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
使用Python编写类UNIX系统的命令行工具的教程
Apr 15 Python
Python对文件操作知识汇总
May 15 Python
Python实现爬取需要登录的网站完整示例
Aug 19 Python
python内置数据类型之列表操作
Nov 12 Python
Python多线程threading模块用法实例分析
May 22 Python
Python如何使用k-means方法将列表中相似的句子归类
Aug 08 Python
tesserocr与pytesseract模块的使用方法解析
Aug 30 Python
python输出带颜色字体实例方法
Sep 01 Python
python模式 工厂模式原理及实例详解
Feb 11 Python
python剪切视频与合并视频的实现
Mar 03 Python
解决python虚拟环境切换无效的问题
Apr 30 Python
Pycharm 跳转回之前所在页面的操作
Feb 05 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
PHP反转字符串函数strrev()函数的用法
2012/02/04 PHP
PHP+HTML+JavaScript+Css实现简单爬虫开发
2016/03/28 PHP
基于thinkPHP3.2实现微信接入及查询token值的方法
2017/04/18 PHP
yii2.0整合阿里云oss上传单个文件的示例
2017/09/19 PHP
详解php反序列化
2020/06/10 PHP
推荐30个新鲜出炉的精美 jQuery 效果
2012/03/26 Javascript
拉动滚动条加载数据的jquery代码
2012/05/03 Javascript
jquery日历控件实现方法分享
2014/03/07 Javascript
JS+CSS实现Div弹出窗口同时背景变暗的方法
2015/03/04 Javascript
JavaScript事件学习小结(一)事件流
2016/06/09 Javascript
很实用的js选项卡切换效果
2016/08/12 Javascript
实现easyui的datagrid导出为excel的示例代码
2016/11/10 Javascript
JavaScript数组操作详解
2017/02/04 Javascript
ES6入门教程之Class和Module详解
2017/05/17 Javascript
使用jQuery实现动态添加小广告
2017/07/11 jQuery
vue路由跳转时判断用户是否登录功能的实现
2017/10/26 Javascript
微信小程序 WXML节点信息查询详解
2019/07/29 Javascript
微信小程序 搜索框组件代码实例
2019/09/06 Javascript
Vue 中如何将函数作为 props 传递给组件的实现代码
2020/05/12 Javascript
Python判断操作系统类型代码分享
2014/11/22 Python
Python中super的用法实例
2015/05/28 Python
Python获取昨天、今天、明天开始、结束时间戳的方法
2018/06/01 Python
使用Python实现牛顿法求极值
2020/02/10 Python
Python包资源下载路径报404解决方案
2020/11/05 Python
台湾母婴用品限时团购:妈咪爱
2018/08/03 全球购物
database面试题
2013/03/28 面试题
电工工作职责范本
2014/02/22 职场文书
高中生操行评语大全
2014/04/25 职场文书
毕业评语大全
2014/05/04 职场文书
借款担保书范文
2014/05/13 职场文书
走进敬老院活动总结
2014/07/10 职场文书
缅怀先烈演讲稿
2014/09/03 职场文书
千手观音观后感
2015/06/03 职场文书
Python提取PDF指定内容并生成新文件
2021/06/09 Python
Opencv中cv2.floodFill算法的使用
2021/06/18 Python
Redis调用Lua脚本及使用场景快速掌握
2022/03/16 Redis