from random import *
from tkinter import *
from time import sleep
from tkinter import messagebox
class RussiaBlock(object):
def __init__(self):
# 方块颜色列表
self.color = ['red', 'orange', 'yellow', 'purple', 'blue', 'green', 'pink']
# 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_s can record the location of every square.i宽 j高
self.map_s = {}
# 全部置0
for i in range(self.width):
for j in range(-4, self.height):
self.map_s[(i, j)] = 0
# 添加边界
for i in range(-4, self.width + 4):
self.map_s[(i, self.height)] = 1
for j in range(-4, self.height + 4):
for i in range(-4, 0):
self.map_s[(i, j)] = 1
for j in range(-4, self.height + 4):
for i in range(self.width, self.width + 4):
self.map_s[(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("RussiaBlock")
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.is_pause)
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.is_restart)
self.restartBut.place(x=340, y=180)
self.quitBut = Button(self.root, text="Quit", height=2, width=13, font=18, command=self.is_quit)
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.move_left)
self.area.bind("<Right>", self.move_right)
self.area.bind("<Down>", self.move_faster)
self.area.bind("<Key-w>", self.rotate)
self.area.bind("<Key-a>", self.move_left)
self.area.bind("<Key-d>", self.move_right)
self.area.bind("<Key-s>", self.move_faster)
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.is_restart)
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.is_quit)
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_s中的元素设为1,通过self.shapeDict获取其余方块位置,将map_s中对应元素设为1。
def get_location(self):
map_s[(core[0], core[1])] = 1
for i in range(4):
map_s[((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_s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 can_move(self):
for i in range(4):
if map_s[(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. can_move():),且暂停键未被摁下(if is_pause:),
# 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.get_location()函数获取方块的位置。
def draw_new(self):
global next_s
global getNew
global core
next_s = randrange(1, 8)
# 形状
getNew = self.shapeDict[next_s]
core = [4, -2]
time = 0.2
while self.can_move():
if is_pause:
core[1] += 1
self.draw_square()
if self.isFaster:
sleep(time - 0.15)
else:
sleep(time + 0.22)
self.isFaster = False
else:
self.draw_square()
sleep(time)
self.get_location()
# 绘制当前方块
def draw_square(self):
self.area.delete("new")
for i in range(4):
self.area.create_rectangle((core[0] + getNew[i][0]) * self.size,
(core[1] + getNew[i][1]) * self.size,
(core[0] + getNew[i][0] + 1) * self.size,
(core[1] + getNew[i][1] + 1) * self.size,
fill=self.color[next_s - 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_s,建立对于range(self. height)的for循环,删去每一行,
# 若map_s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 draw_bottom(self):
for j in range(self.height):
self.area.delete('bottom' + str(j))
for i in range(self.width):
if map_s[(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_s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_s(i,j)=map_s(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 is_fill(self):
for j in range(self.height):
t = 0
for i in range(self.width):
if map_s[(i, j)] == 1:
t = t + 1
if t == self.width:
self.get_score()
self.delete_line(j)
# 加分
def get_score(self):
score_value = eval(self.scoreLabel2['text'])
score_value += 10
self.scoreLabel2.config(text=str(score_value))
# 消行
def delete_line(self, j):
for t in range(j, 2, -1):
for i in range(self.width):
map_s[(i, t)] = map_s[(i, t - 1)]
for i in range(self.width):
map_s[(i, 0)] = 0
self.draw_bottom()
# 遍历每一行,若从顶部到底部map_s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 is_over(self):
t = 0
for j in range(self.height):
for i in range(self.width):
if self.map_s[(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_s中的元素改为0,判断其旋
# 转后位置对应map_s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_s的元素设为1,旋转便已完成。
def can_rotate(self):
for i in range(4):
map_s[((core[0] + getNew[i][0]),
(core[1] + getNew[i][1]))] = 0
for i in range(4):
if map_s[((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.can_rotate():
for i in range(4):
getNew[i] = self.rotateDict[getNew[i]]
self.draw_square()
if not self.can_move():
for i in range(4):
map_s[((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_s中元素设为0,看其移动后的位置上map_s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_s中的元素设为1。
def can_left(self):
core_now = core
for i in range(4):
map_s[((core_now[0] + getNew[i][0]), (core_now[1] + getNew[i][1]))] = 0
for i in range(4):
if map_s[((core_now[0] + getNew[i][0] - 1), (core_now[1] + getNew[i][1]))] == 1:
return False
return True
# 左移
def move_left(self, event):
if self.can_left():
core[0] -= 1
self.draw_square()
self.draw_bottom()
if not self.can_move():
for i in range(4):
map_s[((core[0] + getNew[i][0]), (core[1] + getNew[i][1]))] = 1
# 判断右移
def can_right(self):
for i in range(4):
map_s[((core[0] + getNew[i][0]), (core[1] + getNew[i][1]))] = 0
for i in range(4):
if map_s[((core[0] + getNew[i][0] + 1), (core[1] + getNew[i][1]))] == 1:
return False
return True
# 右移
def move_right(self, event):
if self.can_right():
core[0] += 1
self.draw_square()
self.draw_bottom()
if not self.can_move():
for i in range(4):
map_s[((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 move_faster(self, event):
self.isFaster = True
if not self.can_move():
for i in range(4):
map_s[((core[0] + getNew[i][0]), (core[1] + getNew[i][1]))] = 1
# run the program
def run(self):
self.is_fill()
self.draw_new()
self.draw_bottom()
# play the game
def play(self):
self.startBut.config(state=DISABLED)
global is_pause
is_pause = True
global map_s
map_s = self.map_s
while True:
if self.is_over():
self.run()
else:
break
self.over()
# restart the game
def restart(self):
self.map_s = {}
for i in range(self.width):
for j in range(-4, self.height):
self.map_s[(i, j)] = 0
for i in range(-1, self.width):
self.map_s[(i, self.height)] = 1
for j in range(-4, self.height + 1):
self.map_s[(-1, j)] = 1
self.map_s[(self.width, j)] = 1
self.score = 0
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 is_quit(self):
ask_quit = messagebox.askquestion("Quit", "Are you sure to quit?")
if ask_quit == 'yes':
self.root.destroy()
exit()
# 判断是否按下restart
def is_restart(self):
ask_restart = messagebox.askquestion("Restart", "Are you sure to restart?")
if ask_restart == 'yes':
self.restart()
else:
return
# 每次一按下暂停键,is_pause = not is_pause,当is_pause = True时,由于之前提到过的if is_pause:语句,
# 方块可以移动,游戏运行。当按下暂停键以后,is_pause值为False,方块将不可移动。同时,is_pause值为False时
# ,暂停键变为开始键,即标签由Pause 改为 Resume,当is_pause值为True时,Resume改为Pause。这一功能由if语句实现。
def is_pause(self):
global is_pause
is_pause = not is_pause
if not is_pause:
self.pauseBut["text"] = "Resume"
else:
self.pauseBut["text"] = "Pause"
# 帮助
def rule(self):
rule_top = Toplevel()
rule_top.title('Help')
rule_top.geometry('800x400')
rule = "Start: Press the start button or choose the option 'Continue' to start the game."
rule_label = Label(rule_top, text=rule, fg='blue', font=18)
rule_label.place(x=50, y=50)
# 显示有关信息
def about(self):
about_top = Toplevel()
about_top.title('About')
about_top.geometry('300x150')
about = "RussiaBlock.py\n\By Programmer Lee\n\All Rights Reserved."
about_label = Label(about_top, font=('Curier', 20), fg='darkblue', text=about)
about_label.pack()
def mainloop(self):
self.root.mainloop()
def main():
russia_block = RussiaBlock()
russia_block.mainloop()
main()
运行效果: