代码搬运修改自python编写俄罗斯方块 更新时间:2020年03月13日 09:39:17 作者:勤勉之

from tkinter import *
from random import *
import threading
from tkinter.messagebox import showinfo
import threading
from time import sleep class BrickGame(object):
# 是否开始
start = True
# 是否到达底部
isDown = True # 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 = [ [
[
[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, 1, 0]
],
[
[0, 0, 1],
[1, 1, 1],
[0, 0, 1]
],
[
[0, 1, 0],
[0, 1, 0],
[1, 1, 1]
],
[
[1, 0, 0],
[1, 1, 1],
[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]
]
]
] # 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): 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
for m in range(i - 1, 0, -1): for n in range(0, self.cols):
self.back[m + 1][n] = self.back[m][n] # 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 # 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 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() # 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.frame2 = Frame(self.window, width=90, height=90, bg="black")
self.frame2.place(x=340, y=60) 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.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()```

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