C#语言实例源码系列-游戏-实现俄罗斯方块
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Python实例练手项目源码 - 俄罗斯方块
游戏效果:
源码:
#_*_ coding:utf-8 _*_
from tkinter import *
import random
import time
import tkinter.messagebox
#俄罗斯方块界面的高度
HEIGHT = 20
#俄罗斯方块界面的宽度
WIDTH = 10
ACTIVE = 1
PASSIVE = 0
TRUE = 1
FALSE = 0
style = [
[[(0,0),(0,1),(1,1),(2,1)],[(1,0),(1,1),(1,2),(0,2)],[(0,1),(1,1),(2,1),(2,2)],[(1,0),(2,0),(1,1),(1,2)]],#j
[[(1,0),(1,1),(1,2),(2,1)],[(1,0),(0,1),(1,1),(2,1)],[(1,0),(1,1),(1,2),(0,1)],[(0,1),(1,1),(2,1),(1,2)]],#T
[[(0,1),(1,1),(2,1),(2,0)],[(0,0),(1,0),(1,1),(1,2)],[(0,1),(1,1),(2,1),(0,2)],[(1,0),(1,1),(1,2),(2,2)]],#反L
[[(0,0),(0,1),(1,1),(1,2)],[(2,1),(1,1),(1,2),(0,2)],[(0,0),(0,1),(1,1),(1,2)],[(2,1),(1,1),(1,2),(0,2)]],#Z
[[(1,0),(1,1),(0,1),(0,2)],[(0,1),(1,1),(1,2),(2,2)],[(1,0),(1,1),(0,1),(0,2)],[(0,1),(1,1),(1,2),(2,2)]],#反Z
[[(0,0),(0,1),(1,1),(1,0)],[(0,0),(0,1),(1,1),(1,0)],[(0,0),(0,1),(1,1),(1,0)],[(0,0),(0,1),(1,1),(1,0)]],#田
[[(1,0),(1,1),(1,2),(1,3)],[(0,1),(1,1),(2,1),(3,1)],[(1,0),(1,1),(1,2),(1,3)],[(0,1),(1,1),(2,1),(3,1)]]#长条
]
root=Tk();
root.title('俄罗斯方块')
class App(Frame):
def __init__(self,master):
Frame.__init__(self)
master.bind('<Up>',self.Up)
master.bind('<Left>',self.Left)
master.bind('<Right>',self.Right)
master.bind('<Down>',self.Down)
master.bind('<space>',self.Space)
master.bind('<Control-Shift-Key-F12>',self.Play)
master.bind('<Key-P>',self.Pause)
master.bind('<Key-S>',self.StartByS)
# rgb颜色值
self.backg="#%02x%02x%02x" % (120,150,30) #大背景
self.frontg="#%02x%02x%02x" % (40,120,150) #下一个形状颜色
self.nextg="#%02x%02x%02x" % (150,100,100) #小背景
self.flashg="#%02x%02x%02x" % (210,130,100) #炸的颜色
self.LineDisplay=Label(master,text='Lines: ',bg='black',fg='red')
self.Line=Label(master,text='0',bg='black',fg='red')
self.ScoreDisplay=Label(master,text='Score: ',bg='black',fg='red')
self.Score=Label(master,text='0',bg='black',fg='red')
self.SpendTimeDisplay=Label(master,text='Time: ',bg='black',fg='red')
self.SpendTime=Label(master,text='0.0',bg='black',fg='red')
self.LineDisplay.grid(row=HEIGHT-2,column=WIDTH,columnspan=2)
self.Line.grid(row=HEIGHT-2,column=WIDTH+2,columnspan=3)
self.ScoreDisplay.grid(row=HEIGHT-1,column=WIDTH,columnspan=2)
self.Score.grid(row=HEIGHT-1,column=WIDTH+2,columnspan=3)
self.SpendTimeDisplay.grid(row=HEIGHT-4,column=WIDTH,columnspan=2)
self.SpendTime.grid(row=HEIGHT-4,column=WIDTH+2,columnspan=3)
self.TotalTime=0.0
self.TotalLine=0
self.TotalScore=0
#游戏结束
self.isgameover=FALSE
#暂停
self.isPause=FALSE
#开始
self.isStart=FALSE
self.NextList=[] #整个小背景
self.NextRowList=[] #一行小背景
self.px=0
self.py=0 #记录方块参考点
#渲染小背景
r=0;c=0
for k in range(4*4):
LN=Label(master,text=' ',bg=str(self.nextg),fg='white',relief=FLAT,bd=3)
LN.grid(row=r,column=WIDTH+c,sticky=N+E+S+W)
self.NextRowList.append(LN)
c=c+1
if c>=4:
r=r+1;c=0
self.NextList.append(self.NextRowList)
self.NextRowList=[]
#渲染大背景
self.BlockList=[]
self.BlockRowList=[]
self.LabelList=[]
self.LabelRowList=[]
row=0;col=0
for i in range(HEIGHT*WIDTH):
L=Label(master,text=' ',bg=str(self.backg),fg='white',relief=FLAT,bd=4)
L.grid(row=row,column=col,sticky=N+E+S+W)
L.row=row;L.col=col;L.isactive=PASSIVE
self.BlockRowList.append(0); #大背景每个格子初始化为0值
self.LabelRowList.append(L)
col=col+1
if col>=WIDTH:
row=row+1;col=0
self.BlockList.append(self.BlockRowList)
self.LabelList.append(self.LabelRowList)
self.BlockRowList=[]
self.LabelRowList=[]
#file
fw=open('text.txt','a')
fw.close()
hasHead=FALSE
f=open('text.txt','r')
if f.read(5)=='score':
hasHead=TRUE
f.close()
self.file=open('text.txt','a')
if hasHead==FALSE:
self.file.write('score line time scorePtime linePtime scorePline date/n')
self.file.flush()
self.time=1000
self.OnTimer()
def __del__(self):
#self.file.close()
pass
def Pause(self,event):
self.isPause=1-self.isPause
def Up(self,event):
BL=self.BlockList #格子的值
LL=self.LabelList #格子Label
Moveable=TRUE #是否可旋转
#代码编写开始
nowStyle = style[self.xnow][(self.ynow)]
newStyle = style[self.xnow][(self.ynow+1)%4] #算出下一俄罗斯方块
self.ynow = (self.ynow+1)%4 #此行代码非常重要,否则响应UP时,只能变第一次
print("nowStyle:"+str(nowStyle)+"=====>>newStyle:"+str(newStyle))
#根据现有形状中每个label的坐标计算出旋转后目标坐标(x,y)
SourceList=[];DestList=[]
for i in range(4):
SourceList.append([ nowStyle[i][0]+self.px, nowStyle[i][1]+self.py])
x = newStyle[i][0]+self.px
y = newStyle[i][1]+self.py
DestList.append([x, y])
if x<0 or x>=HEIGHT or y<0 or y>=WIDTH : #or BL[x][y]==1 or LL[x][y].isactive==PASSIVE
Moveable=FALSE
if Moveable==TRUE:
for i in range(len(SourceList)):
self.Empty(SourceList[i][0],SourceList[i][1])
for i in range(len(DestList)):
self.Fill(DestList[i][0],DestList[i][1])
def Left(self,event):
BL=self.BlockList;LL=self.LabelList
Moveable=TRUE
for i in range(HEIGHT):
for j in range(WIDTH):
if LL[i][j].isactive==ACTIVE and j-1<0:Moveable=FALSE
if LL[i][j].isactive==ACTIVE and j-1>=0 and BL[i][j-1]==1 and LL[i][j-1].isactive==PASSIVE:Moveable=FALSE
if Moveable==TRUE:
self.py-=1
for i in range(HEIGHT):
for j in range(WIDTH):
if j-1>=0 and LL[i][j].isactive==ACTIVE and BL[i][j-1]==0:
self.Fill(i,j-1);self.Empty(i,j)
def Right(self,event):
BL=self.BlockList;LL=self.LabelList
Moveable=TRUE
for i in range(HEIGHT):
for j in range(WIDTH):
if LL[i][j].isactive==ACTIVE and j+1>=WIDTH:Moveable=FALSE
if LL[i][j].isactive==ACTIVE and j+1<WIDTH and BL[i][j+1]==1 and LL[i][j+1].isactive==PASSIVE:Moveable=FALSE
if Moveable==TRUE:
self.py+=1
for i in range(HEIGHT-1,-1,-1):
for j in range(WIDTH-1,-1,-1):
if j+1<WIDTH and LL[i][j].isactive==ACTIVE and BL[i][j+1]==0:
self.Fill(i,j+1);self.Empty(i,j)
def Down(self,event):
BL=self.BlockList;LL=self.LabelList
Moveable=TRUE
for i in range(HEIGHT):
for j in range(WIDTH):
if LL[i][j].isactive==ACTIVE and i+1>=HEIGHT:Moveable=FALSE
if LL[i][j].isactive==ACTIVE and i+1<HEIGHT and BL[i+1][j]==1 and LL[i+1][j].isactive==PASSIVE:Moveable=FALSE
if Moveable==TRUE and self.isStart :
self.px+=1
for i in range(HEIGHT-1,-1,-1):
for j in range(WIDTH-1,-1,-1):
if i+1<HEIGHT and LL[i][j].isactive==ACTIVE and BL[i+1][j]==0:
self.Fill(i+1,j);self.Empty(i,j);
if Moveable==FALSE:
for i in range(HEIGHT):
for j in range(WIDTH):
LL[i][j].isactive=PASSIVE
self.JudgeLineFill()
self.Start()
if self.isgameover==TRUE:showinfo('T_T','The game is over!');self.Distroy();return FALSE
for i in range(4):
for j in range(4):
self.NextEmpty(i,j)
self.Rnd()
return Moveable
def Space(self,event):
while 1:
if self.Down(0)==FALSE:break
def OnTimer(self):
if self.isStart==TRUE and self.isPause==FALSE:
self.TotalTime = self.TotalTime + float(self.time)/1000
self.SpendTime.config(text=str(self.TotalTime))
if self.isPause==FALSE:
self.Down(0)
if self.TotalScore>=1000:self.time=900
if self.TotalScore>=2000:self.time=750
if self.TotalScore>=3000:self.time=600
if self.TotalScore>=4000:self.time=400
self.after(self.time,self.OnTimer) #随着分数增大,俄罗斯方块下降速度加快
def JudgeLineFill(self):
BL=self.BlockList;LL=self.LabelList
count=0;LineList=[]
for i in range(WIDTH):LineList.append(1)
#display flash
for i in range(HEIGHT):
if BL[i]==LineList:
count=count+1
for k in range(WIDTH):
LL[i][k].config(bg=str(self.flashg))
LL[i][k].update()
if count!=0:self.after(100)
#delete block
for i in range(HEIGHT):
if BL[i]==LineList:
#count=count+1
for j in range(i,0,-1):
for k in range(WIDTH):
BL[j][k]=BL[j-1][k]
LL[j][k]['relief']=LL[j-1][k].cget('relief')
LL[j][k]['bg']=LL[j-1][k].cget('bg')
for l in range(WIDTH):
BL[0][l]=0
LL[0][l].config(relief=FLAT,bg=str(self.backg))
self.TotalLine=self.TotalLine+count
if count==1:self.TotalScore=self.TotalScore+1*WIDTH
if count==2:self.TotalScore=self.TotalScore+3*WIDTH
if count==3:self.TotalScore=self.TotalScore+6*WIDTH
if count==4:self.TotalScore=self.TotalScore+10*WIDTH
self.Line.config(text=str(self.TotalLine))
self.Score.config(text=str(self.TotalScore))
def Fill(self,i,j):
if j<0:return
if self.BlockList[i][j]==1:self.isgameover=TRUE
self.BlockList[i][j]=1
self.LabelList[i][j].isactive=ACTIVE
self.LabelList[i][j].config(relief=RAISED,bg=str(self.frontg))
def Empty(self,i,j):
self.BlockList[i][j]=0
self.LabelList[i][j].isactive=PASSIVE
self.LabelList[i][j].config(relief=FLAT,bg=str(self.backg))
def Play(self,event):
showinfo('Made in China','^_^')
def NextFill(self,i,j):
self.NextList[i][j].config(relief=RAISED,bg=str(self.frontg))
def NextEmpty(self,i,j):
self.NextList[i][j].config(relief=FLAT,bg=str(self.nextg))
def Distroy(self):
#save
if self.TotalScore!=0:
#cehkongfu
savestr='%-9u%-8u%-8.2f%-14.2f%-13.2f%-14.2f%s/n' % (
self.TotalScore,self.TotalLine,self.TotalTime
,self.TotalScore/self.TotalTime
,self.TotalLine/self.TotalTime
,float(self.TotalScore)/self.TotalLine
,time.strftime('%Y-%m-%d %H:%M:%S',time.localtime()))
self.file.seek(0,2)
self.file.write(savestr)
self.file.flush()
for i in range(HEIGHT):
for j in range(WIDTH):
self.Empty(i,j)
self.TotalLine=0;self.TotalScore=0;self.TotalTime=0.0
self.Line.config(text=str(self.TotalLine))
self.Score.config(text=str(self.TotalScore))
self.SpendTime.config(text=str(self.TotalTime))
self.isgameover=FALSE
self.isStart=FALSE
self.time=1000
for i in range(4):
for j in range(4):
self.NextEmpty(i,j)
#游戏开始方块
def Start(self):
nextStyle = style[self.x][self.y] #下一形状
self.xnow = self.x
self.ynow = self.y #记录大背景中的方块
self.py = random.randint(0,6)
print("给py赋任意值:"+str(self.py))
self.px = 0
for ii in range(4):
self.Fill(int(nextStyle[ii][0]),int(nextStyle[ii][1])+self.py)
self.isStart=TRUE #游戏开始
#预处理方块
def Rnd(self):
self.x=random.randint(0,6)
self.y=random.randint(0,3)
nextStyle = style[self.x][self.y] #下一形状
for ii in range(4):
self.NextFill(int(nextStyle[ii][0]),int(nextStyle[ii][1]))
#游戏开始给出一次任意形状的方块
def RndFirst(self):
self.x=random.randint(0,6) #选择第一个方块style
self.y=random.randint(0,3)
def Show(self):
self.file.seek(0)
strHeadLine=self.file.readline()
dictLine={}
strTotalLine=''
for OneLine in self.file.readlines():
temp=int(OneLine[:5])
dictLine[temp]=OneLine
list=sorted(dictLine.items(),key=lambda d:d[0])
ii=0
for onerecord in reversed(list):
ii=ii+1
if ii<11:
strTotalLine+=onerecord[1]
showinfo('Ranking', strHeadLine+strTotalLine)
def StartByS(self,event):
self.RndFirst()
self.Start()
self.Rnd()
def Start():
app.RndFirst()
app.Start()
app.Rnd()
def End():
app.Distroy()
def Set():
print("设置功能待完善...")
def Show():
app.Show()
#主菜单
mainmenu=Menu(root)
root['menu']=mainmenu
#二级菜单:game
gamemenu=Menu(mainmenu)
mainmenu.add_cascade(label='游戏',menu=gamemenu)
gamemenu.add_command(label='开始',command=Start)
gamemenu.add_command(label='结束',command=End)
gamemenu.add_separator()
gamemenu.add_command(label='退出',command=root.quit)
#二级菜单:set
setmenu=Menu(mainmenu)
mainmenu.add_cascade(label='设置',menu=setmenu)
setmenu.add_command(label='设置',command=Set)
#二级菜单:show
showmenu=Menu(mainmenu)
mainmenu.add_cascade(label='展示',menu=showmenu)
showmenu.add_command(label='展示',command=Show)
#绑定功能
app=App(root)
#程序入口
root.mainloop()
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