python实现俄罗斯方块

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 = "IT Xiao Ang Zai";

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();

原文地址:https://www.cnblogs.com/charliecza/p/14058048.html