1. 程式人生 > 實用技巧 >習題:觀察(dfs序)

習題:觀察(dfs序)

(https://eyehere.net/2011/python-pygame-novice-professional-index/

https://www.baidu.com/s?ie=utf-8&f=8&rsv_bp=0&rsv_idx=1&tn=baidu&wd=python%20%E4%BF%84%E7%BD%97%E6%96%AF%E6%96%B9%E5%9D%97&rsv_pq=bb48dd0c00003b51&rsv_t=ef1aeI1tSDtV2W9ArDcBSrh9FiNeX6dK9cScnMl1uAeZgFETpEMxy6eCnfE&rqlang=cn&rsv_enter=1&rsv_sug3=18&rsv_sug1=20&rsv_sug7=100

#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):  
 
  #是否開始 
  start = True;  
  #是否到達底部  
  isDown = True;  
  isPause = False; 
  #窗體  
  window = None;  
  #frame  
  frame1 = None;  
  frame2 = None;  
 
  #按鈕  
  btnStart = None;  
    
  #繪圖類  
  canvas = None;  
  canvas1 = None;  
    
  #標題  
  title = "IT Xiao Ang Zai";  
  #寬和高  
  width = 400;  
  height = 650;  
    
  #行和列  
  rows = 20;  
  cols = 10;  
    
  #下降方塊的執行緒  
  downThread = None;  
    
  #幾種方塊  
  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] 
         ]  
    ]
 
    
  ];  
    
  #當前的方塊  
  curBrick = None;  
  #當前方塊陣列  
  arr = None;  
  arr1 = None;  
  #當前方塊形狀  
  shape = -1;  
  #當前方塊的行和列(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"));  
  
  #繪製遊戲的格子  
  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");  
                
    #繪製預覽方塊  
    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");  
    
                
    #繪製當前正在運動的方塊  
    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");  
              
    #判斷方塊是否已經運動到達底部  
    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];  
              
      #判斷整行消除  
      self.removeRow();  
        
      #判斷是否死了  
      self.isDead();  
          
      #獲得下一個方塊    
      self.getCurBrick();  
  
  #判斷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:  
          
       #從上向下挪動
        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))
        
  #獲得當前的方塊  
  def getCurBrick(self):  
      
    self.curBrick = randint(0,len(self.brick)-1);  
    self.shape = 0;  
    #當前方塊陣列  
    self.arr = self.brick[self.curBrick][self.shape];  
    self.arr1 = self.arr;  
      
    self.curRow = 0;  
    self.curCol = 1;  
      
    #是否到底部為False  
    self.isDown = False;  
      
  #監聽鍵盤輸入  
  def onKeyboardEvent(self,event):  
      
    #未開始,不必監聽鍵盤輸入  
    if self.start == False:  
        
      return;
 
    if 
self.isPause == True: return; #記錄原來的值 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: #變化方塊的形狀 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; #判斷當前方塊是否到達邊界 def isEdge(self,direction): tag = True; #向左,判斷邊界 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,判斷邊界 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,判斷底部 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; #進行變形,判斷邊界 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; #方塊向下移動 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); #點選開始 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"]="暫停" else: self.btnPause["text"]="恢復" def clickReStart(self): ackRestart =askquestion("重新開始","你確定要重新開始嗎?") if ackRestart == 'yes': self.clickStart() else: return def clickQuit(self): ackQuit =askquestion("退出","你確定要退出嗎?") if ackQuit == 'yes': self.window.destroy() exit() #判斷是否死了 def isDead(self): for j in range(0,len(self.back[0])): if self.back[0][j]!=0: showinfo("提示","你掛了,再來一盤吧!"); self.start = False; break; #執行 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="開始",command=self.clickStart); self.btnStart.place(x=340,y=400,width=80,height=25); self.btnPause = Button(self.window,text="暫停",command=self.clickPause); self.btnPause.place(x=340,y=450,width=80,height=25); self.btnReStart = Button(self.window,text="重新開始",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(); #獲得當前的方塊 self.getCurBrick(); #按照陣列,繪製格子 self.drawRect(); self.canvas.pack(); self.canvas1.pack(); #監聽鍵盤事件 self.window.bind("<KeyPress>",self.onKeyboardEvent); #啟動方塊下落執行緒 self.downThread = threading.Thread(target=self.brickDown,args=()); self.downThread.start(); self.window.mainloop(); self.start=False; pass; if __name__=='__main__': brickGame = BrickGame();