对于该项作业,我修改了原代码中,

  1,修改了游戏结束时语句播放错误的代码,使其正常播报;

  2,调整了背景配色为黑灰使其辨识度更高;

  3,对于没有内置功能的设置选项添加了播报语句,使其不再print结果在命令台。

  4,增加了对于俄罗斯方块游戏的故事在新创的关于模块

原错误代码经VScode检查为 showinfo('T_T', 'The game is over!')

    showinfo("FishC Demo","祝您新年快乐!")

    showinfo('Made in China', '^_^')
我通过百度的查找得到了其解决方法,网址:https://jingyan.baidu.com/article/c74d6000ccc51e0f6a595d3a.html
将其改为,使其能够播报
tkinter.messagebox.showinfo('T_T', 'The game is over!')

tkinter.messagebox.showinfo("FishC Demo","祝您新年快乐!")

tkinter.messagebox.showinfo('Made in China', '^_^')
下面是修改后的代码:

 

# _*_ coding:utf-8 _*_
'''
Created on 2017年7月30日上午11:16:44

@author: xiaolin

relief=RAISED
sticky=N+E+S+W
'''
from tkinter import *
import random
import time
# from tkMessageBox import *
import tkinter.messagebox

from tkinter import *

# 俄罗斯方块界面的高度
HEIGHT = 20

# 俄罗斯方块界面的宽度
WIDTH = 10

ACTIVE = 1
PASSIVE = 0
TRUE = 1
FALSE = 0

style = [
    [[(0, 0), (0, 1), (1, 1), (2, 1)], [(1, 0), (1, 1), (1, 2), (0, 2)], [(0, 1), (1, 1), (2, 1), (2, 2)],
     [(1, 0), (2, 0), (1, 1), (1, 2)]],  # j
    [[(1, 0), (1, 1), (1, 2), (2, 1)], [(1, 0), (0, 1), (1, 1), (2, 1)], [(1, 0), (1, 1), (1, 2), (0, 1)],
     [(0, 1), (1, 1), (2, 1), (1, 2)]],  # T
    [[(0, 1), (1, 1), (2, 1), (2, 0)], [(0, 0), (1, 0), (1, 1), (1, 2)], [(0, 1), (1, 1), (2, 1), (0, 2)],
     [(1, 0), (1, 1), (1, 2), (2, 2)]],  # 反L
    [[(0, 0), (0, 1), (1, 1), (1, 2)], [(2, 1), (1, 1), (1, 2), (0, 2)], [(0, 0), (0, 1), (1, 1), (1, 2)],
     [(2, 1), (1, 1), (1, 2), (0, 2)]],  # Z
    [[(1, 0), (1, 1), (0, 1), (0, 2)], [(0, 1), (1, 1), (1, 2), (2, 2)], [(1, 0), (1, 1), (0, 1), (0, 2)],
     [(0, 1), (1, 1), (1, 2), (2, 2)]],  # 反Z
    [[(0, 0), (0, 1), (1, 1), (1, 0)], [(0, 0), (0, 1), (1, 1), (1, 0)], [(0, 0), (0, 1), (1, 1), (1, 0)],
     [(0, 0), (0, 1), (1, 1), (1, 0)]],  #
    [[(1, 0), (1, 1), (1, 2), (1, 3)], [(0, 1), (1, 1), (2, 1), (3, 1)], [(1, 0), (1, 1), (1, 2), (1, 3)],
     [(0, 1), (1, 1), (2, 1), (3, 1)]]  # 长条
]

root = Tk();
root.title('俄罗斯方块')


class App(Frame):
    def __init__(self, master):
        Frame.__init__(self)
        master.bind('<Up>', self.Up)
        master.bind('<Left>', self.Left)
        master.bind('<Right>', self.Right)
        master.bind('<Down>', self.Down)

        master.bind('<space>', self.Space)
        master.bind('<Control-Shift-Key-F12>', self.Play)
        master.bind('<Key-P>', self.Pause)
        master.bind('<Key-S>', self.StartByS)

        # rgb颜色值
        self.backg = "#%02x%02x%02x" % (0, 0, 0)  # 大背景
        self.frontg = "#%02x%02x%02x" % (40, 120, 150)  # 下一个形状颜色
        self.nextg = "#%02x%02x%02x" % (150, 150, 150)  # 小背景
        self.flashg = "#%02x%02x%02x" % (210, 130, 100)  # 炸的颜色

        self.LineDisplay = Label(master, text='Lines: ', bg='black', fg='red')
        self.Line = Label(master, text='0', bg='black', fg='red')
        self.ScoreDisplay = Label(master, text='Score: ', bg='black', fg='red')
        self.Score = Label(master, text='0', bg='black', fg='red')
        self.SpendTimeDisplay = Label(master, text='Time: ', bg='black', fg='red')
        self.SpendTime = Label(master, text='0.0', bg='black', fg='red')

        self.LineDisplay.grid(row=HEIGHT - 2, column=WIDTH, columnspan=2)
        self.Line.grid(row=HEIGHT - 2, column=WIDTH + 2, columnspan=3)
        self.ScoreDisplay.grid(row=HEIGHT - 1, column=WIDTH, columnspan=2)
        self.Score.grid(row=HEIGHT - 1, column=WIDTH + 2, columnspan=3)
        self.SpendTimeDisplay.grid(row=HEIGHT - 4, column=WIDTH, columnspan=2)
        self.SpendTime.grid(row=HEIGHT - 4, column=WIDTH + 2, columnspan=3)

        self.TotalTime = 0.0
        self.TotalLine = 0
        self.TotalScore = 0

        # 游戏结束
        self.isgameover = FALSE
        # 暂停
        self.isPause = FALSE
        # 开始
        self.isStart = FALSE
        self.NextList = []  # 整个小背景
        self.NextRowList = []  # 一行小背景

        self.px = 0
        self.py = 0  # 记录方块参考点

        # 渲染小背景
        r = 0;
        c = 0
        for k in range(4 * 4):
            LN = Label(master, text='    ', bg=str(self.nextg), fg='white', relief=FLAT, bd=3)
            LN.grid(row=r, column=WIDTH + c, sticky=N + E + S + W)
            self.NextRowList.append(LN)
            c = c + 1
            if c >= 4:
                r = r + 1;
                c = 0
                self.NextList.append(self.NextRowList)
                self.NextRowList = []

        # 渲染大背景
        self.BlockList = []
        self.BlockRowList = []
        self.LabelList = []
        self.LabelRowList = []
        row = 0;
        col = 0
        for i in range(HEIGHT * WIDTH):
            L = Label(master, text='    ', bg=str(self.backg), fg='white', relief=FLAT, bd=4)
            L.grid(row=row, column=col, sticky=N + E + S + W)
            L.row = row;
            L.col = col;
            L.isactive = PASSIVE
            self.BlockRowList.append(0);  # 大背景每个格子初始化为0值
            self.LabelRowList.append(L)
            col = col + 1
            if col >= WIDTH:
                row = row + 1;
                col = 0
                self.BlockList.append(self.BlockRowList)
                self.LabelList.append(self.LabelRowList)
                self.BlockRowList = []
                self.LabelRowList = []

        # file
        fw = open('text.txt', 'a')
        fw.close()
        hasHead = FALSE
        f = open('text.txt', 'r')
        if f.read(5) == 'score':
            hasHead = TRUE
        f.close()
        self.file = open('text.txt', 'a')
        if hasHead == FALSE:
            self.file.write('score    line    time    scorePtime    linePtime    scorePline    date/n')
            self.file.flush()

        self.time = 1000
        self.OnTimer()

    def __del__(self):
        # self.file.close()
        pass

    def Pause(self, event):
        self.isPause = 1 - self.isPause

    def Up(self, event):
        BL = self.BlockList  # 格子的值
        LL = self.LabelList  # 格子Label

        Moveable = TRUE  # 是否可旋转

        # 代码编写开始
        nowStyle = style[self.xnow][(self.ynow)]
        newStyle = style[self.xnow][(self.ynow + 1) % 4]  # 算出下一俄罗斯方块
        self.ynow = (self.ynow + 1) % 4  # 此行代码非常重要,否则响应UP时,只能变第一次

        print("nowStyle:" + str(nowStyle) + "=====>>newStyle:" + str(newStyle))

        # 根据现有形状中每个label的坐标计算出旋转后目标坐标(x,y)
        SourceList = [];
        DestList = []

        for i in range(4):
            SourceList.append([nowStyle[i][0] + self.px, nowStyle[i][1] + self.py])
            x = newStyle[i][0] + self.px
            y = newStyle[i][1] + self.py
            DestList.append([x, y])

            if x < 0 or x >= HEIGHT or y < 0 or y >= WIDTH:  # or BL[x][y]==1 or LL[x][y].isactive==PASSIVE
                Moveable = FALSE

        if Moveable == TRUE:
            for i in range(len(SourceList)):
                self.Empty(SourceList[i][0], SourceList[i][1])
            for i in range(len(DestList)):
                self.Fill(DestList[i][0], DestList[i][1])

    def Left(self, event):
        BL = self.BlockList;
        LL = self.LabelList
        Moveable = TRUE
        for i in range(HEIGHT):
            for j in range(WIDTH):
                if LL[i][j].isactive == ACTIVE and j - 1 < 0: Moveable = FALSE
                if LL[i][j].isactive == ACTIVE and j - 1 >= 0 and BL[i][j - 1] == 1 and LL[i][
                    j - 1].isactive == PASSIVE: Moveable = FALSE
        if Moveable == TRUE:
            self.py -= 1
            for i in range(HEIGHT):
                for j in range(WIDTH):
                    if j - 1 >= 0 and LL[i][j].isactive == ACTIVE and BL[i][j - 1] == 0:
                        self.Fill(i, j - 1);
                        self.Empty(i, j)

    def Right(self, event):
        BL = self.BlockList;
        LL = self.LabelList
        Moveable = TRUE
        for i in range(HEIGHT):
            for j in range(WIDTH):
                if LL[i][j].isactive == ACTIVE and j + 1 >= WIDTH: Moveable = FALSE
                if LL[i][j].isactive == ACTIVE and j + 1 < WIDTH and BL[i][j + 1] == 1 and LL[i][
                    j + 1].isactive == PASSIVE: Moveable = FALSE
        if Moveable == TRUE:
            self.py += 1
            for i in range(HEIGHT - 1, -1, -1):
                for j in range(WIDTH - 1, -1, -1):
                    if j + 1 < WIDTH and LL[i][j].isactive == ACTIVE and BL[i][j + 1] == 0:
                        self.Fill(i, j + 1);
                        self.Empty(i, j)

    def Down(self, event):
        BL = self.BlockList;
        LL = self.LabelList
        Moveable = TRUE
        for i in range(HEIGHT):
            for j in range(WIDTH):
                if LL[i][j].isactive == ACTIVE and i + 1 >= HEIGHT: Moveable = FALSE
                if LL[i][j].isactive == ACTIVE and i + 1 < HEIGHT and BL[i + 1][j] == 1 and LL[i + 1][
                    j].isactive == PASSIVE: Moveable = FALSE
        if Moveable == TRUE and self.isStart:
            self.px += 1
            for i in range(HEIGHT - 1, -1, -1):
                for j in range(WIDTH - 1, -1, -1):
                    if i + 1 < HEIGHT and LL[i][j].isactive == ACTIVE and BL[i + 1][j] == 0:
                        self.Fill(i + 1, j);
                        self.Empty(i, j);
        if Moveable == FALSE:
            for i in range(HEIGHT):
                for j in range(WIDTH):
                    LL[i][j].isactive = PASSIVE
            self.JudgeLineFill()
            self.Start()
            if self.isgameover == TRUE: tkinter.messagebox.showinfo('T_T', 'The game is over!');self.Distroy();return FALSE
            for i in range(4):
                for j in range(4):
                    self.NextEmpty(i, j)
            self.Rnd()
        return Moveable

    def Space(self, event):
        while 1:
            if self.Down(0) == FALSE: break

    def OnTimer(self):
        if self.isStart == TRUE and self.isPause == FALSE:
            self.TotalTime = self.TotalTime + float(self.time) / 1000
            self.SpendTime.config(text=str(self.TotalTime))

        if self.isPause == FALSE:
            self.Down(0)
        if self.TotalScore >= 1000: self.time = 900
        if self.TotalScore >= 2000: self.time = 750
        if self.TotalScore >= 3000: self.time = 600
        if self.TotalScore >= 4000: self.time = 400
        self.after(self.time, self.OnTimer)  # 随着分数增大,俄罗斯方块下降速度加快

    def JudgeLineFill(self):
        BL = self.BlockList;
        LL = self.LabelList
        count = 0;
        LineList = []
        for i in range(WIDTH): LineList.append(1)
        # display flash
        for i in range(HEIGHT):
            if BL[i] == LineList:
                count = count + 1
                for k in range(WIDTH):
                    LL[i][k].config(bg=str(self.flashg))
                    LL[i][k].update()
        if count != 0: self.after(100)
        # delete block
        for i in range(HEIGHT):
            if BL[i] == LineList:
                # count=count+1
                for j in range(i, 0, -1):
                    for k in range(WIDTH):
                        BL[j][k] = BL[j - 1][k]
                        LL[j][k]['relief'] = LL[j - 1][k].cget('relief')
                        LL[j][k]['bg'] = LL[j - 1][k].cget('bg')
                for l in range(WIDTH):
                    BL[0][l] = 0
                    LL[0][l].config(relief=FLAT, bg=str(self.backg))
        self.TotalLine = self.TotalLine + count
        if count == 1: self.TotalScore = self.TotalScore + 1 * WIDTH
        if count == 2: self.TotalScore = self.TotalScore + 3 * WIDTH
        if count == 3: self.TotalScore = self.TotalScore + 6 * WIDTH
        if count == 4: self.TotalScore = self.TotalScore + 10 * WIDTH
        self.Line.config(text=str(self.TotalLine))
        self.Score.config(text=str(self.TotalScore))

    def Fill(self, i, j):
        if j < 0: return
        if self.BlockList[i][j] == 1: self.isgameover = TRUE
        self.BlockList[i][j] = 1
        self.LabelList[i][j].isactive = ACTIVE
        self.LabelList[i][j].config(relief=RAISED, bg=str(self.frontg))

    def Empty(self, i, j):
        self.BlockList[i][j] = 0
        self.LabelList[i][j].isactive = PASSIVE
        self.LabelList[i][j].config(relief=FLAT, bg=str(self.backg))

    def Play(self, event):
        tkinter.messagebox.showinfo('Made in China', '^_^')

    def NextFill(self, i, j):
        self.NextList[i][j].config(relief=RAISED, bg=str(self.frontg))

    def NextEmpty(self, i, j):
        self.NextList[i][j].config(relief=FLAT, bg=str(self.nextg))

    def Distroy(self):
        # save
        if self.TotalScore != 0:
            # cehkongfu
            savestr = '%-9u%-8u%-8.2f%-14.2f%-13.2f%-14.2f%s/n' % (
                self.TotalScore, self.TotalLine, self.TotalTime
                , self.TotalScore / self.TotalTime
                , self.TotalLine / self.TotalTime
                , float(self.TotalScore) / self.TotalLine
                , time.strftime('%Y-%m-%d %H:%M:%S', time.localtime()))
            self.file.seek(0, 2)
            self.file.write(savestr)
            self.file.flush()

        for i in range(HEIGHT):
            for j in range(WIDTH):
                self.Empty(i, j)
        self.TotalLine = 0;
        self.TotalScore = 0;
        self.TotalTime = 0.0
        self.Line.config(text=str(self.TotalLine))
        self.Score.config(text=str(self.TotalScore))
        self.SpendTime.config(text=str(self.TotalTime))
        self.isgameover = FALSE
        self.isStart = FALSE
        self.time = 1000
        for i in range(4):
            for j in range(4):
                self.NextEmpty(i, j)

    # 游戏开始方块
    def Start(self):
        nextStyle = style[self.x][self.y]  # 下一形状
        self.xnow = self.x
        self.ynow = self.y  # 记录大背景中的方块
        self.py = random.randint(0, 6)
        print("给py赋任意值:" + str(self.py))
        self.px = 0
        for ii in range(4):
            self.Fill(int(nextStyle[ii][0]), int(nextStyle[ii][1]) + self.py)
        self.isStart = TRUE  # 游戏开始

    # 预处理方块
    def Rnd(self):
        self.x = random.randint(0, 6)
        self.y = random.randint(0, 3)
        nextStyle = style[self.x][self.y]  # 下一形状
        for ii in range(4):
            self.NextFill(int(nextStyle[ii][0]), int(nextStyle[ii][1]))

    # 游戏开始给出一次任意形状的方块
    def RndFirst(self):
        self.x = random.randint(0, 6)  # 选择第一个方块style
        self.y = random.randint(0, 3)

    def Show(self):
        self.file.seek(0)
        strHeadLine = self.file.readline()
        dictLine = {}
        strTotalLine = ''
        for OneLine in self.file.readlines():
            temp = int(OneLine[:5])
            dictLine[temp] = OneLine

        list = sorted(dictLine.items(), key=lambda d: d[0])
        ii = 0
        for onerecord in reversed(list):
            ii = ii + 1
            if ii < 11:
                strTotalLine += onerecord[1]
        tkinter.messagebox.showinfo("FishC Demo","祝您新年快乐!")
        tkinter.messagebox.showinfo('Ranking', strHeadLine + strTotalLine)

    def StartByS(self, event):
        self.RndFirst()
        self.Start()
        self.Rnd()


def Start():
    app.RndFirst()
    app.Start()
    app.Rnd()


def End():
    app.Distroy()


def Set():
    tkinter.messagebox.showinfo('1422能力不足','设置不存在')


def Show():
    app.Show()

def about():
    tkinter.messagebox.showinfo('故事','''顾名思义,俄罗斯方块自然是俄罗斯人发明的。
    这人叫阿列克谢·帕基特诺夫(Алексей Пажитнов 英文:Alexey Pazhitnov)。
    俄罗斯方块原名是俄语Тетрис(英语是Tetris),这个名字来源于希腊语tetra,意思是“四”,而游戏的作者最喜欢网球(tennis)。
    于是,他把两个词tetra和tennis合而为一,命名为Tetris,这也就是俄罗斯方块名字的由来。''')


# 主菜单
mainmenu = Menu(root)
root['menu'] = mainmenu

# 二级菜单:game
gamemenu = Menu(mainmenu)
mainmenu.add_cascade(label='游戏', menu=gamemenu)
gamemenu.add_command(label='开始', command=Start)
gamemenu.add_command(label='结束', command=End)
gamemenu.add_separator()
gamemenu.add_command(label='退出', command=root.quit)

# 二级菜单:set
setmenu = Menu(mainmenu)
mainmenu.add_cascade(label='设置', menu=setmenu)
setmenu.add_command(label='背景颜色设置', command=Set)
setmenu.add_command(label='游戏难度(速度)', command=Set)

# 二级菜单:about
aboutmenu = Menu(mainmenu)
mainmenu.add_cascade(label='关于', menu=aboutmenu)
aboutmenu.add_command(label='俄罗斯方块游戏的背景故事',command=about)


# 绑定功能

app = App(root)
# 程序入口
root.mainloop()

 

运行截图如下:

 

 

 

 

 

思考:

def Play(self, event):
        tkinter.messagebox.showinfo('Made in China', '^_^')

我们可以看见在原代码中,存在一个event但是似乎难以进行触发,可以通过怎样的修改来使该事件按逻辑进行触发呢?

posted on 2021-11-17 20:21  20211422王俊凯  阅读(25)  评论(0编辑  收藏  举报