首页 > 编程语言 > python实现俄罗斯方块游戏(改进版)
2020
09-24

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
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。

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