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python制作俄罗斯方块

2023-09-17 20:29

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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
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代码

import tkinter as tk# 首先创建一个窗体win = tk.Tk()win.mainloop()

运行结果
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原理如下
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import tkinter as tk# 设置行数和列数row = 20col = 12# 设置每个格子的大小cell_size = 30# 设置窗口的高和宽height = row * cell_sizewidth = 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()
import tkinter as tk# 设置行数和列数Row = 20Col = 12# 设置每个格子的大小cell_size = 30# 设置窗口的高和宽height = Row * cell_sizewidth = 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
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演示代码

import tkinter as tk# 设置行数和列数Row = 20Col = 12# 设置每个格子的大小cell_size = 30# 设置窗口的高和宽height = Row * cell_sizewidth = 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。
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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 tkimport time# 设置行数和列数Row = 20Col = 12# 设置每个格子的大小cell_size = 30# 设置窗口的高和宽height = Row * cell_sizewidth = 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。
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生成,固定,变换,移动

生成和固定

演示代码

import tkinter as tkimport random# 设置行数和列数Row = 20Col = 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_sizewidth = 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_blockdef 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 = Nonegame_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
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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 tkimport random# 设置行数和列数Row = 20Col = 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_sizewidth = 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_blockdef 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_typedef 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("", horizontal_move_block)canvas.bind("", 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 tkimport random# 设置行数和列数Row = 20Col = 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_sizewidth = 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_blockdef 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_typedef 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_rotatedef 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("", horizontal_move_block)canvas.bind("", horizontal_move_block)# 添加变化角度的事件canvas.bind("", rotate_block)canvas.bind("", 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 tkfrom tkinter import messageboximport random# 设置行数和列数Row = 20Col = 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_sizewidth = 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_blockdef 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_typedef 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_rotatedef 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 Truescore = 0win.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("", horizontal_move_block)canvas.bind("", horizontal_move_block)# 添加变化角度的事件canvas.bind("", rotate_block)canvas.bind("", 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 tkfrom tkinter import messageboximport random# 设置行数和列数Row = 20Col = 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_sizewidth = 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_blockdef 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_typedef 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_rotatedef 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 Truescore = 0win.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("", horizontal_move_block)canvas.bind("", horizontal_move_block)# 添加变化角度的事件canvas.bind("", rotate_block)canvas.bind("", land)game_loop()win.mainloop()

来源地址:https://blog.csdn.net/qq_51447496/article/details/128880517

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