pyQt4实现俄罗斯方块游戏


Posted in Python onJune 26, 2018

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

#!/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三水点靠木。

Python 相关文章推荐
Python编程实现删除VC临时文件及Debug目录的方法
Mar 22 Python
python urllib爬取百度云连接的实例代码
Jun 19 Python
Python3数据库操作包pymysql的操作方法
Jul 16 Python
Python Pexpect库的简单使用方法
Jan 29 Python
Python第三方库face_recognition在windows上的安装过程
May 03 Python
python如何给字典的键对应的值为字典项的字典赋值
Jul 05 Python
python与C、C++混编的四种方式(小结)
Jul 15 Python
Python实现线性插值和三次样条插值的示例代码
Nov 13 Python
python统计函数库scipy.stats的用法解析
Feb 25 Python
python小白切忌乱用表达式
May 29 Python
Python子进程subpocess原理及用法解析
Jul 16 Python
python 实现端口扫描工具
Dec 18 Python
朴素贝叶斯分类算法原理与Python实现与使用方法案例
Jun 26 #Python
python实现俄罗斯方块
Jun 26 #Python
解决python报错MemoryError的问题
Jun 26 #Python
pygame实现俄罗斯方块游戏
Jun 26 #Python
python和pygame实现简单俄罗斯方块游戏
Feb 19 #Python
解决python读取几千万行的大表内存问题
Jun 26 #Python
详解Python3的TFTP文件传输
Jun 26 #Python
You might like
十天学会php(2)
2006/10/09 PHP
PHP导航下拉菜单的实现如此简单
2013/09/22 PHP
PHP防盗链的基本思想 防盗链的设置方法
2015/09/25 PHP
PHP设置images目录不充许http访问的方法
2016/11/01 PHP
laravel批量生成假数据的方法
2019/10/09 PHP
jQuery 1.3 和 Validation 验证插件1.5.1
2009/07/09 Javascript
在iframe里的页面编写js,实现在父窗口上创建动画效果展开和收缩的div(不变动iframe父窗口代码)
2011/12/20 Javascript
解析瀑布流布局:JS+绝对定位的实现
2013/05/08 Javascript
浅析JavaScript中的同名标识符优先级
2013/12/06 Javascript
Javascript基础教程之argument 详解
2015/01/18 Javascript
js使用split函数按照多个字符对字符串进行分割的方法
2015/03/20 Javascript
DOM事件阶段以及事件捕获与事件冒泡先后执行顺序(图文详解)
2015/08/18 Javascript
详解JavaScript正则表达式之RegExp对象
2015/12/13 Javascript
JavaScript数据结构与算法之栈与队列
2016/01/29 Javascript
简单的vue-resourse获取json并应用到模板示例
2017/02/10 Javascript
微信小程序实现根据字母选择城市功能
2017/08/16 Javascript
vue结合axios与后端进行ajax交互的方法
2018/07/06 Javascript
Vue引用Swiper4插件无法重写分页器样式的解决方法
2018/09/27 Javascript
vue插件draggable实现拖拽移动图片顺序
2018/12/01 Javascript
微信小程序 Storage更新详解
2019/07/16 Javascript
在vue项目中使用sass语法问题
2019/07/18 Javascript
Python网络编程之TCP与UDP协议套接字用法示例
2018/02/02 Python
python3 实现对图片进行局部切割的方法
2018/12/05 Python
对Pyhon实现静态变量全局变量的方法详解
2019/01/11 Python
django Layui界面点击弹出对话框并请求逻辑生成分页的动态表格实例
2020/05/12 Python
什么是Python中的匿名函数
2020/06/02 Python
python 8种必备的gui库
2020/08/27 Python
CSS3 animation实现简易幻灯片轮播特效
2016/09/27 HTML / CSS
Python文件操作的面试题
2013/06/22 面试题
大专应届生个人简历的自我评价
2013/10/15 职场文书
毕业生应聘幼儿园的自荐信
2013/11/20 职场文书
简单英文演讲稿
2014/01/01 职场文书
经济担保书范文
2014/04/02 职场文书
会计主管岗位职责
2015/04/02 职场文书
狂人日记读书笔记
2015/06/30 职场文书
用javascript制作qq注册动态页面
2021/04/14 Javascript