python编写俄罗斯方块
更新时间:2020年03月13日 09:39:17 作者:勤勉之
这篇文章主要为大家详细介绍了python编写俄罗斯方块,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下
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。
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