本文實(shí)例為大家分享了pyQt4實(shí)現(xiàn)俄羅斯方塊游戲的具體代碼,供大家參考,具體內(nèi)容如下
站在用戶的角度思考問題,與客戶深入溝通,找到東勝網(wǎng)站設(shè)計與東勝網(wǎng)站推廣的解決方案,憑借多年的經(jīng)驗(yàn),讓設(shè)計與互聯(lián)網(wǎng)技術(shù)結(jié)合,創(chuàng)造個性化、用戶體驗(yàn)好的作品,建站類型包括:成都網(wǎng)站設(shè)計、成都做網(wǎng)站、企業(yè)官網(wǎng)、英文網(wǎng)站、手機(jī)端網(wǎng)站、網(wǎng)站推廣、國際域名空間、網(wǎng)頁空間、企業(yè)郵箱。業(yè)務(wù)覆蓋東勝地區(qū)。#!/usr/bin/python # -*- coding: utf-8 -*- import sys, random from PyQt4 import QtCore, QtGui class Tetris(QtGui.QMainWindow): #Tetris的構(gòu)造函數(shù),由于是QMainWindow的子類,所以要先調(diào)用父類的構(gòu)造函數(shù) def __init__(self): super(Tetris, self).__init__() #QtGui.QMainWindow.__init__(self) self.initUI() def initUI(self): self.tboard = Board(self) #創(chuàng)建一個Board類的實(shí)例 self.setCentralWidget(self.tboard) #將游戲窗口放到屏幕的中間 self.statusbar = self.statusBar() #創(chuàng)建狀態(tài)欄 self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage) #3種可能的信息:1.score 2.game over 3.pause self.tboard.start() #開始初始化程序 self.resize(180, 380) #游戲窗口的大小 #self.resize(480, 380) #游戲窗口的大小 self.center() self.setWindowTitle('Tetris') #窗口的名字 self.show() #這句一定不能忘了,顯示窗口 def center(self): #將游戲窗口放到屏幕的中間 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) #游戲窗口的寬和高(單位為塊) BoardWidth = 10 #寬度為10塊 BoardHeight = 22 #高度為22塊 Speed = 300 #游戲的速度 def __init__(self, parent): super(Board, self).__init__(parent) self.initBoard() def initBoard(self): ''''' 初始化一些關(guān)鍵的變量 ''' self.timer = QtCore.QBasicTimer() #創(chuàng)建一個定時器 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)坐標(biāo)處對應(yīng)的點(diǎn)的類型 def shapeAt(self, x, y): return self.board[(y * Board.BoardWidth) + x] #設(shè)置(x,y)坐標(biāo)處對應(yīng)的點(diǎn)的類型 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: #如果暫停,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()) #按鍵相應(yīng)函數(shù) def keyPressEvent(self, event): #如果游戲沒有開始(暫停)或者curPiece為空(游戲結(jié)束),響應(yīng)父窗口的按鍵事件,返回 if not self.isStarted or self.curPiece.shape() == Tetrominoe.NoShape: super(Board, self).keyPressEvent(event) return key = event.key() #捕獲按鍵 if key == QtCore.Qt.Key_P: #如果按鍵為P,暫?;蛘咧匦吕^續(xù) self.pause() return if self.isPaused: #暫停時不響應(yīng)按鍵 return elif key == QtCore.Qt.Key_Left: #如果按下了左箭頭會嘗試向左移動(也有可能移動不了) 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: #按下下箭頭,向右旋轉(zhuǎn) self.tryMove(self.curPiece.rotateRight(), self.curX, self.curY) elif key == QtCore.Qt.Key_Up: #按下上箭頭,向左旋轉(zhuǎn) self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY) elif key == QtCore.Qt.Key_Space: #按下空格鍵,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,全部設(shè)置為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一直沿著y減小的方向移動,直到不能移動或者到達(dá)底部為止 if not self.tryMove(self.curPiece, self.curX, newY - 1): break newY -= 1 #自減1 self.pieceDropped() def oneLineDown(self): if not self.tryMove(self.curPiece, self.curX, self.curY - 1): self.pieceDropped() #到達(dá)底部的時候 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() #清除排滿的行 if not self.isWaitingAfterLine: #如果不是在暫停,開始新的塊 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記錄每行shape的個數(shù) for j in range(Board.BoardWidth): if not self.shapeAt(j, i) == Tetrominoe.NoShape: n = n + 1 #如果n等于10,將行號加入要刪除的隊(duì)列 if n == 10: rowsToRemove.append(i) rowsToRemove.reverse() #行號隊(duì)列反置 for m in rowsToRemove: #從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) #統(tǒng)計消除的行數(shù) 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. 隨機(jī)地創(chuàng)建一個方塊。如果方塊不能在它起始的位置,游戲結(jié)束。 ''' self.curPiece = Shape() #當(dāng)前塊 self.curPiece.setRandomShape() #隨機(jī)設(shè)置 self.curX = Board.BoardWidth / 2 + 1 #current X位置在中心 self.curY = Board.BoardHeight - 1 + self.curPiece.minY() #將self.curPiece移動到當(dāng)前的坐標(biāo)處,如果不能移動,游戲結(jié)束。 #curPiece置為空,timer停止,顯示消息'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 否則的話,變動位置并返回True ''' for i in range(4): x = newX + newPiece.x(i) y = newY - newPiece.y(i) ''''' 如果x<0說明已經(jīng)到了左邊緣;如果x>=Board.BoardWidth,說明已經(jīng)到了右邊緣 如果y<0說明已經(jīng)到了底部;如果x>=Board.BoardHeight,說明已經(jīng)到了最頂部 以上情況均不能移動,返回False ''' if x < 0 or x >= Board.BoardWidth or y < 0 or y >= Board.BoardHeight: return False #如果當(dāng)前的位置不為空,返回False if self.shapeAt(x, y) != Tetrominoe.NoShape: return False self.curPiece = newPiece self.curX = newX #現(xiàn)在的坐標(biāo)變?yōu)樾伦鴺?biāo) 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): ''''' 定義游戲中出現(xiàn)的形狀,共有8種,分別用0-7表示。 其中0表示沒有形狀,1-7表示可能出現(xiàn)的形狀:Z,S,Line,T,Square,L,MirroredL。 相當(dāng)于C++中的枚舉類型,用有意義的字符串名代替數(shù)字 ''' NoShape = 0 ZShape = 1 SShape = 2 LineShape = 3 TShape = 4 SquareShape = 5 LShape = 6 MirroredLShape = 7 class Shape(object): ''''' Shape類保存每種方塊的信息 ''' #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) #返回當(dāng)前shape類型 def shape(self): return self.pieceShape def setShape(self, shape): table = Shape.coordsTable[shape] #table是對應(yīng)的tuple元組 #將對應(yīng)的table賦給self.coords for i in range(4): for j in range(2): self.coords[i][j] = table[i][j] self.pieceShape = shape #隨機(jī)獲取一個塊形狀(從1,2,3,4,5,6,7中隨機(jī)選1個) def setRandomShape(self): self.setShape(random.randint(1, 7)) #返回index的x坐標(biāo),index是從0-3,分別表示方塊對應(yīng)的4個點(diǎn) def x(self, index): return self.coords[index][0] #返回index的y坐標(biāo) def y(self, index): return self.coords[index][1] #設(shè)置當(dāng)前index的x坐標(biāo) def setX(self, index, x): self.coords[index][0] = x #設(shè)置當(dāng)前index的y坐標(biāo) def setY(self, index, y): self.coords[index][1] = y #返回當(dāng)前塊的最小x坐標(biāo) def minX(self): m = self.coords[0][0] for i in range(4): m = min(m, self.coords[i][0]) return m #返回當(dāng)前塊的大x坐標(biāo) def maxX(self): m = self.coords[0][0] for i in range(4): m = max(m, self.coords[i][0]) return m #返回當(dāng)前塊的最小y坐標(biāo) def minY(self): m = self.coords[0][1] for i in range(4): m = min(m, self.coords[i][1]) return m #返回當(dāng)前塊的大y坐標(biāo) 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 #如果塊是方塊的話,直接返回當(dāng)前塊,不做任何處理 if self.pieceShape == Tetrominoe.SquareShape: return self result = Shape() result.pieceShape = self.pieceShape for i in range(4): #將i點(diǎn)的x坐標(biāo)換為y坐標(biāo) result.setX(i, self.y(i)) #將i點(diǎn)的y坐標(biāo)換為-x坐標(biāo) result.setY(i, -self.x(i)) #返回新的左旋后的方塊 return result def rotateRight(self): #如果塊是方塊的話,直接返回當(dāng)前塊,不做任何處理 if self.pieceShape == Tetrominoe.SquareShape: return self result = Shape() result.pieceShape = self.pieceShape for i in range(4): #將i點(diǎn)的x坐標(biāo)換為-y坐標(biāo) result.setX(i, -self.y(i)) #將i點(diǎn)的y坐標(biāo)換為x坐標(biāo) result.setY(i, self.x(i)) #返回新的右旋后的方塊 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(): #創(chuàng)建一個界面app app = QtGui.QApplication([]) #創(chuàng)建一個俄羅斯方塊類 tetris = Tetris() #進(jìn)入主循環(huán) app.exec_() if __name__ == '__main__': main()
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