白云岛资源网 Design By www.pvray.com

本文实例为大家分享了python实现俄罗斯方块的具体代码,供大家参考,具体内容如下

#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 = "BrickGame"; 
 #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(); 

更多俄罗斯方块精彩文章请点击专题:俄罗斯方块游戏集合 进行学习。

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

白云岛资源网 Design By www.pvray.com
广告合作:本站广告合作请联系QQ:858582 申请时备注:广告合作(否则不回)
免责声明:本站资源来自互联网收集,仅供用于学习和交流,请遵循相关法律法规,本站一切资源不代表本站立场,如有侵权、后门、不妥请联系本站删除!
白云岛资源网 Design By www.pvray.com

《魔兽世界》大逃杀!60人新游玩模式《强袭风暴》3月21日上线

暴雪近日发布了《魔兽世界》10.2.6 更新内容,新游玩模式《强袭风暴》即将于3月21 日在亚服上线,届时玩家将前往阿拉希高地展开一场 60 人大逃杀对战。

艾泽拉斯的冒险者已经征服了艾泽拉斯的大地及遥远的彼岸。他们在对抗世界上最致命的敌人时展现出过人的手腕,并且成功阻止终结宇宙等级的威胁。当他们在为即将于《魔兽世界》资料片《地心之战》中来袭的萨拉塔斯势力做战斗准备时,他们还需要在熟悉的阿拉希高地面对一个全新的敌人──那就是彼此。在《巨龙崛起》10.2.6 更新的《强袭风暴》中,玩家将会进入一个全新的海盗主题大逃杀式限时活动,其中包含极高的风险和史诗级的奖励。

《强袭风暴》不是普通的战场,作为一个独立于主游戏之外的活动,玩家可以用大逃杀的风格来体验《魔兽世界》,不分职业、不分装备(除了你在赛局中捡到的),光是技巧和战略的强弱之分就能决定出谁才是能坚持到最后的赢家。本次活动将会开放单人和双人模式,玩家在加入海盗主题的预赛大厅区域前,可以从强袭风暴角色画面新增好友。游玩游戏将可以累计名望轨迹,《巨龙崛起》和《魔兽世界:巫妖王之怒 经典版》的玩家都可以获得奖励。