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 12:03:54 浏览: 104
以下是一个简单的使用 tkinter 按钮指令控制的封装成函数的 pygame 俄罗斯方块小游戏示例:
```python
import pygame
import random
import tkinter as tk
# 定义方块和背景颜色
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GRAY = (128, 128, 128)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
CYAN = (0, 255, 255)
MAGENTA = (255, 0, 255)
YELLOW = (255, 255, 0)
# 定义方块大小和屏幕大小
BLOCK_SIZE = 20
SCREEN_WIDTH = 300
SCREEN_HEIGHT = 500
# 定义方块形状
shapes = [
[[1, 1, 1], [0, 1, 0]],
[[0, 2, 2], [2, 2, 0]],
[[3, 3, 0], [0, 3, 3]],
[[4, 0, 0], [4, 4, 4]],
[[0, 0, 5], [5, 5, 5]],
[[6, 6, 6, 6]],
[[7, 7], [7, 7]]
]
# 定义方块颜色
colors = [YELLOW, CYAN, MAGENTA, BLUE, GREEN, RED, GRAY]
def draw_block(screen, x, y, color):
"""在屏幕上绘制方块"""
rect = pygame.Rect(x, y, BLOCK_SIZE, BLOCK_SIZE)
pygame.draw.rect(screen, color, rect)
def draw_board(screen, board):
"""在屏幕上绘制游戏面板"""
for i in range(len(board)):
for j in range(len(board[i])):
if board[i][j]:
draw_block(screen, j * BLOCK_SIZE, i * BLOCK_SIZE, colors[board[i][j] - 1])
def new_block():
"""生成一个新的方块"""
shape = random.choice(shapes)
color = random.randint(1, len(colors))
block = {'shape': shape, 'color': color, 'x': SCREEN_WIDTH // 2 - len(shape[0]) * BLOCK_SIZE // 2, 'y': 0}
return block
def is_valid_position(board, shape, x, y):
"""检查方块是否可以放置在给定位置"""
for i in range(len(shape)):
for j in range(len(shape[i])):
if shape[i][j] and (y + i >= len(board) or x + j < 0 or x + j >= len(board[i]) or board[y + i][x + j]):
return False
return True
def merge_board(board, block):
"""将方块合并到游戏面板上"""
for i in range(len(block['shape'])):
for j in range(len(block['shape'][i])):
if block['shape'][i][j]:
board[block['y'] + i][block['x'] + j] = block['color']
def clear_rows(board):
"""清除已满的行"""
num_rows_cleared = 0
i = len(board) - 1
while i >= 0:
if 0 not in board[i]:
# 如果这一行已满,则将其从游戏面板中删除
del board[i]
# 在顶部添加一个新的空行
board.insert(0, [0] * len(board[0]))
num_rows_cleared += 1
else:
i -= 1
return num_rows_cleared
def game_over(board):
"""检查游戏是否结束"""
return any(board[0])
def main():
# 初始化 Pygame
pygame.init()
# 创建屏幕对象
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("俄罗斯方块")
# 创建游戏面板
board = [[0] * (SCREEN_WIDTH // BLOCK_SIZE) for _ in range(SCREEN_HEIGHT // BLOCK_SIZE)]
# 创建一个新的方块
block = new_block()
# 创建一个时钟对象以控制游戏速度
clock = pygame.time.Clock()
# 创建 tkinter 窗口并添加“左”、“右”、“下”三个按钮
root = tk.Tk()
tk.Button(root, text="左", command=lambda: move_block(board, block, -1)).pack(side=tk.LEFT)
tk.Button(root, text="下", command=lambda: move_block(board, block, 0, 1)).pack(side=tk.LEFT)
tk.Button(root, text="右", command=lambda: move_block(board, block, 1)).pack(side=tk.LEFT)
root.mainloop()
# 游戏循环
while True:
# 处理事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
# 检查是否需要下落方块
if not is_valid_position(board, block['shape'], block['x'], block['y'] + 1):
merge_board(board, block)
num_rows_cleared = clear_rows(board)
if num_rows_cleared:
print("{} 行已被清除".format(num_rows_cleared))
block = new_block()
if game_over(board):
print("游戏结束")
pygame.quit()
# 绘制游戏界面
screen.fill(BLACK)
draw_board(screen, board)
for i in range(len(block['shape'])):
for j in range(len(block['shape'][i])):
if block['shape'][i][j]:
draw_block(screen, block['x'] + j * BLOCK_SIZE, block['y'] + i * BLOCK_SIZE, colors[block['color'] - 1])
pygame.display.flip()
# 控制游戏速度
clock.tick(5)
def move_block(board, block, dx, dy=0):
"""移动方块"""
if is_valid_position(board, block['shape'], block['x'] + dx, block['y'] + dy):
block['x'] += dx
block['y'] += dy
if __name__ == '__main__':
main()
```
该程序创建了一个 tkinter 窗口并添加了“左”、“右”、“下”三个按钮,通过调用 `move_block()` 函数来移动方块。主游戏循环与之前相同,检查方块是否可以下落和合并方块到游戏面板上,并在游戏结束时退出程序。
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