python编写俄罗斯方块
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 fromtkinterimport* fromrandomimport* importthreading fromtkinter.messageboximportshowinfo fromtkinter.messageboximportaskquestion importthreading fromtimeimportsleep classBrickGame(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 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): count=0 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 count=count+1 forminrange(i-1,0,-1): forninrange(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 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; ifself.isPause==True: 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; ifself.isPause==False: 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(); defclickPause(self): self.isPause=notself.isPause print(self.isPause) ifnotself.isPause: self.btnPause["text"]="暂停" else: self.btnPause["text"]="恢复" defclickReStart(self): ackRestart=askquestion("重新开始","你确定要重新开始吗?") ifackRestart=='yes': self.clickStart() else: return defclickQuit(self): ackQuit=askquestion("退出","你确定要退出吗?") ifackQuit=='yes': self.window.destroy() exit() #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.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("",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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