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python实现俄罗斯方块游戏(改进版)

作者:rongyongfeikai2  发布时间:2022-03-10 07:55:48 

标签:python,俄罗斯方块

本文为大家分享了python实现俄罗斯方块游戏,继上一篇的改进版,供大家参考,具体内容如下

1.加了方块预览部分

2.加了开始按钮

在公司实习抽空写的,呵呵。觉得Python还不错,以前觉得像个玩具语言。希望能够用它做更多大事吧!!!加油。

截图如下:

python实现俄罗斯方块游戏(改进版)

代码如下:


#coding=utf-8
from Tkinter import *;
from random import *;
import thread;  
from tkMessageBox import showinfo;
import threading;
from time import sleep;
class BrickGame(object):

#是否开始
start = True;
#是否到达底部
isDown = True;

#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 = [

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

#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):

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
   for m in xrange(i-1,0,-1):

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

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

#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;

#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;

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();  

#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.frame2 = Frame(self.window,width=90,height=90,bg="black");
 self.frame2.place(x=340,y=60);

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.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/rongyongfeikai2/article/details/8893646

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