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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)背景 draw_blank_board(canvas) # 開(kāi)始畫(huà)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(huà)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(huà)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(huà)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(huà)背景 draw_blank_board(canvas) # 開(kāi)始畫(huà)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(huà)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(huà)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(huà)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(huà)背景 draw_blank_board(canvas) # 開(kāi)始畫(huà)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(huà)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(huà)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(huà)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(huà)背景 draw_blank_board(canvas) # 開(kāi)始畫(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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(huà)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!
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