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python實(shí)現(xiàn)俄羅斯方塊游戲

2020-02-15 22:02:37
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在公司實(shí)習(xí)。公司推崇Python和Django框架,所以也得跟著學(xué)點(diǎn)。

簡(jiǎn)單瞅了下Tkinter,和Canvas配合在一起,還算是簡(jiǎn)潔的界面開發(fā)API。threading.Thread創(chuàng)建新的線程,其多線程機(jī)制也算是方便。

只是canvas.create_rectangle居然不是繪制矩形,而是新建了矩形控件這點(diǎn)讓人大跌眼鏡。先開始,在線程里每次都重繪多個(gè)矩形(隨數(shù)組變化),其實(shí)是每次都新建了N個(gè)矩形,結(jié)果內(nèi)存暴增。原來(lái),對(duì)矩形進(jìn)行變更時(shí),只需用canvas.itemconfig即可。

下面就是截圖(時(shí)間太晚,明日還得上班,做得非常粗糙...沒事時(shí)再慢慢修正)。

而代碼如下:

#coding=utf-8 from Tkinter import *; from random import *; import thread;  from tkMessageBox import showinfo; import threading; from time import sleep; class BrickGame(object):   #是否開始  start = True;  #是否到達(dá)底部  isDown = True;   #窗體  window = None;  #frame  frame1 = None;   #繪圖類  canvas = None;   #標(biāo)題  title = "BrickGame";  #寬和高  width = 350;  height = 670;   #行和列  rows = 20;  cols = 10;   #幾種方塊  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]    ]  ]  ];   #當(dāng)前的方塊  curBrick = None;  #當(dāng)前方塊數(shù)組  arr = None;  #當(dāng)前方塊形狀  shape = -1;  #當(dāng)前方塊的行和列(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"));   #繪制游戲的格子  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");       #繪制當(dāng)前正在運(yùn)動(dòng)的方塊  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");      #判斷方塊是否已經(jīng)運(yùn)動(dòng)到達(dá)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];       #判斷整行消除   self.removeRow();      #獲得下一個(gè)方塊   self.getCurBrick();   #判斷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:      #從上向下挪動(dòng)   for m in xrange(i-1,0,-1):       for n in range(0,self.cols):        self.back[m+1][n] = self.back[m][n];    #獲得當(dāng)前的方塊  def getCurBrick(self):    self.curBrick = randint(0,len(self.brick)-1);  self.shape = 0;  #當(dāng)前方塊數(shù)組  self.arr = self.brick[self.curBrick][self.shape];    self.curRow = 0;  self.curCol = 1;    #是否到底部為False  self.isDown = False;    #監(jiān)聽鍵盤輸入  def onKeyboardEvent(self,event):    #未開始,不必監(jiān)聽鍵盤輸入  if self.start == False:     return;    #記錄原來(lái)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:   #變化方塊的形狀   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;   #判斷當(dāng)前方塊是否到達(dá)邊界  def isEdge(self,direction):    tag = True;   #向左,判斷邊界  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,判斷邊界  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,判斷底部  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;  #進(jìn)行變形,判斷邊界  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;   #方塊向下移動(dòng)  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);    #運(yùn)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();    #獲得當(dāng)前的方塊  self.getCurBrick();    #按照數(shù)組,繪制格子  self.drawRect();      self.canvas.pack();    #監(jiān)聽鍵盤事件  self.window.bind("<KeyPress>",self.onKeyboardEvent);    #啟動(dòng)方塊下落線程  downThread = threading.Thread(target=self.brickDown,args=());  downThread.start();     self.window.mainloop();    self.start=False;    pass;  if __name__=='__main__':   brickGame = BrickGame();             
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