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python实现俄罗斯方块游戏

2019-11-25 14:26:45
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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!

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持武林网。

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