PS:最近学习用Python怎么写小游戏,研究了几个俄罗斯方块的代码。记录一下:
第一个实现代码如下,这个使用了内置的模块实现的,在PY2.7版本直接运行,在3.x版本需要修改部分语法:
#!/usr/bin/python # -*- 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; frame2 = None; # 按钮 btnStart = None; # 绘图类 canvas = None; canvas1 = None; # 标题 title = "BrickGame"; # 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 = [ [ [ [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; 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): 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.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; # 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); # 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(); # 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.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="开始", command=self.clickStart); self.btnStart.place(x=340, y=400, 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();
注意:这个程序依赖图形界面,要在图形界面上才能正常运行,win和Linux的图形界面都可以。在纯终端命令界面是不能正常运行的。