俄罗斯方块
俄罗斯方块
基本信息
《俄罗斯方块》的基本规则是移动、旋转和摆放游戏自动输出的各种方块,使之排列成完整的一行或多行并且消除得分
基本思路
首先搭建基础页面,再搭建俄罗斯方块(各种样式的),再让格子从上向下动起来(刷新时间)和固定,再使他能左右移动并使他能变换角度,以及计算分数和清除成行的块并完成游戏或重新开始,
代码实现
import tkinter as tk
from tkinter import messagebox
import random
# 设置行数和列数
Row = 20
Col = 12
# 设置格子的刷新频率,单位是毫秒
FPS = 150
# 设置每个格子的大小
cell_size = 30
# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size
# 设置不同形状的格子
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)]
}
# 设置格子的颜色
SHAPESCOLOR = {
"O":"blue",
"S":"red",
"T":"yellow",
"I":"green",
"L":"purple",
"J":"orange",
"Z":"Cyan",
}
# 绘制面板,将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)
# 在画板上绘制格子
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
# 创建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
# 绘制板块
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
# 绘制单元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 画板对象
:param col: 这个形状的的原点所在的列
:param row: 这个形状所的原点所在的行
:param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
:param color: 这个形状的颜色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判断是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先创建一个窗体
win = tk.Tk()
# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置组件对象
canvas.pack()
# 画背景
block_list = []
for i in range(Row):
i_row = ['' for j in range(Col)]
block_list.append(i_row)
draw_board(canvas, block_list)
# 开始画图形了, 这里是先测试一下
# 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'])
# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
"""
:param canvas: 面板对象
:param block: 俄罗斯方块
:param direction: 移动的方向
: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])
# 用字典定义每个形状的属性
one_block = {
'kind': 'O', # 对应俄罗斯方块的类型
'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
'cr': [3, 3], # 对应的行列坐标
}
# 测试代码
# draw_block_move(canvas, one_block)
def product_new_block():
# 随机生成新的俄罗斯方块
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:俄罗斯方块的前身
:param direction: 移动方向
:return: boolean 是否可以朝着指定的方向移动
"""
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]
# 判断边界
if c < 0 or c >= Col or r >= Row:
return False
# r >= 0是防止格子下不来的情况
if r >= 0 and block_list[r][c]:
return False
return True
# 保存当前的俄罗斯方块到列表里面
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):
"""
左右水平移动俄罗斯方块
event:键盘的监听事件
"""
# 这里只设置了左右两个方向
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'], # 对应俄罗斯方块的类型
'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) # 标题中展示分数
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
# 当前行可消除
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)
# 重新绘制
win.title("SCORES: %s" % score)
# 让游戏不断循环 通过递归实现
def game_loop():
win.update()
global current_block
# 如果当前没有俄罗斯方块 产生一个新的
if current_block is None:
# 生成新的俄罗斯方块
new_block = product_new_block()
draw_block_move(canvas, new_block)
current_block = new_block
# 游戏结束
if not check_move(current_block, [0, 0]):
messagebox.showinfo("Game Over!", "Your Score is %s" % score)
win.destroy()
return
# 如果当前有了就往下走
else:
if check_move(current_block, [0, 1]):
draw_block_move(canvas, current_block, [0, 1])
else:
# 保存当前的俄罗斯方块
save_to_block_list(current_block)
current_block = None
# 游戏结束
check_and_clear()
win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号
# 当前的俄罗斯方块
current_block = None
# 画布聚焦
canvas.focus_set()
# 添加左右移动的事件
canvas.bind("<KeyPress-Left>", horizontal_move_block)
canvas.bind("<KeyPress-Right>", horizontal_move_block)
# 添加变化角度的事件
canvas.bind("<KeyPress-Up>", rotate_block)
canvas.bind("<KeyPress-Down>", land)
game_loop()
win.mainloop()