pygame寫俄羅斯方塊
阿新 • • 發佈:2020-11-29
程式碼搬運修改自python編寫俄羅斯方塊 更新時間: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): # 是否開始 start = True # 是否到達底部 isDown = True # 窗體 window = None # frame frame1 = None frame2 = None # 按鈕 btnStart = None # 繪圖類 canvas = None canvas1 = None # 標題 title = "BrickGame" # 寬和高 width = 450 height = 670 # 行和列 rows = 20 cols = 10 # 下降方塊的執行緒 downThread = None # 幾種方塊 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] ] ] ] # 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): 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 for m in range(i - 1, 0, -1): for n in range(0, self.cols): self.back[m + 1][n] = self.back[m][n] # 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 # 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 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() # 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.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="開始", command=self.clickStart) self.btnStart.place(x=340, y=400, 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()```