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Python实现俄罗斯方块小游戏

yczha大约 9 分钟python应用小游戏pythongameteris

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。

项目代码及下载地址:https://github.com/yooongchun/Tetris