利用python制作俄罗斯方块详细图文教程

 更新时间:2023年10月16日 08:37:28   作者:极客李华  
俄罗斯方块是一款经典的游戏,它可以用多种编程语言来实现,这篇文章主要给大家介绍了关于利用python制作俄罗斯方块的详细图文教程,文中通过代码介绍的非常详细,需要的朋友可以参考下

简介

俄罗斯方块》(Tetris, 俄文:Тетрис)是一款由俄罗斯人阿列克谢·帕基特诺夫于1984年6月发明的休闲游戏。

该游戏曾经被多家公司代理过。经过多轮诉讼后,该游戏的代理权最终被任天堂获得。 [1] 任天堂对于俄罗斯方块来说意义重大,因为将它与GB搭配在一起后,获得了巨大的成功。 [1]

《俄罗斯方块》的基本规则是移动、旋转和摆放游戏自动输出的各种方块,使之排列成完整的一行或多行并且消除得分。

编码

搭建基础页面

首先是创建一个python文件

创建一个窗体,用来显示这个游戏的界面

代码

import tkinter as tk
# 首先创建一个窗体
win = tk.Tk()
win.mainloop()

运行结果

绘制格子

原理如下

画格子,这里主要应用的是tkinter里面Canvas功能。

代码如下

import tkinter as tk

# 设置行数和列数
row = 20
col = 12

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = row * cell_size
width = col * cell_size

# 首先创建一个窗体
win = tk.Tk()

# 在画板上绘制格子
def draw_cell(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

def draw_blank_board(canvas):
    for ri in range(row):
        for cj in range(col):
            draw_cell(canvas, cj, ri)


# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

draw_blank_board(canvas)

win.mainloop()

绘制俄罗斯方块

现根据这个规则绘制一个看看情况

代码讲解

import tkinter as tk

# 设置行数和列数
Row = 20
Col = 12

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue"
}

# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
draw_blank_board(canvas)

# 开始画图形了, 这里是先测试一下
draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])


win.mainloop()

运行结果,通过运行结果可以看出来没有太大的问题

绘制其他的样式的格子

这里是其他的格子的各种坐标,只需要往上面的代码中的SHAPES和SHAPESCOLOR中放就可以了。

演示代码

import tkinter as tk

# 设置行数和列数
Row = 20
Col = 12

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
    "S":[(-1, 0),(0, 0),(0, -1),(1, -1)],
    "T":[(-1, 0),(0, 0),(0, -1),(1, 0)],
    "I":[(0, 1),(0, 0),(0, -1),(0, -2)],
    "L":[(-1, 0),(0, 0),(-1, -1),(-1, -2)],
    "J":[(-1, 0),(0, 0),(0, 1),(0, -2)],
    "Z":[(-1, -1),(0, -1),(0, 0),(1, 0)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue",
    "S":"red",
    "T":"yellow",
    "I":"green",
    "L":"purple",
    "J":"orange",
    "Z":"Cyan",
}

# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
draw_blank_board(canvas)

# 开始画图形了, 这里是先测试一下
draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])


win.mainloop()

运行结果

通过测试这个各种的图形格子是完成了的。

让格子动起来

让这个格子使人感觉动起来,主要的原理就是设置一个刷新时间,然后这个格子不断的加载,然后不断的刷新,这样是利用的是game_loop(),draw_block_move(canvas, block, direction=[0,0])两个函数。

代码讲解

import tkinter as tk
import time
# 设置行数和列数
Row = 20
Col = 12

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
    "S":[(-1, 0),(0, 0),(0, -1),(1, -1)],
    "T":[(-1, 0),(0, 0),(0, -1),(1, 0)],
    "I":[(0, 1),(0, 0),(0, -1),(0, -2)],
    "L":[(-1, 0),(0, 0),(-1, -1),(-1, -2)],
    "J":[(-1, 0),(0, 0),(0, 1),(0, -2)],
    "Z":[(-1, -1),(0, -1),(0, 0),(1, 0)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue",
    "S":"red",
    "T":"yellow",
    "I":"green",
    "L":"purple",
    "J":"orange",
    "Z":"Cyan",
}

# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
draw_blank_board(canvas)

# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])

# 设置格子的刷新频率,单位是毫秒
FPS = 500

# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
    """
    :param canvas: 面板对象
    :param block: 俄罗斯方块
    :param direction: 移动的方向
    :return:
    """
    shape_type = block['kind']
    c, r = block['cr']
    cell_list = block['cell_list']

    draw_cells(canvas, c, r, cell_list)

    dc, dr = direction
    new_c, new_r = c + dc, r + dr
    block['cr'] = [new_c, new_r]
    draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])

# 用字典定义每个形状的属性
one_block = {
    'kind': 'O', # 对应俄罗斯方块的类型
    'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
    'cr': [3, 3], # 对应的行列坐标
}

draw_block_move(canvas, one_block)
# 让游戏不断循环 通过递归实现
def game_loop():
    win.update()

    # 往下走
    down = [0, 1]
    draw_block_move(canvas, one_block, down)
    win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号

game_loop()
win.mainloop()

运行结果

这里生成了一个,往下掉的小俄罗斯方块。

生成,固定,变换,移动 生成和固定

演示代码

import tkinter as tk
import time
# 设置行数和列数
Row = 20
Col = 12

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
    "S":[(-1, 0),(0, 0),(0, -1),(1, -1)],
    "T":[(-1, 0),(0, 0),(0, -1),(1, 0)],
    "I":[(0, 1),(0, 0),(0, -1),(0, -2)],
    "L":[(-1, 0),(0, 0),(-1, -1),(-1, -2)],
    "J":[(-1, 0),(0, 0),(0, 1),(0, -2)],
    "Z":[(-1, -1),(0, -1),(0, 0),(1, 0)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue",
    "S":"red",
    "T":"yellow",
    "I":"green",
    "L":"purple",
    "J":"orange",
    "Z":"Cyan",
}

# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
draw_blank_board(canvas)

# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])

# 设置格子的刷新频率,单位是毫秒
FPS = 500

# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
    """
    :param canvas: 面板对象
    :param block: 俄罗斯方块
    :param direction: 移动的方向
    :return:
    """
    shape_type = block['kind']
    c, r = block['cr']
    cell_list = block['cell_list']

    draw_cells(canvas, c, r, cell_list)

    dc, dr = direction
    new_c, new_r = c + dc, r + dr
    block['cr'] = [new_c, new_r]
    draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])

# 用字典定义每个形状的属性
one_block = {
    'kind': 'O', # 对应俄罗斯方块的类型
    'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
    'cr': [3, 3], # 对应的行列坐标
}

draw_block_move(canvas, one_block)
# 让游戏不断循环 通过递归实现
def game_loop():
    win.update()

    # 往下走
    down = [0, 1]
    draw_block_move(canvas, one_block, down)
    win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号

game_loop()
win.mainloop()

在这这里我们实现了这个俄罗斯方块的不断的生成,和俄罗斯方块的不断的叠加,基本实现了俄罗斯方块的生产功能。

运行结果

移动

运行结果

这个效果就是可以左右移动,具体代码看下面,主要依靠的是horizontal_move_block(event)这个函数的实现。

完整代码

import tkinter as tk
import random

# 设置行数和列数
Row = 20
Col = 12

# 设置格子的刷新频率,单位是毫秒
FPS = 50

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
    "S": [(-1, 0), (0, 0), (0, -1), (1, -1)],
    "T": [(-1, 0), (0, 0), (0, -1), (1, 0)],
    "I": [(0, 1), (0, 0), (0, -1), (0, -2)],
    "L": [(-1, 0), (0, 0), (-1, -1), (-1, -2)],
    "J": [(-1, 0), (0, 0), (0, -1), (0, -2)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue",
    "S":"red",
    "T":"yellow",
    "I":"green",
    "L":"purple",
    "J":"orange",
    "Z":"Cyan",
}

# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

# 绘制板块
def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

# 绘制单元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
draw_blank_board(canvas)

block_list = []
for i in range(Row):
    i_row = ['' for j in range(Col)]
    block_list.append(i_row)


# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])


# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
    """
    :param canvas: 面板对象
    :param block: 俄罗斯方块
    :param direction: 移动的方向
    :return:
    """
    shape_type = block['kind']
    c, r = block['cr']
    cell_list = block['cell_list']

    draw_cells(canvas, c, r, cell_list)

    dc, dr = direction
    new_c, new_r = c + dc, r + dr
    block['cr'] = [new_c, new_r]
    draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])

# 用字典定义每个形状的属性
one_block = {
    'kind': 'O', # 对应俄罗斯方块的类型
    'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
    'cr': [3, 3], # 对应的行列坐标
}

# 测试代码
# draw_block_move(canvas, one_block)

def product_new_block():
    # 随机生成新的俄罗斯方块
    kind = random.choice(list(SHAPES.keys()))

    cr = [Col // 2, 0]
    new_block = {
        "kind": kind,
        "cell_list": SHAPES[kind],
        'cr': cr
    }
    return new_block

def check_move(block, direction=[0,0]):
    """
    :param block:俄罗斯方块的前身
    :param direction: 移动方向
    :return: boolean 是否可以朝着指定的方向移动
    """
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc + direction[0]
        r = cell_r + cr + direction[1]

        # 判断边界
        if c < 0 or c >= Col or r >= Row:
            return False
        # r >= 0是防止格子下不来的情况
        if r >= 0 and block_list[r][c]:
            return False
    return True

# 保存当前的俄罗斯方块到列表里面
def save_to_block_list(block):
    shape_type = block['kind']
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc
        r = cell_r + cr

        block_list[r][c] = shape_type


def horizontal_move_block(event):
    """
    左右水平移动俄罗斯方块
    event:键盘的监听事件
    """
    # 这里只设置了左右两个方向
    direction = [0, 0]
    if event.keysym == 'Left':
        direction = [-1, 0]
    elif event.keysym == 'Right':
        direction = [1, 0]
    else:
        return

    global current_block
    if current_block is not None and check_move(current_block, direction):
        draw_block_move(canvas, current_block, direction)


# 让游戏不断循环 通过递归实现
def game_loop():
    win.update()

    global current_block
    # 如果当前没有俄罗斯方块 产生一个新的
    if current_block is None:
        # 生成新的俄罗斯方块
        new_block = product_new_block()
        draw_block_move(canvas, new_block)
        current_block = new_block
    # 如果当前有了就往下走
    else:
        if check_move(current_block, [0, 1]):
            draw_block_move(canvas, current_block, [0, 1])
        else:
            # 保存当前的俄罗斯方块
            save_to_block_list(current_block)
            current_block = None
    win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号

# 当前的俄罗斯方块
current_block = None

# 画布聚焦
canvas.focus_set()
# 添加左右移动的事件
canvas.bind("<KeyPress-Left>", horizontal_move_block)
canvas.bind("<KeyPress-Right>", horizontal_move_block)


game_loop()
win.mainloop()

变换

这个是让这个俄罗斯方块的角度可以发生变换,主要的是利用这个函数,这个rotate_block是角度的旋转,这个land是马上下去的功能。

def rotate_block(event):
    global current_block
    if current_block is None:
        return
 
    cell_list = current_block['cell_list']
    rotate_list = []
    for cell in cell_list:
        cell_c, cell_r = cell
        rotate_cell = [cell_r, -cell_c]
        rotate_list.append(rotate_cell)
 
    block_after_rotate = {
        'kind': current_block['kind'],  # 对应俄罗斯方块的类型
        'cell_list': rotate_list,
        'cr': current_block['cr']
    }
 
    if check_move(block_after_rotate):
        cc, cr= current_block['cr']
        draw_cells(canvas, cc, cr, current_block['cell_list'])
        draw_cells(canvas, cc, cr, rotate_list,SHAPESCOLOR[current_block['kind']])
        current_block = block_after_rotate
 
 
def land(event):
    global current_block
    if current_block is None:
        return
 
    cell_list = current_block['cell_list']
    cc, cr = current_block['cr']
    min_height = R
    for cell in cell_list:
        cell_c, cell_r = cell
        c, r = cell_c + cc, cell_r + cr
        if block_list[r][c]:
            return
        h = 0
        for ri in range(r+1, R):
            if block_list[ri][c]:
                break
            else:
                h += 1
        if h < min_height:
            min_height = h
 
    down = [0, min_height]
    if check_move(current_block, down):
        draw_block_move(canvas, current_block, down)

完整的代码

import tkinter as tk
import random

# 设置行数和列数
Row = 20
Col = 12

# 设置格子的刷新频率,单位是毫秒
FPS = 250

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
    "S": [(-1, 0), (0, 0), (0, -1), (1, -1)],
    "T": [(-1, 0), (0, 0), (0, -1), (1, 0)],
    "I": [(0, 1), (0, 0), (0, -1), (0, -2)],
    "L": [(-1, 0), (0, 0), (-1, -1), (-1, -2)],
    "J": [(-1, 0), (0, 0), (0, -1), (0, -2)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue",
    "S":"red",
    "T":"yellow",
    "I":"green",
    "L":"purple",
    "J":"orange",
    "Z":"Cyan",
}

# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

# 绘制板块
def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

# 绘制单元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
draw_blank_board(canvas)

block_list = []
for i in range(Row):
    i_row = ['' for j in range(Col)]
    block_list.append(i_row)


# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])


# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
    """
    :param canvas: 面板对象
    :param block: 俄罗斯方块
    :param direction: 移动的方向
    :return:
    """
    shape_type = block['kind']
    c, r = block['cr']
    cell_list = block['cell_list']

    draw_cells(canvas, c, r, cell_list)

    dc, dr = direction
    new_c, new_r = c + dc, r + dr
    block['cr'] = [new_c, new_r]
    draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])

# 用字典定义每个形状的属性
one_block = {
    'kind': 'O', # 对应俄罗斯方块的类型
    'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
    'cr': [3, 3], # 对应的行列坐标
}

# 测试代码
# draw_block_move(canvas, one_block)

def product_new_block():
    # 随机生成新的俄罗斯方块
    kind = random.choice(list(SHAPES.keys()))

    cr = [Col // 2, 0]
    new_block = {
        "kind": kind,
        "cell_list": SHAPES[kind],
        'cr': cr
    }
    return new_block

def check_move(block, direction=[0,0]):
    """
    :param block:俄罗斯方块的前身
    :param direction: 移动方向
    :return: boolean 是否可以朝着指定的方向移动
    """
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc + direction[0]
        r = cell_r + cr + direction[1]

        # 判断边界
        if c < 0 or c >= Col or r >= Row:
            return False
        # r >= 0是防止格子下不来的情况
        if r >= 0 and block_list[r][c]:
            return False
    return True

# 保存当前的俄罗斯方块到列表里面
def save_to_block_list(block):
    shape_type = block['kind']
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc
        r = cell_r + cr

        block_list[r][c] = shape_type


def horizontal_move_block(event):
    """
    左右水平移动俄罗斯方块
    event:键盘的监听事件
    """
    # 这里只设置了左右两个方向
    direction = [0, 0]
    if event.keysym == 'Left':
        direction = [-1, 0]
    elif event.keysym == 'Right':
        direction = [1, 0]
    else:
        return

    global current_block
    if current_block is not None and check_move(current_block, direction):
        draw_block_move(canvas, current_block, direction)


def rotate_block(event):
    global current_block
    if current_block is None:
        return

    cell_list = current_block['cell_list']
    rotate_list = []
    for cell in cell_list:
        cell_c, cell_r = cell
        rotate_cell = [cell_r, -cell_c]
        rotate_list.append(rotate_cell)

    block_after_rotate = {
        'kind': current_block['kind'],  # 对应俄罗斯方块的类型
        'cell_list': rotate_list,
        'cr': current_block['cr']
    }

    if check_move(block_after_rotate):
        cc, cr = current_block['cr']
        draw_cells(canvas, cc, cr, current_block['cell_list'])
        draw_cells(canvas, cc, cr, rotate_list, SHAPESCOLOR[current_block['kind']])
        current_block = block_after_rotate


def land(event):
    global current_block
    if current_block is None:
        return

    cell_list = current_block['cell_list']
    cc, cr = current_block['cr']
    min_height = Row
    for cell in cell_list:
        cell_c, cell_r = cell
        c, r = cell_c + cc, cell_r + cr
        if block_list[r][c]:
            return
        h = 0
        for ri in range(r + 1, Row):
            if block_list[ri][c]:
                break
            else:
                h += 1
        if h < min_height:
            min_height = h

    down = [0, min_height]
    if check_move(current_block, down):
        draw_block_move(canvas, current_block, down)


# 让游戏不断循环 通过递归实现
def game_loop():
    win.update()

    global current_block
    # 如果当前没有俄罗斯方块 产生一个新的
    if current_block is None:
        # 生成新的俄罗斯方块
        new_block = product_new_block()
        draw_block_move(canvas, new_block)
        current_block = new_block
    # 如果当前有了就往下走
    else:
        if check_move(current_block, [0, 1]):
            draw_block_move(canvas, current_block, [0, 1])
        else:
            # 保存当前的俄罗斯方块
            save_to_block_list(current_block)
            current_block = None
    win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号

# 当前的俄罗斯方块
current_block = None

# 画布聚焦
canvas.focus_set()
# 添加左右移动的事件
canvas.bind("<KeyPress-Left>", horizontal_move_block)
canvas.bind("<KeyPress-Right>", horizontal_move_block)
# 添加变化角度的事件
canvas.bind("<KeyPress-Up>", rotate_block)
canvas.bind("<KeyPress-Down>", land)


game_loop()
win.mainloop()

运行结果

现在这个俄罗斯方块可以上下角度变化了。

清除与得分

在这版本中,实现了清除与得分的功能,每次清除这个俄罗斯方块,都可以+10的奖励,最后当不可以继续下去了,这个游戏就结束了,然后就退出了。

import tkinter as tk
from tkinter import messagebox
import random

# 设置行数和列数
Row = 20
Col = 12

# 设置格子的刷新频率,单位是毫秒
FPS = 150

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
    "S": [(-1, 0), (0, 0), (0, -1), (1, -1)],
    "T": [(-1, 0), (0, 0), (0, -1), (1, 0)],
    "I": [(0, 1), (0, 0), (0, -1), (0, -2)],
    "L": [(-1, 0), (0, 0), (-1, -1), (-1, -2)],
    "J": [(-1, 0), (0, 0), (0, -1), (0, -2)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue",
    "S":"red",
    "T":"yellow",
    "I":"green",
    "L":"purple",
    "J":"orange",
    "Z":"Cyan",
}
# 绘制面板,将draw_blank_board方法修改成如下方法
def draw_board(canvas, block_list):
    for ri in range(Row):
        for ci in range(Col):
            cell_type = block_list[ri][ci]
            if cell_type:
                draw_cell_background(canvas, ci, ri, SHAPESCOLOR[cell_type])
            else:
                draw_cell_background(canvas, ci, ri)
# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

# 绘制板块
def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

# 绘制单元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
block_list = []
for i in range(Row):
    i_row = ['' for j in range(Col)]
    block_list.append(i_row)

draw_board(canvas, block_list)


# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])


# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
    """
    :param canvas: 面板对象
    :param block: 俄罗斯方块
    :param direction: 移动的方向
    :return:
    """
    shape_type = block['kind']
    c, r = block['cr']
    cell_list = block['cell_list']

    draw_cells(canvas, c, r, cell_list)

    dc, dr = direction
    new_c, new_r = c + dc, r + dr
    block['cr'] = [new_c, new_r]
    draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])

# 用字典定义每个形状的属性
one_block = {
    'kind': 'O', # 对应俄罗斯方块的类型
    'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
    'cr': [3, 3], # 对应的行列坐标
}

# 测试代码
# draw_block_move(canvas, one_block)

def product_new_block():
    # 随机生成新的俄罗斯方块
    kind = random.choice(list(SHAPES.keys()))

    cr = [Col // 2, 0]
    new_block = {
        "kind": kind,
        "cell_list": SHAPES[kind],
        'cr': cr
    }
    return new_block

def check_move(block, direction=[0,0]):
    """
    :param block:俄罗斯方块的前身
    :param direction: 移动方向
    :return: boolean 是否可以朝着指定的方向移动
    """
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc + direction[0]
        r = cell_r + cr + direction[1]

        # 判断边界
        if c < 0 or c >= Col or r >= Row:
            return False
        # r >= 0是防止格子下不来的情况
        if r >= 0 and block_list[r][c]:
            return False
    return True

# 保存当前的俄罗斯方块到列表里面
def save_to_block_list(block):
    shape_type = block['kind']
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc
        r = cell_r + cr

        block_list[r][c] = shape_type


def horizontal_move_block(event):
    """
    左右水平移动俄罗斯方块
    event:键盘的监听事件
    """
    # 这里只设置了左右两个方向
    direction = [0, 0]
    if event.keysym == 'Left':
        direction = [-1, 0]
    elif event.keysym == 'Right':
        direction = [1, 0]
    else:
        return

    global current_block
    if current_block is not None and check_move(current_block, direction):
        draw_block_move(canvas, current_block, direction)


def rotate_block(event):
    global current_block
    if current_block is None:
        return

    cell_list = current_block['cell_list']
    rotate_list = []
    for cell in cell_list:
        cell_c, cell_r = cell
        rotate_cell = [cell_r, -cell_c]
        rotate_list.append(rotate_cell)

    block_after_rotate = {
        'kind': current_block['kind'],  # 对应俄罗斯方块的类型
        'cell_list': rotate_list,
        'cr': current_block['cr']
    }

    if check_move(block_after_rotate):
        cc, cr = current_block['cr']
        draw_cells(canvas, cc, cr, current_block['cell_list'])
        draw_cells(canvas, cc, cr, rotate_list, SHAPESCOLOR[current_block['kind']])
        current_block = block_after_rotate


def land(event):
    global current_block
    if current_block is None:
        return

    cell_list = current_block['cell_list']
    cc, cr = current_block['cr']
    min_height = Row
    for cell in cell_list:
        cell_c, cell_r = cell
        c, r = cell_c + cc, cell_r + cr
        if block_list[r][c]:
            return
        h = 0
        for ri in range(r + 1, Row):
            if block_list[ri][c]:
                break
            else:
                h += 1
        if h < min_height:
            min_height = h

    down = [0, min_height]
    if check_move(current_block, down):
        draw_block_move(canvas, current_block, down)



# 在原有的rotate_block方法(外)下面添加
def check_row_complete(row):
    for cell in row:
        if cell == '':
            return False

    return True


score = 0
win.title("SCORES: %s" % score)  # 标题中展示分数


def check_and_clear():
    has_complete_row = False
    for ri in range(len(block_list)):
        if check_row_complete(block_list[ri]):
            has_complete_row = True
            # 当前行可消除
            if ri > 0:
                for cur_ri in range(ri, 0, -1):
                    block_list[cur_ri] = block_list[cur_ri - 1][:]
                block_list[0] = ['' for j in range(Col)]
            else:
                block_list[ri] = ['' for j in range(Col)]
            global score
            # 每消除一次 加10分
            score += 10


    if has_complete_row:
        draw_board(canvas, block_list)
        # 重新绘制
        win.title("SCORES: %s" % score)


# 让游戏不断循环 通过递归实现
def game_loop():
    win.update()

    global current_block
    # 如果当前没有俄罗斯方块 产生一个新的
    if current_block is None:
        # 生成新的俄罗斯方块
        new_block = product_new_block()
        draw_block_move(canvas, new_block)
        current_block = new_block

        # 游戏结束
        if not check_move(current_block, [0, 0]):
            messagebox.showinfo("Game Over!", "Your Score is %s" % score)
            win.destroy()
            return

    # 如果当前有了就往下走
    else:
        if check_move(current_block, [0, 1]):
            draw_block_move(canvas, current_block, [0, 1])
        else:
            # 保存当前的俄罗斯方块
            save_to_block_list(current_block)
            current_block = None
    # 游戏结束
    check_and_clear()
    win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号

# 当前的俄罗斯方块
current_block = None

# 画布聚焦
canvas.focus_set()
# 添加左右移动的事件
canvas.bind("<KeyPress-Left>", horizontal_move_block)
canvas.bind("<KeyPress-Right>", horizontal_move_block)
# 添加变化角度的事件
canvas.bind("<KeyPress-Up>", rotate_block)
canvas.bind("<KeyPress-Down>", land)


game_loop()
win.mainloop()

运行结果

这个是游戏最后的样子,其实可以后面再加一个数据库的功能,记录每一次的得分结果。

完整代码

import tkinter as tk
from tkinter import messagebox
import random

# 设置行数和列数
Row = 20
Col = 12

# 设置格子的刷新频率,单位是毫秒
FPS = 150

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
    "S": [(-1, 0), (0, 0), (0, -1), (1, -1)],
    "T": [(-1, 0), (0, 0), (0, -1), (1, 0)],
    "I": [(0, 1), (0, 0), (0, -1), (0, -2)],
    "L": [(-1, 0), (0, 0), (-1, -1), (-1, -2)],
    "J": [(-1, 0), (0, 0), (0, -1), (0, -2)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue",
    "S":"red",
    "T":"yellow",
    "I":"green",
    "L":"purple",
    "J":"orange",
    "Z":"Cyan",
}
# 绘制面板,将draw_blank_board方法修改成如下方法
def draw_board(canvas, block_list):
    for ri in range(Row):
        for ci in range(Col):
            cell_type = block_list[ri][ci]
            if cell_type:
                draw_cell_background(canvas, ci, ri, SHAPESCOLOR[cell_type])
            else:
                draw_cell_background(canvas, ci, ri)
# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

# 绘制板块
def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

# 绘制单元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
block_list = []
for i in range(Row):
    i_row = ['' for j in range(Col)]
    block_list.append(i_row)

draw_board(canvas, block_list)


# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])


# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
    """
    :param canvas: 面板对象
    :param block: 俄罗斯方块
    :param direction: 移动的方向
    :return:
    """
    shape_type = block['kind']
    c, r = block['cr']
    cell_list = block['cell_list']

    draw_cells(canvas, c, r, cell_list)

    dc, dr = direction
    new_c, new_r = c + dc, r + dr
    block['cr'] = [new_c, new_r]
    draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])

# 用字典定义每个形状的属性
one_block = {
    'kind': 'O', # 对应俄罗斯方块的类型
    'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
    'cr': [3, 3], # 对应的行列坐标
}

# 测试代码
# draw_block_move(canvas, one_block)

def product_new_block():
    # 随机生成新的俄罗斯方块
    kind = random.choice(list(SHAPES.keys()))

    cr = [Col // 2, 0]
    new_block = {
        "kind": kind,
        "cell_list": SHAPES[kind],
        'cr': cr
    }
    return new_block

def check_move(block, direction=[0,0]):
    """
    :param block:俄罗斯方块的前身
    :param direction: 移动方向
    :return: boolean 是否可以朝着指定的方向移动
    """
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc + direction[0]
        r = cell_r + cr + direction[1]

        # 判断边界
        if c < 0 or c >= Col or r >= Row:
            return False
        # r >= 0是防止格子下不来的情况
        if r >= 0 and block_list[r][c]:
            return False
    return True

# 保存当前的俄罗斯方块到列表里面
def save_to_block_list(block):
    shape_type = block['kind']
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc
        r = cell_r + cr

        block_list[r][c] = shape_type


def horizontal_move_block(event):
    """
    左右水平移动俄罗斯方块
    event:键盘的监听事件
    """
    # 这里只设置了左右两个方向
    direction = [0, 0]
    if event.keysym == 'Left':
        direction = [-1, 0]
    elif event.keysym == 'Right':
        direction = [1, 0]
    else:
        return

    global current_block
    if current_block is not None and check_move(current_block, direction):
        draw_block_move(canvas, current_block, direction)


def rotate_block(event):
    global current_block
    if current_block is None:
        return

    cell_list = current_block['cell_list']
    rotate_list = []
    for cell in cell_list:
        cell_c, cell_r = cell
        rotate_cell = [cell_r, -cell_c]
        rotate_list.append(rotate_cell)

    block_after_rotate = {
        'kind': current_block['kind'],  # 对应俄罗斯方块的类型
        'cell_list': rotate_list,
        'cr': current_block['cr']
    }

    if check_move(block_after_rotate):
        cc, cr = current_block['cr']
        draw_cells(canvas, cc, cr, current_block['cell_list'])
        draw_cells(canvas, cc, cr, rotate_list, SHAPESCOLOR[current_block['kind']])
        current_block = block_after_rotate


def land(event):
    global current_block
    if current_block is None:
        return

    cell_list = current_block['cell_list']
    cc, cr = current_block['cr']
    min_height = Row
    for cell in cell_list:
        cell_c, cell_r = cell
        c, r = cell_c + cc, cell_r + cr
        if block_list[r][c]:
            return
        h = 0
        for ri in range(r + 1, Row):
            if block_list[ri][c]:
                break
            else:
                h += 1
        if h < min_height:
            min_height = h

    down = [0, min_height]
    if check_move(current_block, down):
        draw_block_move(canvas, current_block, down)



# 在原有的rotate_block方法(外)下面添加
def check_row_complete(row):
    for cell in row:
        if cell == '':
            return False

    return True


score = 0
win.title("SCORES: %s" % score)  # 标题中展示分数


def check_and_clear():
    has_complete_row = False
    for ri in range(len(block_list)):
        if check_row_complete(block_list[ri]):
            has_complete_row = True
            # 当前行可消除
            if ri > 0:
                for cur_ri in range(ri, 0, -1):
                    block_list[cur_ri] = block_list[cur_ri - 1][:]
                block_list[0] = ['' for j in range(Col)]
            else:
                block_list[ri] = ['' for j in range(Col)]
            global score
            # 每消除一次 加10分
            score += 10


    if has_complete_row:
        draw_board(canvas, block_list)
        # 重新绘制
        win.title("SCORES: %s" % score)


# 让游戏不断循环 通过递归实现
def game_loop():
    win.update()

    global current_block
    # 如果当前没有俄罗斯方块 产生一个新的
    if current_block is None:
        # 生成新的俄罗斯方块
        new_block = product_new_block()
        draw_block_move(canvas, new_block)
        current_block = new_block

        # 游戏结束
        if not check_move(current_block, [0, 0]):
            messagebox.showinfo("Game Over!", "Your Score is %s" % score)
            win.destroy()
            return

    # 如果当前有了就往下走
    else:
        if check_move(current_block, [0, 1]):
            draw_block_move(canvas, current_block, [0, 1])
        else:
            # 保存当前的俄罗斯方块
            save_to_block_list(current_block)
            current_block = None
    # 游戏结束
    check_and_clear()
    win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号

# 当前的俄罗斯方块
current_block = None

# 画布聚焦
canvas.focus_set()
# 添加左右移动的事件
canvas.bind("<KeyPress-Left>", horizontal_move_block)
canvas.bind("<KeyPress-Right>", horizontal_move_block)
# 添加变化角度的事件
canvas.bind("<KeyPress-Up>", rotate_block)
canvas.bind("<KeyPress-Down>", land)


game_loop()
win.mainloop()

总结

到此这篇关于利用python制作俄罗斯方块的文章就介绍到这了,更多相关python制作俄罗斯方块内容请搜索脚本之家以前的文章或继续浏览下面的相关文章希望大家以后多多支持脚本之家!

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