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axios用get或post請求下載檔案,可下載原來的檔名

程式碼:

import random
from collections import namedtuple

Point = namedtuple('Point', 'X Y')
Shape = namedtuple('Shape', 'X Y Width Height')
Block = namedtuple('Block', 'template start_pos end_pos name next')

方塊形狀的設計,我最初我是做成 4 × 4,因為長寬最長都是4,這樣旋轉的時候就不考慮怎麼轉了,就是從一個圖形替換成另一個

其實要實現這個功能,只需要固定左上角的座標就可以了

S形方塊

S_BLOCK = [Block(['.OO',
'OO.',
'...'], Point(0, 0), Point(2, 1), 'S', 1),
Block(['O..',
'OO.',
'.O.'], Point(0, 0), Point(1, 2), 'S', 0)]

Z形方塊

Z_BLOCK = [Block(['OO.',
'.OO',
'...'], Point(0, 0), Point(2, 1), 'Z', 1),
Block(['.O.',
'OO.',
'O..'], Point(0, 0), Point(1, 2), 'Z', 0)]

I型方塊

I_BLOCK = [Block(['.O..',
'.O..',
'.O..',
'.O..'], Point(1, 0), Point(1, 3), 'I', 1),
Block(['....',
'....',
'OOOO',
'....'], Point(0, 2), Point(3, 2), 'I', 0)]

O型方塊

O_BLOCK = [Block(['OO',
'OO'], Point(0, 0), Point(1, 1), 'O', 0)]

J型方塊

J_BLOCK = [Block(['O..',
'OOO',
'...'], Point(0, 0), Point(2, 1), 'J', 1),
Block(['.OO',
'.O.',
'.O.'], Point(1, 0), Point(2, 2), 'J', 2),
Block(['...',
'OOO',
'..O'], Point(0, 1), Point(2, 2), 'J', 3),
Block(['.O.',
'.O.',
'OO.'], Point(0, 0), Point(1, 2), 'J', 0)]

L型方塊

L_BLOCK = [Block(['..O',
'OOO',
'...'], Point(0, 0), Point(2, 1), 'L', 1),
Block(['.O.',
'.O.',
'.OO'], Point(1, 0), Point(2, 2), 'L', 2),
Block(['...',
'OOO',
'O..'], Point(0, 1), Point(2, 2), 'L', 3),
Block(['OO.',
'.O.',
'.O.'], Point(0, 0), Point(1, 2), 'L', 0)]

T型方塊

T_BLOCK = [Block(['.O.',
'OOO',
'...'], Point(0, 0), Point(2, 1), 'T', 1),
Block(['.O.',
'.OO',
'.O.'], Point(1, 0), Point(2, 2), 'T', 2),
Block(['...',
'OOO',
'.O.'], Point(0, 1), Point(2, 2), 'T', 3),
Block(['.O.',
'OO.',
'.O.'], Point(0, 0), Point(1, 2), 'T', 0)]

BLOCKS = {'O': O_BLOCK,
'I': I_BLOCK,
'Z': Z_BLOCK,
'T': T_BLOCK,
'L': L_BLOCK,
'S': S_BLOCK,
'J': J_BLOCK}

def get_block():
block_name = random.choice('OIZTLSJ')
b = BLOCKS[block_name]
idx = random.randint(0, len(b) - 1)
return b[idx]

def get_next_block(block):
b = BLOCKS[block.name]
return b[block.next]
import sys
import time
import pygame
from pygame.locals import *
import blocks

SIZE = 30 # 每個小方格大小
BLOCK_HEIGHT = 25 # 遊戲區高度
BLOCK_WIDTH = 20 # 遊戲區寬度
BORDER_WIDTH = 4 # 遊戲區邊框寬度
BORDER_COLOR = (255, 255, 255) # 遊戲區邊框顏色
SCREEN_WIDTH = SIZE * (BLOCK_WIDTH + 5) # 遊戲螢幕的寬
SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT # 遊戲螢幕的高
BG_COLOR = (0, 0, 0) # 背景色
BLOCK_COLOR = (255, 255, 255) #
BLACK = (0, 0, 0)
RED = (200, 30, 30) # GAME OVER 的字型顏色

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('俄羅斯方塊')

font1 = pygame.font.SysFont('SimHei', 24)  # 黑體24
font2 = pygame.font.Font(None, 72)  # GAME OVER 的字型
font_pos_x = BLOCK_WIDTH * SIZE + BORDER_WIDTH + 10  # 右側資訊顯示區域字型位置的X座標
gameover_size = font2.size('GAME OVER')
font1_height = int(font1.size('得分')[1])

cur_block = None   # 當前下落方塊
next_block = None  # 下一個方塊
cur_pos_x, cur_pos_y = 0, 0

game_area = None    # 整個遊戲區域
game_over = True
start = False       # 是否開始,當start = True,game_over = True 時,才顯示 GAME OVER
score = 0           # 得分
orispeed = 1      # 原始速度
speed = orispeed    # 當前速度
pause = False       # 暫停
last_drop_time = None   # 上次下落時間
last_press_time = None  # 上次按鍵時間

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:
        # 計算消除
        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:
            # 計算得分
            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):
                # 旋轉
                # 其實記得不是很清楚了,比如
                # .0.
                # .00
                # ..0
                # 這個在最右邊靠邊的情況下是否可以旋轉,我試完了網上的俄羅斯方塊,是不能旋轉的,這裡我們就按不能旋轉來做
                # 我們在形狀設計的時候做了很多的空白,這樣只需要規定整個形狀包括空白部分全部在遊戲區域內時才可以旋轉
                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()
                    # 不能移除右邊框
                    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)
    # 畫顯示資訊中的下一個方塊
    _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:
                # 不應該在下落的時候來判斷到底沒,我們玩俄羅斯方塊的時候,方塊落到底的瞬間是可以進行左右移動
                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)

    # 畫當前下落方塊
    _draw_block(screen, cur_block, 0, 0, cur_pos_x, cur_pos_y)

    pygame.display.flip()

畫背景

def _draw_background(screen):
# 填充背景色
screen.fill(BG_COLOR)
# 畫遊戲區域分隔線
pygame.draw.line(screen, BORDER_COLOR,
(SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, 0),
(SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)

畫網格線

def _draw_gridlines(screen):
# 畫網格線 豎線
for x in range(BLOCK_WIDTH):
pygame.draw.line(screen, BLACK, (x * SIZE, 0), (x * SIZE, SCREEN_HEIGHT), 1)
# 畫網格線 橫線
for y in range(BLOCK_HEIGHT):
pygame.draw.line(screen, BLACK, (0, y * SIZE), (BLOCK_WIDTH * SIZE, y * SIZE), 1)

畫已經落下的方塊

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)

畫單個方塊

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)

畫得分等資訊

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'下一個:')

if name == 'main':
main()

例項:


我修改了背景顏色,方塊顏色和遊戲區域的寬度