一个由tkinter按钮指令控制的封装成函数的pygame俄罗斯方块小游戏
时间: 2023-06-24 08:03:29 浏览: 40
以下是一个简单的封装成函数的pygame俄罗斯方块小游戏示例,由tkinter按钮指令控制:
```python
import pygame
import random
import tkinter as tk
# 定义常量
BLOCK_SIZE = 30
GAME_WIDTH = 10
GAME_HEIGHT = 20
WINDOW_WIDTH = BLOCK_SIZE * GAME_WIDTH
WINDOW_HEIGHT = BLOCK_SIZE * GAME_HEIGHT
class TetrisGame:
def __init__(self):
# 初始化pygame
pygame.init()
self.screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption("Tetris")
# 初始化游戏状态
self.game_over = False
self.score = 0
# 初始化游戏区域
self.grid = [[0 for _ in range(GAME_WIDTH)] for _ in range(GAME_HEIGHT)]
# 初始化方块
self.current_block = None
self.next_block = self.get_random_block()
def get_random_block(self):
blocks = [
[[1, 1, 1], [0, 1, 0]], # T
[[1, 1, 0], [0, 1, 1]], # Z
[[0, 1, 1], [1, 1, 0]], # S
[[1, 1, 1, 1]], # I
[[1, 1], [1, 1]], # O
[[1, 0, 0], [1, 1, 1]], # L
[[0, 0, 1], [1, 1, 1]], # J
]
return random.choice(blocks)
def draw_block(self, x, y, block):
for i in range(len(block)):
for j in range(len(block[i])):
if block[i][j]:
pygame.draw.rect(
self.screen,
(255, 255, 255),
pygame.Rect(
(x + j) * BLOCK_SIZE,
(y + i) * BLOCK_SIZE,
BLOCK_SIZE,
BLOCK_SIZE
),
)
def draw_grid(self):
for i in range(GAME_HEIGHT):
for j in range(GAME_WIDTH):
if self.grid[i][j]:
pygame.draw.rect(
self.screen,
(255, 255, 255),
pygame.Rect(
j * BLOCK_SIZE,
i * BLOCK_SIZE,
BLOCK_SIZE,
BLOCK_SIZE
),
)
def draw_next_block(self):
x = GAME_WIDTH + 2
y = 3
self.draw_block(x, y, self.next_block)
def draw_score(self):
font = pygame.font.Font(None, 36)
text = font.render(f"Score: {self.score}", True, (255, 255, 255))
self.screen.blit(text, (10, 10))
def move_block(self, dx, dy):
if self.current_block is None:
return False
x, y = self.current_block["pos"]
new_x, new_y = x + dx, y + dy
if self.check_collision(self.current_block["block"], new_x, new_y):
return False
self.current_block["pos"] = [new_x, new_y]
return True
def check_collision(self, block, x, y):
for i in range(len(block)):
for j in range(len(block[i])):
if block[i][j]:
if (
y + i < 0
or y + i >= GAME_HEIGHT
or x + j < 0
or x + j >= GAME_WIDTH
or self.grid[y + i][x + j]
):
return True
return False
def rotate_block(self):
if self.current_block is None:
return False
rotated_block = [[self.current_block["block"][j][i] for j in range(len(self.current_block["block"]))] for i in range(len(self.current_block["block"][0]) - 1, -1, -1)]
if self.check_collision(rotated_block, *self.current_block["pos"]):
return False
self.current_block["block"] = rotated_block
return True
def place_block(self):
if self.current_block is None:
return False
x, y = self.current_block["pos"]
for i in range(len(self.current_block["block"])):
for j in range(len(self.current_block["block"][i])):
if self.current_block["block"][i][j]:
self.grid[y + i][x + j] = 1
self.current_block = None
return True
def clear_lines(self):
num_lines_cleared = 0
for i in range(GAME_HEIGHT):
if all(self.grid[i]):
del self.grid[i]
self.grid.insert(0, [0 for _ in range(GAME_WIDTH)])
num_lines_cleared += 1
self.score += num_lines_cleared * 100
def update(self):
if self.current_block is None:
self.current_block = {
"block": self.next_block,
"pos": [3, 0],
}
self.next_block = self.get_random_block()
if self.check_collision(self.current_block["block"], *self.current_block["pos"]):
self.game_over = True
else:
if not self.move_block(0, 1):
self.place_block()
self.clear_lines()
def run(self):
clock = pygame.time.Clock()
# 游戏循环
while not self.game_over:
# 处理事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.game_over = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.move_block(-1, 0)
elif event.key == pygame.K_RIGHT:
self.move_block(1, 0)
elif event.key == pygame.K_DOWN:
self.move_block(0, 1)
elif event.key == pygame.K_UP:
self.rotate_block()
# 绘制
self.screen.fill((0, 0, 0))
self.draw_next_block()
self.draw_grid()
self.draw_block(*self.current_block["pos"], self.current_block["block"])
self.draw_score()
# 更新游戏状态
self.update()
# 更新屏幕
pygame.display.flip()
# 控制帧率
clock.tick(10)
# 关闭pygame
pygame.quit()
def start_game():
game = TetrisGame()
game.run()
# 创建tkinter窗口
root = tk.Tk()
root.title("Tetris")
# 创建开始按钮
start_button = tk.Button(root, text="Start", command=start_game)
start_button.pack()
# 进入tkinter主循环
root.mainloop()
```
在上述示例中,我们定义了一个名为`TetrisGame`的类,它封装了整个游戏的逻辑。我们还定义了一个名为`start_game`的函数,用于创建一个`TetrisGame`对象并运行游戏。最后,我们使用tkinter创建一个名为`start_button`的按钮,并将其绑定到`start_game`函数上,以便在按下按钮时启动游戏。