俄罗斯方块

 

 

 

 

 

 

 

 (https://eyehere.net/2011/python-pygame-novice-professional-index/ 

https://www.baidu.com/s?ie=utf-8&f=8&rsv_bp=0&rsv_idx=1&tn=baidu&wd=python%20%E4%BF%84%E7%BD%97%E6%96%AF%E6%96%B9%E5%9D%97&rsv_pq=bb48dd0c00003b51&rsv_t=ef1aeI1tSDtV2W9ArDcBSrh9FiNeX6dK9cScnMl1uAeZgFETpEMxy6eCnfE&rqlang=cn&rsv_enter=1&rsv_sug3=18&rsv_sug1=20&rsv_sug7=100

#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 = 400;  
  height = 650;  
    
  #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();      
      
    self.window.mainloop();   
      
    self.start=False;  
      
  pass;  
  
if __name__=='__main__':  
    
  brickGame = BrickGame();
posted @ 2020-11-29 11:51  20201202史婧怡  阅读(243)  评论(0编辑  收藏  举报