python写一个简单的俄罗斯方块

2020-01-09 11:41:02 浏览数 (1)

# teris.py

# A module for game teris.

# By programmer FYJ

from tkinter import *

from time import sleep

from random import *

from tkinter import messagebox

class Teris:

def __init__(self):

#方块颜色列表

self.color = ['red','orange','yellow','purple','blue','green','pink']

# Set a core squre and any shape can be drawn by the relative location.

#字典 存储形状对应7种形状 元组存储坐标

self.shapeDict = {1:[(0,0),(0,-1),(0,-2),(0,1)], # shape I

2:[(0,0),(0,-1),(1,-1),(1,0)], # shape O

3:[(0,0),(-1,0),(0,-1),(1,0)], # shape T T型

4:[(0,0),(0,-1),(1,0),(2,0)], # shape J 右长倒L盖子

5:[(0,0),(0,-1),(-1,0),(-2,0)], # shape L

6:[(0,0),(0,-1),(-1,-1),(1,0)], # shape Z

7:[(0,0),(-1,0),(0,-1),(1,-1)]} # shape S

#旋转坐标控制

self.rotateDict = {(0,0):(0,0),(0,1):(-1,0),(0,2):(-2,0),(0,-1):(1,0),

(0,-2):(2,0),(1,0):(0,1),(2,0):(0,2),(-1,0):(0,-1),

(-2,0):(0,-2),(1,1):(-1,1),(-1,1):(-1,-1),

(-1,-1):(1,-1),(1,-1):(1,1)}

# 初始高度,宽度 核心块位置

self.coreLocation = [4,-2]

self.height,self.width = 20,10

self.size = 32

# Map can record the location of every square.i宽 j高

self.map = {}

#全部置0

for i in range(self.width):

for j in range(-4,self.height):

self.map[(i,j)] = 0

#添加边界

for i in range(-4,self.width 4):

self.map[(i,self.height)] = 1

for j in range(-4,self.height 4):

for i in range(-4,0):

self.map[(i,j)] = 1

for j in range(-4,self.height 4):

for i in range(self.width,self.width 4):

self.map[(i,j)] = 1

# 初始化分数0 默认不加快 按下时加快

self.score = 0

self.isFaster = False

# 创建GUI界面

self.root = Tk()

self.root.title("Teris")

self.root.geometry("500x645")

self.area = Canvas(self.root,width=320,height=640,bg='white')

self.area.grid(row=2)

self.pauseBut = Button(self.root,text="Pause",height=2,width=13,font=(18),command=self.isPause)

self.pauseBut.place(x=340,y=100)

self.startBut = Button(self.root,text="Start",height=2,width=13,font=(18),command=self.play)

self.startBut.place(x=340,y=20)

self.restartBut = Button(self.root,text="Restart",height=2,width=13,font=(18),command=self.isRestart)

self.restartBut.place(x=340,y=180)

self.quitBut = Button(self.root,text="Quit",height=2,width=13,font=(18),command=self.isQuit)

self.quitBut.place(x=340,y=260)

self.scoreLabel1 = Label(self.root,text="Score:",font=(24))

self.scoreLabel1.place(x=340,y=600)

self.scoreLabel2 = Label(self.root,text="0",fg='red',font=(24))

self.scoreLabel2.place(x=410,y=600)

#按键交互

self.area.bind("<Up>",self.rotate)

self.area.bind("<Left>",self.moveLeft)

self.area.bind("<Right>",self.moveRight)

self.area.bind("<Down>",self.moveFaster)

self.area.bind("<Key-w>",self.rotate)

self.area.bind("<Key-a>",self.moveLeft)

self.area.bind("<Key-d>",self.moveRight)

self.area.bind("<Key-s>",self.moveFaster)

self.area.focus_set()

#菜单

self.menu = Menu(self.root)

self.root.config(menu=self.menu)

self.startMenu = Menu(self.menu)

self.menu.add_cascade(label='Start',menu=self.startMenu)

self.startMenu.add_command(label='New Game',command=self.isRestart)

self.startMenu.add_separator()

self.startMenu.add_command(label='Continue',command=self.play)

self.exitMenu = Menu(self.menu)

self.menu.add_cascade(label='Exit',command=self.isQuit)

self.helpMenu = Menu(self.root)

self.menu.add_cascade(label='Help',menu=self.helpMenu)

self.helpMenu.add_command(label='How to play',command=self.rule)

self.helpMenu.add_separator()

self.helpMenu.add_command(label='About...',command=self.about)

#先将核心块的所在位置在map中的元素设为1,通过self.shapeDict获取其余方块位置,将map中对应元素设为1。

def getLocation(self):

map[(core[0],core[1])] = 1

for i in range(4):

map[((core[0] getNew[i][0]),

(core[1] getNew[i][1]))]=1

#判断方块下移一格后对应位置map中的元素是否为一,是,则不可移动,返回False;否,可以移动,返回True。

def canMove(self):

for i in range(4):

if map[(core[0] getNew[i][0]),(core[1] 1 getNew[i][1])] == 1:

return False

return True

# 先用randRange获取1~7中的随机整数,随机到某一整数,那么访问self.shapeDict,获取这种形状方块的核心块及其他方块的相对位置。

# 访问颜色字典,获取此方块的颜色。建立循环,当方块可移动时(while self. canMove():),且暂停键未被摁下(if isPause:),

# 核心块纵坐标加一,根据核心块及其他方块对于核心块的相对位置,画出四个方块。用self.getLocation()函数获取方块的位置。

def drawNew(self):

global next

global getNew

global core

next = randrange(1,8)

#形状

self.getNew = self.shapeDict[next]

getNew = self.getNew

core = [4,-2]

time = 0.2

while self.canMove():

if isPause:

core[1] = 1

self.drawSquare()

if self.isFaster:

sleep(time-0.15)

else:

sleep(time 0.22)

self.isFaster = False

else:

self.drawSquare()

sleep(time)

self.getLocation()

# 绘制当前方块

def drawSquare(self):

self.area.delete("new")

for i in range(4):

self.area.create_rectangle((core[0] self.getNew[i][0])*self.size,

(core[1] self.getNew[i][1])*self.size,

(core[0] self.getNew[i][0] 1)*self.size,

(core[1] self.getNew[i][1] 1)*self.size,

fill=self.color[next-1],tags="new")

self.area.update()

# 给底部每行中方块都加上标签:bottom str(j), j代表该块所在行数,每次遍历map,建立对于range(self. height)的for循环,删去每一行,

# 若map什么地方的元素为1,画出这一位置的方块,不断更新。这样可以画出底部方块。

def drawBottom(self):

for j in range(self.height):

self.area.delete('bottom' str(j))

for i in range(self.width):

if map[(i,j)] == 1:

self.area.create_rectangle(self.size*i,self.size*j,self.size*(i 1),

self.size*(j 1),fill='grey',tags='bottom' str(j))

self.area.update()

# 判断填满遍历map每一行的各个元素,若所有元素为1,则标签中score值 10,将

# 此行所有元素改为0,行数map(i,j)=map(i-1,j)(即所有之上的行下移)

# ,那么后续画底部方块时,可实现消行。

def isFill(self):

for j in range(self.height):

t = 0

for i in range(self.width):

if map[(i,j)] == 1:

t = t 1

if t == self.width:

self.getScore()

self.deleteLine(j)

# 加分

def getScore(self):

scoreValue = eval(self.scoreLabel2['text'])

scoreValue = 10

self.scoreLabel2.config(text=str(scoreValue))

# 消行

def deleteLine(self,j):

for t in range(j,2,-1):

for i in range(self.width):

map[(i,t)] = map[(i,t-1)]

for i in range(self.width):

map[(i,0)] = 0

self.drawBottom()

# 遍历每一行,若从顶部到底部map每一行都有某一个元素或更多元素为1,

# 那么说明方块以顶到最上端,游戏结束。此处不可以简单判定最上一行是否有元素为1就判定结束,

# 若这样会产生顶部有新的方块产生,然后导致顶部有元素为1,误判为游戏结束。

def isOver(self):

t = 0

for j in range(self.height):

for i in range(self.width):

if self.map[(i,j)] == 1:

t = 1

break

if t >= self.height:

return False

else:

return True

# 先判断方块是否可以旋转(针对其靠近边界时)。先将其现在所在位置对应map中的元素改为0,判断其旋

# 转后位置对应map中的元素是否有一,若有,说明其旋转后的位置已经被占,是不能旋转的,返回值为False

# 。否则为可旋转,返回值True。若已判定可以旋转,那么访问self.rotateDict,得出旋转以后所有小块的位置

# 变换,将变换以后的位置对应map的元素设为1,旋转便已完成。

def canRotate(self):

for i in range(4):

map[((core[0] getNew[i][0]),

(core[1] getNew[i][1]))] = 0

for i in range(4):

if map[((core[0] self.rotateDict[getNew[i]][0]),

(core[1] self.rotateDict[getNew[i]][1]))] == 1:

return False

return True

#旋转

def rotate(self,event):

if next != 2:

if self.canRotate():

for i in range(4):

getNew[i] = self.rotateDict[getNew[i]]

self.drawSquare()

if not self.canMove():

for i in range(4):

map[((core[0] getNew[i][0]),(core[1] getNew[i][1]))] = 1

# 先判断是否左移/右移,同样,将方块现在所处位置的map中元素设为0,看其移动后的位置上map的元素是否有1,

# 若有,说明这一位置已被占据或已到边界,不可移动,返回False。若可移动,返回True。按下左键,若可

# 以移动,核心块的横坐标减1,由于我们只讨论其他小块对于核心块的相对位置,所以其他小块的位置自动随

# 核心块的位置移动而移动。将移动过后的位置对应map中的元素设为1。

def canLeft(self):

coreNow = core

for i in range(4):

map[((coreNow[0] getNew[i][0]),(coreNow[1] getNew[i][1]))] = 0

for i in range(4):

if map[((coreNow[0] getNew[i][0]-1),(coreNow[1] getNew[i][1]))] == 1:

return False

return True

#左移

def moveLeft(self,event):

if self.canLeft():

core[0] -= 1

self.drawSquare()

self.drawBottom()

if not self.canMove():

for i in range(4):

map[((core[0] getNew[i][0]),(core[1] getNew[i][1]))] = 1

# 判断右移

def canRight(self):

for i in range(4):

map[((core[0] getNew[i][0]),(core[1] getNew[i][1]))] = 0

for i in range(4):

if map[((core[0] getNew[i][0] 1),(core[1] getNew[i][1]))] == 1:

return False

return True

# 右移

def moveRight(self,event):

if self.canRight():

core[0] = 1

self.drawSquare()

self.drawBottom()

if not self.canMove():

for i in range(4):

map[((core[0] getNew[i][0]),(core[1] getNew[i][1]))] = 1

# 初始化中有一self. isFaster 的变量被设为False,当其为False时,

# 程序中的sleep(time)中time的值为0.35,而按下下键,self. isFaster变为True,

# time变成0.05,通过调整sleep()中变量的大小可以调节方块运动的速度。

# 此功能通过if语句实现。

def moveFaster(self,event):

self.isFaster = True

if not self.canMove():

for i in range(4):

map[((core[0] getNew[i][0]),(core[1] getNew[i][1]))] = 1

# run the programe

def run(self):

self.isFill()

self.drawNew()

self.drawBottom()

# play the game

def play(self):

self.startBut.config(state=DISABLED)

global isPause

isPause = True

global map

map = self.map

while True:

if self.isOver():

self.run()

else:

break

self.over()

# 重新开始游戏

def restart(self):

self.core = [4,-2]

self.map = {}

for i in range(self.width):

for j in range(-4,self.height):

self.map[(i,j)] = 0

for i in range(-1,self.width):

self.map[(i,self.height)] = 1

for j in range(-4,self.height 1):

self.map[(-1,j)] = 1

self.map[(self.width,j)] = 1

self.score = 0

self.t = 0.07

for j in range(self.height):

self.area.delete('bottom' str(j))

self.play()

# 结束后告诉用户失败

def over(self):

feedback =messagebox.askquestion("You Lose!","You Lose!nDo you want to restart?")

if feedback == 'yes':

self.restart()

else:

self.root.destroy()

# 退出

def isQuit(self):

askQuit =messagebox.askquestion("Quit","Are you sure to quit?")

if askQuit == 'yes':

self.root.destroy()

exit()

#判断是否按下restart

def isRestart(self):

askRestart =messagebox.askquestion("Restart","Are you sure to restart?")

if askRestart == 'yes':

self.restart()

else:

return

# 每次一按下暂停键,isPause = not isPause,当isPause = True时,由于之前提到过的if isPause:语句,

# 方块可以移动,游戏运行。当按下暂停键以后,isPause值为False,方块将不可移动。同时,isPause值为False时

# ,暂停键变为开始键,即标签由Pause 改为 Resume,当isPause值为True时,Resume改为Pause。这一功能由if语句实现。

def isPause(self):

global isPause

isPause=not isPause

if not isPause:

self.pauseBut["text"]="Resume"

else:

self.pauseBut["text"]="Pause"

#帮助

def rule(self):

ruleTop = Toplevel()

ruleTop.title('Help')

ruleTop.geometry('800x400')

rule ="Start: Press the start button or choose the option 'Continue' to start the game.n%-s%-s%-s%-s%-s%-s%-s%-s%-s%-s%-s%-s%-s%-s"%("Restart: Press the restart button or choose the option 'New Game' to resatrt the game.n", "Enjoy the Teris game! Have fun!")

ruleLabel = Label(ruleTop,text=rule,fg='blue',font=(18))

ruleLabel.place(x=50,y=50)

# 显示有关信息

def about(self):

aboutTop = Toplevel()

aboutTop.title('About')

aboutTop.geometry('300x150')

about = "Teris.pyn

By Programmer Leen

All Rights Reserved."

aboutLabel = Label(aboutTop,font=('Curier',20),fg='darkblue',text=about)

aboutLabel.pack()

# Get into mainloop

def mainloop(self):

self.root.mainloop()

# TerisPlay.py

# Game Teris

# By programmer FYJ

from teris import *

def main():

teris = Teris()

teris.mainloop()

main()

运行结构如图所示:

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