2021-01-28

python编写俄罗斯方块
代码:
import tkinter as tk
from tkinter import messagebox
import random

R = 20
C = 12
cell_size = 30
height = R * cell_size
width = C * cell_size

FPS = 200 # 刷新页面的毫秒间隔为0.2秒

#定义各种形状
SHAPES = {
“O”: [(-1, -1), (0, -1), (-1, 0), (0, 0)],
“S”: [(-1, 0), (0, 0), (0, -1), (1, -1)],
“T”: [(-1, 0), (0, 0), (0, -1), (1, 0)],
“I”: [(0, 1), (0, 0), (0, -1), (0, -2)],
“L”: [(-1, 0), (0, 0), (-1, -1), (-1, -2)],
“J”: [(-1, 0), (0, 0), (0, -1), (0, -2)],
“Z”: [(-1, -1), (0, -1), (0, 0), (1, 0)],
}

定义各种形状的颜色

SHAPESCOLOR = {
“O”: “BLUE”,
“S”: “red”,
“T”: “yellow”,
“I”: “green”,
“L”: “purple”,
“J”: “orange”,
“Z”: “Cyan”,
}

def draw_cell_by_cr(canvas, c, r, color="#FFFFCC"):
“”"
:param canvas: 画板对象
:param c: 方块所在列
:param r: 方块所在行
:param color: 方块颜色,默认为#CCCCCC,护眼色
:return:
“”"
x0 = c * cell_size
y0 = r * cell_size
x1 = c * cell_size + cell_size
y1 = r * cell_size + cell_size
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline=“white”, width=2)

绘制空白面板

def draw_board(canvas, block_list):
for ri in range®:
for ci in range©:
cell_type = block_list[ri][ci]
if cell_type:
draw_cell_by_cr(canvas, ci, ri, SHAPESCOLOR[cell_type])
else:
draw_cell_by_cr(canvas, ci, ri)

def draw_cells(canvas, c, r, cell_list, color="#FFFFCC"):
“”"
绘制指定形状指定颜色的俄罗斯方块
:param canvas: 画板对象
:param r: 该形状设定的原点所在的行
:param c: 该形状设定的原点所在的列
:param cell_list: 该形状各个方格相对自身所处位置
:param color: 该形状颜色
:return:
“”"
for cell in cell_list:
cell_c, cell_r = cell
ci = cell_c + c
ri = cell_r + r
# 判断该位置方格在画板内部(画板外部的方格不再绘制)
if 0 <= c < C and 0 <= r < R:
draw_cell_by_cr(canvas, ci, ri, color)

win = tk.Tk()
canvas = tk.Canvas(win, width=width, height=height, )
canvas.pack()

block_list = []
for i in range®:
i_row = [’’ for j in range©]
block_list.append(i_row)

draw_board(canvas, block_list)

def draw_block_move(canvas, block, direction=[0, 0]):
“”"
绘制向指定方向移动后的俄罗斯方块
:param canvas: 画板
:param block: 俄罗斯方块对象
:param direction: 俄罗斯方块移动方向
:return:
“”"
shape_type = block[‘kind’]
c, r = block[‘cr’]
cell_list = block[‘cell_list’]

# 移动前,先清除原有位置绘制的俄罗斯方块,用背景色绘制原有的俄罗斯方块
draw_cells(canvas, c, r, cell_list)

dc, dr = direction
new_c, new_r = c+dc, r+dr
block['cr'] = [new_c, new_r]
# 在新位置绘制新的俄罗斯方块就好
draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])

def generate_new_block():
# 随机生成新的俄罗斯方块
kind = random.choice(list(SHAPES.keys()))
# 对应横纵坐标,以左上角为原点,水平向右为x轴正方向,
# 竖直向下为y轴正方向,x对应横坐标,y对应纵坐标
cr = [C // 2, 0]
new_block = {
‘kind’: kind, # 对应俄罗斯方块的类型
‘cell_list’: SHAPES[kind],
‘cr’: cr
}

return new_block

def check_move(block, direction=[0, 0]):
“”"
判断俄罗斯方块是否可以朝制定方向移动
:param block: 俄罗斯方块对象
:param direction: 俄罗斯方块移动方向
:return: boolean 是否可以朝制定方向移动
“”"
cc, cr = block[‘cr’]
cell_list = block[‘cell_list’]

for cell in cell_list:
    cell_c, cell_r = cell
    c = cell_c + cc + direction[0]
    r = cell_r + cr + direction[1]
    # 判断该位置是否超出左右边界,以及下边界
    # 一般不判断上边界,因为俄罗斯方块生成的时候,可能有一部分在上边界之上还没有出来
    if c < 0 or c >= C or r >= R:
        return False

    # 必须要判断r不小于0才行,具体原因你可以不加这个判断,试试会出现什么效果
    if r >= 0 and block_list[r][c]:
        return False

return True

def check_row_complete(row):
for cell in row:
if cell==’’:
return False

return True

score = 0
win.title(“SCORES: %s” % score) # 标题中展示分数

def check_and_clear():
has_complete_row = False
for ri in range(len(block_list)):
if check_row_complete(block_list[ri]):
has_complete_row = True
# 当前行可消除
if ri > 0:
for cur_ri in range(ri, 0, -1):
block_list[cur_ri] = block_list[cur_ri-1][:]
block_list[0] = [’’ for j in range©]
else:
block_list[ri] = [’’ for j in range©]
global score
score += 10

if has_complete_row:
    draw_board(canvas, block_list)

    win.title("SCORES: %s" % score)

def save_block_to_list(block):
shape_type = block[‘kind’]
cc, cr = block[‘cr’]
cell_list = block[‘cell_list’]

for cell in cell_list:
    cell_c, cell_r = cell
    c = cell_c + cc
    r = cell_r + cr
    # block_list 在对应位置记下其类型
    block_list[r][c] = shape_type

def horizontal_move_block(event):
“”"
左右水平移动俄罗斯方块
“”"
direction = [0, 0]
if event.keysym == ‘Left’:
direction = [-1, 0]
elif event.keysym == ‘Right’:
direction = [1, 0]
else:
return

global current_block
if current_block is not None and check_move(current_block, direction):
    draw_block_move(canvas, current_block, direction)

def rotate_block(event):
global current_block
if current_block is None:
return

cell_list = current_block['cell_list']
rotate_list = []
for cell in cell_list:
    cell_c, cell_r = cell
    rotate_cell = [cell_r, -cell_c]
    rotate_list.append(rotate_cell)

block_after_rotate = {
    'kind': current_block['kind'],  # 对应俄罗斯方块的类型
    'cell_list': rotate_list,
    'cr': current_block['cr']
}

if check_move(block_after_rotate):
    cc, cr= current_block['cr']
    draw_cells(canvas, cc, cr, current_block['cell_list'])
    draw_cells(canvas, cc, cr, rotate_list,SHAPESCOLOR[current_block['kind']])
    current_block = block_after_rotate

def land(event):
global current_block
if current_block is None:
return

cell_list = current_block['cell_list']
cc, cr = current_block['cr']
min_height = R
for cell in cell_list:
    cell_c, cell_r = cell
    c, r = cell_c + cc, cell_r + cr
    if r>=0 and block_list[r][c]:
        return
    h = 0
    for ri in range(r+1, R):
        if block_list[ri][c]:
            break
        else:
            h += 1
    if h < min_height:
        min_height = h

down = [0, min_height]
if check_move(current_block, down):
    draw_block_move(canvas, current_block, down)

def game_loop():
win.update()
global current_block
if current_block is None:
new_block = generate_new_block()
# 新生成的俄罗斯方块需要先在生成位置绘制出来
draw_block_move(canvas, new_block)
current_block = new_block
if not check_move(current_block, [0, 0]):
messagebox.showinfo(“Game Over!”, “Your Score is %s” % score)
win.destroy()
return
else:
if check_move(current_block, [0, 1]):
draw_block_move(canvas, current_block, [0, 1])
else:
# 无法移动,记入 block_list 中
save_block_to_list(current_block)
current_block = None
check_and_clear()

win.after(FPS, game_loop)

canvas.focus_set() # 聚焦到canvas画板对象上
canvas.bind("", horizontal_move_block)
canvas.bind("", horizontal_move_block)
canvas.bind("", rotate_block)
canvas.bind("", land)

current_block = None

win.update()
win.after(FPS, game_loop)

win.mainloop()

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