额,不知道写啥。 2022-08-09 19:51 采纳率: 100%
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PYTHON属性错误怎么办?

俄罗斯方块python小游戏属性错误怎么办?


```python
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

        return True

    while True:

        for event in pygame.event.get():

            if event.type == QUIT:

                sys.exit()

            elif event.type == KEYDOWN:

                if event.key == K_RETURN:

                    if game_over:

                        start = True

                        game_over = False

                        score = 0

                        last_drop_time = time.time()

                        last_press_time = time.time()

                        game_area = [
                            ['.'] * BLOCK_WIDTH for _ in range(BLOCK_HEIGHT)]

                        cur_block = blocks.get_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

                elif event.key == K_SPACE:

                    if not game_over:

                        pause = not pause

                elif event.key in (K_w, K_UP):

                    if 0 <= cur_pos_x <= BLOCK_WIDTH - len(cur_block.template[0]):

                        _next_block = blocks.get_next_block(cur_block)

                        if _judge(cur_pos_x, cur_pos_y, _next_block):

                            cur_block = _next_block

        if event.type == pygame.KEYDOWN:

            if event.key == pygame.K_LEFT:

                if not game_over and not pause:

                    if time.time() - last_press_time > 0.1:

                        last_press_time = time.time()

                        if cur_pos_x > - cur_block.start_pos.X:

                            if _judge(cur_pos_x - 1, cur_pos_y, cur_block):

                                cur_pos_x -= 1

            if event.key == pygame.K_RIGHT:

                if not game_over and not pause:

                    if time.time() - last_press_time > 0.1:

                        last_press_time = time.time()

                        # 不能移除右边框

                        if cur_pos_x + cur_block.end_pos.X + 1 < BLOCK_WIDTH:

                            if _judge(cur_pos_x + 1, cur_pos_y, cur_block):

                                cur_pos_x += 1

            if event.key == pygame.K_DOWN:

                if not game_over and not pause:

                    if time.time() - last_press_time > 0.1:

                        last_press_time = time.time()

                        if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):

                            _dock()

                        else:

                            last_drop_time = time.time()

                            cur_pos_y += 1

        _draw_background(screen)

        _draw_game_area(screen, game_area)

        _draw_gridlines(screen)

        _draw_info(screen, font1, font_pos_x, font1_height, score)

        # 画显示信息中的下一个方块

        _draw_block(screen, next_block, font_pos_x,
                    30 + (font1_height + 6) * 5, 0, 0)

        if not game_over:

            cur_drop_time = time.time()

            if cur_drop_time - last_drop_time > speed:

                if not pause:

                    if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):

                        _dock()

                    else:

                        last_drop_time = cur_drop_time

                        cur_pos_y += 1

        else:

            if start:

                print_text(screen, font2,

                           (SCREEN_WIDTH -
                            gameover_size[0]) // 2, (SCREEN_HEIGHT - gameover_size[1]) // 2,

                           'GAME OVER', RED)

        # 画当前下落方块

        _draw_block(screen, cur_block, 0, 0, cur_pos_x, cur_pos_y)

        pygame.display.flip()

# 画背景


def _draw_background(screen):

    # 填充背景色

    screen.fill(BG_COLOR)

    # 画游戏区域分隔线

    pygame.draw.line(screen, BORDER_COLOR,

                     (SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, 0),

                     (SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)

# 画网格线


def _draw_gridlines(screen):

    # 画网格线 竖线

    for x in range(BLOCK_WIDTH):

        pygame.draw.line(screen, BLACK, (x * SIZE, 0),
                         (x * SIZE, SCREEN_HEIGHT), 1)

    # 画网格线 横线

    for y in range(BLOCK_HEIGHT):

        pygame.draw.line(screen, BLACK, (0, y * SIZE),
                         (BLOCK_WIDTH * SIZE, y * SIZE), 1)

# 画已经落下的方块


def _draw_game_area(screen, game_area):

    if game_area:

        for i, row in enumerate(game_area):

            for j, cell in enumerate(row):

                if cell != '.':

                    pygame.draw.rect(screen, BLOCK_COLOR,
                                     (j * SIZE, i * SIZE, SIZE, SIZE), 0)

# 画单个方块


def _draw_block(screen, block, offset_x, offset_y, pos_x, pos_y):

    if block:

        for i in range(block.start_pos.Y, block.end_pos.Y + 1):

            for j in range(block.start_pos.X, block.end_pos.X + 1):

                if block.template[i][j] != '.':

                    pygame.draw.rect(screen, BLOCK_COLOR,

                                     (offset_x + (pos_x + j) * SIZE, offset_y + (pos_y + i) * SIZE, SIZE, SIZE), 0)

# 画得分等信息


def _draw_info(screen, font, pos_x, font_height, score):

    print_text(screen, font, pos_x, 10, f'得分: ')

    print_text(screen, font, pos_x, 10 + font_height + 6, f'{score}')

    print_text(screen, font, pos_x, 20 + (font_height + 6) * 2, f'速度: ')

    print_text(screen, font, pos_x, 20 +
               (font_height + 6) * 3, f'{score // 10000}')

    print_text(screen, font, pos_x, 30 + (font_height + 6) * 4, f'下一个:')


if __name__ == '__main__':

    main()

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

        return True

    while True:

        for event in pygame.event.get():

            if event.type == QUIT:

                sys.exit()

            elif event.type == KEYDOWN:

                if event.key == K_RETURN:

                    if game_over:

                        start = True

                        game_over = False

                        score = 0

                        last_drop_time = time.time()

                        last_press_time = time.time()

                        game_area = [
                            ['.'] * BLOCK_WIDTH for _ in range(BLOCK_HEIGHT)]

                        cur_block = blocks.get_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

                elif event.key == K_SPACE:

                    if not game_over:

                        pause = not pause

                elif event.key in (K_w, K_UP):

                    if 0 <= cur_pos_x <= BLOCK_WIDTH - len(cur_block.template[0]):

                        _next_block = blocks.get_next_block(cur_block)

                        if _judge(cur_pos_x, cur_pos_y, _next_block):

                            cur_block = _next_block

        if event.type == pygame.KEYDOWN:

            if event.key == pygame.K_LEFT:

                if not game_over and not pause:

                    if time.time() - last_press_time > 0.1:

                        last_press_time = time.time()

                        if cur_pos_x > - cur_block.start_pos.X:

                            if _judge(cur_pos_x - 1, cur_pos_y, cur_block):

                                cur_pos_x -= 1

            if event.key == pygame.K_RIGHT:

                if not game_over and not pause:

                    if time.time() - last_press_time > 0.1:

                        last_press_time = time.time()

                        # 不能移除右边框

                        if cur_pos_x + cur_block.end_pos.X + 1 < BLOCK_WIDTH:

                            if _judge(cur_pos_x + 1, cur_pos_y, cur_block):

                                cur_pos_x += 1

            if event.key == pygame.K_DOWN:

                if not game_over and not pause:

                    if time.time() - last_press_time > 0.1:

                        last_press_time = time.time()

                        if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):

                            _dock()

                        else:

                            last_drop_time = time.time()

                            cur_pos_y += 1

        _draw_background(screen)

        _draw_game_area(screen, game_area)

        _draw_gridlines(screen)

        _draw_info(screen, font1, font_pos_x, font1_height, score)

        # 画显示信息中的下一个方块

        _draw_block(screen, next_block, font_pos_x,
                    30 + (font1_height + 6) * 5, 0, 0)

        if not game_over:

            cur_drop_time = time.time()

            if cur_drop_time - last_drop_time > speed:

                if not pause:

                    if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):

                        _dock()

                    else:

                        last_drop_time = cur_drop_time

                        cur_pos_y += 1

        else:

            if start:

                print_text(screen, font2,

                           (SCREEN_WIDTH -
                            gameover_size[0]) // 2, (SCREEN_HEIGHT - gameover_size[1]) // 2,

                           'GAME OVER', RED)

        # 画当前下落方块

        _draw_block(screen, cur_block, 0, 0, cur_pos_x, cur_pos_y)

        pygame.display.flip()

# 画背景


def _draw_background(screen):

    # 填充背景色

    screen.fill(BG_COLOR)

    # 画游戏区域分隔线

    pygame.draw.line(screen, BORDER_COLOR,

                     (SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, 0),

                     (SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)

# 画网格线


def _draw_gridlines(screen):

    # 画网格线 竖线

    for x in range(BLOCK_WIDTH):

        pygame.draw.line(screen, BLACK, (x * SIZE, 0),
                         (x * SIZE, SCREEN_HEIGHT), 1)

    # 画网格线 横线

    for y in range(BLOCK_HEIGHT):

        pygame.draw.line(screen, BLACK, (0, y * SIZE),
                         (BLOCK_WIDTH * SIZE, y * SIZE), 1)

# 画已经落下的方块


def _draw_game_area(screen, game_area):

    if game_area:

        for i, row in enumerate(game_area):

            for j, cell in enumerate(row):

                if cell != '.':

                    pygame.draw.rect(screen, BLOCK_COLOR,
                                     (j * SIZE, i * SIZE, SIZE, SIZE), 0)

# 画单个方块


def _draw_block(screen, block, offset_x, offset_y, pos_x, pos_y):

    if block:

        for i in range(block.start_pos.Y, block.end_pos.Y + 1):

            for j in range(block.start_pos.X, block.end_pos.X + 1):

                if block.template[i][j] != '.':

                    pygame.draw.rect(screen, BLOCK_COLOR,

                                     (offset_x + (pos_x + j) * SIZE, offset_y + (pos_y + i) * SIZE, SIZE, SIZE), 0)

# 画得分等信息


def _draw_info(screen, font, pos_x, font_height, score):

    print_text(screen, font, pos_x, 10, f'得分: ')

    print_text(screen, font, pos_x, 10 + font_height + 6, f'{score}')

    print_text(screen, font, pos_x, 20 + (font_height + 6) * 2, f'速度: ')

    print_text(screen, font, pos_x, 20 +
               (font_height + 6) * 3, f'{score // 10000}')

    print_text(screen, font, pos_x, 30 + (font_height + 6) * 4, f'下一个:')


if __name__ == '__main__':

    main()



```

  • 写回答

3条回答 默认 最新

  • 亖夕 Python领域新星创作者 2022-08-09 22:45
    关注

    给event改成全局变量看看

    img

    本回答被题主选为最佳回答 , 对您是否有帮助呢?
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  • 系统已结题 8月26日
  • 已采纳回答 8月18日
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