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