在公司實(shí)習(xí)。公司推崇Python和Django框架,所以也得跟著學(xué)點(diǎn)。
簡(jiǎn)單瞅了下Tkinter,和Canvas配合在一起,還算是簡(jiǎn)潔的界面開發(fā)API。threading.Thread創(chuàng)建新的線程,其多線程機(jī)制也算是方便。
只是canvas.create_rectangle居然不是繪制矩形,而是新建了矩形控件這點(diǎn)讓人大跌眼鏡。先開始,在線程里每次都重繪多個(gè)矩形(隨數(shù)組變化),其實(shí)是每次都新建了N個(gè)矩形,結(jié)果內(nèi)存暴增。原來(lái),對(duì)矩形進(jìn)行變更時(shí),只需用canvas.itemconfig即可。
下面就是截圖(時(shí)間太晚,明日還得上班,做得非常粗糙...沒事時(shí)再慢慢修正)。
而代碼如下:
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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 ): #是否開始 start = True ; #是否到達(dá)底部 isDown = True ; #窗體 window = None ; #frame frame1 = None ; #繪圖類 canvas = None ; #標(biāo)題 title = "BrickGame" ; #寬和高 width = 350 ; height = 670 ; #行和列 rows = 20 ; cols = 10 ; #幾種方塊 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 ] ] ] ]; #當(dāng)前的方塊 curBrick = None ; #當(dāng)前方塊數(shù)組 arr = None ; #當(dāng)前方塊形狀 shape = - 1 ; #當(dāng)前方塊的行和列(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" )); #繪制游戲的格子 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" ); #繪制當(dāng)前正在運(yùn)動(dòng)的方塊 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" ); #判斷方塊是否已經(jīng)運(yùn)動(dòng)到達(dá)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]; #判斷整行消除 self .removeRow(); #獲得下一個(gè)方塊 self .getCurBrick(); #判斷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 : #從上向下挪動(dòng) for m in xrange (i - 1 , 0 , - 1 ): for n in range ( 0 , self .cols): self .back[m + 1 ][n] = self .back[m][n]; #獲得當(dāng)前的方塊 def getCurBrick( self ): self .curBrick = randint( 0 , len ( self .brick) - 1 ); self .shape = 0 ; #當(dāng)前方塊數(shù)組 self .arr = self .brick[ self .curBrick][ self .shape]; self .curRow = 0 ; self .curCol = 1 ; #是否到底部為False self .isDown = False ; #監(jiān)聽鍵盤輸入 def onKeyboardEvent( self ,event): #未開始,不必監(jiān)聽鍵盤輸入 if self .start = = False : return ; #記錄原來(lái)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 : #變化方塊的形狀 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 ; #判斷當(dāng)前方塊是否到達(dá)邊界 def isEdge( self ,direction): tag = True ; #向左,判斷邊界 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,判斷邊界 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,判斷底部 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 ; #進(jìn)行變形,判斷邊界 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; #方塊向下移動(dòng) 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 ); #運(yùn)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(); #獲得當(dāng)前的方塊 self .getCurBrick(); #按照數(shù)組,繪制格子 self .drawRect(); self .canvas.pack(); #監(jiān)聽鍵盤事件 self .window.bind( "<KeyPress>" , self .onKeyboardEvent); #啟動(dòng)方塊下落線程 downThread = threading.Thread(target = self .brickDown,args = ()); downThread.start(); self .window.mainloop(); self .start = False ; pass ; if __name__ = = '__main__' : brickGame = BrickGame(); |
估計(jì)用圖形界面會(huì)很少,因?yàn)楸救耸荳EB開發(fā)。不過(guò),怎樣也抑制不住這顆喜歡寫游戲的心啊!
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持服務(wù)器之家。
原文鏈接:https://blog.csdn.net/rongyongfeikai2/article/details/8892785