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python制作俄罗斯方块
简介
俄罗斯方块》(Tetris, 俄文:Тетрис)是一款由俄罗斯人阿列克谢·帕基特诺夫于1984年6月发明的休闲游戏。
该游戏曾经被多家公司代理过。经过多轮诉讼后,该游戏的代理权最终被任天堂获得。 [1] 任天堂对于俄罗斯方块来说意义重大,因为将它与GB搭配在一起后,获得了巨大的成功。 [1]
《俄罗斯方块》的基本规则是移动、旋转和摆放游戏自动输出的各种方块,使之排列成完整的一行或多行并且消除得分。
编码
搭建基础页面
首先是创建一个python文件
- 创建一个窗体,用来显示这个游戏的界面
代码
import tkinter as tk
# 首先创建一个窗体
win = tk.Tk()
win.mainloop()
运行结果
- 绘制格子
原理如下
- 画格子,这里主要应用的是tkinter里面Canvas功能。
代码如下
import tkinter as tk
# 设置行数和列数
row = 20
col = 12
# 设置每个格子的大小
cell_size = 30
# 设置窗口的高和宽
height = row * cell_size
width = col * cell_size
# 首先创建一个窗体
win = tk.Tk()
# 在画板上绘制格子
def draw_cell(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 创建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
def draw_blank_board(canvas):
for ri in range(row):
for cj in range(col):
draw_cell(canvas, cj, ri)
# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置组件对象
canvas.pack()
draw_blank_board(canvas)
win.mainloop()
- 绘制俄罗斯方块
现根据这个规则绘制一个看看情况
代码讲解
import tkinter as tk
# 设置行数和列数
Row = 20
Col = 12
# 设置每个格子的大小
cell_size = 30
# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size
# 设置不同形状的格子
SHAPES = {
"O": [(-1, -1), (0, -1), (-1, 0), (0, 0)]
}
# 设置格子的颜色
SHAPESCOLOR = {
"O":"blue"
}
# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 创建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 画板对象
:param col: 这个形状的的原点所在的列
:param row: 这个形状所的原点所在的行
:param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
:param color: 这个形状的颜色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判断是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先创建一个窗体
win = tk.Tk()
# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置组件对象
canvas.pack()
# 画背景
draw_blank_board(canvas)
# 开始画图形了, 这里是先测试一下
draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
win.mainloop()
运行结果,通过运行结果可以看出来没有太大的问题
- 绘制其他的样式的格子
这里是其他的格子的各种坐标,只需要往上面的代码中的SHAPES和SHAPESCOLOR中放就可以了。
演示代码
import tkinter as tk
# 设置行数和列数
Row = 20
Col = 12
# 设置每个格子的大小
cell_size = 30
# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size
# 设置不同形状的格子
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)]
}
# 设置格子的颜色
SHAPESCOLOR = {
"O":"blue",
"S":"red",
"T":"yellow",
"I":"green",
"L":"purple",
"J":"orange",
"Z":"Cyan",
}
# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 创建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 画板对象
:param col: 这个形状的的原点所在的列
:param row: 这个形状所的原点所在的行
:param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
:param color: 这个形状的颜色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判断是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先创建一个窗体
win = tk.Tk()
# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置组件对象
canvas.pack()
# 画背景
draw_blank_board(canvas)
# 开始画图形了, 这里是先测试一下
draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])
win.mainloop()
运行结果
通过测试这个各种的图形格子是完成了的。
让格子动起来
让这个格子使人感觉动起来,主要的原理就是设置一个刷新时间,然后这个格子不断的加载,然后不断的刷新,这样是利用的是game_loop()
,draw_block_move(canvas, block, direction=[0,0])
两个函数。
代码讲解
import tkinter as tk
import time
# 设置行数和列数
Row = 20
Col = 12
# 设置每个格子的大小
cell_size = 30
# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size
# 设置不同形状的格子
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)]
}
# 设置格子的颜色
SHAPESCOLOR = {
"O":"blue",
"S":"red",
"T":"yellow",
"I":"green",
"L":"purple",
"J":"orange",
"Z":"Cyan",
}
# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 创建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 画板对象
:param col: 这个形状的的原点所在的列
:param row: 这个形状所的原点所在的行
:param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
:param color: 这个形状的颜色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判断是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先创建一个窗体
win = tk.Tk()
# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置组件对象
canvas.pack()
# 画背景
draw_blank_board(canvas)
# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])
# 设置格子的刷新频率,单位是毫秒
FPS = 500
# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
"""
:param canvas: 面板对象
:param block: 俄罗斯方块
:param direction: 移动的方向
:return:
"""
shape_type = block['kind']
c, r = block['cr']
cell_list = block['cell_list']
draw_cells(canvas, c, r, cell_list)
dc, dr = direction
new_c, new_r = c + dc, r + dr
block['cr'] = [new_c, new_r]
draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])
# 用字典定义每个形状的属性
one_block = {
'kind': 'O', # 对应俄罗斯方块的类型
'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
'cr': [3, 3], # 对应的行列坐标
}
draw_block_move(canvas, one_block)
# 让游戏不断循环 通过递归实现
def game_loop():
win.update()
# 往下走
down = [0, 1]
draw_block_move(canvas, one_block, down)
win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号
game_loop()
win.mainloop()
运行结果
这里生成了一个,往下掉的小俄罗斯方块。
生成,固定,变换,移动
生成和固定
演示代码
import tkinter as tk
import random
# 设置行数和列数
Row = 20
Col = 12
# 设置格子的刷新频率,单位是毫秒
FPS = 50
# 设置每个格子的大小
cell_size = 30
# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size
# 设置不同形状的格子
SHAPES = {
"Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
"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)]
}
# 设置格子的颜色
SHAPESCOLOR = {
"O":"blue",
"S":"red",
"T":"yellow",
"I":"green",
"L":"purple",
"J":"orange",
"Z":"Cyan",
}
# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 创建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
# 绘制板块
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
# 绘制单元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 画板对象
:param col: 这个形状的的原点所在的列
:param row: 这个形状所的原点所在的行
:param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
:param color: 这个形状的颜色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判断是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先创建一个窗体
win = tk.Tk()
# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置组件对象
canvas.pack()
# 画背景
draw_blank_board(canvas)
block_list = []
for i in range(Row):
i_row = ['' for j in range(Col)]
block_list.append(i_row)
# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])
# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
"""
:param canvas: 面板对象
:param block: 俄罗斯方块
:param direction: 移动的方向
:return:
"""
shape_type = block['kind']
c, r = block['cr']
cell_list = block['cell_list']
draw_cells(canvas, c, r, cell_list)
dc, dr = direction
new_c, new_r = c + dc, r + dr
block['cr'] = [new_c, new_r]
draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])
# 用字典定义每个形状的属性
one_block = {
'kind': 'O', # 对应俄罗斯方块的类型
'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
'cr': [3, 3], # 对应的行列坐标
}
# 测试代码
# draw_block_move(canvas, one_block)
def product_new_block():
# 随机生成新的俄罗斯方块
kind = random.choice(list(SHAPES.keys()))
cr = [Col // 2, 0]
new_block = {
"kind": kind,
"cell_list": SHAPES[kind],
'cr': cr
}
return new_block
def check_move(block, direction=[0,0]):
"""
:param block:俄罗斯方块的前身
:param direction: 移动方向
:return: boolean 是否可以朝着指定的方向移动
"""
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]
# 判断边界
if c < 0 or c >= Col or r >= Row:
return False
# r >= 0是防止格子下不来的情况
if r >= 0 and block_list[r][c]:
return False
return True
# 保存当前的俄罗斯方块到列表里面
def save_to_block_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[r][c] = shape_type
# 让游戏不断循环 通过递归实现
def game_loop():
win.update()
global current_block
# 如果当前没有俄罗斯方块 产生一个新的
if current_block is None:
# 生成新的俄罗斯方块
new_block = product_new_block()
draw_block_move(canvas, new_block)
current_block = new_block
# 如果当前有了就往下走
else:
if check_move(current_block, [0, 1]):
draw_block_move(canvas, current_block, [0, 1])
else:
# 保存当前的俄罗斯方块
save_to_block_list(current_block)
current_block = None
win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号
# 当前的俄罗斯方块
current_block = None
game_loop()
win.mainloop()
在这这里我们实现了这个俄罗斯方块的不断的生成,和俄罗斯方块的不断的叠加,基本实现了俄罗斯方块的生产功能。
运行结果
移动
运行结果
这个效果就是可以左右移动,具体代码看下面,主要依靠的是horizontal_move_block(event)
这个函数的实现。
完整代码
import tkinter as tk
import random
# 设置行数和列数
Row = 20
Col = 12
# 设置格子的刷新频率,单位是毫秒
FPS = 50
# 设置每个格子的大小
cell_size = 30
# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size
# 设置不同形状的格子
SHAPES = {
"Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
"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)]
}
# 设置格子的颜色
SHAPESCOLOR = {
"O":"blue",
"S":"red",
"T":"yellow",
"I":"green",
"L":"purple",
"J":"orange",
"Z":"Cyan",
}
# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 创建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
# 绘制板块
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
# 绘制单元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 画板对象
:param col: 这个形状的的原点所在的列
:param row: 这个形状所的原点所在的行
:param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
:param color: 这个形状的颜色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判断是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先创建一个窗体
win = tk.Tk()
# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置组件对象
canvas.pack()
# 画背景
draw_blank_board(canvas)
block_list = []
for i in range(Row):
i_row = ['' for j in range(Col)]
block_list.append(i_row)
# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])
# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
"""
:param canvas: 面板对象
:param block: 俄罗斯方块
:param direction: 移动的方向
:return:
"""
shape_type = block['kind']
c, r = block['cr']
cell_list = block['cell_list']
draw_cells(canvas, c, r, cell_list)
dc, dr = direction
new_c, new_r = c + dc, r + dr
block['cr'] = [new_c, new_r]
draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])
# 用字典定义每个形状的属性
one_block = {
'kind': 'O', # 对应俄罗斯方块的类型
'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
'cr': [3, 3], # 对应的行列坐标
}
# 测试代码
# draw_block_move(canvas, one_block)
def product_new_block():
# 随机生成新的俄罗斯方块
kind = random.choice(list(SHAPES.keys()))
cr = [Col // 2, 0]
new_block = {
"kind": kind,
"cell_list": SHAPES[kind],
'cr': cr
}
return new_block
def check_move(block, direction=[0,0]):
"""
:param block:俄罗斯方块的前身
:param direction: 移动方向
:return: boolean 是否可以朝着指定的方向移动
"""
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]
# 判断边界
if c < 0 or c >= Col or r >= Row:
return False
# r >= 0是防止格子下不来的情况
if r >= 0 and block_list[r][c]:
return False
return True
# 保存当前的俄罗斯方块到列表里面
def save_to_block_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[r][c] = shape_type
def horizontal_move_block(event):
"""
左右水平移动俄罗斯方块
event:键盘的监听事件
"""
# 这里只设置了左右两个方向
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)
# 让游戏不断循环 通过递归实现
def game_loop():
win.update()
global current_block
# 如果当前没有俄罗斯方块 产生一个新的
if current_block is None:
# 生成新的俄罗斯方块
new_block = product_new_block()
draw_block_move(canvas, new_block)
current_block = new_block
# 如果当前有了就往下走
else:
if check_move(current_block, [0, 1]):
draw_block_move(canvas, current_block, [0, 1])
else:
# 保存当前的俄罗斯方块
save_to_block_list(current_block)
current_block = None
win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号
# 当前的俄罗斯方块
current_block = None
# 画布聚焦
canvas.focus_set()
# 添加左右移动的事件
canvas.bind("<KeyPress-Left>", horizontal_move_block)
canvas.bind("<KeyPress-Right>", horizontal_move_block)
game_loop()
win.mainloop()
变换
这个是让这个俄罗斯方块的角度可以发生变换,主要的是利用这个函数,这个rotate_block是角度的旋转,这个land是马上下去的功能。
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 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)
完整的代码
import tkinter as tk
import random
# 设置行数和列数
Row = 20
Col = 12
# 设置格子的刷新频率,单位是毫秒
FPS = 250
# 设置每个格子的大小
cell_size = 30
# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size
# 设置不同形状的格子
SHAPES = {
"Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
"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)]
}
# 设置格子的颜色
SHAPESCOLOR = {
"O":"blue",
"S":"red",
"T":"yellow",
"I":"green",
"L":"purple",
"J":"orange",
"Z":"Cyan",
}
# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 创建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
# 绘制板块
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
# 绘制单元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 画板对象
:param col: 这个形状的的原点所在的列
:param row: 这个形状所的原点所在的行
:param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
:param color: 这个形状的颜色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判断是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先创建一个窗体
win = tk.Tk()
# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置组件对象
canvas.pack()
# 画背景
draw_blank_board(canvas)
block_list = []
for i in range(Row):
i_row = ['' for j in range(Col)]
block_list.append(i_row)
# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])
# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
"""
:param canvas: 面板对象
:param block: 俄罗斯方块
:param direction: 移动的方向
:return:
"""
shape_type = block['kind']
c, r = block['cr']
cell_list = block['cell_list']
draw_cells(canvas, c, r, cell_list)
dc, dr = direction
new_c, new_r = c + dc, r + dr
block['cr'] = [new_c, new_r]
draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])
# 用字典定义每个形状的属性
one_block = {
'kind': 'O', # 对应俄罗斯方块的类型
'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
'cr': [3, 3], # 对应的行列坐标
}
# 测试代码
# draw_block_move(canvas, one_block)
def product_new_block():
# 随机生成新的俄罗斯方块
kind = random.choice(list(SHAPES.keys()))
cr = [Col // 2, 0]
new_block = {
"kind": kind,
"cell_list": SHAPES[kind],
'cr': cr
}
return new_block
def check_move(block, direction=[0,0]):
"""
:param block:俄罗斯方块的前身
:param direction: 移动方向
:return: boolean 是否可以朝着指定的方向移动
"""
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]
# 判断边界
if c < 0 or c >= Col or r >= Row:
return False
# r >= 0是防止格子下不来的情况
if r >= 0 and block_list[r][c]:
return False
return True
# 保存当前的俄罗斯方块到列表里面
def save_to_block_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[r][c] = shape_type
def horizontal_move_block(event):
"""
左右水平移动俄罗斯方块
event:键盘的监听事件
"""
# 这里只设置了左右两个方向
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 = Row
for cell in cell_list:
cell_c, cell_r = cell
c, r = cell_c + cc, cell_r + cr
if block_list[r][c]:
return
h = 0
for ri in range(r + 1, Row):
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)
# 让游戏不断循环 通过递归实现
def game_loop():
win.update()
global current_block
# 如果当前没有俄罗斯方块 产生一个新的
if current_block is None:
# 生成新的俄罗斯方块
new_block = product_new_block()
draw_block_move(canvas, new_block)
current_block = new_block
# 如果当前有了就往下走
else:
if check_move(current_block, [0, 1]):
draw_block_move(canvas, current_block, [0, 1])
else:
# 保存当前的俄罗斯方块
save_to_block_list(current_block)
current_block = None
win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号
# 当前的俄罗斯方块
current_block = None
# 画布聚焦
canvas.focus_set()
# 添加左右移动的事件
canvas.bind("<KeyPress-Left>", horizontal_move_block)
canvas.bind("<KeyPress-Right>", horizontal_move_block)
# 添加变化角度的事件
canvas.bind("<KeyPress-Up>", rotate_block)
canvas.bind("<KeyPress-Down>", land)
game_loop()
win.mainloop()
运行结果
现在这个俄罗斯方块可以上下角度变化了。
清除与得分
在这版本中,实现了清除与得分的功能,每次清除这个俄罗斯方块,都可以+10的奖励,最后当不可以继续下去了,这个游戏就结束了,然后就退出了。
import tkinter as tk
from tkinter import messagebox
import random
# 设置行数和列数
Row = 20
Col = 12
# 设置格子的刷新频率,单位是毫秒
FPS = 150
# 设置每个格子的大小
cell_size = 30
# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size
# 设置不同形状的格子
SHAPES = {
"Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
"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)]
}
# 设置格子的颜色
SHAPESCOLOR = {
"O":"blue",
"S":"red",
"T":"yellow",
"I":"green",
"L":"purple",
"J":"orange",
"Z":"Cyan",
}
# 绘制面板,将draw_blank_board方法修改成如下方法
def draw_board(canvas, block_list):
for ri in range(Row):
for ci in range(Col):
cell_type = block_list[ri][ci]
if cell_type:
draw_cell_background(canvas, ci, ri, SHAPESCOLOR[cell_type])
else:
draw_cell_background(canvas, ci, ri)
# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 创建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
# 绘制板块
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
# 绘制单元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 画板对象
:param col: 这个形状的的原点所在的列
:param row: 这个形状所的原点所在的行
:param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
:param color: 这个形状的颜色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判断是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先创建一个窗体
win = tk.Tk()
# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置组件对象
canvas.pack()
# 画背景
block_list = []
for i in range(Row):
i_row = ['' for j in range(Col)]
block_list.append(i_row)
draw_board(canvas, block_list)
# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])
# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
"""
:param canvas: 面板对象
:param block: 俄罗斯方块
:param direction: 移动的方向
:return:
"""
shape_type = block['kind']
c, r = block['cr']
cell_list = block['cell_list']
draw_cells(canvas, c, r, cell_list)
dc, dr = direction
new_c, new_r = c + dc, r + dr
block['cr'] = [new_c, new_r]
draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])
# 用字典定义每个形状的属性
one_block = {
'kind': 'O', # 对应俄罗斯方块的类型
'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
'cr': [3, 3], # 对应的行列坐标
}
# 测试代码
# draw_block_move(canvas, one_block)
def product_new_block():
# 随机生成新的俄罗斯方块
kind = random.choice(list(SHAPES.keys()))
cr = [Col // 2, 0]
new_block = {
"kind": kind,
"cell_list": SHAPES[kind],
'cr': cr
}
return new_block
def check_move(block, direction=[0,0]):
"""
:param block:俄罗斯方块的前身
:param direction: 移动方向
:return: boolean 是否可以朝着指定的方向移动
"""
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]
# 判断边界
if c < 0 or c >= Col or r >= Row:
return False
# r >= 0是防止格子下不来的情况
if r >= 0 and block_list[r][c]:
return False
return True
# 保存当前的俄罗斯方块到列表里面
def save_to_block_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[r][c] = shape_type
def horizontal_move_block(event):
"""
左右水平移动俄罗斯方块
event:键盘的监听事件
"""
# 这里只设置了左右两个方向
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 = Row
for cell in cell_list:
cell_c, cell_r = cell
c, r = cell_c + cc, cell_r + cr
if block_list[r][c]:
return
h = 0
for ri in range(r + 1, Row):
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)
# 在原有的rotate_block方法(外)下面添加
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(Col)]
else:
block_list[ri] = ['' for j in range(Col)]
global score
# 每消除一次 加10分
score += 10
if has_complete_row:
draw_board(canvas, block_list)
# 重新绘制
win.title("SCORES: %s" % score)
# 让游戏不断循环 通过递归实现
def game_loop():
win.update()
global current_block
# 如果当前没有俄罗斯方块 产生一个新的
if current_block is None:
# 生成新的俄罗斯方块
new_block = product_new_block()
draw_block_move(canvas, new_block)
current_block = new_block
# 游戏结束
if not check_move(current_block, [0, 0]):
messagebox.showinfo("Game Over!", "Your Score is %s" % score)
win.destroy()
return
# 如果当前有了就往下走
else:
if check_move(current_block, [0, 1]):
draw_block_move(canvas, current_block, [0, 1])
else:
# 保存当前的俄罗斯方块
save_to_block_list(current_block)
current_block = None
# 游戏结束
check_and_clear()
win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号
# 当前的俄罗斯方块
current_block = None
# 画布聚焦
canvas.focus_set()
# 添加左右移动的事件
canvas.bind("<KeyPress-Left>", horizontal_move_block)
canvas.bind("<KeyPress-Right>", horizontal_move_block)
# 添加变化角度的事件
canvas.bind("<KeyPress-Up>", rotate_block)
canvas.bind("<KeyPress-Down>", land)
game_loop()
win.mainloop()
运行结果
这个是游戏最后的样子,其实可以后面再加一个数据库的功能,记录每一次的得分结果。
完整代码
import tkinter as tk
from tkinter import messagebox
import random
# 设置行数和列数
Row = 20
Col = 12
# 设置格子的刷新频率,单位是毫秒
FPS = 150
# 设置每个格子的大小
cell_size = 30
# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size
# 设置不同形状的格子
SHAPES = {
"Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
"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)]
}
# 设置格子的颜色
SHAPESCOLOR = {
"O":"blue",
"S":"red",
"T":"yellow",
"I":"green",
"L":"purple",
"J":"orange",
"Z":"Cyan",
}
# 绘制面板,将draw_blank_board方法修改成如下方法
def draw_board(canvas, block_list):
for ri in range(Row):
for ci in range(Col):
cell_type = block_list[ri][ci]
if cell_type:
draw_cell_background(canvas, ci, ri, SHAPESCOLOR[cell_type])
else:
draw_cell_background(canvas, ci, ri)
# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
x0 = col * cell_size
y0 = row * cell_size
x1 = col * cell_size + cell_size
y1 = row * cell_size + cell_size
# 创建矩形
canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)
# 绘制板块
def draw_blank_board(canvas):
for ri in range(Row):
for cj in range(Col):
draw_cell_background(canvas, cj, ri)
# 绘制单元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
"""
:param canvas: 画板对象
:param col: 这个形状的的原点所在的列
:param row: 这个形状所的原点所在的行
:param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
:param color: 这个形状的颜色
:return:
"""
for cell in cell_list:
cell_col, cell_row = cell
ci = cell_col + col
ri = cell_row + row
# 判断是否越界
if 0 <= col < Col and 0 <= row < Row:
draw_cell_background(canvas, ci, ri, color)
# 首先创建一个窗体
win = tk.Tk()
# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)
# 打包放置组件对象
canvas.pack()
# 画背景
block_list = []
for i in range(Row):
i_row = ['' for j in range(Col)]
block_list.append(i_row)
draw_board(canvas, block_list)
# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])
# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
"""
:param canvas: 面板对象
:param block: 俄罗斯方块
:param direction: 移动的方向
:return:
"""
shape_type = block['kind']
c, r = block['cr']
cell_list = block['cell_list']
draw_cells(canvas, c, r, cell_list)
dc, dr = direction
new_c, new_r = c + dc, r + dr
block['cr'] = [new_c, new_r]
draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])
# 用字典定义每个形状的属性
one_block = {
'kind': 'O', # 对应俄罗斯方块的类型
'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
'cr': [3, 3], # 对应的行列坐标
}
# 测试代码
# draw_block_move(canvas, one_block)
def product_new_block():
# 随机生成新的俄罗斯方块
kind = random.choice(list(SHAPES.keys()))
cr = [Col // 2, 0]
new_block = {
"kind": kind,
"cell_list": SHAPES[kind],
'cr': cr
}
return new_block
def check_move(block, direction=[0,0]):
"""
:param block:俄罗斯方块的前身
:param direction: 移动方向
:return: boolean 是否可以朝着指定的方向移动
"""
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]
# 判断边界
if c < 0 or c >= Col or r >= Row:
return False
# r >= 0是防止格子下不来的情况
if r >= 0 and block_list[r][c]:
return False
return True
# 保存当前的俄罗斯方块到列表里面
def save_to_block_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[r][c] = shape_type
def horizontal_move_block(event):
"""
左右水平移动俄罗斯方块
event:键盘的监听事件
"""
# 这里只设置了左右两个方向
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 = Row
for cell in cell_list:
cell_c, cell_r = cell
c, r = cell_c + cc, cell_r + cr
if block_list[r][c]:
return
h = 0
for ri in range(r + 1, Row):
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)
# 在原有的rotate_block方法(外)下面添加
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(Col)]
else:
block_list[ri] = ['' for j in range(Col)]
global score
# 每消除一次 加10分
score += 10
if has_complete_row:
draw_board(canvas, block_list)
# 重新绘制
win.title("SCORES: %s" % score)
# 让游戏不断循环 通过递归实现
def game_loop():
win.update()
global current_block
# 如果当前没有俄罗斯方块 产生一个新的
if current_block is None:
# 生成新的俄罗斯方块
new_block = product_new_block()
draw_block_move(canvas, new_block)
current_block = new_block
# 游戏结束
if not check_move(current_block, [0, 0]):
messagebox.showinfo("Game Over!", "Your Score is %s" % score)
win.destroy()
return
# 如果当前有了就往下走
else:
if check_move(current_block, [0, 1]):
draw_block_move(canvas, current_block, [0, 1])
else:
# 保存当前的俄罗斯方块
save_to_block_list(current_block)
current_block = None
# 游戏结束
check_and_clear()
win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号
# 当前的俄罗斯方块
current_block = None
# 画布聚焦
canvas.focus_set()
# 添加左右移动的事件
canvas.bind("<KeyPress-Left>", horizontal_move_block)
canvas.bind("<KeyPress-Right>", horizontal_move_block)
# 添加变化角度的事件
canvas.bind("<KeyPress-Up>", rotate_block)
canvas.bind("<KeyPress-Down>", land)
game_loop()
win.mainloop()
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