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python实现俄罗斯方块游戏(改进版)

2020-03-28 12:40 1191 查看

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]
 = self.back[m]
;

#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

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