python俄罗斯方块
代码:
#coding=utf-8 from tkinter import * from random import * import threading from tkinter.messagebox import showinfo from tkinter.messagebox import askquestion import threading from time import sleep class BrickGame(object): #是否开始 start = True #是否到达底部 isDown = True isPause = False #窗体 window = None #frame frame1 = None frame2 = None #按钮 btnStart = None #绘图类 canvas = None canvas1 = None #标题 title = "IT Xiao Ang Zai" #宽和高 width = 450 height = 670 #行和列 rows = 20 cols = 10 #下降方块的线程 downThread = None #几种方块 brick = [ [ [ [0, 1, 1], [1, 1, 0], [0, 0, 0] ], [ [1, 0, 0], [1, 1, 0], [0, 1, 0] ], [ [0, 1, 1], [1, 1, 0], [0, 0, 0] ], [ [1, 0, 0], [1, 1, 0], [0, 1, 0] ] ], [ [ [1, 1, 1], [1, 0, 0], [0, 0, 0] ], [ [0, 1, 1], [0, 0, 1], [0, 0, 1] ], [ [0, 0, 0], [0, 0, 1], [1, 1, 1] ], [ [1, 0, 0], [1, 0, 0], [1, 1, 0] ] ], [ [ [1, 1, 1], [0, 0, 1], [0, 0, 0] ], [ [0, 0, 1], [0, 0, 1], [0, 1, 1] ], [ [0, 0, 0], [1, 0, 0], [1, 1, 1] ], [ [1, 1, 0], [1, 0, 0], [1, 0, 0] ] ], [ [ [0, 0, 0], [0, 1, 1], [0, 1, 1] ], [ [0, 0, 0], [0, 1, 1], [0, 1, 1] ], [ [0, 0, 0], [0, 1, 1], [0, 1, 1] ], [ [0, 0, 0], [0, 1, 1], [0, 1, 1] ] ], [ [ [1, 1, 1], [0, 1, 0], [0, 0, 0] ], [ [0, 0, 1], [0, 1, 1], [0, 0, 1] ], [ [0, 0, 0], [0, 1, 0], [1, 1, 1] ], [ [1, 0, 0], [1, 1, 0], [1, 0, 0] ] ], [ [ [0, 1, 0], [0, 1, 0], [0, 1, 0] ], [ [0, 0, 0], [1, 1, 1], [0, 0, 0] ], [ [0, 1, 0], [0, 1, 0], [0, 1, 0] ], [ [0, 0, 0], [1, 1, 1], [0, 0, 0] ] ], [ [ [1, 1, 0], [0, 1, 1], [0, 0, 0] ], [ [0, 0, 1], [0, 1, 1], [0, 1, 0] ], [ [0, 0, 0], [1, 1, 0], [0, 1, 1] ], [ [0, 1, 0], [1, 1, 0], [1, 0, 0] ] ] ] #当前的方块 curBrick = None #当前方块数组 arr = None arr1 = None #当前方块形状 shape = -1 #当前方块的行和列(最左上角) curRow = -10 curCol = -10 #背景 back = list() #格子 gridBack = list() preBack = list() #初始化 def init(self): for i in range(0, self.rows): self.back.insert(i, list()) self.gridBack.insert(i, list()) for i in range(0, self.rows): for j in range(0, self.cols): self.back[i].insert(j, 0) self.gridBack[i].insert(j, self.canvas.create_rectangle( 30*j, 30*i, 30*(j+1), 30*(i+1), fill="black")) for i in range(0, 3): self.preBack.insert(i, list()) for i in range(0, 3): for j in range(0, 3): self.preBack[i].insert(j, self.canvas1.create_rectangle( 30*j, 30*i, 30*(j+1), 30*(i+1), fill="black")) #绘制游戏的格子 def drawRect(self): for i in range(0, self.rows): for j in range(0, self.cols): if self.back[i][j] == 1: self.canvas.itemconfig( self.gridBack[i][j], fill="blue", outline="white") elif self.back[i][j] == 0: self.canvas.itemconfig( self.gridBack[i][j], fill="black", outline="white") #绘制预览方块 for i in range(0, len(self.arr1)): for j in range(0, len(self.arr1[i])): if self.arr1[i][j] == 0: self.canvas1.itemconfig( self.preBack[i][j], fill="black", outline="white") elif self.arr1[i][j] == 1: self.canvas1.itemconfig( self.preBack[i][j], fill="orange", outline="white") #绘制当前正在运动的方块 if self.curRow != -10 and self.curCol != -10: for i in range(0, len(self.arr)): for j in range(0, len(self.arr[i])): if self.arr[i][j] == 1: self.canvas.itemconfig( self.gridBack[self.curRow+i][self.curCol+j], fill="blue", outline="white") #判断方块是否已经运动到达底部 if self.isDown: for i in range(0, 3): for j in range(0, 3): if self.arr[i][j] != 0: self.back[self.curRow+i][self.curCol+j] = self.arr[i][j] #判断整行消除 self.removeRow() #判断是否死了 self.isDead() #获得下一个方块 self.getCurBrick() #判断是否有整行需要消除 def removeRow(self): count = 0 for i in range(0, self.rows): tag1 = True for j in range(0, self.cols): if self.back[i][j] == 0: tag1 = False break if tag1 == True: #从上向下挪动 count = count+1 for m in range(i-1, 0, -1): for n in range(0, self.cols): self.back[m+1][n] = self.back[m][n] scoreValue = eval(self.scoreLabel2['text']) scoreValue += 5*count*(count+3) self.scoreLabel2.config(text=str(scoreValue)) #获得当前的方块 def getCurBrick(self): self.curBrick = randint(0, len(self.brick)-1) self.shape = 0 #当前方块数组 self.arr = self.brick[self.curBrick][self.shape] self.arr1 = self.arr self.curRow = 0 self.curCol = 1 #是否到底部为False self.isDown = False #监听键盘输入 def onKeyboardEvent(self, event): #未开始,不必监听键盘输入 if self.start == False: return if self.isPause == True: return #记录原来的值 tempCurCol = self.curCol tempCurRow = self.curRow tempShape = self.shape tempArr = self.arr direction = -1 if event.keycode == 37: #左移 self.curCol -= 1 direction = 1 elif event.keycode == 38: #变化方块的形状 self.shape += 1 direction = 2 if self.shape >= 4: self.shape = 0 self.arr = self.brick[self.curBrick][self.shape] elif event.keycode == 39: direction = 3 #右移 self.curCol += 1 elif event.keycode == 40: direction = 4 #下移 self.curRow += 1 if self.isEdge(direction) == False: self.curCol = tempCurCol self.curRow = tempCurRow self.shape = tempShape self.arr = tempArr self.drawRect() return True #判断当前方块是否到达边界 def isEdge(self, direction): tag = True #向左,判断边界 if direction == 1: for i in range(0, 3): for j in range(0, 3): if self.arr[j][i] != 0 and (self.curCol+i < 0 or self.back[self.curRow+j][self.curCol+i] != 0): tag = False break #向右,判断边界 elif direction == 3: for i in range(0, 3): for j in range(0, 3): if self.arr[j][i] != 0 and (self.curCol+i >= self.cols or self.back[self.curRow+j][self.curCol+i] != 0): tag = False break #向下,判断底部 elif direction == 4: for i in range(0, 3): for j in range(0, 3): if self.arr[i][j] != 0 and (self.curRow+i >= self.rows or self.back[self.curRow+i][self.curCol+j] != 0): tag = False self.isDown = True break #进行变形,判断边界 elif direction == 2: if self.curCol < 0: self.curCol = 0 if self.curCol+2 >= self.cols: self.curCol = self.cols-3 if self.curRow+2 >= self.rows: self.curRow = self.curRow-3 return tag #方块向下移动 def brickDown(self): while True: if self.start == False: print("exit thread") break if self.isPause == False: tempRow = self.curRow self.curRow += 1 if self.isEdge(4) == False: self.curRow = tempRow self.drawRect() #每一秒下降一格 sleep(1) #点击开始 def clickStart(self): self.start = True for i in range(0, self.rows): for j in range(0, self.cols): self.back[i][j] = 0 self.canvas.itemconfig( self.gridBack[i][j], fill="black", outline="white") for i in range(0, len(self.arr)): for j in range(0, len(self.arr[i])): self.canvas1.itemconfig( self.preBack[i][j], fill="black", outline="white") self.getCurBrick() self.drawRect() self.downThread = threading.Thread(target=self.brickDown, args=()) self.downThread.start() def clickPause(self): self.isPause = not self.isPause print(self.isPause) if not self.isPause: self.btnPause["text"] = "暂停" else: self.btnPause["text"] = "恢复" def clickReStart(self): ackRestart = askquestion("重新开始", "你确定要重新开始吗?") if ackRestart == 'yes': self.clickStart() else: return def clickQuit(self): ackQuit = askquestion("退出", "你确定要退出吗?") if ackQuit == 'yes': self.window.destroy() exit() #判断是否死了 def isDead(self): for j in range(0, len(self.back[0])): if self.back[0][j] != 0: showinfo("提示", "你挂了,再来一盘吧!") self.start = False break #运行 def __init__(self): self.window = Tk() self.window.title(self.title) self.window.minsize(self.width, self.height) self.window.maxsize(self.width, self.height) self.frame1 = Frame(self.window, width=300, height=600, bg="black") self.frame1.place(x=20, y=30) self.scoreLabel1 = Label(self.window, text="Score:", font=(30)) self.scoreLabel1.place(x=340, y=60) self.scoreLabel2 = Label(self.window, text="0", fg='red', font=(30)) self.scoreLabel2.place(x=410, y=60) self.frame2 = Frame(self.window, width=90, height=90, bg="black") self.frame2.place(x=340, y=120) self.canvas = Canvas(self.frame1, width=300, height=600, bg="black") self.canvas1 = Canvas(self.frame2, width=90, height=90, bg="black") self.btnStart = Button(self.window, text="开始", command=self.clickStart) self.btnStart.place(x=340, y=400, width=80, height=25) self.btnPause = Button(self.window, text="暂停", command=self.clickPause) self.btnPause.place(x=340, y=450, width=80, height=25) self.btnReStart = Button(self.window, text="重新开始", command=self.clickReStart) self.btnReStart.place(x=340, y=500, width=80, height=25) self.btnQuit = Button(self.window, text="退出", command=self.clickQuit) self.btnQuit.place(x=340, y=550, width=80, height=25) self.init() #获得当前的方块 self.getCurBrick() #按照数组,绘制格子 self.drawRect() self.canvas.pack() self.canvas1.pack() #监听键盘事件 self.window.bind("<KeyPress>", self.onKeyboardEvent) #启动方块下落线程 self.downThread = threading.Thread(target=self.brickDown, args=()) self.downThread.start()