利用python制作俄羅斯方塊詳細(xì)圖文教程
簡(jiǎn)介
俄羅斯方塊》(Tetris, 俄文:Тетрис)是一款由俄羅斯人阿列克謝·帕基特諾夫于1984年6月發(fā)明的休閑游戲。
該游戲曾經(jīng)被多家公司代理過(guò)。經(jīng)過(guò)多輪訴訟后,該游戲的代理權(quán)最終被任天堂獲得。 [1] 任天堂對(duì)于俄羅斯方塊來(lái)說(shuō)意義重大,因?yàn)閷⑺cGB搭配在一起后,獲得了巨大的成功。 [1]
《俄羅斯方塊》的基本規(guī)則是移動(dòng)、旋轉(zhuǎn)和擺放游戲自動(dòng)輸出的各種方塊,使之排列成完整的一行或多行并且消除得分。
編碼
搭建基礎(chǔ)頁(yè)面
首先是創(chuàng)建一個(gè)python文件

創(chuàng)建一個(gè)窗體,用來(lái)顯示這個(gè)游戲的界面
代碼
import tkinter as tk # 首先創(chuàng)建一個(gè)窗體 win = tk.Tk() win.mainloop()
運(yùn)行結(jié)果

繪制格子
原理如下


畫格子,這里主要應(yīng)用的是tkinter里面Canvas功能。

代碼如下
import tkinter as tk
# 設(shè)置行數(shù)和列數(shù)
row = 20
col = 12
# 設(shè)置每個(gè)格子的大小
cell_size = 30
# 設(shè)置窗口的高和寬
height = row * cell_size
width = col * cell_size
# 首先創(chuàng)建一個(gè)窗體
win = tk.Tk()
# 在畫板上繪制格子
def draw_cell(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 創(chuàng)建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
def draw_blank_board(canvas):
for ri in range(row):
for cj in range(col):
draw_cell(canvas, cj, ri)
# 繪制畫布的長(zhǎng)寬
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置組件對(duì)象
canvas.pack()
draw_blank_board(canvas)
win.mainloop()
繪制俄羅斯方塊
現(xiàn)根據(jù)這個(gè)規(guī)則繪制一個(gè)看看情況

代碼講解
import tkinter as tk
# 設(shè)置行數(shù)和列數(shù)
Row = 20
Col = 12
# 設(shè)置每個(gè)格子的大小
cell_size = 30
# 設(shè)置窗口的高和寬
height = Row * cell_size
width = Col * cell_size
# 設(shè)置不同形狀的格子
SHAPES = {
"O": [(-1, -1), (0, -1), (-1, 0), (0, 0)]
}
# 設(shè)置格子的顏色
SHAPESCOLOR = {
"O":"blue"
}
# 在畫板上繪制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 創(chuàng)建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 畫板對(duì)象
:param col: 這個(gè)形狀的的原點(diǎn)所在的列
:param row: 這個(gè)形狀所的原點(diǎn)所在的行
:param cell_list: 這個(gè)形狀各個(gè)格子相對(duì)于自身的原點(diǎn)所處的位置坐標(biāo)
:param color: 這個(gè)形狀的顏色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判斷是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先創(chuàng)建一個(gè)窗體
win = tk.Tk()
# 繪制畫布的長(zhǎng)寬
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置組件對(duì)象
canvas.pack()
# 畫背景
draw_blank_board(canvas)
# 開(kāi)始畫圖形了, 這里是先測(cè)試一下
draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
win.mainloop()
運(yùn)行結(jié)果,通過(guò)運(yùn)行結(jié)果可以看出來(lái)沒(méi)有太大的問(wèn)題

繪制其他的樣式的格子
這里是其他的格子的各種坐標(biāo),只需要往上面的代碼中的SHAPES和SHAPESCOLOR中放就可以了。

演示代碼
import tkinter as tk
# 設(shè)置行數(shù)和列數(shù)
Row = 20
Col = 12
# 設(shè)置每個(gè)格子的大小
cell_size = 30
# 設(shè)置窗口的高和寬
height = Row * cell_size
width = Col * cell_size
# 設(shè)置不同形狀的格子
SHAPES = {
"O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
"S":[(-1, 0),(0, 0),(0, -1),(1, -1)],
"T":[(-1, 0),(0, 0),(0, -1),(1, 0)],
"I":[(0, 1),(0, 0),(0, -1),(0, -2)],
"L":[(-1, 0),(0, 0),(-1, -1),(-1, -2)],
"J":[(-1, 0),(0, 0),(0, 1),(0, -2)],
"Z":[(-1, -1),(0, -1),(0, 0),(1, 0)]
}
# 設(shè)置格子的顏色
SHAPESCOLOR = {
"O":"blue",
"S":"red",
"T":"yellow",
"I":"green",
"L":"purple",
"J":"orange",
"Z":"Cyan",
}
# 在畫板上繪制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 創(chuàng)建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 畫板對(duì)象
:param col: 這個(gè)形狀的的原點(diǎn)所在的列
:param row: 這個(gè)形狀所的原點(diǎn)所在的行
:param cell_list: 這個(gè)形狀各個(gè)格子相對(duì)于自身的原點(diǎn)所處的位置坐標(biāo)
:param color: 這個(gè)形狀的顏色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判斷是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先創(chuàng)建一個(gè)窗體
win = tk.Tk()
# 繪制畫布的長(zhǎng)寬
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置組件對(duì)象
canvas.pack()
# 畫背景
draw_blank_board(canvas)
# 開(kāi)始畫圖形了, 這里是先測(cè)試一下
draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])
win.mainloop()
運(yùn)行結(jié)果
通過(guò)測(cè)試這個(gè)各種的圖形格子是完成了的。

讓格子動(dòng)起來(lái)
讓這個(gè)格子使人感覺(jué)動(dòng)起來(lái),主要的原理就是設(shè)置一個(gè)刷新時(shí)間,然后這個(gè)格子不斷的加載,然后不斷的刷新,這樣是利用的是game_loop(),draw_block_move(canvas, block, direction=[0,0])兩個(gè)函數(shù)。
代碼講解
import tkinter as tk
import time
# 設(shè)置行數(shù)和列數(shù)
Row = 20
Col = 12
# 設(shè)置每個(gè)格子的大小
cell_size = 30
# 設(shè)置窗口的高和寬
height = Row * cell_size
width = Col * cell_size
# 設(shè)置不同形狀的格子
SHAPES = {
"O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
"S":[(-1, 0),(0, 0),(0, -1),(1, -1)],
"T":[(-1, 0),(0, 0),(0, -1),(1, 0)],
"I":[(0, 1),(0, 0),(0, -1),(0, -2)],
"L":[(-1, 0),(0, 0),(-1, -1),(-1, -2)],
"J":[(-1, 0),(0, 0),(0, 1),(0, -2)],
"Z":[(-1, -1),(0, -1),(0, 0),(1, 0)]
}
# 設(shè)置格子的顏色
SHAPESCOLOR = {
"O":"blue",
"S":"red",
"T":"yellow",
"I":"green",
"L":"purple",
"J":"orange",
"Z":"Cyan",
}
# 在畫板上繪制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 創(chuàng)建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 畫板對(duì)象
:param col: 這個(gè)形狀的的原點(diǎn)所在的列
:param row: 這個(gè)形狀所的原點(diǎn)所在的行
:param cell_list: 這個(gè)形狀各個(gè)格子相對(duì)于自身的原點(diǎn)所處的位置坐標(biāo)
:param color: 這個(gè)形狀的顏色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判斷是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先創(chuàng)建一個(gè)窗體
win = tk.Tk()
# 繪制畫布的長(zhǎng)寬
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置組件對(duì)象
canvas.pack()
# 畫背景
draw_blank_board(canvas)
# 開(kāi)始畫圖形了, 這里是先測(cè)試一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])
# 設(shè)置格子的刷新頻率,單位是毫秒
FPS = 500
# 定義讓俄羅斯方塊移動(dòng)的方法
def draw_block_move(canvas, block, direction=[0,0]):
"""
:param canvas: 面板對(duì)象
:param block: 俄羅斯方塊
:param direction: 移動(dòng)的方向
:return:
"""
shape_type = block['kind']
c, r = block['cr']
cell_list = block['cell_list']
draw_cells(canvas, c, r, cell_list)
dc, dr = direction
new_c, new_r = c + dc, r + dr
block['cr'] = [new_c, new_r]
draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])
# 用字典定義每個(gè)形狀的屬性
one_block = {
'kind': 'O', # 對(duì)應(yīng)俄羅斯方塊的類型
'cell_list': SHAPES['O'], # 對(duì)應(yīng)的每個(gè)俄羅斯方塊的坐標(biāo)
'cr': [3, 3], # 對(duì)應(yīng)的行列坐標(biāo)
}
draw_block_move(canvas, one_block)
# 讓游戲不斷循環(huán) 通過(guò)遞歸實(shí)現(xiàn)
def game_loop():
win.update()
# 往下走
down = [0, 1]
draw_block_move(canvas, one_block, down)
win.after(FPS, game_loop) # 注意的是這個(gè)game_loop后面不能加括號(hào)
game_loop()
win.mainloop()
運(yùn)行結(jié)果
這里生成了一個(gè),往下掉的小俄羅斯方塊。

生成,固定,變換,移動(dòng) 生成和固定
演示代碼
import tkinter as tk
import time
# 設(shè)置行數(shù)和列數(shù)
Row = 20
Col = 12
# 設(shè)置每個(gè)格子的大小
cell_size = 30
# 設(shè)置窗口的高和寬
height = Row * cell_size
width = Col * cell_size
# 設(shè)置不同形狀的格子
SHAPES = {
"O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
"S":[(-1, 0),(0, 0),(0, -1),(1, -1)],
"T":[(-1, 0),(0, 0),(0, -1),(1, 0)],
"I":[(0, 1),(0, 0),(0, -1),(0, -2)],
"L":[(-1, 0),(0, 0),(-1, -1),(-1, -2)],
"J":[(-1, 0),(0, 0),(0, 1),(0, -2)],
"Z":[(-1, -1),(0, -1),(0, 0),(1, 0)]
}
# 設(shè)置格子的顏色
SHAPESCOLOR = {
"O":"blue",
"S":"red",
"T":"yellow",
"I":"green",
"L":"purple",
"J":"orange",
"Z":"Cyan",
}
# 在畫板上繪制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 創(chuàng)建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 畫板對(duì)象
:param col: 這個(gè)形狀的的原點(diǎn)所在的列
:param row: 這個(gè)形狀所的原點(diǎn)所在的行
:param cell_list: 這個(gè)形狀各個(gè)格子相對(duì)于自身的原點(diǎn)所處的位置坐標(biāo)
:param color: 這個(gè)形狀的顏色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判斷是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先創(chuàng)建一個(gè)窗體
win = tk.Tk()
# 繪制畫布的長(zhǎng)寬
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置組件對(duì)象
canvas.pack()
# 畫背景
draw_blank_board(canvas)
# 開(kāi)始畫圖形了, 這里是先測(cè)試一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])
# 設(shè)置格子的刷新頻率,單位是毫秒
FPS = 500
# 定義讓俄羅斯方塊移動(dòng)的方法
def draw_block_move(canvas, block, direction=[0,0]):
"""
:param canvas: 面板對(duì)象
:param block: 俄羅斯方塊
:param direction: 移動(dòng)的方向
:return:
"""
shape_type = block['kind']
c, r = block['cr']
cell_list = block['cell_list']
draw_cells(canvas, c, r, cell_list)
dc, dr = direction
new_c, new_r = c + dc, r + dr
block['cr'] = [new_c, new_r]
draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])
# 用字典定義每個(gè)形狀的屬性
one_block = {
'kind': 'O', # 對(duì)應(yīng)俄羅斯方塊的類型
'cell_list': SHAPES['O'], # 對(duì)應(yīng)的每個(gè)俄羅斯方塊的坐標(biāo)
'cr': [3, 3], # 對(duì)應(yīng)的行列坐標(biāo)
}
draw_block_move(canvas, one_block)
# 讓游戲不斷循環(huán) 通過(guò)遞歸實(shí)現(xiàn)
def game_loop():
win.update()
# 往下走
down = [0, 1]
draw_block_move(canvas, one_block, down)
win.after(FPS, game_loop) # 注意的是這個(gè)game_loop后面不能加括號(hào)
game_loop()
win.mainloop()
在這這里我們實(shí)現(xiàn)了這個(gè)俄羅斯方塊的不斷的生成,和俄羅斯方塊的不斷的疊加,基本實(shí)現(xiàn)了俄羅斯方塊的生產(chǎn)功能。
運(yùn)行結(jié)果

移動(dòng)
運(yùn)行結(jié)果
這個(gè)效果就是可以左右移動(dòng),具體代碼看下面,主要依靠的是horizontal_move_block(event)這個(gè)函數(shù)的實(shí)現(xiàn)。

完整代碼
import tkinter as tk
import random
# 設(shè)置行數(shù)和列數(shù)
Row = 20
Col = 12
# 設(shè)置格子的刷新頻率,單位是毫秒
FPS = 50
# 設(shè)置每個(gè)格子的大小
cell_size = 30
# 設(shè)置窗口的高和寬
height = Row * cell_size
width = Col * cell_size
# 設(shè)置不同形狀的格子
SHAPES = {
"Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
"O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
"S": [(-1, 0), (0, 0), (0, -1), (1, -1)],
"T": [(-1, 0), (0, 0), (0, -1), (1, 0)],
"I": [(0, 1), (0, 0), (0, -1), (0, -2)],
"L": [(-1, 0), (0, 0), (-1, -1), (-1, -2)],
"J": [(-1, 0), (0, 0), (0, -1), (0, -2)]
}
# 設(shè)置格子的顏色
SHAPESCOLOR = {
"O":"blue",
"S":"red",
"T":"yellow",
"I":"green",
"L":"purple",
"J":"orange",
"Z":"Cyan",
}
# 在畫板上繪制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 創(chuàng)建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
# 繪制板塊
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
# 繪制單元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 畫板對(duì)象
:param col: 這個(gè)形狀的的原點(diǎn)所在的列
:param row: 這個(gè)形狀所的原點(diǎn)所在的行
:param cell_list: 這個(gè)形狀各個(gè)格子相對(duì)于自身的原點(diǎn)所處的位置坐標(biāo)
:param color: 這個(gè)形狀的顏色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判斷是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先創(chuàng)建一個(gè)窗體
win = tk.Tk()
# 繪制畫布的長(zhǎng)寬
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置組件對(duì)象
canvas.pack()
# 畫背景
draw_blank_board(canvas)
block_list = []
for i in range(Row):
i_row = ['' for j in range(Col)]
block_list.append(i_row)
# 開(kāi)始畫圖形了, 這里是先測(cè)試一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])
# 定義讓俄羅斯方塊移動(dòng)的方法
def draw_block_move(canvas, block, direction=[0,0]):
"""
:param canvas: 面板對(duì)象
:param block: 俄羅斯方塊
:param direction: 移動(dòng)的方向
:return:
"""
shape_type = block['kind']
c, r = block['cr']
cell_list = block['cell_list']
draw_cells(canvas, c, r, cell_list)
dc, dr = direction
new_c, new_r = c + dc, r + dr
block['cr'] = [new_c, new_r]
draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])
# 用字典定義每個(gè)形狀的屬性
one_block = {
'kind': 'O', # 對(duì)應(yīng)俄羅斯方塊的類型
'cell_list': SHAPES['O'], # 對(duì)應(yīng)的每個(gè)俄羅斯方塊的坐標(biāo)
'cr': [3, 3], # 對(duì)應(yīng)的行列坐標(biāo)
}
# 測(cè)試代碼
# draw_block_move(canvas, one_block)
def product_new_block():
# 隨機(jī)生成新的俄羅斯方塊
kind = random.choice(list(SHAPES.keys()))
cr = [Col // 2, 0]
new_block = {
"kind": kind,
"cell_list": SHAPES[kind],
'cr': cr
}
return new_block
def check_move(block, direction=[0,0]):
"""
:param block:俄羅斯方塊的前身
:param direction: 移動(dòng)方向
:return: boolean 是否可以朝著指定的方向移動(dòng)
"""
cc, cr = block['cr']
cell_list = block['cell_list']
for cell in cell_list:
cell_c, cell_r = cell
c = cell_c + cc + direction[0]
r = cell_r + cr + direction[1]
# 判斷邊界
if c < 0 or c >= Col or r >= Row:
return False
# r >= 0是防止格子下不來(lái)的情況
if r >= 0 and block_list[r][c]:
return False
return True
# 保存當(dāng)前的俄羅斯方塊到列表里面
def save_to_block_list(block):
shape_type = block['kind']
cc, cr = block['cr']
cell_list = block['cell_list']
for cell in cell_list:
cell_c, cell_r = cell
c = cell_c + cc
r = cell_r + cr
block_list[r][c] = shape_type
def horizontal_move_block(event):
"""
左右水平移動(dòng)俄羅斯方塊
event:鍵盤的監(jiān)聽(tīng)事件
"""
# 這里只設(shè)置了左右兩個(gè)方向
direction = [0, 0]
if event.keysym == 'Left':
direction = [-1, 0]
elif event.keysym == 'Right':
direction = [1, 0]
else:
return
global current_block
if current_block is not None and check_move(current_block, direction):
draw_block_move(canvas, current_block, direction)
# 讓游戲不斷循環(huán) 通過(guò)遞歸實(shí)現(xiàn)
def game_loop():
win.update()
global current_block
# 如果當(dāng)前沒(méi)有俄羅斯方塊 產(chǎn)生一個(gè)新的
if current_block is None:
# 生成新的俄羅斯方塊
new_block = product_new_block()
draw_block_move(canvas, new_block)
current_block = new_block
# 如果當(dāng)前有了就往下走
else:
if check_move(current_block, [0, 1]):
draw_block_move(canvas, current_block, [0, 1])
else:
# 保存當(dāng)前的俄羅斯方塊
save_to_block_list(current_block)
current_block = None
win.after(FPS, game_loop) # 注意的是這個(gè)game_loop后面不能加括號(hào)
# 當(dāng)前的俄羅斯方塊
current_block = None
# 畫布聚焦
canvas.focus_set()
# 添加左右移動(dòng)的事件
canvas.bind("<KeyPress-Left>", horizontal_move_block)
canvas.bind("<KeyPress-Right>", horizontal_move_block)
game_loop()
win.mainloop()
變換
這個(gè)是讓這個(gè)俄羅斯方塊的角度可以發(fā)生變換,主要的是利用這個(gè)函數(shù),這個(gè)rotate_block是角度的旋轉(zhuǎn),這個(gè)land是馬上下去的功能。
def rotate_block(event):
global current_block
if current_block is None:
return
cell_list = current_block['cell_list']
rotate_list = []
for cell in cell_list:
cell_c, cell_r = cell
rotate_cell = [cell_r, -cell_c]
rotate_list.append(rotate_cell)
block_after_rotate = {
'kind': current_block['kind'], # 對(duì)應(yīng)俄羅斯方塊的類型
'cell_list': rotate_list,
'cr': current_block['cr']
}
if check_move(block_after_rotate):
cc, cr= current_block['cr']
draw_cells(canvas, cc, cr, current_block['cell_list'])
draw_cells(canvas, cc, cr, rotate_list,SHAPESCOLOR[current_block['kind']])
current_block = block_after_rotate
def land(event):
global current_block
if current_block is None:
return
cell_list = current_block['cell_list']
cc, cr = current_block['cr']
min_height = R
for cell in cell_list:
cell_c, cell_r = cell
c, r = cell_c + cc, cell_r + cr
if block_list[r][c]:
return
h = 0
for ri in range(r+1, R):
if block_list[ri][c]:
break
else:
h += 1
if h < min_height:
min_height = h
down = [0, min_height]
if check_move(current_block, down):
draw_block_move(canvas, current_block, down)
完整的代碼
import tkinter as tk
import random
# 設(shè)置行數(shù)和列數(shù)
Row = 20
Col = 12
# 設(shè)置格子的刷新頻率,單位是毫秒
FPS = 250
# 設(shè)置每個(gè)格子的大小
cell_size = 30
# 設(shè)置窗口的高和寬
height = Row * cell_size
width = Col * cell_size
# 設(shè)置不同形狀的格子
SHAPES = {
"Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
"O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
"S": [(-1, 0), (0, 0), (0, -1), (1, -1)],
"T": [(-1, 0), (0, 0), (0, -1), (1, 0)],
"I": [(0, 1), (0, 0), (0, -1), (0, -2)],
"L": [(-1, 0), (0, 0), (-1, -1), (-1, -2)],
"J": [(-1, 0), (0, 0), (0, -1), (0, -2)]
}
# 設(shè)置格子的顏色
SHAPESCOLOR = {
"O":"blue",
"S":"red",
"T":"yellow",
"I":"green",
"L":"purple",
"J":"orange",
"Z":"Cyan",
}
# 在畫板上繪制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 創(chuàng)建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
# 繪制板塊
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
# 繪制單元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 畫板對(duì)象
:param col: 這個(gè)形狀的的原點(diǎn)所在的列
:param row: 這個(gè)形狀所的原點(diǎn)所在的行
:param cell_list: 這個(gè)形狀各個(gè)格子相對(duì)于自身的原點(diǎn)所處的位置坐標(biāo)
:param color: 這個(gè)形狀的顏色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判斷是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先創(chuàng)建一個(gè)窗體
win = tk.Tk()
# 繪制畫布的長(zhǎng)寬
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置組件對(duì)象
canvas.pack()
# 畫背景
draw_blank_board(canvas)
block_list = []
for i in range(Row):
i_row = ['' for j in range(Col)]
block_list.append(i_row)
# 開(kāi)始畫圖形了, 這里是先測(cè)試一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])
# 定義讓俄羅斯方塊移動(dòng)的方法
def draw_block_move(canvas, block, direction=[0,0]):
"""
:param canvas: 面板對(duì)象
:param block: 俄羅斯方塊
:param direction: 移動(dòng)的方向
:return:
"""
shape_type = block['kind']
c, r = block['cr']
cell_list = block['cell_list']
draw_cells(canvas, c, r, cell_list)
dc, dr = direction
new_c, new_r = c + dc, r + dr
block['cr'] = [new_c, new_r]
draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])
# 用字典定義每個(gè)形狀的屬性
one_block = {
'kind': 'O', # 對(duì)應(yīng)俄羅斯方塊的類型
'cell_list': SHAPES['O'], # 對(duì)應(yīng)的每個(gè)俄羅斯方塊的坐標(biāo)
'cr': [3, 3], # 對(duì)應(yīng)的行列坐標(biāo)
}
# 測(cè)試代碼
# draw_block_move(canvas, one_block)
def product_new_block():
# 隨機(jī)生成新的俄羅斯方塊
kind = random.choice(list(SHAPES.keys()))
cr = [Col // 2, 0]
new_block = {
"kind": kind,
"cell_list": SHAPES[kind],
'cr': cr
}
return new_block
def check_move(block, direction=[0,0]):
"""
:param block:俄羅斯方塊的前身
:param direction: 移動(dòng)方向
:return: boolean 是否可以朝著指定的方向移動(dòng)
"""
cc, cr = block['cr']
cell_list = block['cell_list']
for cell in cell_list:
cell_c, cell_r = cell
c = cell_c + cc + direction[0]
r = cell_r + cr + direction[1]
# 判斷邊界
if c < 0 or c >= Col or r >= Row:
return False
# r >= 0是防止格子下不來(lái)的情況
if r >= 0 and block_list[r][c]:
return False
return True
# 保存當(dāng)前的俄羅斯方塊到列表里面
def save_to_block_list(block):
shape_type = block['kind']
cc, cr = block['cr']
cell_list = block['cell_list']
for cell in cell_list:
cell_c, cell_r = cell
c = cell_c + cc
r = cell_r + cr
block_list[r][c] = shape_type
def horizontal_move_block(event):
"""
左右水平移動(dòng)俄羅斯方塊
event:鍵盤的監(jiān)聽(tīng)事件
"""
# 這里只設(shè)置了左右兩個(gè)方向
direction = [0, 0]
if event.keysym == 'Left':
direction = [-1, 0]
elif event.keysym == 'Right':
direction = [1, 0]
else:
return
global current_block
if current_block is not None and check_move(current_block, direction):
draw_block_move(canvas, current_block, direction)
def rotate_block(event):
global current_block
if current_block is None:
return
cell_list = current_block['cell_list']
rotate_list = []
for cell in cell_list:
cell_c, cell_r = cell
rotate_cell = [cell_r, -cell_c]
rotate_list.append(rotate_cell)
block_after_rotate = {
'kind': current_block['kind'], # 對(duì)應(yīng)俄羅斯方塊的類型
'cell_list': rotate_list,
'cr': current_block['cr']
}
if check_move(block_after_rotate):
cc, cr = current_block['cr']
draw_cells(canvas, cc, cr, current_block['cell_list'])
draw_cells(canvas, cc, cr, rotate_list, SHAPESCOLOR[current_block['kind']])
current_block = block_after_rotate
def land(event):
global current_block
if current_block is None:
return
cell_list = current_block['cell_list']
cc, cr = current_block['cr']
min_height = Row
for cell in cell_list:
cell_c, cell_r = cell
c, r = cell_c + cc, cell_r + cr
if block_list[r][c]:
return
h = 0
for ri in range(r + 1, Row):
if block_list[ri][c]:
break
else:
h += 1
if h < min_height:
min_height = h
down = [0, min_height]
if check_move(current_block, down):
draw_block_move(canvas, current_block, down)
# 讓游戲不斷循環(huán) 通過(guò)遞歸實(shí)現(xiàn)
def game_loop():
win.update()
global current_block
# 如果當(dāng)前沒(méi)有俄羅斯方塊 產(chǎn)生一個(gè)新的
if current_block is None:
# 生成新的俄羅斯方塊
new_block = product_new_block()
draw_block_move(canvas, new_block)
current_block = new_block
# 如果當(dāng)前有了就往下走
else:
if check_move(current_block, [0, 1]):
draw_block_move(canvas, current_block, [0, 1])
else:
# 保存當(dāng)前的俄羅斯方塊
save_to_block_list(current_block)
current_block = None
win.after(FPS, game_loop) # 注意的是這個(gè)game_loop后面不能加括號(hào)
# 當(dāng)前的俄羅斯方塊
current_block = None
# 畫布聚焦
canvas.focus_set()
# 添加左右移動(dòng)的事件
canvas.bind("<KeyPress-Left>", horizontal_move_block)
canvas.bind("<KeyPress-Right>", horizontal_move_block)
# 添加變化角度的事件
canvas.bind("<KeyPress-Up>", rotate_block)
canvas.bind("<KeyPress-Down>", land)
game_loop()
win.mainloop()
運(yùn)行結(jié)果
現(xiàn)在這個(gè)俄羅斯方塊可以上下角度變化了。

清除與得分
在這版本中,實(shí)現(xiàn)了清除與得分的功能,每次清除這個(gè)俄羅斯方塊,都可以+10的獎(jiǎng)勵(lì),最后當(dāng)不可以繼續(xù)下去了,這個(gè)游戲就結(jié)束了,然后就退出了。
import tkinter as tk
from tkinter import messagebox
import random
# 設(shè)置行數(shù)和列數(shù)
Row = 20
Col = 12
# 設(shè)置格子的刷新頻率,單位是毫秒
FPS = 150
# 設(shè)置每個(gè)格子的大小
cell_size = 30
# 設(shè)置窗口的高和寬
height = Row * cell_size
width = Col * cell_size
# 設(shè)置不同形狀的格子
SHAPES = {
"Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
"O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
"S": [(-1, 0), (0, 0), (0, -1), (1, -1)],
"T": [(-1, 0), (0, 0), (0, -1), (1, 0)],
"I": [(0, 1), (0, 0), (0, -1), (0, -2)],
"L": [(-1, 0), (0, 0), (-1, -1), (-1, -2)],
"J": [(-1, 0), (0, 0), (0, -1), (0, -2)]
}
# 設(shè)置格子的顏色
SHAPESCOLOR = {
"O":"blue",
"S":"red",
"T":"yellow",
"I":"green",
"L":"purple",
"J":"orange",
"Z":"Cyan",
}
# 繪制面板,將draw_blank_board方法修改成如下方法
def draw_board(canvas, block_list):
for ri in range(Row):
for ci in range(Col):
cell_type = block_list[ri][ci]
if cell_type:
draw_cell_background(canvas, ci, ri, SHAPESCOLOR[cell_type])
else:
draw_cell_background(canvas, ci, ri)
# 在畫板上繪制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 創(chuàng)建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
# 繪制板塊
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
# 繪制單元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 畫板對(duì)象
:param col: 這個(gè)形狀的的原點(diǎn)所在的列
:param row: 這個(gè)形狀所的原點(diǎn)所在的行
:param cell_list: 這個(gè)形狀各個(gè)格子相對(duì)于自身的原點(diǎn)所處的位置坐標(biāo)
:param color: 這個(gè)形狀的顏色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判斷是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先創(chuàng)建一個(gè)窗體
win = tk.Tk()
# 繪制畫布的長(zhǎng)寬
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置組件對(duì)象
canvas.pack()
# 畫背景
block_list = []
for i in range(Row):
i_row = ['' for j in range(Col)]
block_list.append(i_row)
draw_board(canvas, block_list)
# 開(kāi)始畫圖形了, 這里是先測(cè)試一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])
# 定義讓俄羅斯方塊移動(dòng)的方法
def draw_block_move(canvas, block, direction=[0,0]):
"""
:param canvas: 面板對(duì)象
:param block: 俄羅斯方塊
:param direction: 移動(dòng)的方向
:return:
"""
shape_type = block['kind']
c, r = block['cr']
cell_list = block['cell_list']
draw_cells(canvas, c, r, cell_list)
dc, dr = direction
new_c, new_r = c + dc, r + dr
block['cr'] = [new_c, new_r]
draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])
# 用字典定義每個(gè)形狀的屬性
one_block = {
'kind': 'O', # 對(duì)應(yīng)俄羅斯方塊的類型
'cell_list': SHAPES['O'], # 對(duì)應(yīng)的每個(gè)俄羅斯方塊的坐標(biāo)
'cr': [3, 3], # 對(duì)應(yīng)的行列坐標(biāo)
}
# 測(cè)試代碼
# draw_block_move(canvas, one_block)
def product_new_block():
# 隨機(jī)生成新的俄羅斯方塊
kind = random.choice(list(SHAPES.keys()))
cr = [Col // 2, 0]
new_block = {
"kind": kind,
"cell_list": SHAPES[kind],
'cr': cr
}
return new_block
def check_move(block, direction=[0,0]):
"""
:param block:俄羅斯方塊的前身
:param direction: 移動(dòng)方向
:return: boolean 是否可以朝著指定的方向移動(dòng)
"""
cc, cr = block['cr']
cell_list = block['cell_list']
for cell in cell_list:
cell_c, cell_r = cell
c = cell_c + cc + direction[0]
r = cell_r + cr + direction[1]
# 判斷邊界
if c < 0 or c >= Col or r >= Row:
return False
# r >= 0是防止格子下不來(lái)的情況
if r >= 0 and block_list[r][c]:
return False
return True
# 保存當(dāng)前的俄羅斯方塊到列表里面
def save_to_block_list(block):
shape_type = block['kind']
cc, cr = block['cr']
cell_list = block['cell_list']
for cell in cell_list:
cell_c, cell_r = cell
c = cell_c + cc
r = cell_r + cr
block_list[r][c] = shape_type
def horizontal_move_block(event):
"""
左右水平移動(dòng)俄羅斯方塊
event:鍵盤的監(jiān)聽(tīng)事件
"""
# 這里只設(shè)置了左右兩個(gè)方向
direction = [0, 0]
if event.keysym == 'Left':
direction = [-1, 0]
elif event.keysym == 'Right':
direction = [1, 0]
else:
return
global current_block
if current_block is not None and check_move(current_block, direction):
draw_block_move(canvas, current_block, direction)
def rotate_block(event):
global current_block
if current_block is None:
return
cell_list = current_block['cell_list']
rotate_list = []
for cell in cell_list:
cell_c, cell_r = cell
rotate_cell = [cell_r, -cell_c]
rotate_list.append(rotate_cell)
block_after_rotate = {
'kind': current_block['kind'], # 對(duì)應(yīng)俄羅斯方塊的類型
'cell_list': rotate_list,
'cr': current_block['cr']
}
if check_move(block_after_rotate):
cc, cr = current_block['cr']
draw_cells(canvas, cc, cr, current_block['cell_list'])
draw_cells(canvas, cc, cr, rotate_list, SHAPESCOLOR[current_block['kind']])
current_block = block_after_rotate
def land(event):
global current_block
if current_block is None:
return
cell_list = current_block['cell_list']
cc, cr = current_block['cr']
min_height = Row
for cell in cell_list:
cell_c, cell_r = cell
c, r = cell_c + cc, cell_r + cr
if block_list[r][c]:
return
h = 0
for ri in range(r + 1, Row):
if block_list[ri][c]:
break
else:
h += 1
if h < min_height:
min_height = h
down = [0, min_height]
if check_move(current_block, down):
draw_block_move(canvas, current_block, down)
# 在原有的rotate_block方法(外)下面添加
def check_row_complete(row):
for cell in row:
if cell == '':
return False
return True
score = 0
win.title("SCORES: %s" % score) # 標(biāo)題中展示分?jǐn)?shù)
def check_and_clear():
has_complete_row = False
for ri in range(len(block_list)):
if check_row_complete(block_list[ri]):
has_complete_row = True
# 當(dāng)前行可消除
if ri > 0:
for cur_ri in range(ri, 0, -1):
block_list[cur_ri] = block_list[cur_ri - 1][:]
block_list[0] = ['' for j in range(Col)]
else:
block_list[ri] = ['' for j in range(Col)]
global score
# 每消除一次 加10分
score += 10
if has_complete_row:
draw_board(canvas, block_list)
# 重新繪制
win.title("SCORES: %s" % score)
# 讓游戲不斷循環(huán) 通過(guò)遞歸實(shí)現(xiàn)
def game_loop():
win.update()
global current_block
# 如果當(dāng)前沒(méi)有俄羅斯方塊 產(chǎn)生一個(gè)新的
if current_block is None:
# 生成新的俄羅斯方塊
new_block = product_new_block()
draw_block_move(canvas, new_block)
current_block = new_block
# 游戲結(jié)束
if not check_move(current_block, [0, 0]):
messagebox.showinfo("Game Over!", "Your Score is %s" % score)
win.destroy()
return
# 如果當(dāng)前有了就往下走
else:
if check_move(current_block, [0, 1]):
draw_block_move(canvas, current_block, [0, 1])
else:
# 保存當(dāng)前的俄羅斯方塊
save_to_block_list(current_block)
current_block = None
# 游戲結(jié)束
check_and_clear()
win.after(FPS, game_loop) # 注意的是這個(gè)game_loop后面不能加括號(hào)
# 當(dāng)前的俄羅斯方塊
current_block = None
# 畫布聚焦
canvas.focus_set()
# 添加左右移動(dòng)的事件
canvas.bind("<KeyPress-Left>", horizontal_move_block)
canvas.bind("<KeyPress-Right>", horizontal_move_block)
# 添加變化角度的事件
canvas.bind("<KeyPress-Up>", rotate_block)
canvas.bind("<KeyPress-Down>", land)
game_loop()
win.mainloop()
運(yùn)行結(jié)果
這個(gè)是游戲最后的樣子,其實(shí)可以后面再加一個(gè)數(shù)據(jù)庫(kù)的功能,記錄每一次的得分結(jié)果。


完整代碼
import tkinter as tk
from tkinter import messagebox
import random
# 設(shè)置行數(shù)和列數(shù)
Row = 20
Col = 12
# 設(shè)置格子的刷新頻率,單位是毫秒
FPS = 150
# 設(shè)置每個(gè)格子的大小
cell_size = 30
# 設(shè)置窗口的高和寬
height = Row * cell_size
width = Col * cell_size
# 設(shè)置不同形狀的格子
SHAPES = {
"Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
"O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
"S": [(-1, 0), (0, 0), (0, -1), (1, -1)],
"T": [(-1, 0), (0, 0), (0, -1), (1, 0)],
"I": [(0, 1), (0, 0), (0, -1), (0, -2)],
"L": [(-1, 0), (0, 0), (-1, -1), (-1, -2)],
"J": [(-1, 0), (0, 0), (0, -1), (0, -2)]
}
# 設(shè)置格子的顏色
SHAPESCOLOR = {
"O":"blue",
"S":"red",
"T":"yellow",
"I":"green",
"L":"purple",
"J":"orange",
"Z":"Cyan",
}
# 繪制面板,將draw_blank_board方法修改成如下方法
def draw_board(canvas, block_list):
for ri in range(Row):
for ci in range(Col):
cell_type = block_list[ri][ci]
if cell_type:
draw_cell_background(canvas, ci, ri, SHAPESCOLOR[cell_type])
else:
draw_cell_background(canvas, ci, ri)
# 在畫板上繪制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 創(chuàng)建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
# 繪制板塊
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
# 繪制單元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 畫板對(duì)象
:param col: 這個(gè)形狀的的原點(diǎn)所在的列
:param row: 這個(gè)形狀所的原點(diǎn)所在的行
:param cell_list: 這個(gè)形狀各個(gè)格子相對(duì)于自身的原點(diǎn)所處的位置坐標(biāo)
:param color: 這個(gè)形狀的顏色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判斷是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先創(chuàng)建一個(gè)窗體
win = tk.Tk()
# 繪制畫布的長(zhǎng)寬
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置組件對(duì)象
canvas.pack()
# 畫背景
block_list = []
for i in range(Row):
i_row = ['' for j in range(Col)]
block_list.append(i_row)
draw_board(canvas, block_list)
# 開(kāi)始畫圖形了, 這里是先測(cè)試一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])
# 定義讓俄羅斯方塊移動(dòng)的方法
def draw_block_move(canvas, block, direction=[0,0]):
"""
:param canvas: 面板對(duì)象
:param block: 俄羅斯方塊
:param direction: 移動(dòng)的方向
:return:
"""
shape_type = block['kind']
c, r = block['cr']
cell_list = block['cell_list']
draw_cells(canvas, c, r, cell_list)
dc, dr = direction
new_c, new_r = c + dc, r + dr
block['cr'] = [new_c, new_r]
draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])
# 用字典定義每個(gè)形狀的屬性
one_block = {
'kind': 'O', # 對(duì)應(yīng)俄羅斯方塊的類型
'cell_list': SHAPES['O'], # 對(duì)應(yīng)的每個(gè)俄羅斯方塊的坐標(biāo)
'cr': [3, 3], # 對(duì)應(yīng)的行列坐標(biāo)
}
# 測(cè)試代碼
# draw_block_move(canvas, one_block)
def product_new_block():
# 隨機(jī)生成新的俄羅斯方塊
kind = random.choice(list(SHAPES.keys()))
cr = [Col // 2, 0]
new_block = {
"kind": kind,
"cell_list": SHAPES[kind],
'cr': cr
}
return new_block
def check_move(block, direction=[0,0]):
"""
:param block:俄羅斯方塊的前身
:param direction: 移動(dòng)方向
:return: boolean 是否可以朝著指定的方向移動(dòng)
"""
cc, cr = block['cr']
cell_list = block['cell_list']
for cell in cell_list:
cell_c, cell_r = cell
c = cell_c + cc + direction[0]
r = cell_r + cr + direction[1]
# 判斷邊界
if c < 0 or c >= Col or r >= Row:
return False
# r >= 0是防止格子下不來(lái)的情況
if r >= 0 and block_list[r][c]:
return False
return True
# 保存當(dāng)前的俄羅斯方塊到列表里面
def save_to_block_list(block):
shape_type = block['kind']
cc, cr = block['cr']
cell_list = block['cell_list']
for cell in cell_list:
cell_c, cell_r = cell
c = cell_c + cc
r = cell_r + cr
block_list[r][c] = shape_type
def horizontal_move_block(event):
"""
左右水平移動(dòng)俄羅斯方塊
event:鍵盤的監(jiān)聽(tīng)事件
"""
# 這里只設(shè)置了左右兩個(gè)方向
direction = [0, 0]
if event.keysym == 'Left':
direction = [-1, 0]
elif event.keysym == 'Right':
direction = [1, 0]
else:
return
global current_block
if current_block is not None and check_move(current_block, direction):
draw_block_move(canvas, current_block, direction)
def rotate_block(event):
global current_block
if current_block is None:
return
cell_list = current_block['cell_list']
rotate_list = []
for cell in cell_list:
cell_c, cell_r = cell
rotate_cell = [cell_r, -cell_c]
rotate_list.append(rotate_cell)
block_after_rotate = {
'kind': current_block['kind'], # 對(duì)應(yīng)俄羅斯方塊的類型
'cell_list': rotate_list,
'cr': current_block['cr']
}
if check_move(block_after_rotate):
cc, cr = current_block['cr']
draw_cells(canvas, cc, cr, current_block['cell_list'])
draw_cells(canvas, cc, cr, rotate_list, SHAPESCOLOR[current_block['kind']])
current_block = block_after_rotate
def land(event):
global current_block
if current_block is None:
return
cell_list = current_block['cell_list']
cc, cr = current_block['cr']
min_height = Row
for cell in cell_list:
cell_c, cell_r = cell
c, r = cell_c + cc, cell_r + cr
if block_list[r][c]:
return
h = 0
for ri in range(r + 1, Row):
if block_list[ri][c]:
break
else:
h += 1
if h < min_height:
min_height = h
down = [0, min_height]
if check_move(current_block, down):
draw_block_move(canvas, current_block, down)
# 在原有的rotate_block方法(外)下面添加
def check_row_complete(row):
for cell in row:
if cell == '':
return False
return True
score = 0
win.title("SCORES: %s" % score) # 標(biāo)題中展示分?jǐn)?shù)
def check_and_clear():
has_complete_row = False
for ri in range(len(block_list)):
if check_row_complete(block_list[ri]):
has_complete_row = True
# 當(dāng)前行可消除
if ri > 0:
for cur_ri in range(ri, 0, -1):
block_list[cur_ri] = block_list[cur_ri - 1][:]
block_list[0] = ['' for j in range(Col)]
else:
block_list[ri] = ['' for j in range(Col)]
global score
# 每消除一次 加10分
score += 10
if has_complete_row:
draw_board(canvas, block_list)
# 重新繪制
win.title("SCORES: %s" % score)
# 讓游戲不斷循環(huán) 通過(guò)遞歸實(shí)現(xiàn)
def game_loop():
win.update()
global current_block
# 如果當(dāng)前沒(méi)有俄羅斯方塊 產(chǎn)生一個(gè)新的
if current_block is None:
# 生成新的俄羅斯方塊
new_block = product_new_block()
draw_block_move(canvas, new_block)
current_block = new_block
# 游戲結(jié)束
if not check_move(current_block, [0, 0]):
messagebox.showinfo("Game Over!", "Your Score is %s" % score)
win.destroy()
return
# 如果當(dāng)前有了就往下走
else:
if check_move(current_block, [0, 1]):
draw_block_move(canvas, current_block, [0, 1])
else:
# 保存當(dāng)前的俄羅斯方塊
save_to_block_list(current_block)
current_block = None
# 游戲結(jié)束
check_and_clear()
win.after(FPS, game_loop) # 注意的是這個(gè)game_loop后面不能加括號(hào)
# 當(dāng)前的俄羅斯方塊
current_block = None
# 畫布聚焦
canvas.focus_set()
# 添加左右移動(dòng)的事件
canvas.bind("<KeyPress-Left>", horizontal_move_block)
canvas.bind("<KeyPress-Right>", horizontal_move_block)
# 添加變化角度的事件
canvas.bind("<KeyPress-Up>", rotate_block)
canvas.bind("<KeyPress-Down>", land)
game_loop()
win.mainloop()
總結(jié)
到此這篇關(guān)于利用python制作俄羅斯方塊的文章就介紹到這了,更多相關(guān)python制作俄羅斯方塊內(nèi)容請(qǐng)搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!
- 用Python編寫一個(gè)簡(jiǎn)單的俄羅斯方塊游戲的教程
- python實(shí)現(xiàn)俄羅斯方塊游戲
- python實(shí)現(xiàn)簡(jiǎn)單的俄羅斯方塊
- python實(shí)現(xiàn)簡(jiǎn)單俄羅斯方塊
- python實(shí)現(xiàn)俄羅斯方塊
- python和pygame實(shí)現(xiàn)簡(jiǎn)單俄羅斯方塊游戲
- python實(shí)現(xiàn)俄羅斯方塊小游戲
- python實(shí)現(xiàn)俄羅斯方塊游戲(改進(jìn)版)
- python編寫俄羅斯方塊
- Python實(shí)現(xiàn)簡(jiǎn)單的俄羅斯方塊游戲
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