python實(shí)現(xiàn)俄羅斯方塊游戲(改進(jìn)版)
本文為大家分享了python實(shí)現(xiàn)俄羅斯方塊游戲,繼上一篇的改進(jìn)版,供大家參考,具體內(nèi)容如下
1.加了方塊預(yù)覽部分
2.加了開(kāi)始按鈕
在公司實(shí)習(xí)抽空寫(xiě)的,呵呵。覺(jué)得Python還不錯(cuò),以前覺(jué)得像個(gè)玩具語(yǔ)言。希望能夠用它做更多大事吧!??!加油。
截圖如下:

代碼如下:
#coding=utf-8
from Tkinter import *;
from random import *;
import thread;
from tkMessageBox import showinfo;
import threading;
from time import sleep;
class BrickGame(object):
#是否開(kāi)始
start = True;
#是否到達(dá)底部
isDown = True;
#窗體
window = None;
#frame
frame1 = None;
frame2 = None;
#按鈕
btnStart = None;
#繪圖類(lèi)
canvas = None;
canvas1 = None;
#標(biāo)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 = [
[
[
[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]
]
]
];
#當(dāng)前的方塊
curBrick = None;
#當(dāng)前方塊數(shù)組
arr = None;
arr1 = None;
#當(dāng)前方塊形狀
shape = -1;
#當(dāng)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(yù)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(dāng)前正在運(yùn)動(dòng)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(jīng)運(yùn)動(dòng)到達(dá)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(gè)方塊
self.getCurBrick();
#判斷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:
#從上向下挪動(dòng)
for m in xrange(i-1,0,-1):
for n in range(0,self.cols):
self.back[m+1][n] = self.back[m][n];
#獲得當(dāng)前的方塊
def getCurBrick(self):
self.curBrick = randint(0,len(self.brick)-1);
self.shape = 0;
#當(dāng)前方塊數(shù)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(jiān)聽(tīng)鍵盤(pán)輸入
def onKeyboardEvent(self,event):
#未開(kāi)始,不必監(jiān)聽(tīng)鍵盤(pán)輸入
if self.start == False:
return;
#記錄原來(lái)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(dāng)前方塊是否到達(dá)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(jìn)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(dòng)
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);
#點(diǎn)擊開(kāi)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(lái)一盤(pán)吧!");
self.start = False;
break;
#運(yùn)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="開(kāi)始",command=self.clickStart);
self.btnStart.place(x=340,y=400,width=80,height=25);
self.init();
#獲得當(dāng)前的方塊
self.getCurBrick();
#按照數(shù)組,繪制格子
self.drawRect();
self.canvas.pack();
self.canvas1.pack();
#監(jiān)聽(tīng)鍵盤(pán)事件
self.window.bind("<KeyPress>",self.onKeyboardEvent);
#啟動(dòng)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();
更多俄羅斯方塊精彩文章請(qǐng)點(diǎn)擊專(zhuān)題:俄羅斯方塊游戲集合 進(jìn)行學(xué)習(xí)。
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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