当前位置:   article > 正文

【Python黑科技】tkinter库实战“俄罗斯方块”小游戏(保姆级图文+实现代码)_tk库俄罗斯方块

tk库俄罗斯方块


欢迎关注 『Python黑科技』 系列,持续更新中
欢迎关注 『Python黑科技』 系列,持续更新中

实现效果

在这里插入图片描述


实现思路

  • 空间――由 15*25 个空格组成

  • 盒子――组成方块的其中小方块,是组成方块的基本单元。

  • 方块――从边框顶掉下的东西,游戏者可以翻转和改变位置。每个方块由 4 个盒子组成。

  • 预设的方块类型――不同类型的方块。这里形状的名字被叫做 T, S, Z ,J, L, I , O。

在这里插入图片描述

  • 通过左右的箭头进行控制左右位移,上下箭头控制顺时针逆时针的翻转。

实现代码

需要准备一个方圆体.ttc文件

链接: https://pan.baidu.com/s/1ld0yqhJ_wETv2UtIghEXSQ?pwd=7djn 
提取码: 7djn 
  • 1
  • 2

在这里插入图片描述

# @Time    : 2022/2/9 20:16
# @Author  : 南黎
# @FileName: 俄罗斯方块.py

import pygame
import random
import os

pygame.init()

GRID_WIDTH = 20
GRID_NUM_WIDTH = 15
GRID_NUM_HEIGHT = 25
WIDTH, HEIGHT = GRID_WIDTH * GRID_NUM_WIDTH, GRID_WIDTH * GRID_NUM_HEIGHT
SIDE_WIDTH = 200
SCREEN_WIDTH = WIDTH + SIDE_WIDTH
WHITE = (0xff, 0xff, 0xff)
BLACK = (0, 0, 0)
LINE_COLOR = (0x33, 0x33, 0x33)

CUBE_COLORS = [
    (0xcc, 0x99, 0x99), (0xff, 0xff, 0x99), (0x66, 0x66, 0x99),
    (0x99, 0x00, 0x66), (0xff, 0xcc, 0x00), (0xcc, 0x00, 0x33),
    (0xff, 0x00, 0x33), (0x00, 0x66, 0x99), (0xff, 0xff, 0x33),
    (0x99, 0x00, 0x33), (0xcc, 0xff, 0x66), (0xff, 0x99, 0x00)
]

screen = pygame.display.set_mode((SCREEN_WIDTH, HEIGHT))
pygame.display.set_caption("俄罗斯方块")
clock = pygame.time.Clock()
FPS = 30

score = 0
level = 1

screen_color_matrix = [[None] * GRID_NUM_WIDTH for i in range(GRID_NUM_HEIGHT)]

# 设置游戏的根目录为当前文件夹
base_folder = os.path.dirname(__file__)


def show_text(surf, text, size, x, y, color=WHITE):
    font_name = os.path.join(base_folder, '方圆体.ttc')
    font = pygame.font.Font(font_name, size)
    text_surface = font.render(text, True, color)
    text_rect = text_surface.get_rect()
    text_rect.midtop = (x, y)
    surf.blit(text_surface, text_rect)


class CubeShape(object):
    SHAPES = ['I', 'J', 'L', 'O', 'S', 'T', 'Z']
    I = [[(0, -1), (0, 0), (0, 1), (0, 2)],
         [(-1, 0), (0, 0), (1, 0), (2, 0)]]
    J = [[(-2, 0), (-1, 0), (0, 0), (0, -1)],
         [(-1, 0), (0, 0), (0, 1), (0, 2)],
         [(0, 1), (0, 0), (1, 0), (2, 0)],
         [(0, -2), (0, -1), (0, 0), (1, 0)]]
    L = [[(-2, 0), (-1, 0), (0, 0), (0, 1)],
         [(1, 0), (0, 0), (0, 1), (0, 2)],
         [(0, -1), (0, 0), (1, 0), (2, 0)],
         [(0, -2), (0, -1), (0, 0), (-1, 0)]]
    O = [[(0, 0), (0, 1), (1, 0), (1, 1)]]
    S = [[(-1, 0), (0, 0), (0, 1), (1, 1)],
         [(1, -1), (1, 0), (0, 0), (0, 1)]]
    T = [[(0, -1), (0, 0), (0, 1), (-1, 0)],
         [(-1, 0), (0, 0), (1, 0), (0, 1)],
         [(0, -1), (0, 0), (0, 1), (1, 0)],
         [(-1, 0), (0, 0), (1, 0), (0, -1)]]
    Z = [[(0, -1), (0, 0), (1, 0), (1, 1)],
         [(-1, 0), (0, 0), (0, -1), (1, -1)]]
    SHAPES_WITH_DIR = {
        'I': I, 'J': J, 'L': L, 'O': O, 'S': S, 'T': T, 'Z': Z
    }

    def __init__(self):
        self.shape = self.SHAPES[random.randint(0, len(self.SHAPES) - 1)]
        # 骨牌所在的行列
        self.center = (2, GRID_NUM_WIDTH // 2)
        self.dir = random.randint(0, len(self.SHAPES_WITH_DIR[self.shape]) - 1)
        self.color = CUBE_COLORS[random.randint(0, len(CUBE_COLORS) - 1)]


    def get_all_gridpos(self, center=None):
        curr_shape = self.SHAPES_WITH_DIR[self.shape][self.dir]
        if center is None:
            center = [self.center[0], self.center[1]]

        return [(cube[0] + center[0], cube[1] + center[1])
                for cube in curr_shape]

    def conflict(self, center):
        for cube in self.get_all_gridpos(center):
            # 超出屏幕之外,说明不合法
            if cube[0] < 0 or cube[1] < 0 or cube[0] >= GRID_NUM_HEIGHT or \
                    cube[1] >= GRID_NUM_WIDTH:
                return True

            # 不为None,说明之前已经有小方块存在了,也不合法
            if screen_color_matrix[cube[0]][cube[1]] is not None:
                return True

        return False

    def rotate(self):
        new_dir = self.dir + 1
        new_dir %= len(self.SHAPES_WITH_DIR[self.shape])
        old_dir = self.dir
        self.dir = new_dir
        if self.conflict(self.center):
            self.dir = old_dir
            return False

    def down(self):
        # import pdb; pdb.set_trace()
        center = (self.center[0] + 1, self.center[1])
        if self.conflict(center):
            return False

        self.center = center
        return True

    def left(self):
        center = (self.center[0], self.center[1] - 1)
        if self.conflict(center):
            return False
        self.center = center
        return True

    def right(self):
        center = (self.center[0], self.center[1] + 1)
        if self.conflict(center):
            return False
        self.center = center
        return True

    def draw(self):
        for cube in self.get_all_gridpos():
            pygame.draw.rect(screen, self.color,
                             (cube[1] * GRID_WIDTH, cube[0] * GRID_WIDTH,
                              GRID_WIDTH, GRID_WIDTH))
            pygame.draw.rect(screen, WHITE,
                             (cube[1] * GRID_WIDTH, cube[0] * GRID_WIDTH,
                              GRID_WIDTH, GRID_WIDTH),
                             1)


def draw_grids():
    for i in range(GRID_NUM_WIDTH):
        pygame.draw.line(screen, LINE_COLOR,
                         (i * GRID_WIDTH, 0), (i * GRID_WIDTH, HEIGHT))

    for i in range(GRID_NUM_HEIGHT):
        pygame.draw.line(screen, LINE_COLOR,
                         (0, i * GRID_WIDTH), (WIDTH, i * GRID_WIDTH))

    pygame.draw.line(screen, WHITE,
                     (GRID_WIDTH * GRID_NUM_WIDTH, 0),
                     (GRID_WIDTH * GRID_NUM_WIDTH, GRID_WIDTH * GRID_NUM_HEIGHT))


def draw_matrix():
    for i, row in zip(range(GRID_NUM_HEIGHT), screen_color_matrix):
        for j, color in zip(range(GRID_NUM_WIDTH), row):
            if color is not None:
                pygame.draw.rect(screen, color,
                                 (j * GRID_WIDTH, i * GRID_WIDTH,
                                  GRID_WIDTH, GRID_WIDTH))
                pygame.draw.rect(screen, WHITE,
                                 (j * GRID_WIDTH, i * GRID_WIDTH,
                                  GRID_WIDTH, GRID_WIDTH), 2)


def draw_score():
    show_text(screen, u'得分:{}'.format(score), 20, WIDTH + SIDE_WIDTH // 2, 100)


def remove_full_line():
    global screen_color_matrix
    global score
    global level
    new_matrix = [[None] * GRID_NUM_WIDTH for i in range(GRID_NUM_HEIGHT)]
    index = GRID_NUM_HEIGHT - 1
    n_full_line = 0
    for i in range(GRID_NUM_HEIGHT - 1, -1, -1):
        is_full = True
        for j in range(GRID_NUM_WIDTH):
            if screen_color_matrix[i][j] is None:
                is_full = False
                continue
        if not is_full:
            new_matrix[index] = screen_color_matrix[i]
            index -= 1
        else:
            n_full_line += 1
    score += n_full_line
    level = score // 20 + 1
    screen_color_matrix = new_matrix


def show_welcome(screen):
    show_text(screen, u'俄罗斯方块', 30, WIDTH / 2, HEIGHT / 2)
    show_text(screen, u'按任意键开始游戏', 20, WIDTH / 2, HEIGHT / 2 + 50)


running = True
gameover = True
counter = 0
live_cube = None
while running:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if gameover:
                gameover = False
                live_cube = CubeShape()
                break
            if event.key == pygame.K_LEFT:
                live_cube.left()
            elif event.key == pygame.K_RIGHT:
                live_cube.right()
            elif event.key == pygame.K_DOWN:
                live_cube.down()
            elif event.key == pygame.K_UP:
                live_cube.rotate()
            elif event.key == pygame.K_SPACE:
                while live_cube.down() == True:
                    pass
            remove_full_line()
    # level 是为了方便游戏的难度,level 越高 FPS // level 的值越小
    # 这样屏幕刷新的就越快,难度就越大
    if gameover is False and counter % (FPS // level) == 0:
        # down 表示下移骨牌,返回False表示下移不成功,可能超过了屏幕或者和之前固定的
        # 小方块冲突了
        if live_cube.down() == False:
            for cube in live_cube.get_all_gridpos():
                screen_color_matrix[cube[0]][cube[1]] = live_cube.color
            live_cube = CubeShape()
            if live_cube.conflict(live_cube.center):
                gameover = True
                score = 0
                live_cube = None
                screen_color_matrix = [[None] * GRID_NUM_WIDTH for i in range(GRID_NUM_HEIGHT)]
        # 消除满行
        remove_full_line()
    counter += 1
    # 更新屏幕
    screen.fill(BLACK)
    draw_grids()
    draw_matrix()
    draw_score()
    if live_cube is not None:
        live_cube.draw()
    if gameover:
        show_welcome(screen)
    pygame.display.update()
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 83
  • 84
  • 85
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 98
  • 99
  • 100
  • 101
  • 102
  • 103
  • 104
  • 105
  • 106
  • 107
  • 108
  • 109
  • 110
  • 111
  • 112
  • 113
  • 114
  • 115
  • 116
  • 117
  • 118
  • 119
  • 120
  • 121
  • 122
  • 123
  • 124
  • 125
  • 126
  • 127
  • 128
  • 129
  • 130
  • 131
  • 132
  • 133
  • 134
  • 135
  • 136
  • 137
  • 138
  • 139
  • 140
  • 141
  • 142
  • 143
  • 144
  • 145
  • 146
  • 147
  • 148
  • 149
  • 150
  • 151
  • 152
  • 153
  • 154
  • 155
  • 156
  • 157
  • 158
  • 159
  • 160
  • 161
  • 162
  • 163
  • 164
  • 165
  • 166
  • 167
  • 168
  • 169
  • 170
  • 171
  • 172
  • 173
  • 174
  • 175
  • 176
  • 177
  • 178
  • 179
  • 180
  • 181
  • 182
  • 183
  • 184
  • 185
  • 186
  • 187
  • 188
  • 189
  • 190
  • 191
  • 192
  • 193
  • 194
  • 195
  • 196
  • 197
  • 198
  • 199
  • 200
  • 201
  • 202
  • 203
  • 204
  • 205
  • 206
  • 207
  • 208
  • 209
  • 210
  • 211
  • 212
  • 213
  • 214
  • 215
  • 216
  • 217
  • 218
  • 219
  • 220
  • 221
  • 222
  • 223
  • 224
  • 225
  • 226
  • 227
  • 228
  • 229
  • 230
  • 231
  • 232
  • 233
  • 234
  • 235
  • 236
  • 237
  • 238
  • 239
  • 240
  • 241
  • 242
  • 243
  • 244
  • 245
  • 246
  • 247
  • 248
  • 249
  • 250
  • 251
  • 252
  • 253
  • 254
  • 255
  • 256
  • 257
  • 258

总结

大家喜欢的话,给个声明:本文内容由网友自发贡献,版权归原作者所有,本站不承担相应法律责任。如您发现有侵权的内容,请联系我们。转载请注明出处:【wpsshop博客】

推荐阅读
相关标签