python俄罗斯方块小游戏实验报告_python实现俄罗斯方块游戏

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)。

python俄罗斯方块小游戏实验报告_python实现俄罗斯方块游戏_第1张图片

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("",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!

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