摘要:这篇文章主要介绍了使用PyQt5模块来设计一个俄罗斯方块的小游戏。
- 游戏示例:如下视频演示了一个简单的游戏界面
-
游戏主要说明:
俄罗斯方块主要涉及了五个类别19种图形,每个图形为4个小方块组成。功能模块主要包括了显示等级,成绩,修改面板的方块数等。 -
设计思路:
分为四个类来设计,分别包括:- Game类:启动一个游戏
# Game class Game: def __init__(self): self.__board = Board()
-
Shape类:定义了俄罗斯方块的形状,边界,颜色等参数
# 形状
class Shape:
def __init__(self):
# 19种形状:tuple参数分别代表:(形状代号,左、右、上、下边缘距离,类型)
self.num = 19
self.type1 = 1
self.type2 = 2
self.type3 = 3
self.type4 = 4
self.type5 = 5
self.vL = (1, 0, 0, 0, 3, self.type1)
self.hL = (2, 0, 3, 0, 0, self.type1)
self.S = (3, 0, 1, 0, 1, self.type2)
self.lZ = (4, 0, 2, 0, 1, self.type3)
self.ruZ = (5, 0, 1, 1, 1, self.type3)
self.rZ = (6, 0, 2, 1, 0, self.type3)
self.luZ = (7, 0, 1, 0, 2, self.type3)
self.lvuF = (8, 0, 1, 0, 2, self.type4)
self.rvuF = (9, 0, 1, 0, 2, self.type4)
self.lhdF = (10, 0, 2, 0, 1, self.type4)
self.rhdF = (11, 0, 2, 0, 1, self.type4)
self.rvdF = (12, 0, 1, 0, 2, self.type4)
self.lvdF = (13, 0, 1, 2, 0, self.type4)
self.rhuF = (14, 0, 2, 1, 0, self.type4)
self.lhuF = (15, 0, 2, 0, 1, self.type4)
self.uW = (16, 0, 2, 1, 0, self.type5)
self.dW = (17, 0, 2, 0, 1, self.type5)
self.lW = (18, 0, 1, 1, 1, self.type5)
self.rW = (19, 0, 1, 0, 2, self.type5)
self.name = (
(1, 0, 0, 0, 3, self.type1), (2, 0, 3, 0, 0, self.type1),
(3, 0, 1, 0, 1, self.type2), (4, 0, 2, 0, 1, self.type3),
(6, 0, 2, 1, 0, self.type3), (7, 0, 1, 0, 2, self.type3),
(5, 0, 1, 1, 1, self.type3), (8, 0, 1, 0, 2, self.type4),
(13, 0, 1, 2, 0, self.type4), (9, 0, 1, 0, 2, self.type4),
(12, 0, 1, 0, 2, self.type4),
(15, 0, 2, 0, 1, self.type4), (10, 0, 2, 0, 1, self.type4),
(14, 0, 2, 1, 0, self.type4), (11, 0, 2, 0, 1, self.type4),
(16, 0, 2, 1, 0, self.type5), (17, 0, 2, 0, 1, self.type5),
(18, 0, 1, 1, 1, self.type5),
(19, 0, 1, 0, 2, self.type5))
self.color = (QColor(250, 150, 50), QColor(100, 100, 100), QColor(100, 150, 150), QColor(150, 100, 100))
self.num_col = len(self.color)
```
- Block类:实现一个游戏对象的规则控制
```
# 对象类
class Block:
def __init__(self, x, y, shape, mshape, color):
self.__x = x
self.__y = y
self.__color = color
self.__shape = shape
self.__sha = mshape
# 返回四个块的中心坐标
def getPos(self):
x1 = x2 = x3 = x4 = self.__x
y1 = y2 = y3 = y4 = self.__y
if self.__shape[0] == self.__sha.hL[0]:
x2 = x1 + 1
x3 = x2 + 1
x4 = x3 + 1
elif self.__shape[0] == self.__sha.vL[0]:
y2 = y1 + 1
y3 = y2 + 1
y4 = y3 + 1
elif self.__shape[0] == self.__sha.S[0]:
y2 = y1 + 1
x3 = x1 + 1
x4 = x3
y4 = y2
elif self.__shape[0] == self.__sha.lZ[0]:
x2 = x1 + 1
x3 = x2
y3 = y2 + 1
x4 = x3 + 1
y4 = y3
elif self.__shape[0] == self.__sha.ruZ[0]:
y2 = y1 + 1
x3 = x1 + 1
y3 = y1 - 1
x4 = x1 + 1
elif self.__shape[0] == self.__sha.luZ[0]:
y2 = y1 + 1
x3 = x1 + 1
y3 = y2
x4 = x3
y4 = y3 + 1
elif self.__shape[0] == self.__sha.rZ[0]:
x2 = x1 + 1
y2 = y1 - 1
x3 = x2
y3 = y2 + 1
x4 = x3 + 1
y4 = y2
elif self.__shape[0] == self.__sha.lvuF[0]:
x2 = x1 + 1
x3 = x4 = x2
y3 = y2 + 1
y4 = y3 + 1
elif self.__shape[0] == self.__sha.rvuF[0]:
x2 = x1 + 1
y3 = y2 + 1
y4 = y3 + 1
elif self.__shape[0] == self.__sha.lhdF[0]:
y2 = y1 + 1
x3 = x1 + 1
x4 = x3 + 1
elif self.__shape[0] == self.__sha.rhdF[0]:
x2 = x1 + 1
x3 = x2 + 1
x4 = x3
y4 = y3 + 1
elif self.__shape[0] == self.__sha.rvdF[0]:
y2 = y1 + 1
y3 = y2 + 1
x4 = x3 + 1
y4 = y3
elif self.__shape[0] == self.__sha.lvdF[0]:
x2 = x1 + 1
y2 = y1 - 2
x3 = x4 = x2
y3 = y1 - 1
y4 = y1
elif self.__shape[0] == self.__sha.rhuF[0]:
x2 = x1 + 1
x3 = x2 + 1
x4 = x3
y4 = y3 - 1
elif self.__shape[0] == self.__sha.lhuF[0]:
y2 = y1 + 1
x3 = x2 + 1
x4 = x3 + 1
y3 = y4 = y2
elif self.__shape[0] == self.__sha.uW[0]:
x2 = x1 + 1
x3 = x2
x4 = x3 + 1
y2 = y1 - 1
elif self.__shape[0] == self.__sha.dW[0]:
x2 = x1 + 1
x3 = x2
x4 = x3 + 1
y3 = y2 + 1
elif self.__shape[0] == self.__sha.lW[0]:
x2 = x1 + 1
x4 = x3 = x2
y2 = y1 - 1
y3 = y2 + 1
y4 = y3 + 1
elif self.__shape[0] == self.__sha.rW[0]:
y2 = y1 + 1
y3 = y2 + 1
y4 = y2
x4 = x1 + 1
return [(x1, y1), (x2, y2), (x3, y3), (x4, y4)]
# 返回边界
def getLeftBoun(self):
return self.__x - self.__shape[1]
def getRightBoun(self):
return self.__x + self.__shape[2]
def getTopBoun(self):
return self.__y - self.__shape[3]
def getDownBoun(self):
return self.__y + self.__shape[4]
# 返回形状
def getShape(self):
return self.__shape
# 返回颜色
def getColor(self):
return self.__color
# 设置颜色
def setColor(self, color):
self.__color = color
# 设置形状
def setShape(self, shape):
self.__shape = shape
# 设置坐标
def setXY(self, x, y):
self.__x = x
self.__y = y
# 返回坐标
def getXY(self):
return [self.__x, self.__y]
# 移动坐标
def __movePos(self, step_x, step_y):
self.setXY(self.__x + step_x, self.__y + step_y)
# 旋转90度
def rota90(self):
# type1
if self.__shape[-1] == self.__sha.type1:
if self.__shape[0] == self.__sha.vL[0]:
self.setShape(self.__sha.hL)
self.__movePos(-1, 1)
elif self.__shape[0] == self.__sha.hL[0]:
self.setShape(self.__sha.vL)
self.__movePos(1, -1)
# type2
elif self.__shape[-1] == self.__sha.type2:
pass
# type3
elif self.__shape[-1] == self.__sha.type3:
if self.__shape[0] == self.__sha.lZ[0]:
self.setShape(self.__sha.ruZ)
elif self.__shape[0] == self.__sha.rZ[0]:
self.setShape(self.__sha.luZ)
self.__movePos(0, -1)
elif self.__shape[0] == self.__sha.luZ[0]:
self.setShape(self.__sha.rZ)
self.__movePos(-1, 1)
elif self.__shape[0] == self.__sha.ruZ[0]:
self.setShape(self.__sha.lZ)
self.__movePos(0, -1)
# type4
elif self.__shape[-1] == self.__sha.type4:
if self.__shape[0] == self.__sha.lvuF[0]:
self.setShape(self.__sha.rhuF)
self.__movePos(0, 1)
elif self.__shape[0] == self.__sha.lvdF[0]:
self.setShape(self.__sha.lhuF)
self.__movePos(0, -2)
elif self.__shape[0] == self.__sha.rvuF[0]:
self.setShape(self.__sha.rhdF)
self.__movePos(-1, 1)
elif self.__shape[0] == self.__sha.rvdF[0]:
self.setShape(self.__sha.lhdF)
self.__movePos(-1, 1)
elif self.__shape[0] == self.__sha.lhuF[0]:
self.setShape(self.__sha.rvuF)
self.__movePos(1, 0)
elif self.__shape[0] == self.__sha.lhdF[0]:
self.setShape(self.__sha.lvuF)
self.__movePos(0, -1)
elif self.__shape[0] == self.__sha.rhuF[0]:
self.setShape(self.__sha.rvdF)
self.__movePos(1, -1)
elif self.__shape[0] == self.__sha.rhdF[0]:
self.setShape(self.__sha.lvdF)
self.__movePos(0, 1)
# type5
elif self.__shape[-1] == self.__sha.type5:
if self.__shape[0] == self.__sha.uW[0]:
self.setShape(self.__sha.rW)
self.__movePos(1, -1)
elif self.__shape[0] == self.__sha.dW[0]:
self.setShape(self.__sha.lW)
elif self.__shape[0] == self.__sha.lW[0]:
self.setShape(self.__sha.uW)
elif self.__shape[0] == self.__sha.rW[0]:
self.setShape(self.__sha.dW)
self.__movePos(-1, +1)
```
- Board 类:主要负责绘制
```
# 界面
class Board(QFrame):
def __init__(self):
super().__init__()
self.__num_y = 23
self.__num_x = 25
self.__time_step = 400
self.__initPara()
self.__initUI()
self.__initNet()
self.setFocusPolicy(Qt.StrongFocus)
# 初始化参数
def __initPara(self):
self.__score = 0
self.__level = 0
self.__timer = QBasicTimer()
self.__FACTOR = 4 / 5
self.__FACTOR_SCREEN = 0.6
self.__canvas_w = self.geometry().width() * self.__FACTOR
self.__canvas_h = self.geometry().height()
self.__szy = int(self.__canvas_h / self.__num_y)
self.__szx = int(self.__canvas_w / self.__num_x)
self.__gameOverFlag = False
self.__net = []
self.__mshape = Shape()
self.__block = Block(1, 1, self.__mshape.name[random.randint(0, self.__mshape.num - 1)], self.__mshape,
self.__mshape.color[random.randint(0, self.__mshape.num_col - 1)])
# 初始化网格列表
def __initNet(self):
self.__net = [[0 for j in range(self.__num_x - 1)] for j in range(self.__num_y - 1)]
# 初始化界面
def __initUI(self):
hb1 = QHBoxLayout()
score_info_la = QLabel('Score: ')
self.__score_la = QLabel('0')
hb1.addWidget(score_info_la)
hb1.addWidget(self.__score_la)
hb1.addStretch(1)
hb2 = QHBoxLayout()
level_info_la = QLabel('Level: ')
self.__level_la = QLabel('0')
hb2.addWidget(level_info_la)
hb2.addWidget(self.__level_la)
hb2.addStretch(1)
self.__speed_la = QLabel()
self.__speed_la.setText(str((1010 - self.__time_step) / 10))
self.__speed_label = QLabel('Speed:')
self.__sd_slider = QSlider()
self.__sd_slider.setOrientation(Qt.Horizontal)
self.__sd_slider.setMaximum(1)
self.__sd_slider.setMaximum(100)
self.__sd_slider.setValue(int((1010 - self.__time_step) / 10))
self.__sd_slider.valueChanged.connect(self.__LineEdt)
hb3 = QHBoxLayout()
hb3.addWidget(self.__speed_label)
hb3.addWidget(self.__speed_la)
hb2.addStretch(1)
x_num_la = QLabel('X number:')
self.__x_num_la_show = QLabel()
self.__x_num_la_show.setText(str(self.__num_x - 1))
hb12 = QHBoxLayout()
hb12.addWidget(x_num_la)
hb12.addWidget(self.__x_num_la_show)
hb12.addStretch(1)
self.__x_num_sl = QSlider(Qt.Horizontal, self)
self.__x_num_sl.setMaximum(100)
self.__x_num_sl.setMinimum(1)
self.__x_num_sl.setValue(self.__num_x - 1)
self.__x_num_sl.valueChanged.connect(self.__setXNum)
y_num_la = QLabel('Y number:')
self.__y_num_la_show = QLabel()
self.__y_num_la_show.setText(str(self.__num_y - 1))
hb13 = QHBoxLayout()
hb13.addWidget(y_num_la)
hb13.addWidget(self.__y_num_la_show)
hb13.addStretch(1)
self.__y_num_sl = QSlider(Qt.Horizontal, self)
self.__y_num_sl.setMinimum(1)
self.__y_num_sl.setMaximum(100)
self.__y_num_sl.setValue(self.__num_y - 1)
self.__y_num_sl.valueChanged.connect(self.__setYNum)
self.__st_btn = QPushButton('Start')
self.__st_btn.setEnabled(True)
hb7 = QHBoxLayout()
hb7.addWidget(self.__st_btn)
hb7.addStretch(1)
self.__stop_btn = QPushButton('Stop')
self.__stop_btn.setEnabled(True)
hb8 = QHBoxLayout()
hb8.addWidget(self.__stop_btn)
hb8.addStretch(1)
self.__pause_btn = QPushButton('Pause')
self.__pause_btn.setEnabled(True)
hb9 = QHBoxLayout()
hb9.addWidget(self.__pause_btn)
hb9.addStretch(1)
self.__new_btn = QPushButton('New Game')
self.__new_btn.setEnabled(True)
hb10 = QHBoxLayout()
hb10.addWidget(self.__new_btn)
hb10.addStretch(1)
self.__exit_btn = QPushButton('Exit')
self.__exit_btn.setEnabled(True)
hb11 = QHBoxLayout()
hb11.addWidget(self.__exit_btn)
hb11.addStretch(1)
self.__new_btn.clicked.connect(self.__newGameBtnAction)
self.__st_btn.clicked.connect(self.__stBtnAction)
self.__stop_btn.clicked.connect(self.__stopBtnAction)
self.__pause_btn.clicked.connect(self.__pauseBtnAction)
self.__exit_btn.clicked.connect(self.close)
self.__lcd = QLCDNumber()
self.__lcd.setMinimumSize(100, 100)
hb4 = QHBoxLayout()
hb4.addWidget(self.__lcd)
hb4.addStretch(1)
vb = QVBoxLayout()
vb.addLayout(hb1)
vb.addLayout(hb2)
vb.addLayout(hb4)
vb.addStretch(1)
vb.addLayout(hb3)
vb.addWidget(self.__sd_slider)
vb.addLayout(hb7)
vb.addLayout(hb8)
vb.addLayout(hb9)
vb.addStretch(1)
vb.addLayout(hb12)
vb.addWidget(self.__x_num_sl)
vb.addLayout(hb13)
vb.addWidget(self.__y_num_sl)
vb.addLayout(hb10)
vb.addStretch(10)
vb.addLayout(hb11)
hb5 = QHBoxLayout()
hb5.addStretch(1)
hb5.addLayout(vb)
self.setLayout(hb5)
screen = QDesktopWidget().screenGeometry()
width = screen.width() * self.__FACTOR_SCREEN
height = screen.height() * self.__FACTOR_SCREEN
x0 = screen.width() * (1 - self.__FACTOR_SCREEN) / 2
y0 = screen.height() * (1 - self.__FACTOR_SCREEN) / 2
self.setGeometry(x0, y0, width, height)
self.__canva_w = self.geometry().width() * self.__FACTOR
self.__canva_h = self.geometry().height()
self.__szx = int(self.__canva_w / self.__num_x)
self.__szy = int(self.__canva_h / self.__num_y)
self.setWindowTitle("Russian Block")
self.setWindowIcon(QIcon('example.png'))
self.show()
# 绘制网格
def __drawNetGrid(self, qp):
pen = QPen(Qt.lightGray, 1, Qt.DashLine)
qp.setPen(pen)
for i in range(self.__num_y):
qp.drawLine(int(self.__szx / 2), int(i * self.__szy + self.__szy / 2),
int(self.__num_x * self.__szx - self.__szx / 2), int(i * self.__szy + self.__szy / 2))
for i in range(self.__num_x):
qp.drawLine(int(i * self.__szx + self.__szx / 2), int(self.__szy / 2),
int(i * self.__szx + self.__szx / 2),
int(self.__num_y * self.__szy - self.__szy / 2))
# 提示Game Over
def __gameOver(self, qp, x, y):
pen = QPen(Qt.red)
qp.setPen(pen)
qp.setFont(QFont('Blackoak Std', 20))
qp.drawText(x, y, self.__canva_w / 2, self.__canva_h / 2, True, 'Game Over!')
# 类的自调用painter绘制函数
def paintEvent(self, e):
self.__canvas_w = self.geometry().width() * self.__FACTOR
self.__canvas_h = self.geometry().height()
self.__szx = int(self.__canvas_w / self.__num_x)
self.__szy = int(self.__canvas_h / self.__num_y)
qp = QPainter()
qp.begin(self)
self.__drawNetGrid(qp) # 绘制网格
# 绘制形状
for i, eles in enumerate(self.__net):
for j, ele in enumerate(eles):
if not ele == 0:
self.__drawRect(qp, j + 1, i + 1, self.__szx, self.__szy, ele)
if self.__timer.isActive():
self.__drawBlock(qp, self.__block, self.__szx, self.__szy)
# game over
if self.__gameOverFlag:
self.__gameOverFlag = False
self.__gameOver(qp, self.__canva_w / 4, self.__canva_h / 2)
qp.end()
# timer
def timerEvent(self, e):
if self.__isNextPosEmpty(self.__block, 0, 1):
self.__moveBlock(0, 1)
else:
self.__refreshFullNet(self.__block)
for k, ele in enumerate(self.__net):
if 0 not in ele:
self.__score += 1
self.__level += int(self.__score / 10)
self.__update_score()
self.__update_level()
for i in range(k):
self.__net[k - i] = self.__net[k - 1 - i]
self.__net[0] = [0 for i in range(self.__num_x - 1)]
# 游戏结束
if sum([1 for ele in self.__net[0] if not ele == 0]) > 0:
self.stop()
self.__st_btn.setEnabled(False)
self.__pause_btn.setEnabled(False)
self.__stop_btn.setEnabled(False)
self.__gameOverFlag = True
else:
self.__block = self.__generateRandomBlock()
self.update()
# 键盘按键事件
def keyPressEvent(self, e):
key = e.key()
x, y = self.__block.getXY()
if key == Qt.Key_Left:
if (x > 1) & self.__isNextPosEmpty(self.__block, -1, 0):
self.__block.setXY(x - 1, y)
elif key == Qt.Key_Right:
if self.__isNextPosEmpty(self.__block, +1, 0):
self.__block.setXY(x + 1, y)
elif key == Qt.Key_Down:
if self.__isNextPosEmpty(self.__block, 0, 2):
self.__block.setXY(x, y + 2)
elif key == Qt.Key_Up:
block = Block(self.__block.getXY()[0], self.__block.getXY()[1], self.__block.getShape(), self.__mshape,
self.__block.getColor())
block.rota90()
if (block.getDownBoun() > self.__num_y - 1) | (block.getLeftBoun() < 1) | (
block.getRightBoun() > self.__num_x - 1):
pass
else:
self.__block.rota90()
elif key == Qt.Key_P:
if self.__timer.isActive():
self.stop()
else:
self.start()
self.update()
# 窗口大小改变自动调用事件
def resizeEvent(self, e):
self.update()
# 判占位列表是否空
def __isNextPosEmpty(self, block, step_x, step_y):
bot = block.getDownBoun()
right = block.getRightBoun()
if ((bot + step_y) > self.__num_y - 1) | ((step_x > 0) & ((right + step_x) > self.__num_x - 1)):
return False
pos = block.getPos()
for p in pos:
if p[1] < 1:
pass
elif not self.__net[p[1] - 1 + step_y][p[0] - 1 + step_x] == 0:
return False
return True
# 更新占位列表
def __refreshFullNet(self, block):
for pos in block.getPos():
if (pos[0] < 1) | (pos[1] < 1) | (pos[0] > self.__num_x - 1) | (pos[1] > self.__num_y - 1):
pass
self.__net[pos[1] - 1][pos[0] - 1] = block.getColor()
# 生成一个随机对象
def __generateRandomBlock(self):
num_sha = random.randint(0, self.__mshape.num - 1)
sha = self.__mshape.name[num_sha]
num_col = random.randint(0, self.__mshape.num_col - 1)
color = self.__mshape.color[num_col]
x = random.randint(1, self.__num_x)
block = Block(x, 1, sha, self.__mshape, color)
while block.getRightBoun() > (self.__num_x - 1):
x = random.randint(1, self.__num_x)
block = Block(x, 1, sha, self.__mshape, color)
return block
# 绘制方块
def __drawRect(self, qp, x, y, szx, szy, color):
x_loca = x * szx - szx / 2
y_loca = y * szy - szy / 2
# Brush
brush = QBrush(color)
brush.setStyle(Qt.SolidPattern)
qp.setBrush(brush)
qp.drawRect(x_loca, y_loca, szx, szy)
# Pen
pen = QPen(Qt.darkBlue, 2, Qt.SolidLine)
qp.setPen(pen)
qp.drawRect(x_loca, y_loca, szx, szy)
# 绘制特定形状
def __drawBlock(self, qp, block, szx, szy):
color = block.getColor()
pos = block.getPos()
x1 = pos[0][0]
y1 = pos[0][1]
x2 = pos[1][0]
y2 = pos[1][1]
x3 = pos[2][0]
y3 = pos[2][1]
x4 = pos[3][0]
y4 = pos[3][1]
self.__drawRect(qp, x1, y1, szx, szy, color)
self.__drawRect(qp, x2, y2, szx, szy, color)
self.__drawRect(qp, x3, y3, szx, szy, color)
self.__drawRect(qp, x4, y4, szx, szy, color)
# 移动
def __moveBlock(self, speed_x, speed_y):
self.__block.setXY(self.__block.getXY()[0] + speed_x, self.__block.getXY()[1] + speed_y)
# 更新成绩
def __update_score(self):
self.__score_la.setText(str(self.__score))
self.__lcd.display(str(self.__score))
# 更新等级
def __update_level(self):
self.__level_la.setText(str(self.__level))
# 滑动条事件
def __LineEdt(self):
self.__speed_la.setText(str(self.__sd_slider.value()))
self.__time_step = 1010 - self.__sd_slider.value() * 10
if self.__stop_btn.isEnabled() & self.__pause_btn.isEnabled():
self.start()
# 设置Xnum
def __setXNum(self):
self.stop()
self.__st_btn.setEnabled(False)
self.__stop_btn.setEnabled(False)
self.__pause_btn.setEnabled(False)
self.__x_num_la_show.setText(str(self.__x_num_sl.value()))
self.__num_x = self.__x_num_sl.value()
# 设置Y Num
def __setYNum(self):
self.stop()
self.__st_btn.setEnabled(False)
self.__stop_btn.setEnabled(False)
self.__pause_btn.setEnabled(False)
self.__y_num_la_show.setText(str(self.__y_num_sl.value()))
self.__num_y = self.__y_num_sl.value()
# 开始按钮事件
def __stBtnAction(self):
if self.__timer.isActive():
pass
else:
self.__st_btn.setEnabled(False)
self.__stop_btn.setEnabled(True)
self.__pause_btn.setEnabled(True)
self.__timer.start(self.__time_step, self)
# 停止按钮事件
def __stopBtnAction(self):
if self.__timer.isActive():
self.__timer.stop()
self.__st_btn.setEnabled(False)
self.__pause_btn.setEnabled(False)
self.__stop_btn.setEnabled(False)
self.__timer.stop()
# 暂停按钮事件
def __pauseBtnAction(self):
if self.__timer.isActive():
self.__timer.stop()
self.__st_btn.setEnabled(True)
self.__pause_btn.setEnabled(False)
self.__stop_btn.setEnabled(True)
# 新游戏按钮事件
def __newGameBtnAction(self):
if self.__timer.isActive():
self.stop()
self.__initPara()
self.__initNet()
self.__st_btn.setEnabled(True)
self.__pause_btn.setEnabled(True)
self.__stop_btn.setEnabled(True)
self.update()
self.start()
# 启动时间循环时间
def start(self):
self.__timer.start(self.__time_step, self)
# 停止计时器
def stop(self):
self.__timer.stop()
- 最后:
总的来说俄罗斯方块实现起来比较方便,是进行PyQt学习的一个不错方式。另外,楼主的想法是接下来完成自动万俄罗斯方块的功能,有感兴趣的小伙伴可以下载代码自己试试看喔。 - 项目
Github
地址:https://github.com/yooongchun/Tetris