y”]}):

block[“shape”] = new_shape

rotate_sound.play()

screen.fill((0, 0, 0))

for i in range(len(board)):

for j in range(len(board[i])):

if board[i][j] != -1:

rect = pygame.Rect(20 * j, 20 * i, 20, 20)

pygame.draw.rect(screen, colors[board[i][j]], rect)

draw_block(screen, block, (0, 0))

pygame.display.flip()

5. 运行游戏

我们将游戏逻辑和初始化代码整合到一起,并且加上运行游戏的代码。

import pygame, sys

pygame.init()

def init_game():

screen_size = (320, 480)

screen = pygame.display.set_mode(screen_size)

pygame.display.set_caption(“Tetris”)

return screen

def load_resources():

# 加载不同形状的方块

blocks = []

for i in range(7):

path = “images/block” + str(i) + “.png”

img = pygame.image.load(path).convert_alpha()

blocks.append(img)

# 加载方块的颜色

colors = [(255, 0, 0), (255, 165, 0), (255, 255, 0),

(0, 255, 0), (0, 255, 255), (0, 0, 255), (128, 0, 128)]

# 加载游戏音效

move_sound = pygame.mixer.Sound(“sounds/move.wav”)

rotate_sound = pygame.mixer.Sound(“sounds/rotate.wav”)

land_sound = pygame.mixer.Sound(“sounds/land.wav”)

return blocks, colors, move_sound, rotate_sound, land_sound

def new_block():

shapes = [

[[1, 1, 1], [0, 1, 0]],

[[0, 2, 2], [2, 2, 0]],

[[3, 3, 0], [0, 3, 3]],

[[4, 0, 0], [4, 4, 4]],

[[0, 0, 5], [5, 5, 5]],

[[6, 6, 6, 6]],

[[7, 7], [7, 7]]

] # 7 种不同的方块形状

block = {}

block[“shape”] = random.choice(shapes)

block[“color”] = random.randint(0, 6)

block[“x”] = 4

block[“y”] = 0

return block

def draw_block(screen, block, coordinates):

shape = block[“shape”]

color = block[“color”]

x = block[“x”]

y = block[“y”]

for i in range(len(shape)):

for j in range(len(shape[i])):

if shape[i][j] != 0:

rect = pygame.Rect(coordinates[0] + x * 20, coordinates[1] + y * 20, 20, 20)

pygame.draw.rect(screen, colors[color], rect)

x += 1

x = block[“x”]

y += 1

def is_valid_position(board, block):

shape = block[“shape”]

x = block[“x”]

y = block[“y”]

for i in range(len(shape)):

for j in range(len(shape[i])):

if shape[i][j] != 0:

if y + i >= len(board) or x + j = len(board[i]) or board[y+i][x+j] != -1:

return False

return True

def add_to_board(board, block):

shape = block[“shape”]

x = block[“x”]

y = block[“y”]

for i in range(len(shape)):

for j in range(len(shape[i])):

if shape[i][j] != 0:

board[y+i][x+j] = block[“color”]

def remove_rows(board):

new_board = []

for i in range(len(board)):

if -1 not in board[i]:

continue

new_board.append(board[i])

while len(new_board)

new_board.insert(0, [-1 for i in range(len(board[0]))])

return new_board

def get_random_sound(sounds):

index = random.randint(0, len(sounds) – 1)

return sounds[index]

def run_game(screen, blocks, colors, move_sound, rotate_sound, land_sound):

board = [[-1 for j in range(10)] for i in range(20)]

block = new_block()

score = 0

timer_event = pygame.USEREVENT

pygame.time.set_timer(timer_event, 500)

while True:

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit()

elif event.type == timer_event:

block[“y”] += 1

if not is_valid_position(board, block):

block[“y”] -= 1

add_to_board(board, block)

rows_removed = 0

for i in range(len(board)):

if -1 not in board[i]:

board.pop(i)

board.insert(0, [-1 for j in range(10)])

rows_removed += 1

if rows_removed == 1:

score += 10

elif rows_removed == 2:

score += 25

elif rows_removed == 3:

score += 50

elif rows_removed == 4:

score += 100

block = new_block()

land_sound.play()

if not is_valid_position(board, block):

return score

elif event.type == pygame.KEYDOWN:

if event.key == pygame.K_LEFT:

if is_valid_position(board, {“shape”: block[“shape”], “color”: block[“color”], “x”: block[“x”] – 1, “y”: block[“y”]}):

block[“x”] -= 1

move_sound.play()

elif event.key == pygame.K_RIGHT:

if is_valid_position(board, {“shape”: block[“shape”], “color”: block[“color”], “x”: block[“x”] + 1, “y”: block[“y”]}):

block[“x”] += 1

move_sound.play()

elif event.key == pygame.K_UP:

new_shape = []

for i in range(len(block[“shape”][0])):

new_row = []

for row in block[“shape”]:

new_row.insert(0, row[i])

new_shape.append(new_row)

if is_valid_position(board, {“shape”: new_shape, “color”: block[“color”], “x”: block[“x”], “y”: block[“y”]}):

block[“shape”] = new_shape

rotate_sound.play()

screen.fill((0, 0, 0))

for i in range(len(board)):

for j in range(len(board[i])):

if board[i][j] != -1:

rect = pygame.Rect(20 * j, 20 * i, 20, 20)

pygame.draw.rect(screen, colors[board[i][j]], rect)

draw_block(screen, block, (0, 0))

pygame.display.flip()

screen = init_game()

blocks, colors, move_sound, rotate_sound, land_sound = load_resources()

score = run_game(screen, blocks, colors, move_sound, rotate_sound, land_sound)

pygame.quit()

至此,我们已经成功使用 Python 编写了一款俄罗斯方块游戏,可以通过 Ubuntu Linux 运行。在这个过程中,我们学习了如何初始化游戏、加载游戏素材、设计方块和游戏逻辑、以及整合和运行代码的过程,这将有助于进一步学习和开发更加复杂的游戏和应用程序。


数据运维技术 » 使用Linux编写俄罗斯方块脚本 (linux 俄罗斯方块脚本)