俄罗斯方块
1.运行界面
2.修改
1.下落速度
2.行列格数
3.名称
3.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 = "20201225张晓平"
#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()
self.window.mainloop()
self.start = False
pass
if __name__ == '__main__':
brickGame = BrickGame()