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Python俄罗斯方块代码分享给大家!好几百行!亲测可用!

发布时间:2020-12-17 00:53:39 所属栏目:Python 来源:网络整理
导读:废话不多说!直接上代码!需要更多好玩的源码或者教程进群:548377875 ? 即可获取! #coding=utf-8 from tkinter import * from random import * import threading from tkinter.messagebox import showinfo from tkinter.messagebox import askquestion imp

废话不多说!直接上代码!需要更多好玩的源码或者教程进群:548377875 ? 即可获取!

#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],

[1,0],

[0,0]

],

[

[1,

[

[0,0]

]

],

[

[

[1,1]

],

[

[

[0,1]

]

],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,3):

for j in range(0,3):

self.preBack[i].insert(j,self.canvas1.create_rectangle(30*j,fill="black"));

#绘制游戏的格子

def drawRect(self):

for i 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],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],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):

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,-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):

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):

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):

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.cols):

self.back[i][j] = 0;

self.canvas.itemconfig(self.gridBack[i][j],outline="white");

for i in range(0,len(self.arr[i])):

self.canvas1.itemconfig(self.preBack[i][j],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,bg="black");

self.canvas1 = Canvas(self.frame2,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,height=25);

self.btnReStart = Button(self.window,text="重新开始",command=self.clickReStart);

self.btnReStart.place(x=340,y=500,height=25);

self.btnQuit = Button(self.window,text="退出",command=self.clickQuit);

self.btnQuit.place(x=340,y=550,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("",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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