python如何实现俄罗斯方块游戏

秋天,大雁南飞,草木枯荣,掉落下的依依不舍的树叶随着瑟瑟的秋风飞动。尽管田园一片荒凉,但金灿灿的干草已覆盖了整个大地,几颗松树笔直的立在大地上,天空是多么广阔,多么蔚蓝!地是多么浩瀚,多么无边!天和地连在了一起,已分不清地平线在哪里,秋天的原野拥抱着蓝天,广阔的蓝天拥抱着田野!

在公司实习。公司推崇Python和Django框架,所以也得跟着学点。

简单瞅了下Tkinter,和Canvas配合在一起,还算是简洁的界面开发API。threading.Thread创建新的线程,其多线程机制也算是方便。

只是canvas.create_rectangle居然不是绘制矩形,而是新建了矩形控件这点让人大跌眼镜。先开始,在线程里每次都重绘多个矩形(随数组变化),其实是每次都新建了N个矩形,结果内存暴增。原来,对矩形进行变更时,只需用canvas.itemconfig即可。

下面就是截图(时间太晚,明日还得上班,做得非常粗糙...没事时再慢慢修正)。

而代码如下:

#coding=utf-8 
from Tkinter import *; 
from random import *; 
import thread; 
from tkMessageBox 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; 
 
 #绘图类 
 canvas = None; 
 
 #标题 
 title = "BrickGame"; 
 #宽和高 
 width = 350; 
 height = 670; 
 
 #行和列 
 rows = 20; 
 cols = 10; 
 
 #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; 
 #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(); 
 
 #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")); 
 
 #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(); 
  
 #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 xrange(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.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); 
 
 #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.canvas = Canvas(self.frame1,width=300,height=600,bg="black"); 
 
 self.init(); 
 
 #获得当前的方块 
 self.getCurBrick(); 
 
 #按照数组,绘制格子 
 self.drawRect(); 
  
 self.canvas.pack(); 
 
 #监听键盘事件 
 self.window.bind("<KeyPress>",self.onKeyboardEvent); 
 
 #启动方块下落线程 
 downThread = threading.Thread(target=self.brickDown,args=()); 
 downThread.start(); 
 
 self.window.mainloop(); 
 
 self.start=False; 
 
 pass; 
 
if __name__=='__main__': 
 
 brickGame = BrickGame(); 

估计用图形界面会很少,因为本人是WEB开发。不过,怎样也抑制不住这颗喜欢写游戏的心啊!

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