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俄罗斯方块(可修改为无敌版)

时间:2020-12-02 12:39:52      阅读:5      评论:0      收藏:0      [点我收藏+]

标签:elf   res   href   bre   label   标题   value   return   idt   

技术图片

代码如下:

`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 = "俄罗斯方块(无敌)"

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()**若要修改为无敌版** 可将以下代码删去 1 #判断是否死了
2 self.isDead()
3 #判断是否死了
4
5 def isDead(self):
6
7 for j in range(0, len(self.back[0])):
8
9 if self.back[0][j] != 0:
10
11 showinfo("提示", "你挂了,再来一盘吧!")
12 self.start = False
13 break`
参考链接:https://blog.csdn.net/ITxiaoangzai/article/details/81489136

俄罗斯方块(可修改为无敌版)

标签:elf   res   href   bre   label   标题   value   return   idt   

原文地址:https://www.cnblogs.com/1482156703optimus/p/14051739.html

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