在公司实习。公司推崇Python和Django框架,所以也得跟着学点。
简单瞅了下Tkinter,和Canvas配合在一起,还算是简洁的界面开发API。threading.Thread创建新的线程,其多线程机制也算是方便。
只是canvas.create_rectangle居然不是绘制矩形,而是新建了矩形控件这点让人大跌眼镜。先开始,在线程里每次都重绘多个矩形(随数组变化),其实是每次都新建了N个矩形,结果内存暴增。原来,对矩形进行变更时,只需用canvas.itemconfig即可。
下面就是截图(时间太晚,明日还得上班,做得非常粗糙...没事时再慢慢修正)。
而代码如下:
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#coding=utf-8 from Tkinter import * ; from random import * ; import thread; from tkMessageBox import showinfo; import threading; from time import sleep; class BrickGame( object ): #是否开始 start = True ; #是否到达底部 isDown = True ; #窗体 window = None ; #frame frame1 = None ; #绘图类 canvas = None ; #标题 title = "BrickGame" ; #宽和高 width = 350 ; height = 670 ; #行和列 rows = 20 ; cols = 10 ; #几种方块 brick = [ [ [ [ 1 , 1 , 1 ], [ 0 , 0 , 1 ], [ 0 , 0 , 0 ] ], [ [ 0 , 0 , 1 ], [ 0 , 0 , 1 ], [ 0 , 1 , 1 ] ], [ [ 0 , 0 , 0 ], [ 1 , 0 , 0 ], [ 1 , 1 , 1 ] ], [ [ 1 , 1 , 0 ], [ 1 , 0 , 0 ], [ 1 , 0 , 0 ] ] ], [ [ [ 0 , 0 , 0 ], [ 0 , 1 , 1 ], [ 0 , 1 , 1 ] ], [ [ 0 , 0 , 0 ], [ 0 , 1 , 1 ], [ 0 , 1 , 1 ] ], [ [ 0 , 0 , 0 ], [ 0 , 1 , 1 ], [ 0 , 1 , 1 ] ], [ [ 0 , 0 , 0 ], [ 0 , 1 , 1 ], [ 0 , 1 , 1 ] ] ], [ [ [ 1 , 1 , 1 ], [ 0 , 1 , 0 ], [ 0 , 1 , 0 ] ], [ [ 0 , 0 , 1 ], [ 1 , 1 , 1 ], [ 0 , 0 , 1 ] ], [ [ 0 , 1 , 0 ], [ 0 , 1 , 0 ], [ 1 , 1 , 1 ] ], [ [ 1 , 0 , 0 ], [ 1 , 1 , 1 ], [ 1 , 0 , 0 ] ] ], [ [ [ 0 , 1 , 0 ], [ 0 , 1 , 0 ], [ 0 , 1 , 0 ] ], [ [ 0 , 0 , 0 ], [ 1 , 1 , 1 ], [ 0 , 0 , 0 ] ], [ [ 0 , 1 , 0 ], [ 0 , 1 , 0 ], [ 0 , 1 , 0 ] ], [ [ 0 , 0 , 0 ], [ 1 , 1 , 1 ], [ 0 , 0 , 0 ] ] ] ]; #当前的方块 curBrick = None ; #当前方块数组 arr = None ; #当前方块形状 shape = - 1 ; #当前方块的行和列(最左上角) curRow = - 10 ; curCol = - 10 ; #背景 back = list (); #格子 gridBack = list (); #初始化 def init( self ): for i in range ( 0 , self .rows): self .back.insert(i, list ()); self .gridBack.insert(i, list ()); for i in range ( 0 , self .rows): for j in range ( 0 , self .cols): self .back[i].insert(j, 0 ); self .gridBack[i].insert(j, self .canvas.create_rectangle( 30 * j, 30 * i, 30 * (j + 1 ), 30 * (i + 1 ),fill = "black" )); #绘制游戏的格子 def drawRect( self ): for i in range ( 0 , self .rows): for j in range ( 0 , self .cols): if self .back[i][j] = = 1 : self .canvas.itemconfig( self .gridBack[i][j],fill = "blue" ,outline = "white" ); elif self .back[i][j] = = 0 : self .canvas.itemconfig( self .gridBack[i][j],fill = "black" ,outline = "white" ); #绘制当前正在运动的方块 if self .curRow! = - 10 and self .curCol! = - 10 : for i in range ( 0 , len ( self .arr)): for j in range ( 0 , len ( self .arr[i])): if self .arr[i][j] = = 1 : self .canvas.itemconfig( self .gridBack[ self .curRow + i][ self .curCol + j],fill = "blue" ,outline = "white" ); #判断方块是否已经运动到达底部 if self .isDown: for i in range ( 0 , 3 ): for j in range ( 0 , 3 ): if self .arr[i][j]! = 0 : self .back[ self .curRow + i][ self .curCol + j] = self .arr[i][j]; #判断整行消除 self .removeRow(); #获得下一个方块 self .getCurBrick(); #判断是否有整行需要消除 def removeRow( self ): for i in range ( 0 , self .rows): tag1 = True ; for j in range ( 0 , self .cols): if self .back[i][j] = = 0 : tag1 = False ; break ; if tag1 = = True : #从上向下挪动 for m in xrange (i - 1 , 0 , - 1 ): for n in range ( 0 , self .cols): self .back[m + 1 ][n] = self .back[m][n]; #获得当前的方块 def getCurBrick( self ): self .curBrick = randint( 0 , len ( self .brick) - 1 ); self .shape = 0 ; #当前方块数组 self .arr = self .brick[ self .curBrick][ self .shape]; self .curRow = 0 ; self .curCol = 1 ; #是否到底部为False self .isDown = False ; #监听键盘输入 def onKeyboardEvent( self ,event): #未开始,不必监听键盘输入 if self .start = = False : return ; #记录原来的值 tempCurCol = self .curCol; tempCurRow = self .curRow; tempShape = self .shape; tempArr = self .arr; direction = - 1 ; if event.keycode = = 37 : #左移 self .curCol - = 1 ; direction = 1 ; elif event.keycode = = 38 : #变化方块的形状 self .shape + = 1 ; direction = 2 ; if self .shape> = 4 : self .shape = 0 ; self .arr = self .brick[ self .curBrick][ self .shape]; elif event.keycode = = 39 : direction = 3 ; #右移 self .curCol + = 1 ; elif event.keycode = = 40 : direction = 4 ; #下移 self .curRow + = 1 ; if self .isEdge(direction) = = False : self .curCol = tempCurCol; self .curRow = tempCurRow; self .shape = tempShape; self .arr = tempArr; self .drawRect(); return True ; #判断当前方块是否到达边界 def isEdge( self ,direction): tag = True ; #向左,判断边界 if direction = = 1 : for i in range ( 0 , 3 ): for j in range ( 0 , 3 ): if self .arr[j][i]! = 0 and ( self .curCol + i< 0 or self .back[ self .curRow + j][ self .curCol + i]! = 0 ): tag = False ; break ; #向右,判断边界 elif direction = = 3 : for i in range ( 0 , 3 ): for j in range ( 0 , 3 ): if self .arr[j][i]! = 0 and ( self .curCol + i> = self .cols or self .back[ self .curRow + j][ self .curCol + i]! = 0 ): tag = False ; break ; #向下,判断底部 elif direction = = 4 : for i in range ( 0 , 3 ): for j in range ( 0 , 3 ): if self .arr[i][j]! = 0 and ( self .curRow + i> = self .rows or self .back[ self .curRow + i][ self .curCol + j]! = 0 ): tag = False ; self .isDown = True ; break ; #进行变形,判断边界 elif direction = = 2 : if self .curCol< 0 : self .curCol = 0 ; if self .curCol + 2 > = self .cols: self .curCol = self .cols - 3 ; if self .curRow + 2 > = self .rows: self .curRow = self .curRow - 3 ; return tag; #方块向下移动 def brickDown( self ): while True : if self .start = = False : print ( "exit thread" ); break ; tempRow = self .curRow; self .curRow + = 1 ; if self .isEdge( 4 ) = = False : self .curRow = tempRow; self .drawRect(); #每一秒下降一格 sleep( 1 ); #运行 def __init__( self ): self .window = Tk(); self .window.title( self .title); self .window.minsize( self .width, self .height); self .window.maxsize( self .width, self .height); self .frame1 = Frame( self .window,width = 300 ,height = 600 ,bg = "black" ); self .frame1.place(x = 20 ,y = 30 ); self .canvas = Canvas( self .frame1,width = 300 ,height = 600 ,bg = "black" ); self .init(); #获得当前的方块 self .getCurBrick(); #按照数组,绘制格子 self .drawRect(); self .canvas.pack(); #监听键盘事件 self .window.bind( "<KeyPress>" , self .onKeyboardEvent); #启动方块下落线程 downThread = threading.Thread(target = self .brickDown,args = ()); downThread.start(); self .window.mainloop(); self .start = False ; pass ; if __name__ = = '__main__' : brickGame = BrickGame(); |
估计用图形界面会很少,因为本人是WEB开发。不过,怎样也抑制不住这颗喜欢写游戏的心啊!
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/rongyongfeikai2/article/details/8892785