本文实例为大家分享了pyQt4实现俄罗斯方块游戏的具体代码,供大家参考,具体内容如下
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
|
#!/usr/bin/python # -*- coding: utf-8 -*- import sys, random from PyQt4 import QtCore, QtGui class Tetris(QtGui.QMainWindow): #Tetris的构造函数,由于是QMainWindow的子类,所以要先调用父类的构造函数 def __init__( self ): super (Tetris, self ).__init__() #QtGui.QMainWindow.__init__(self) self .initUI() def initUI( self ): self .tboard = Board( self ) #创建一个Board类的实例 self .setCentralWidget( self .tboard) #将游戏窗口放到屏幕的中间 self .statusbar = self .statusBar() #创建状态栏 self .tboard.msg2Statusbar[ str ].connect( self .statusbar.showMessage) #3种可能的信息:1.score 2.game over 3.pause self .tboard.start() #开始初始化程序 self .resize( 180 , 380 ) #游戏窗口的大小 #self.resize(480, 380) #游戏窗口的大小 self .center() self .setWindowTitle( 'Tetris' ) #窗口的名字 self .show() #这句一定不能忘了,显示窗口 def center( self ): #将游戏窗口放到屏幕的中间 screen = QtGui.QDesktopWidget().screenGeometry() size = self .geometry() self .move((screen.width() - size.width()) / 2 , (screen.height() - size.height()) / 2 ) class Board(QtGui.QFrame): msg2Statusbar = QtCore.pyqtSignal( str ) #游戏窗口的宽和高(单位为块) BoardWidth = 10 #宽度为10块 BoardHeight = 22 #高度为22块 Speed = 300 #游戏的速度 def __init__( self , parent): super (Board, self ).__init__(parent) self .initBoard() def initBoard( self ): ''''' 初始化一些关键的变量 ''' self .timer = QtCore.QBasicTimer() #创建一个定时器 self .isWaitingAfterLine = False self .curX = 0 self .curY = 0 self .numLinesRemoved = 0 #a list of numbers from 0-7. #It represents the position of various shapes and remains of the shapes on the board. self .board = [] self .setFocusPolicy(QtCore.Qt.StrongFocus) self .isStarted = False self .isPaused = False self .clearBoard() #determine the type of a shape at a given block. #返回(x,y)坐标处对应的点的类型 def shapeAt( self , x, y): return self .board[(y * Board.BoardWidth) + x] #设置(x,y)坐标处对应的点的类型 def setShapeAt( self , x, y, shape): self .board[(y * Board.BoardWidth) + x] = shape #calculate the width of the single square in pixels and return it #The Board.BoardWidth is the size of the board in blocks def squareWidth( self ): return self .contentsRect().width() / Board.BoardWidth def squareHeight( self ): return self .contentsRect().height() / Board.BoardHeight def start( self ): if self .isPaused: #如果暂停,直接返回 return self .isStarted = True self .isWaitingAfterLine = False self .numLinesRemoved = 0 self .clearBoard() self .msg2Statusbar.emit( str ( self .numLinesRemoved)) self .newPiece() self .timer.start(Board.Speed, self ) def pause( self ): if not self .isStarted: return self .isPaused = not self .isPaused if self .isPaused: self .timer.stop() self .msg2Statusbar.emit( "paused" ) else : self .timer.start(Board.Speed, self ) self .msg2Statusbar.emit( str ( self .numLinesRemoved)) self .update() def paintEvent( self , event): painter = QtGui.QPainter( self ) rect = self .contentsRect() boardTop = rect.bottom() - Board.BoardHeight * self .squareHeight() for i in range (Board.BoardHeight): for j in range (Board.BoardWidth): shape = self .shapeAt(j, Board.BoardHeight - i - 1 ) if shape ! = Tetrominoe.NoShape: self .drawSquare(painter, rect.left() + j * self .squareWidth(), boardTop + i * self .squareHeight(), shape) if self .curPiece.shape() ! = Tetrominoe.NoShape: for i in range ( 4 ): x = self .curX + self .curPiece.x(i) y = self .curY - self .curPiece.y(i) self .drawSquare(painter, rect.left() + x * self .squareWidth(), boardTop + (Board.BoardHeight - y - 1 ) * self .squareHeight(), self .curPiece.shape()) #按键相应函数 def keyPressEvent( self , event): #如果游戏没有开始(暂停)或者curPiece为空(游戏结束),响应父窗口的按键事件,返回 if not self .isStarted or self .curPiece.shape() = = Tetrominoe.NoShape: super (Board, self ).keyPressEvent(event) return key = event.key() #捕获按键 if key = = QtCore.Qt.Key_P: #如果按键为P,暂停或者重新继续 self .pause() return if self .isPaused: #暂停时不响应按键 return elif key = = QtCore.Qt.Key_Left: #如果按下了左箭头会尝试向左移动(也有可能移动不了) self .tryMove( self .curPiece, self .curX - 1 , self .curY) elif key = = QtCore.Qt.Key_Right: self .tryMove( self .curPiece, self .curX + 1 , self .curY) elif key = = QtCore.Qt.Key_Down: #按下下箭头,向右旋转 self .tryMove( self .curPiece.rotateRight(), self .curX, self .curY) elif key = = QtCore.Qt.Key_Up: #按下上箭头,向左旋转 self .tryMove( self .curPiece.rotateLeft(), self .curX, self .curY) elif key = = QtCore.Qt.Key_Space: #按下空格键,直接掉到底部 self .dropDown() elif key = = QtCore.Qt.Key_D: self .oneLineDown() else : super (Board, self ).keyPressEvent(event) def timerEvent( self , event): ''''' we either create a new piece, after the previous one was dropped to the bottom, or we move a falling piece one line down. ''' if event.timerId() = = self .timer.timerId(): if self .isWaitingAfterLine: self .isWaitingAfterLine = False self .newPiece() else : self .oneLineDown() else : super (Board, self ).timerEvent(event) def clearBoard( self ): # 清除board,全部设置为NoShape for i in range (Board.BoardHeight * Board.BoardWidth): self .board.append(Tetrominoe.NoShape) def dropDown( self ): newY = self .curY while newY > 0 : #使curPiece一直沿着y减小的方向移动,直到不能移动或者到达底部为止 if not self .tryMove( self .curPiece, self .curX, newY - 1 ): break newY - = 1 #自减1 self .pieceDropped() def oneLineDown( self ): if not self .tryMove( self .curPiece, self .curX, self .curY - 1 ): self .pieceDropped() #到达底部的时候 def pieceDropped( self ): for i in range ( 4 ): x = self .curX + self .curPiece.x(i) y = self .curY - self .curPiece.y(i) self .setShapeAt(x, y, self .curPiece.shape()) self .removeFullLines() #清除排满的行 if not self .isWaitingAfterLine: #如果不是在暂停,开始新的块 self .newPiece() def removeFullLines( self ): ''''' If the piece hits the bottom, we call the removeFullLines() method. We find out all full lines and remove them. We do it by moving all lines above the current full line to be removed one line down. Notice that we reverse the order of the lines to be removed. Otherwise, it would not work correctly. In our case we use a naive gravity. This means, that the pieces may be floating above empty gaps. ''' numFullLines = 0 rowsToRemove = [] for i in range (Board.BoardHeight): n = 0 #n记录每行shape的个数 for j in range (Board.BoardWidth): if not self .shapeAt(j, i) = = Tetrominoe.NoShape: n = n + 1 #如果n等于10,将行号加入要删除的队列 if n = = 10 : rowsToRemove.append(i) rowsToRemove.reverse() #行号队列反置 for m in rowsToRemove: #从m行以上的shape均下移一行 for k in range (m, Board.BoardHeight): for l in range (Board.BoardWidth): self .setShapeAt(l, k, self .shapeAt(l, k + 1 )) numFullLines = numFullLines + len (rowsToRemove) #统计消除的行数 if numFullLines > 0 : self .numLinesRemoved = self .numLinesRemoved + numFullLines self .msg2Statusbar.emit( str ( self .numLinesRemoved)) self .isWaitingAfterLine = True self .curPiece.setShape(Tetrominoe.NoShape) self .update() def newPiece( self ): ''''' The newPiece() method creates randomly a new tetris piece. If the piece cannot go into its initial position, the game is over. 随机地创建一个方块。如果方块不能在它起始的位置,游戏结束。 ''' self .curPiece = Shape() #当前块 self .curPiece.setRandomShape() #随机设置 self .curX = Board.BoardWidth / 2 + 1 #current X位置在中心 self .curY = Board.BoardHeight - 1 + self .curPiece.minY() #将self.curPiece移动到当前的坐标处,如果不能移动,游戏结束。 #curPiece置为空,timer停止,显示消息'game over' if not self .tryMove( self .curPiece, self .curX, self .curY): self .curPiece.setShape(Tetrominoe.NoShape) self .timer.stop() self .isStarted = False self .msg2Statusbar.emit( "Game over" ) def tryMove( self , newPiece, newX, newY): ''''' 如果the shape is at the edge of the board 或者 is adjacent to some other piece, 返回False 否则的话,变动位置并返回True ''' for i in range ( 4 ): x = newX + newPiece.x(i) y = newY - newPiece.y(i) ''''' 如果x<0说明已经到了左边缘;如果x>=Board.BoardWidth,说明已经到了右边缘 如果y<0说明已经到了底部;如果x>=Board.BoardHeight,说明已经到了最顶部 以上情况均不能移动,返回False ''' if x < 0 or x > = Board.BoardWidth or y < 0 or y > = Board.BoardHeight: return False #如果当前的位置不为空,返回False if self .shapeAt(x, y) ! = Tetrominoe.NoShape: return False self .curPiece = newPiece self .curX = newX #现在的坐标变为新坐标 self .curY = newY self .update() #frame更新 return True def drawSquare( self , painter, x, y, shape): colorTable = [ 0x000000 , 0xCC6666 , 0x66CC66 , 0x6666CC , 0xCCCC66 , 0xCC66CC , 0x66CCCC , 0xDAAA00 ] color = QtGui.QColor(colorTable[shape]) painter.fillRect(x + 1 , y + 1 , self .squareWidth() - 2 , self .squareHeight() - 2 , color) painter.setPen(color.light()) painter.drawLine(x, y + self .squareHeight() - 1 , x, y) painter.drawLine(x, y, x + self .squareWidth() - 1 , y) painter.setPen(color.dark()) painter.drawLine(x + 1 , y + self .squareHeight() - 1 , x + self .squareWidth() - 1 , y + self .squareHeight() - 1 ) painter.drawLine(x + self .squareWidth() - 1 , y + self .squareHeight() - 1 , x + self .squareWidth() - 1 , y + 1 ) class Tetrominoe( object ): ''''' 定义游戏中出现的形状,共有8种,分别用0-7表示。 其中0表示没有形状,1-7表示可能出现的形状:Z,S,Line,T,Square,L,MirroredL。 相当于C++中的枚举类型,用有意义的字符串名代替数字 ''' NoShape = 0 ZShape = 1 SShape = 2 LineShape = 3 TShape = 4 SquareShape = 5 LShape = 6 MirroredLShape = 7 class Shape( object ): ''''' Shape类保存每种方块的信息 ''' #coordsTable tuple holds all possible coordinate values of our Tetris pieces. 0-7 coordsTable = ( (( 0 , 0 ), ( 0 , 0 ), ( 0 , 0 ), ( 0 , 0 )), (( 0 , - 1 ), ( 0 , 0 ), ( - 1 , 0 ), ( - 1 , 1 )), (( 0 , - 1 ), ( 0 , 0 ), ( 1 , 0 ), ( 1 , 1 )), (( 0 , - 1 ), ( 0 , 0 ), ( 0 , 1 ), ( 0 , 2 )), (( - 1 , 0 ), ( 0 , 0 ), ( 1 , 0 ), ( 0 , 1 )), (( 0 , 0 ), ( 1 , 0 ), ( 0 , 1 ), ( 1 , 1 )), (( - 1 , - 1 ), ( 0 , - 1 ), ( 0 , 0 ), ( 0 , 1 )), (( 1 , - 1 ), ( 0 , - 1 ), ( 0 , 0 ), ( 0 , 1 )) ) def __init__( self ): self .coords = [[ 0 , 0 ] for i in range ( 4 )] #[[0, 0], [0, 0], [0, 0], [0, 0]] self .pieceShape = Tetrominoe.NoShape self .setShape(Tetrominoe.NoShape) #返回当前shape类型 def shape( self ): return self .pieceShape def setShape( self , shape): table = Shape.coordsTable[shape] #table是对应的tuple元组 #将对应的table赋给self.coords for i in range ( 4 ): for j in range ( 2 ): self .coords[i][j] = table[i][j] self .pieceShape = shape #随机获取一个块形状(从1,2,3,4,5,6,7中随机选1个) def setRandomShape( self ): self .setShape(random.randint( 1 , 7 )) #返回index的x坐标,index是从0-3,分别表示方块对应的4个点 def x( self , index): return self .coords[index][ 0 ] #返回index的y坐标 def y( self , index): return self .coords[index][ 1 ] #设置当前index的x坐标 def setX( self , index, x): self .coords[index][ 0 ] = x #设置当前index的y坐标 def setY( self , index, y): self .coords[index][ 1 ] = y #返回当前块的最小x坐标 def minX( self ): m = self .coords[ 0 ][ 0 ] for i in range ( 4 ): m = min (m, self .coords[i][ 0 ]) return m #返回当前块的最大x坐标 def maxX( self ): m = self .coords[ 0 ][ 0 ] for i in range ( 4 ): m = max (m, self .coords[i][ 0 ]) return m #返回当前块的最小y坐标 def minY( self ): m = self .coords[ 0 ][ 1 ] for i in range ( 4 ): m = min (m, self .coords[i][ 1 ]) return m #返回当前块的最大y坐标 def maxY( self ): m = self .coords[ 0 ][ 1 ] for i in range ( 4 ): m = max (m, self .coords[i][ 1 ]) return m def rotateLeft( self ): #rotate a piece to the left #如果块是方块的话,直接返回当前块,不做任何处理 if self .pieceShape = = Tetrominoe.SquareShape: return self result = Shape() result.pieceShape = self .pieceShape for i in range ( 4 ): #将i点的x坐标换为y坐标 result.setX(i, self .y(i)) #将i点的y坐标换为-x坐标 result.setY(i, - self .x(i)) #返回新的左旋后的方块 return result def rotateRight( self ): #如果块是方块的话,直接返回当前块,不做任何处理 if self .pieceShape = = Tetrominoe.SquareShape: return self result = Shape() result.pieceShape = self .pieceShape for i in range ( 4 ): #将i点的x坐标换为-y坐标 result.setX(i, - self .y(i)) #将i点的y坐标换为x坐标 result.setY(i, self .x(i)) #返回新的右旋后的方块 return result ''''' The game is simplified a bit so that it is easier to understand. The game starts immediately after it is launched. We can pause the game by pressing the p key. The space key will drop the Tetris piece instantly to the bottom. The game goes at constant speed, no acceleration is implemented. The score is the number of lines that we have removed. ''' def main(): #创建一个界面app app = QtGui.QApplication([]) #创建一个俄罗斯方块类 tetris = Tetris() #进入主循环 app.exec_() if __name__ = = '__main__' : main() |
源代码来自:详细链接
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/jkhere/article/details/16963429