前往小程序,Get更优阅读体验!
立即前往
首页
学习
活动
专区
工具
TVP
发布
社区首页 >专栏 >python实现俄罗斯方块游戏(改进版)

python实现俄罗斯方块游戏(改进版)

作者头像
砸漏
发布2020-11-05 14:55:24
2.6K0
发布2020-11-05 14:55:24
举报
文章被收录于专栏:恩蓝脚本恩蓝脚本

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:

代码语言:javascript
复制
#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。

以上就是本文的全部内容,希望对大家的学习有所帮助。

本文参与 腾讯云自媒体分享计划,分享自作者个人站点/博客。
原始发表:2020-09-11 ,如有侵权请联系 cloudcommunity@tencent.com 删除

本文分享自 作者个人站点/博客 前往查看

如有侵权,请联系 cloudcommunity@tencent.com 删除。

本文参与 腾讯云自媒体分享计划  ,欢迎热爱写作的你一起参与!

评论
登录后参与评论
0 条评论
热度
最新
推荐阅读
领券
问题归档专栏文章快讯文章归档关键词归档开发者手册归档开发者手册 Section 归档