python制作俄罗斯方块

avatar
作者
筋斗云
阅读量:0
  • 作者简介:一名后端开发人员,每天分享后端开发以及人工智能相关技术,行业前沿信息,面试宝典。
  • 座右铭:未来是不可确定的,慢慢来是最快的。
  • 个人主页极客李华-CSDN博客
  • 合作方式:私聊+
  • 这个专栏内容:BAT等大厂常见后端java开发面试题详细讲解,更新数目100道常见大厂java后端开发面试题。
  • 我的CSDN社区:https://bbs.csdn.net/forums/99eb3042821a4432868bb5bfc4d513a8
  • 微信公众号,抖音,b站等平台统一叫做:极客李华,加入微信公众号领取各种编程资料,加入抖音,b站学习面试技巧,职业规划

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
在这里插入图片描述

  • 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
在这里插入图片描述

  • 绘制格子

原理如下
在这里插入图片描述
在这里插入图片描述

  • 画格子,这里主要应用的是tkinter里面Canvas功能。
    在这里插入图片描述
    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
    在这里插入图片描述
    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
在这里插入图片描述

  • 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。

在这里插入图片描述

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。
在这里插入图片描述

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。
在这里插入图片描述

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
在这里插入图片描述

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。
在这里插入图片描述
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。
在这里插入图片描述

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。
在这里插入图片描述
在这里插入图片描述

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() 

获取方式关注微信公众号:极客李华,回复 python小程序,即可获得。
在这里插入图片描述

如果大家觉得有用的话,可以关注我下面的微信公众号,极客李华,我会在里面更新更多行业资讯,企业面试内容,编程资源,如何写出可以让大厂面试官眼前一亮的简历,让大家更好学习编程,我的抖音,B站也叫极客李华。

广告一刻

为您即时展示最新活动产品广告消息,让您随时掌握产品活动新动态!