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python编写俄罗斯方块

作者:勤勉之  发布时间:2023-04-02 11:03:06 

标签:python,俄罗斯方块

本文实例为大家分享了python实现俄罗斯方块的具体代码,供大家参考,具体内容如下


#coding=utf-8
from tkinter import *
from random import *
import threading
from tkinter.messagebox import showinfo
from tkinter.messagebox import askquestion
import threading
from time import sleep

class BrickGame(object):

#是否开始
start = True;
#是否到达底部
isDown = True;
isPause = False;
#窗体
window = None;
#frame
frame1 = None;
frame2 = None;

#按钮
btnStart = None;

#绘图类
canvas = None;
canvas1 = None;

#标题
title = "BrickGame";
#宽和高
width = 450;
height = 670;

#行和列
rows = 20;
cols = 10;

#下降方块的线程
downThread = None;

#几种方块
brick = [
 [
  [
   [0,1,1],
   [1,1,0],
   [0,0,0]
  ],
  [
   [1,0,0],
   [1,1,0],
   [0,1,0]
  ],
  [
   [0,1,1],
   [1,1,0],
   [0,0,0]
  ],
  [
   [1,0,0],
   [1,1,0],
   [0,1,0]
  ]
],
[
  [
   [1,1,1],
   [1,0,0],
   [0,0,0]
  ],
  [
   [0,1,1],
   [0,0,1],
   [0,0,1]
  ],
  [
   [0,0,0],
   [0,0,1],
   [1,1,1]
  ],
  [
   [1,0,0],
   [1,0,0],
   [1,1,0]
  ]
],
[
  [
   [1,1,1],
   [0,0,1],
   [0,0,0]
  ],
  [
   [0,0,1],
   [0,0,1],
   [0,1,1]
  ],
  [
   [0,0,0],
   [1,0,0],
   [1,1,1]
  ],
  [
   [1,1,0],
   [1,0,0],
   [1,0,0]
  ]
],
[
  [
   [0,0,0],
   [0,1,1],
   [0,1,1]
  ],
  [
   [0,0,0],
   [0,1,1],
   [0,1,1]
  ],
  [
   [0,0,0],
   [0,1,1],
   [0,1,1]
  ],
  [
   [0,0,0],
   [0,1,1],
   [0,1,1]
  ]  
],
[
  [
   [1,1,1],
   [0,1,0],
   [0,0,0]
  ],
  [
   [0,0,1],
   [0,1,1],
   [0,0,1]
  ],
  [
   [0,0,0],
   [0,1,0],
   [1,1,1]
  ],
  [
   [1,0,0],
   [1,1,0],
   [1,0,0]
  ]
],
[
  [
   [0,1,0],
   [0,1,0],
   [0,1,0]

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

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

];

#当前的方块
curBrick = None;
#当前方块数组
arr = None;
arr1 = None;
#当前方块形状
shape = -1;
#当前方块的行和列(最左上角)
curRow = -10;
curCol = -10;

#背景
back = list();
#格子
gridBack = list();
preBack = list();

#初始化
def init(self):

for i in range(0,self.rows):

self.back.insert(i,list());
 self.gridBack.insert(i,list());

for i in range(0,self.rows):

for j in range(0,self.cols):

self.back[i].insert(j,0);
 self.gridBack[i].insert(j,self.canvas.create_rectangle(30*j,30*i,30*(j+1),30*(i+1),fill="black"));

for i in range(0,3):

self.preBack.insert(i,list());

for i in range(0,3):

for j in range(0,3):

self.preBack[i].insert(j,self.canvas1.create_rectangle(30*j,30*i,30*(j+1),30*(i+1),fill="black"));

#绘制游戏的格子
def drawRect(self):
for i in range(0,self.rows):

for j in range(0,self.cols):

if self.back[i][j]==1:

self.canvas.itemconfig(self.gridBack[i][j],fill="blue",outline="white");

elif self.back[i][j]==0:

self.canvas.itemconfig(self.gridBack[i][j],fill="black",outline="white");

#绘制预览方块
for i in range(0,len(self.arr1)):

for j in range(0,len(self.arr1[i])):

if self.arr1[i][j]==0:

self.canvas1.itemconfig(self.preBack[i][j],fill="black",outline="white");

elif self.arr1[i][j]==1:

self.canvas1.itemconfig(self.preBack[i][j],fill="orange",outline="white");

#绘制当前正在运动的方块
if self.curRow!=-10 and self.curCol!=-10:

for i in range(0,len(self.arr)):

for j in range(0,len(self.arr[i])):

if self.arr[i][j]==1:  

self.canvas.itemconfig(self.gridBack[self.curRow+i][self.curCol+j],fill="blue",outline="white");

#判断方块是否已经运动到达底部
if self.isDown:

for i in range(0,3):

for j in range(0,3):

if self.arr[i][j]!=0:

self.back[self.curRow+i][self.curCol+j] = self.arr[i][j];

#判断整行消除
 self.removeRow();

#判断是否死了
 self.isDead();

#获得下一个方块
 self.getCurBrick();

#判断是否有整行需要消除
def removeRow(self):
count=0
for i in range(0,self.rows):

tag1 = True;  
 for j in range(0,self.cols):

if self.back[i][j]==0:

tag1 = False;
  break;

if tag1==True:

#从上向下挪动
 count=count+1
 for m in range(i-1,0,-1):

for n in range(0,self.cols):

self.back[m+1][n] = self.back[m][n];

scoreValue = eval(self.scoreLabel2['text'])
scoreValue += 5*count*(count+3)
self.scoreLabel2.config(text=str(scoreValue))

#获得当前的方块
def getCurBrick(self):

self.curBrick = randint(0,len(self.brick)-1);
self.shape = 0;
#当前方块数组
self.arr = self.brick[self.curBrick][self.shape];
self.arr1 = self.arr;

self.curRow = 0;
self.curCol = 1;

#是否到底部为False
self.isDown = False;

#监听键盘输入
def onKeyboardEvent(self,event):

#未开始,不必监听键盘输入
if self.start == False:

return;

if self.isPause == True:
 return;

#记录原来的值
tempCurCol = self.curCol;
tempCurRow = self.curRow;
tempShape = self.shape;
tempArr = self.arr;
direction = -1;

if event.keycode==37:

#左移
 self.curCol-=1;
 direction = 1;
elif event.keycode==38:
 #变化方块的形状
 self.shape+=1;
 direction = 2;

if self.shape>=4:

self.shape=0;
 self.arr = self.brick[self.curBrick][self.shape];
elif event.keycode==39:

direction = 3;
 #右移
 self.curCol+=1;
elif event.keycode==40:

direction = 4;
 #下移
 self.curRow+=1;

if self.isEdge(direction)==False:

self.curCol = tempCurCol;
 self.curRow = tempCurRow;
 self.shape = tempShape;
 self.arr = tempArr;

self.drawRect();

return True;

#判断当前方块是否到达边界
def isEdge(self,direction):

tag = True;

#向左,判断边界
if direction==1:

for i in range(0,3):

for j in range(0,3):

if self.arr[j][i]!=0 and (self.curCol+i<0 or self.back[self.curRow+j][self.curCol+i]!=0):

tag = False;
  break;
#向右,判断边界
elif direction==3:

for i in range(0,3):

for j in range(0,3):

if self.arr[j][i]!=0 and (self.curCol+i>=self.cols or self.back[self.curRow+j][self.curCol+i]!=0):

tag = False;
  break;
#向下,判断底部
elif direction==4:

for i in range(0,3):

for j in range(0,3):

if self.arr[i][j]!=0 and (self.curRow+i>=self.rows or self.back[self.curRow+i][self.curCol+j]!=0):

tag = False;
  self.isDown = True;
  break;
#进行变形,判断边界
elif direction==2:

if self.curCol<0:

self.curCol=0;

if self.curCol+2>=self.cols:

self.curCol = self.cols-3;

if self.curRow+2>=self.rows:

self.curRow = self.curRow-3;

return tag;

#方块向下移动
def brickDown(self):

while True:

if self.start==False:

print("exit thread");
 break;
 if self.isPause==False:
 tempRow = self.curRow;
 self.curRow+=1;

if self.isEdge(4)==False:

self.curRow = tempRow;

self.drawRect();

#每一秒下降一格
 sleep(1);

#点击开始
def clickStart(self):

self.start = True;

for i in range(0,self.rows):

for j in range(0,self.cols):

self.back[i][j] = 0;
 self.canvas.itemconfig(self.gridBack[i][j],fill="black",outline="white");

for i in range(0,len(self.arr)):

for j in range(0,len(self.arr[i])):

self.canvas1.itemconfig(self.preBack[i][j],fill="black",outline="white");

self.getCurBrick();
self.drawRect();

self.downThread = threading.Thread(target=self.brickDown,args=());
self.downThread.start();

def clickPause(self):
self.isPause=not self.isPause
print(self.isPause)
if not self.isPause:
 self.btnPause["text"]="暂停"
else:
 self.btnPause["text"]="恢复"

def clickReStart(self):
ackRestart =askquestion("重新开始","你确定要重新开始吗?")
if ackRestart == 'yes':
 self.clickStart()
else:
 return

def clickQuit(self):
ackQuit =askquestion("退出","你确定要退出吗?")
if ackQuit == 'yes':
 self.window.destroy()
 exit()

#判断是否死了
def isDead(self):

for j in range(0,len(self.back[0])):

if self.back[0][j]!=0:

showinfo("提示","你挂了,再来一盘吧!");
 self.start = False;
 break;

#运行
def __init__(self):

self.window = Tk();
self.window.title(self.title);
self.window.minsize(self.width,self.height);
self.window.maxsize(self.width,self.height);  

self.frame1 = Frame(self.window,width=300,height=600,bg="black");
self.frame1.place(x=20,y=30);

self.scoreLabel1 = Label(self.window,text="Score:",font=(30))
self.scoreLabel1.place(x=340,y=60)
self.scoreLabel2 = Label(self.window,text="0",fg='red',font=(30))
self.scoreLabel2.place(x=410,y=60)

self.frame2 = Frame(self.window,width=90,height=90,bg="black");
self.frame2.place(x=340,y=120);

self.canvas = Canvas(self.frame1,width=300,height=600,bg="black");
self.canvas1 = Canvas(self.frame2,width=90,height=90,bg="black");

self.btnStart = Button(self.window,text="开始",command=self.clickStart);
self.btnStart.place(x=340,y=400,width=80,height=25);

self.btnPause = Button(self.window,text="暂停",command=self.clickPause);
self.btnPause.place(x=340,y=450,width=80,height=25);

self.btnReStart = Button(self.window,text="重新开始",command=self.clickReStart);
self.btnReStart.place(x=340,y=500,width=80,height=25);

self.btnQuit = Button(self.window,text="退出",command=self.clickQuit);
self.btnQuit.place(x=340,y=550,width=80,height=25);

self.init();

#获得当前的方块
self.getCurBrick();

#按照数组,绘制格子

self.drawRect();

self.canvas.pack();

self.canvas1.pack();

#监听键盘事件
self.window.bind("<KeyPress>",self.onKeyboardEvent);

#启动方块下落线程
self.downThread = threading.Thread(target=self.brickDown,args=());
self.downThread.start();  

self.window.mainloop();

self.start=False;

pass;

if __name__=='__main__':

brickGame = BrickGame();

更多俄罗斯方块精彩文章请点击专题:俄罗斯方块游戏集合 进行学习。

来源:https://blog.csdn.net/NBDR_YL/article/details/80533487

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