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。