import tkinter as tk from tkinter import messagebox import random cell_size = 30 C = 12 R = 20 height = R * cell_size width = C * cell_size FPS = 200 # 刷新页面的毫秒间隔 # 定义各种形状 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)], } # 定义各种形状的颜色 SHAPESCOLOR = { "O": "blue", "S": "red", "T": "yellow", "I": "green", "L": "purple", "J": "orange", "Z": "Cyan", } def draw_cell_by_cr(canvas, c, r, color="#CCCCCC"): """ :param canvas: 画板,用于绘制一个方块的Canvas对象 :param c: 方块所在列 :param r: 方块所在行 :param color: 方块颜色,默认为#CCCCCC,轻灰色 :return: """ x0 = c * cell_size y0 = r * cell_size x1 = c * cell_size + cell_size y1 = r * cell_size + cell_size canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2) # 绘制面板 def draw_board(canvas, block_list): for ri in range(R): for ci in range(C): cell_type = block_list[ri][ci] if cell_type: draw_cell_by_cr(canvas, ci, ri, SHAPESCOLOR[cell_type]) else: draw_cell_by_cr(canvas, ci, ri) def draw_cells(canvas, c, r, cell_list, color="#CCCCCC"): """ 绘制指定形状指定颜色的俄罗斯方块 :param canvas: 画板 :param r: 该形状设定的原点所在的行 :param c: 该形状设定的原点所在的列 :param cell_list: 该形状各个方格相对自身所处位置 :param color: 该形状颜色 :return: """ for cell in cell_list: cell_c, cell_r = cell ci = cell_c + c ri = cell_r + r # 判断该位置方格在画板内部(画板外部的方格不再绘制) if 0 <= c < C and 0 <= r < R: draw_cell_by_cr(canvas, ci, ri, color) win = tk.Tk() canvas = tk.Canvas(win, width=width, height=height, ) canvas.pack() block_list = [] for i in range(R): i_row = ['' for j in range(C)] block_list.append(i_row) draw_board(canvas, block_list) def draw_block_move(canvas, block, direction=[0, 0]): """ 绘制向指定方向移动后的俄罗斯方块 :param canvas: 画板 :param block: 俄罗斯方块对象 :param direction: 俄罗斯方块移动方向 :return: """ shape_type = block['kind'] c, r = block['cr'] cell_list = block['cell_list'] # 移动前,先清除原有位置绘制的俄罗斯方块,也就是用背景色绘制原有的俄罗斯方块 draw_cells(canvas, c, r, cell_list) dc, dr = direction new_c, new_r = c+dc, r+dr block['cr'] = [new_c, new_r] # 在新位置绘制新的俄罗斯方块就好 draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type]) def generate_new_block(): # 随机生成新的俄罗斯方块 kind = random.choice(list(SHAPES.keys())) # 对应横纵坐标,以左上角为原点,水平向右为x轴正方向, # 竖直向下为y轴正方向,x对应横坐标,y对应纵坐标 cr = [C // 2, 0] new_block = { 'kind': kind, # 对应俄罗斯方块的类型 'cell_list': SHAPES[kind], 'cr': cr } return new_block def check_move(block, direction=[0, 0]): """ 判断俄罗斯方块是否可以朝制定方向移动 :param block: 俄罗斯方块对象 :param direction: 俄罗斯方块移动方向 :return: boolean 是否可以朝制定方向移动 """ 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] # 判断该位置是否超出左右边界,以及下边界 # 一般不判断上边界,因为俄罗斯方块生成的时候,可能有一部分在上边界之上还没有出来 if c < 0 or c >= C or r >= R: return False # 必须要判断r不小于0才行,具体原因你可以不加这个判断,试试会出现什么效果 if r >= 0 and block_list[r][c]: return False return True 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(C)] else: block_list[ri] = ['' for j in range(C)] global score score += 10 if has_complete_row: draw_board(canvas, block_list) win.title("SCORES: %s" % score) def save_block_to_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 在对应位置记下其类型draw_cells block_list[r][c] = shape_type def horizontal_move_block(event): """ 左右水平移动俄罗斯方块 """ 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 = R for cell in cell_list: cell_c, cell_r = cell c, r = cell_c + cc, cell_r + cr if r>=0 and 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) def game_loop(): win.update() global current_block if current_block is None: new_block = generate_new_block() # 新生成的俄罗斯方块需要先在生成位置绘制出来 draw_block_move(canvas, new_block) current_block = new_block if not check_move(current_block, [0, 0]): messagebox.showinfo("Game Over!", "Your Score is %s" % score) win.destroy() return else: if check_move(current_block, [0, 1]): draw_block_move(canvas, current_block, [0, 1]) else: # 无法移动,记入 block_list 中 save_block_to_list(current_block) current_block = None check_and_clear() win.after(FPS, game_loop) canvas.focus_set() # 聚焦到canvas画板对象上 canvas.bind("<KeyPress-Left>", horizontal_move_block) canvas.bind("<KeyPress-Right>", horizontal_move_block) canvas.bind("<KeyPress-Up>", rotate_block) canvas.bind("<KeyPress-Down>", land) current_block = None win.update() win.after(FPS, game_loop) # 在FPS 毫秒后调用 game_loop方法 win.mainloop()
大致了解运行的原理,很难自己编写出代码,在网上找了很多不同的代码,试着写了一下