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
def check_overlap(self, diffx, diffy):
 for x,y in self.moving_block.get_rect_arr():
 for rx,ry in self.rect_arr:
 if x+diffx==rx and y+diffy==ry:
 return True
 return False修改move_block函数的判断,增加check_overlap函数检测
def move_block(self):
 if self.moving_block is None: create_move_block()
 if self.moving_block.can_move(0,1) and not self.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
from pygame.locals import KEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWNPanel类里增加一个控制移动方块的函数
def control_block(self, diffx, diffy):
 if self.moving_block.can_move(diffx,diffy) and not self.check_overlap(diffx, diffy):
 self.moving_block.move(diffx,diffy)鼠标事件监听处做下键盘的响应
if event.type == KEYDOWN:
 if event.key == K_LEFT: main_panel.control_block(-1,0)
 if event.key == K_RIGHT: main_panel.control_block(1,0)
 if event.key == K_UP: pass # 变形过会实现
 if event.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
def can_move(self,xdiff,ydiff):
 for x,y in self.rect_arr:
 if y+ydiff>=20: return False
 if x+xdiff<0 or x+xdiff>=10: return False
 return True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 -*-
import random
import pygame
from pygame.locals import KEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN
class Panel(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]
 
 def add_block(self,block):
 for rect in block.get_rect_arr():
 self.rect_arr.append(rect)
 def create_move_block(self):
 block = create_block()
 block.move(5-2,-2) # 方块挪到中间 
 self.moving_block=block
 def check_overlap(self, diffx, diffy, check_arr=None):
 if check_arr is None: check_arr = self.moving_block.get_rect_arr()
 for x,y in check_arr:
 for rx,ry in self.rect_arr:
 if x+diffx==rx and y+diffy==ry:
 return True
 return False
 def control_block(self, diffx, diffy):
 if self.moving_block.can_move(diffx,diffy) and not self.check_overlap(diffx, diffy):
 self.moving_block.move(diffx,diffy)
 def move_block(self):
 if self.moving_block is None: create_move_block()
 if self.moving_block.can_move(0,1) and not self.check_overlap(0,1): 
 self.moving_block.move(0,1)
 else:
 self.add_block(self.moving_block)
 self.create_move_block()
 def paint(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
 for rect in self.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
 if self.move_block:
 for rect in self.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)
class Block(object):
 def __init__(self):
 self.rect_arr=[]
 def get_rect_arr(self): # 用于获取方块种的四个矩形列表
 return self.rect_arr
 def move(self,xdiff,ydiff): # 用于移动方块的方法
 self.new_rect_arr=[]
 for x,y in self.rect_arr:
 self.new_rect_arr.append((x+xdiff,y+ydiff))
 self.rect_arr=self.new_rect_arr
 def can_move(self,xdiff,ydiff):
 for x,y in self.rect_arr:
 if y+ydiff>=20: return False
 if x+xdiff<0 or x+xdiff>=10: return False
 return True
class LongBlock(Block):
 def __init__(self, n=None): # 两种形态
 super(LongBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.rect_arr=[(1,0),(1,1),(1,2),(1,3)] if n==0 else [(0,2),(1,2),(2,2),(3,2)]
class SquareBlock(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)]
class ZBlock(Block): # 两种形态
 def __init__(self, n=None):
 super(ZBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.rect_arr=[(2,0),(2,1),(1,1),(1,2)] if n==0 else [(0,1),(1,1),(1,2),(2,2)]
class SBlock(Block): # 两种形态
 def __init__(self, n=None):
 super(SBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.rect_arr=[(1,0),(1,1),(2,1),(2,2)] if n==0 else [(0,2),(1,2),(1,1),(2,1)]
class LBlock(Block): # 四种形态
 def __init__(self, n=None):
 super(LBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 if n==0: self.rect_arr=[(1,0),(1,1),(1,2),(2,2)]
 elif n==1: self.rect_arr=[(0,1),(1,1),(2,1),(0,2)]
 elif n==2: self.rect_arr=[(0,0),(1,0),(1,1),(1,2)]
 else: self.rect_arr=[(0,1),(1,1),(2,1),(2,0)]
class JBlock(Block): # 四种形态
 def __init__(self, n=None):
 super(JBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 if n==0: self.rect_arr=[(1,0),(1,1),(1,2),(0,2)]
 elif n==1: self.rect_arr=[(0,1),(1,1),(2,1),(0,0)]
 elif n==2: self.rect_arr=[(2,0),(1,0),(1,1),(1,2)]
 else: self.rect_arr=[(0,1),(1,1),(2,1),(2,2)]
class TBlock(Block): # 四种形态
 def __init__(self, n=None):
 super(TBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 if n==0: self.rect_arr=[(0,1),(1,1),(2,1),(1,2)]
 elif n==1: self.rect_arr=[(1,0),(1,1),(1,2),(0,1)]
 elif n==2: self.rect_arr=[(0,1),(1,1),(2,1),(1,0)]
 else: self.rect_arr=[(1,0),(1,1),(1,2),(2,1)]
 
def create_block():
 n = random.randint(0,19)
 if n==0: return SquareBlock(n=0)
 elif n==1 or n==2: return LongBlock(n=n-1)
 elif n==3 or n==4: return ZBlock(n=n-3)
 elif n==5 or n==6: return SBlock(n=n-5)
 elif n>=7 and n<=10: return LBlock(n=n-7)
 elif n>=11 and n<=14: return JBlock(n=n-11)
 else: return TBlock(n=n-15)
def run():
 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
 while True:
 for event in pygame.event.get():
 if event.type == pygame.QUIT:
 pygame.quit()
 exit()
 if event.type == KEYDOWN:
 if event.key == K_LEFT: main_panel.control_block(-1,0)
 if event.key == K_RIGHT: main_panel.control_block(1,0)
 if event.key == K_UP: pass # 变形过会实现
 if event.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
 if pygame.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
class TBlock(Block): # 四种形态
 shape_id=0
 shape_num=4
 def __init__(self, n=None):
 super(TBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 def get_shape(self):
 if self.shape_id==0: return [(0,1),(1,1),(2,1),(1,2)]
 elif self.shape_id==1: return [(1,0),(1,1),(1,2),(0,1)]
 elif self.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
class Block(object):
 sx=0
 sy=0
 def __init__(self):
 self.rect_arr=[]
 def get_rect_arr(self): # 用于获取方块种的四个矩形列表
 return self.rect_arr
 def move(self,xdiff,ydiff): # 用于移动方块的方法
 self.sx+=xdiff
 self.sy+=ydiff
 self.new_rect_arr=[]
 for x,y in self.rect_arr:
 self.new_rect_arr.append((x+xdiff,y+ydiff))
 self.rect_arr=self.new_rect_arr
 def can_move(self,xdiff,ydiff):
 for x,y in self.rect_arr:
 if y+ydiff>=20: return False
 if x+xdiff<0 or x+xdiff>=10: return False
 return True
 def change(self):
 self.shape_id+=1 # 下一形态
 if self.shape_id >= self.shape_num: 
 self.shape_id=0
 arr = self.get_shape()
 new_arr = []
 for x,y in arr:
 if x+self.sx<0 or x+self.sx>=10: # 变形不能超出左右边界
 self.shape_id -= 1
 if self.shape_id < 0: self.shape_id = self.shape_num - 1
 return None 
 new_arr.append([x+self.sx,y+self.sy])
 return new_arr在Panel类里的再增加一个change函数,直接调用moving_block的change
def change_block(self):
 if self.moving_block:
 new_arr = self.moving_block.change()
 if new_arr and not self.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
if event.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
 def check_clear(self):
 tmp_arr = [[] for i in range(20)]
 # 先将方块按行存入数组
 for x,y in self.rect_arr:
 if y<0: return
 tmp_arr[y].append([x,y])
 clear_num=0
 clear_lines=set([])
 y_clear_diff_arr=[[] for i in range(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
 for y in range(19,-1,-1):
 if len(tmp_arr[y])==10:
 clear_lines.add(y)
 clear_num += 1
 y_clear_diff_arr[y] = clear_num
 if clear_num>0:
 new_arr=[]
 # 跳过移除行,并将其他行做偏移
 for y in range(19,-1,-1):
 if y in clear_lines: continue
 tmp_row = tmp_arr[y]
 y_clear_diff=y_clear_diff_arr[y]
 for x,y in tmp_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
def move_block(self):
 if self.moving_block is None: create_move_block()
 if self.moving_block.can_move(0,1) and not self.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
def move_block(self):
 if self.moving_block is None: create_move_block()
 if self.moving_block.can_move(0,1) and not self.check_overlap(0,1): 
 self.moving_block.move(0,1)
 return 1
 else:
 self.add_block(self.moving_block)
 self.check_clear()
 self.create_move_block()
 return 2在键盘响应处增加键盘处理
if event.key == K_SPACE:
 while main_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
 def move_block(self):
 if self.moving_block is None: create_move_block()
 if self.moving_block.can_move(0,1) and not self.check_overlap(0,1): 
 self.moving_block.move(0,1)
 return 1
 else:
 self.add_block(self.moving_block)
 self.check_clear()
 for x,y in self.rect_arr:
 if y<0: return 9 # 游戏失败
 self.create_move_block()
 return 2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
 if game_state == 1 and pygame.time.get_ticks() >= ticks:
 ticks+=diff_ticks
 if main_panel.move_block()==9: game_state = 2鼠标键盘响应空格键中也增加一下判断
 if event.key == K_SPACE:
 flag = main_panel.move_block()
 while flag==1: 
 flag = main_panel.move_block()
 if flag == 9: game_state = 2
最后增加游戏结束文字的绘制
 if game_state == 2:
 myfont = pygame.font.Font(None,30)
 white = 255,255,255
 textImage = myfont.render("Game over", 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 -*-
import random
import pygame
from pygame.locals import KEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN,K_SPACE
class Panel(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]
 
 def add_block(self,block):
 for rect in block.get_rect_arr():
 self.rect_arr.append(rect)
 def create_move_block(self):
 block = create_block()
 block.move(5-2,-2) # 方块挪到中间 
 self.moving_block=block
 def check_overlap(self, diffx, diffy, check_arr=None):
 if check_arr is None: check_arr = self.moving_block.get_rect_arr()
 for x,y in check_arr:
 for rx,ry in self.rect_arr:
 if x+diffx==rx and y+diffy==ry:
 return True
 return False
 def control_block(self, diffx, diffy):
 if self.moving_block.can_move(diffx,diffy) and not self.check_overlap(diffx, diffy):
 self.moving_block.move(diffx,diffy)
 def change_block(self):
 if self.moving_block:
 new_arr = self.moving_block.change()
 if new_arr and not self.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
 def move_block(self):
 if self.moving_block is None: create_move_block()
 if self.moving_block.can_move(0,1) and not self.check_overlap(0,1): 
 self.moving_block.move(0,1)
 return 1
 else:
 self.add_block(self.moving_block)
 self.check_clear()
 for x,y in self.rect_arr:
 if y<0: return 9 # 游戏失败
 self.create_move_block()
 return 2
 def check_clear(self):
 tmp_arr = [[] for i in range(20)]
 # 先将方块按行存入数组
 for x,y in self.rect_arr:
 if y<0: return
 tmp_arr[y].append([x,y])
 clear_num=0
 clear_lines=set([])
 y_clear_diff_arr=[[] for i in range(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
 for y in range(19,-1,-1):
 if len(tmp_arr[y])==10:
 clear_lines.add(y)
 clear_num += 1
 y_clear_diff_arr[y] = clear_num
 if clear_num>0:
 new_arr=[]
 # 跳过移除行,并将其他行做偏移
 for y in range(19,-1,-1):
 if y in clear_lines: continue
 tmp_row = tmp_arr[y]
 y_clear_diff=y_clear_diff_arr[y]
 for x,y in tmp_row:
 new_arr.append([x,y+y_clear_diff])
 
 self.rect_arr = new_arr
 def paint(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
 for rect in self.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
 if self.move_block:
 for rect in self.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)
class Block(object):
 sx=0
 sy=0
 def __init__(self):
 self.rect_arr=[]
 def get_rect_arr(self): # 用于获取方块种的四个矩形列表
 return self.rect_arr
 def move(self,xdiff,ydiff): # 用于移动方块的方法
 self.sx+=xdiff
 self.sy+=ydiff
 self.new_rect_arr=[]
 for x,y in self.rect_arr:
 self.new_rect_arr.append((x+xdiff,y+ydiff))
 self.rect_arr=self.new_rect_arr
 def can_move(self,xdiff,ydiff):
 for x,y in self.rect_arr:
 if y+ydiff>=20: return False
 if x+xdiff<0 or x+xdiff>=10: return False
 return True
 def change(self):
 self.shape_id+=1 # 下一形态
 if self.shape_id >= self.shape_num: 
 self.shape_id=0
 arr = self.get_shape()
 new_arr = []
 for x,y in arr:
 if x+self.sx<0 or x+self.sx>=10: # 变形不能超出左右边界
 self.shape_id -= 1
 if self.shape_id < 0: self.shape_id = self.shape_num - 1
 return None 
 new_arr.append([x+self.sx,y+self.sy])
 return new_arr
class LongBlock(Block):
 shape_id=0
 shape_num=2
 def __init__(self, n=None): # 两种形态
 super(LongBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 def get_shape(self):
 return [(1,0),(1,1),(1,2),(1,3)] if self.shape_id==0 else [(0,2),(1,2),(2,2),(3,2)]
class SquareBlock(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()
 def get_shape(self):
 return [(1,1),(1,2),(2,1),(2,2)]
class ZBlock(Block): # 两种形态
 shape_id=0
 shape_num=2
 def __init__(self, n=None):
 super(ZBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 def get_shape(self):
 return [(2,0),(2,1),(1,1),(1,2)] if self.shape_id==0 else [(0,1),(1,1),(1,2),(2,2)]
class SBlock(Block): # 两种形态
 shape_id=0
 shape_num=2
 def __init__(self, n=None):
 super(SBlock, self).__init__()
 if n is None: n=random.randint(0,1)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 def get_shape(self):
 return [(1,0),(1,1),(2,1),(2,2)] if self.shape_id==0 else [(0,2),(1,2),(1,1),(2,1)]
class LBlock(Block): # 四种形态
 shape_id=0
 shape_num=4
 def __init__(self, n=None):
 super(LBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 def get_shape(self):
 if self.shape_id==0: return [(1,0),(1,1),(1,2),(2,2)]
 elif self.shape_id==1: return [(0,1),(1,1),(2,1),(0,2)]
 elif self.shape_id==2: return [(0,0),(1,0),(1,1),(1,2)]
 else: return [(0,1),(1,1),(2,1),(2,0)]
class JBlock(Block): # 四种形态
 shape_id=0
 shape_num=4
 def __init__(self, n=None):
 super(JBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 def get_shape(self):
 if self.shape_id==0: return [(1,0),(1,1),(1,2),(0,2)]
 elif self.shape_id==1: return [(0,1),(1,1),(2,1),(0,0)]
 elif self.shape_id==2: return [(2,0),(1,0),(1,1),(1,2)]
 else: return [(0,1),(1,1),(2,1),(2,2)]
class TBlock(Block): # 四种形态
 shape_id=0
 shape_num=4
 def __init__(self, n=None):
 super(TBlock, self).__init__()
 if n is None: n=random.randint(0,3)
 self.shape_id=n
 self.rect_arr=self.get_shape()
 def get_shape(self):
 if self.shape_id==0: return [(0,1),(1,1),(2,1),(1,2)]
 elif self.shape_id==1: return [(1,0),(1,1),(1,2),(0,1)]
 elif self.shape_id==2: return [(0,1),(1,1),(2,1),(1,0)]
 else: return [(1,0),(1,1),(1,2),(2,1)]
 
def create_block():
 n = random.randint(0,19)
 if n==0: return SquareBlock(n=0)
 elif n==1 or n==2: return LongBlock(n=n-1)
 elif n==3 or n==4: return ZBlock(n=n-3)
 elif n==5 or n==6: return SBlock(n=n-5)
 elif n>=7 and n<=10: return LBlock(n=n-7)
 elif n>=11 and n<=14: return JBlock(n=n-11)
 else: return TBlock(n=n-15)
def run():
 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
 while True:
 for event in pygame.event.get():
 if event.type == pygame.QUIT:
 pygame.quit()
 exit()
 if event.type == KEYDOWN:
 if event.key == K_LEFT: main_panel.control_block(-1,0)
 if event.key == K_RIGHT: main_panel.control_block(1,0)
 if event.key == K_UP: main_panel.change_block()
 if event.key == K_DOWN: main_panel.control_block(0,1)
 if event.key == K_SPACE:
 flag = main_panel.move_block()
 while flag==1: 
 flag = main_panel.move_block()
 if flag == 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
 if game_state == 2:
 myfont = pygame.font.Font(None,30)
 white = 255,255,255
 textImage = myfont.render("Game over", True, white)
 screen.blit(textImage, (160,190))
 pygame.display.update() # 必须调用update才能看到绘图显示
 if game_state == 1 and pygame.time.get_ticks() >= ticks:
 ticks+=diff_ticks
 if main_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脚本之家。