您好,登錄后才能下訂單哦!
這篇文章主要介紹了python如何實現編寫俄羅斯方塊,具有一定借鑒價值,感興趣的朋友可以參考下,希望大家閱讀完這篇文章之后大有收獲,下面讓小編帶著大家一起了解一下。
具體內容如下
#coding=utf-8 from tkinter import * from random import * import threading from tkinter.messagebox import showinfo from tkinter.messagebox import askquestion import threading from time import sleep class BrickGame(object): #是否開始 start = True; #是否到達底部 isDown = True; isPause = False; #窗體 window = None; #frame frame1 = None; frame2 = None; #按鈕 btnStart = None; #繪圖類 canvas = None; canvas1 = None; #標題 title = "BrickGame"; #寬和高 width = 450; height = 670; #行和列 rows = 20; cols = 10; #下降方塊的線程 downThread = None; #幾種方塊 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] ] ] ]; #當前的方塊 curBrick = None; #當前方塊數組 arr = None; arr1 = None; #當前方塊形狀 shape = -1; #當前方塊的行和列(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")); #繪制游戲的格子 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"); #繪制預覽方塊 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"); #繪制當前正在運動的方塊 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"); #判斷方塊是否已經運動到達底部 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]; #判斷整行消除 self.removeRow(); #判斷是否死了 self.isDead(); #獲得下一個方塊 self.getCurBrick(); #判斷是否有整行需要消除 def removeRow(self): count=0 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: #從上向下挪動 count=count+1 for m in range(i-1,0,-1): for n in range(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)) #獲得當前的方塊 def getCurBrick(self): self.curBrick = randint(0,len(self.brick)-1); self.shape = 0; #當前方塊數組 self.arr = self.brick[self.curBrick][self.shape]; self.arr1 = self.arr; self.curRow = 0; self.curCol = 1; #是否到底部為False self.isDown = False; #監聽鍵盤輸入 def onKeyboardEvent(self,event): #未開始,不必監聽鍵盤輸入 if self.start == False: return; if self.isPause == True: return; #記錄原來的值 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: #變化方塊的形狀 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; #判斷當前方塊是否到達邊界 def isEdge(self,direction): tag = True; #向左,判斷邊界 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,判斷邊界 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,判斷底部 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; #進行變形,判斷邊界 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; #方塊向下移動 def brickDown(self): while True: if self.start==False: print("exit thread"); break; if self.isPause==False: 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); #點擊開始 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(); def clickPause(self): self.isPause=not self.isPause print(self.isPause) if not self.isPause: self.btnPause["text"]="暫停" else: self.btnPause["text"]="恢復" def clickReStart(self): ackRestart =askquestion("重新開始","你確定要重新開始嗎?") if ackRestart == 'yes': self.clickStart() else: return def clickQuit(self): ackQuit =askquestion("退出","你確定要退出嗎?") if ackQuit == 'yes': self.window.destroy() exit() #判斷是否死了 def isDead(self): for j in range(0,len(self.back[0])): if self.back[0][j]!=0: showinfo("提示","你掛了,再來一盤吧!"); self.start = False; break; #運行 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="開始",command=self.clickStart); self.btnStart.place(x=340,y=400,width=80,height=25); self.btnPause = Button(self.window,text="暫停",command=self.clickPause); self.btnPause.place(x=340,y=450,width=80,height=25); self.btnReStart = Button(self.window,text="重新開始",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(); #獲得當前的方塊 self.getCurBrick(); #按照數組,繪制格子 self.drawRect(); self.canvas.pack(); self.canvas1.pack(); #監聽鍵盤事件 self.window.bind("<KeyPress>",self.onKeyboardEvent); #啟動方塊下落線程 self.downThread = threading.Thread(target=self.brickDown,args=()); self.downThread.start(); self.window.mainloop(); self.start=False; pass; if __name__=='__main__': brickGame = BrickGame();
感謝你能夠認真閱讀完這篇文章,希望小編分享的“python如何實現編寫俄羅斯方塊”這篇文章對大家有幫助,同時也希望大家多多支持億速云,關注億速云行業資訊頻道,更多相關知識等著你來學習!
免責聲明:本站發布的內容(圖片、視頻和文字)以原創、轉載和分享為主,文章觀點不代表本網站立場,如果涉及侵權請聯系站長郵箱:is@yisu.com進行舉報,并提供相關證據,一經查實,將立刻刪除涉嫌侵權內容。