python实现俄罗斯方块游戏(改进版)
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:
代码如下:
#coding=utf-8
fromTkinterimport*;
fromrandomimport*;
importthread;
fromtkMessageBoximportshowinfo;
importthreading;
fromtimeimportsleep;
classBrickGame(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
definit(self):
foriinrange(0,self.rows):
self.back.insert(i,list());
self.gridBack.insert(i,list());
foriinrange(0,self.rows):
forjinrange(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"));
foriinrange(0,3):
self.preBack.insert(i,list());
foriinrange(0,3):
forjinrange(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
defdrawRect(self):
foriinrange(0,self.rows):
forjinrange(0,self.cols):
ifself.back[i][j]==1:
self.canvas.itemconfig(self.gridBack[i][j],fill="blue",outline="white");
elifself.back[i][j]==0:
self.canvas.itemconfig(self.gridBack[i][j],fill="black",outline="white");
#绘制预览方块
foriinrange(0,len(self.arr1)):
forjinrange(0,len(self.arr1[i])):
ifself.arr1[i][j]==0:
self.canvas1.itemconfig(self.preBack[i][j],fill="black",outline="white");
elifself.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
ifself.curRow!=-10andself.curCol!=-10:
foriinrange(0,len(self.arr)):
forjinrange(0,len(self.arr[i])):
ifself.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
ifself.isDown:
foriinrange(0,3):
forjinrange(0,3):
ifself.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
defremoveRow(self):
foriinrange(0,self.rows):
tag1=True;
forjinrange(0,self.cols):
ifself.back[i][j]==0:
tag1=False;
break;
iftag1==True:
#从上向下挪动
forminxrange(i-1,0,-1):
forninrange(0,self.cols):
self.back[m+1][n]=self.back[m][n];
#获得当前的方块
defgetCurBrick(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
defonKeyboardEvent(self,event):
#未开始,不必监听键盘输入
ifself.start==False:
return;
#记录原来的值
tempCurCol=self.curCol;
tempCurRow=self.curRow;
tempShape=self.shape;
tempArr=self.arr;
direction=-1;
ifevent.keycode==37:
#左移
self.curCol-=1;
direction=1;
elifevent.keycode==38:
#变化方块的形状
self.shape+=1;
direction=2;
ifself.shape>=4:
self.shape=0;
self.arr=self.brick[self.curBrick][self.shape];
elifevent.keycode==39:
direction=3;
#右移
self.curCol+=1;
elifevent.keycode==40:
direction=4;
#下移
self.curRow+=1;
ifself.isEdge(direction)==False:
self.curCol=tempCurCol;
self.curRow=tempCurRow;
self.shape=tempShape;
self.arr=tempArr;
self.drawRect();
returnTrue;
#判断当前方块是否到达边界
defisEdge(self,direction):
tag=True;
#向左,判断边界
ifdirection==1:
foriinrange(0,3):
forjinrange(0,3):
ifself.arr[j][i]!=0and(self.curCol+i<0orself.back[self.curRow+j][self.curCol+i]!=0):
tag=False;
break;
#向右,判断边界
elifdirection==3:
foriinrange(0,3):
forjinrange(0,3):
ifself.arr[j][i]!=0and(self.curCol+i>=self.colsorself.back[self.curRow+j][self.curCol+i]!=0):
tag=False;
break;
#向下,判断底部
elifdirection==4:
foriinrange(0,3):
forjinrange(0,3):
ifself.arr[i][j]!=0and(self.curRow+i>=self.rowsorself.back[self.curRow+i][self.curCol+j]!=0):
tag=False;
self.isDown=True;
break;
#进行变形,判断边界
elifdirection==2:
ifself.curCol<0:
self.curCol=0;
ifself.curCol+2>=self.cols:
self.curCol=self.cols-3;
ifself.curRow+2>=self.rows:
self.curRow=self.curRow-3;
returntag;
#方块向下移动
defbrickDown(self):
whileTrue:
ifself.start==False:
print("exitthread");
break;
tempRow=self.curRow;
self.curRow+=1;
ifself.isEdge(4)==False:
self.curRow=tempRow;
self.drawRect();
#每一秒下降一格
sleep(1);
#点击开始
defclickStart(self):
self.start=True;
foriinrange(0,self.rows):
forjinrange(0,self.cols):
self.back[i][j]=0;
self.canvas.itemconfig(self.gridBack[i][j],fill="black",outline="white");
foriinrange(0,len(self.arr)):
forjinrange(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
defisDead(self):
forjinrange(0,len(self.back[0])):
ifself.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("",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。
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持毛票票。
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