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python制作俄罗斯方块

标签: 欧亿体育 2024-02-12 

python制作俄罗斯方块

简介

俄罗斯方块》(Tetris, 俄文:Тетрис)是一款由俄罗斯人阿列克谢·帕基特诺夫于1984年6月发明的休闲游戏。
该游戏曾经被多家公司代理过。经过多轮诉讼后,该游戏的代理权最终被任天堂获得。 [1] 任天堂对于俄罗斯方块来说意义重大,因为将它与GB搭配在一起后,获得了巨大的成功。 [1]
《俄罗斯方块》的基本规则是移动、旋转和摆放游戏自动输出的各种方块,使之排列成完整的一行或多行并且消除得分。

编码

搭建基础页面

首先是创建一个python文件

  • 创建一个窗体,用来显示这个游戏的界面

代码

import tkinter as tk
# 首先创建一个窗体
win = tk.Tk()
win.mainloop()

运行结果

  • 绘制格子

原理如下

  • 画格子,这里主要应用的是tkinter里面Canvas功能。

    代码如下
import tkinter as tk

# 设置行数和列数
row = 20
col = 12

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = row * cell_size
width = col * cell_size

# 首先创建一个窗体
win = tk.Tk()

# 在画板上绘制格子
def draw_cell(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

def draw_blank_board(canvas):
    for ri in range(row):
        for cj in range(col):
            draw_cell(canvas, cj, ri)


# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

draw_blank_board(canvas)

win.mainloop()
  • 绘制俄罗斯方块
    现根据这个规则绘制一个看看情况

    代码讲解
import tkinter as tk

# 设置行数和列数
Row = 20
Col = 12

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue"
}

# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
draw_blank_board(canvas)

# 开始画图形了, 这里是先测试一下
draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])


win.mainloop()

运行结果,通过运行结果可以看出来没有太大的问题

  • 绘制其他的样式的格子
    这里是其他的格子的各种坐标,只需要往上面的代码中的SHAPES和SHAPESCOLOR中放就可以了。

演示代码

import tkinter as tk

# 设置行数和列数
Row = 20
Col = 12

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
    "S":[(-1, 0),(0, 0),(0, -1),(1, -1)],
    "T":[(-1, 0),(0, 0),(0, -1),(1, 0)],
    "I":[(0, 1),(0, 0),(0, -1),(0, -2)],
    "L":[(-1, 0),(0, 0),(-1, -1),(-1, -2)],
    "J":[(-1, 0),(0, 0),(0, 1),(0, -2)],
    "Z":[(-1, -1),(0, -1),(0, 0),(1, 0)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue",
    "S":"red",
    "T":"yellow",
    "I":"green",
    "L":"purple",
    "J":"orange",
    "Z":"Cyan",
}

# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
draw_blank_board(canvas)

# 开始画图形了, 这里是先测试一下
draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])


win.mainloop()

运行结果
通过测试这个各种的图形格子是完成了的。

让格子动起来

让这个格子使人感觉动起来,主要的原理就是设置一个刷新时间,然后这个格子不断的加载,然后不断的刷新,这样是利用的是game_loop(),draw_block_move(canvas, block, direction=[0,0])两个函数。

代码讲解

import tkinter as tk
import time
# 设置行数和列数
Row = 20
Col = 12

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
    "S":[(-1, 0),(0, 0),(0, -1),(1, -1)],
    "T":[(-1, 0),(0, 0),(0, -1),(1, 0)],
    "I":[(0, 1),(0, 0),(0, -1),(0, -2)],
    "L":[(-1, 0),(0, 0),(-1, -1),(-1, -2)],
    "J":[(-1, 0),(0, 0),(0, 1),(0, -2)],
    "Z":[(-1, -1),(0, -1),(0, 0),(1, 0)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue",
    "S":"red",
    "T":"yellow",
    "I":"green",
    "L":"purple",
    "J":"orange",
    "Z":"Cyan",
}

# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
draw_blank_board(canvas)

# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])

# 设置格子的刷新频率,单位是毫秒
FPS = 500

# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
    """
    :param canvas: 面板对象
    :param block: 俄罗斯方块
    :param direction: 移动的方向
    :return:
    """
    shape_type = block['kind']
    c, r = block['cr']
    cell_list = block['cell_list']

    draw_cells(canvas, c, r, cell_list)

    dc, dr = direction
    new_c, new_r = c + dc, r + dr
    block['cr'] = [new_c, new_r]
    draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])

# 用字典定义每个形状的属性
one_block = {
    'kind': 'O', # 对应俄罗斯方块的类型
    'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
    'cr': [3, 3], # 对应的行列坐标
}

draw_block_move(canvas, one_block)
# 让游戏不断循环 通过递归实现
def game_loop():
    win.update()

    # 往下走
    down = [0, 1]
    draw_block_move(canvas, one_block, down)
    win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号

game_loop()
win.mainloop()

运行结果
这里生成了一个,往下掉的小俄罗斯方块。

生成,固定,变换,移动

生成和固定

演示代码

import tkinter as tk
import random

# 设置行数和列数
Row = 20
Col = 12

# 设置格子的刷新频率,单位是毫秒
FPS = 50

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
    "S": [(-1, 0), (0, 0), (0, -1), (1, -1)],
    "T": [(-1, 0), (0, 0), (0, -1), (1, 0)],
    "I": [(0, 1), (0, 0), (0, -1), (0, -2)],
    "L": [(-1, 0), (0, 0), (-1, -1), (-1, -2)],
    "J": [(-1, 0), (0, 0), (0, -1), (0, -2)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue",
    "S":"red",
    "T":"yellow",
    "I":"green",
    "L":"purple",
    "J":"orange",
    "Z":"Cyan",
}

# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

# 绘制板块
def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

# 绘制单元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
draw_blank_board(canvas)

block_list = []
for i in range(Row):
    i_row = ['' for j in range(Col)]
    block_list.append(i_row)


# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])


# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
    """
    :param canvas: 面板对象
    :param block: 俄罗斯方块
    :param direction: 移动的方向
    :return:
    """
    shape_type = block['kind']
    c, r = block['cr']
    cell_list = block['cell_list']

    draw_cells(canvas, c, r, cell_list)

    dc, dr = direction
    new_c, new_r = c + dc, r + dr
    block['cr'] = [new_c, new_r]
    draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])

# 用字典定义每个形状的属性
one_block = {
    'kind': 'O', # 对应俄罗斯方块的类型
    'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
    'cr': [3, 3], # 对应的行列坐标
}

# 测试代码
# draw_block_move(canvas, one_block)

def product_new_block():
    # 随机生成新的俄罗斯方块
    kind = random.choice(list(SHAPES.keys()))

    cr = [Col // 2, 0]
    new_block = {
        "kind": kind,
        "cell_list": SHAPES[kind],
        'cr': cr
    }
    return new_block

def check_move(block, direction=[0,0]):
    """
    :param block:俄罗斯方块的前身
    :param direction: 移动方向
    :return: boolean 是否可以朝着指定的方向移动
    """
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc + direction[0]
        r = cell_r + cr + direction[1]

        # 判断边界
        if c < 0 or c >= Col or r >= Row:
            return False
        # r >= 0是防止格子下不来的情况
        if r >= 0 and block_list[r][c]:
            return False
    return True

# 保存当前的俄罗斯方块到列表里面
def save_to_block_list(block):
    shape_type = block['kind']
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc
        r = cell_r + cr

        block_list[r][c] = shape_type




# 让游戏不断循环 通过递归实现
def game_loop():
    win.update()

    global current_block
    # 如果当前没有俄罗斯方块 产生一个新的
    if current_block is None:
        # 生成新的俄罗斯方块
        new_block = product_new_block()
        draw_block_move(canvas, new_block)
        current_block = new_block
    # 如果当前有了就往下走
    else:
        if check_move(current_block, [0, 1]):
            draw_block_move(canvas, current_block, [0, 1])
        else:
            # 保存当前的俄罗斯方块
            save_to_block_list(current_block)
            current_block = None
    win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号

# 当前的俄罗斯方块
current_block = None

game_loop()
win.mainloop()

在这这里我们实现了这个俄罗斯方块的不断的生成,和俄罗斯方块的不断的叠加,基本实现了俄罗斯方块的生产功能。

运行结果

移动

运行结果
这个效果就是可以左右移动,具体代码看下面,主要依靠的是horizontal_move_block(event)这个函数的实现。

完整代码

import tkinter as tk
import random

# 设置行数和列数
Row = 20
Col = 12

# 设置格子的刷新频率,单位是毫秒
FPS = 50

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
    "S": [(-1, 0), (0, 0), (0, -1), (1, -1)],
    "T": [(-1, 0), (0, 0), (0, -1), (1, 0)],
    "I": [(0, 1), (0, 0), (0, -1), (0, -2)],
    "L": [(-1, 0), (0, 0), (-1, -1), (-1, -2)],
    "J": [(-1, 0), (0, 0), (0, -1), (0, -2)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue",
    "S":"red",
    "T":"yellow",
    "I":"green",
    "L":"purple",
    "J":"orange",
    "Z":"Cyan",
}

# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

# 绘制板块
def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

# 绘制单元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
draw_blank_board(canvas)

block_list = []
for i in range(Row):
    i_row = ['' for j in range(Col)]
    block_list.append(i_row)


# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])


# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
    """
    :param canvas: 面板对象
    :param block: 俄罗斯方块
    :param direction: 移动的方向
    :return:
    """
    shape_type = block['kind']
    c, r = block['cr']
    cell_list = block['cell_list']

    draw_cells(canvas, c, r, cell_list)

    dc, dr = direction
    new_c, new_r = c + dc, r + dr
    block['cr'] = [new_c, new_r]
    draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])

# 用字典定义每个形状的属性
one_block = {
    'kind': 'O', # 对应俄罗斯方块的类型
    'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
    'cr': [3, 3], # 对应的行列坐标
}

# 测试代码
# draw_block_move(canvas, one_block)

def product_new_block():
    # 随机生成新的俄罗斯方块
    kind = random.choice(list(SHAPES.keys()))

    cr = [Col // 2, 0]
    new_block = {
        "kind": kind,
        "cell_list": SHAPES[kind],
        'cr': cr
    }
    return new_block

def check_move(block, direction=[0,0]):
    """
    :param block:俄罗斯方块的前身
    :param direction: 移动方向
    :return: boolean 是否可以朝着指定的方向移动
    """
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc + direction[0]
        r = cell_r + cr + direction[1]

        # 判断边界
        if c < 0 or c >= Col or r >= Row:
            return False
        # r >= 0是防止格子下不来的情况
        if r >= 0 and block_list[r][c]:
            return False
    return True

# 保存当前的俄罗斯方块到列表里面
def save_to_block_list(block):
    shape_type = block['kind']
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc
        r = cell_r + cr

        block_list[r][c] = shape_type


def horizontal_move_block(event):
    """
    左右水平移动俄罗斯方块
    event:键盘的监听事件
    """
    # 这里只设置了左右两个方向
    direction = [0, 0]
    if event.keysym == 'Left':
        direction = [-1, 0]
    elif event.keysym == 'Right':
        direction = [1, 0]
    else:
        return

    global current_block
    if current_block is not None and check_move(current_block, direction):
        draw_block_move(canvas, current_block, direction)


# 让游戏不断循环 通过递归实现
def game_loop():
    win.update()

    global current_block
    # 如果当前没有俄罗斯方块 产生一个新的
    if current_block is None:
        # 生成新的俄罗斯方块
        new_block = product_new_block()
        draw_block_move(canvas, new_block)
        current_block = new_block
    # 如果当前有了就往下走
    else:
        if check_move(current_block, [0, 1]):
            draw_block_move(canvas, current_block, [0, 1])
        else:
            # 保存当前的俄罗斯方块
            save_to_block_list(current_block)
            current_block = None
    win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号

# 当前的俄罗斯方块
current_block = None

# 画布聚焦
canvas.focus_set()
# 添加左右移动的事件
canvas.bind("", horizontal_move_block)
canvas.bind("", horizontal_move_block)


game_loop()
win.mainloop()
变换

这个是让这个俄罗斯方块的角度可以发生变换,主要的是利用这个函数,这个rotate_block是角度的旋转,这个land是马上下去的功能。

def rotate_block(event):
    global current_block
    if current_block is None:
        return
 
    cell_list = current_block['cell_list']
    rotate_list = []
    for cell in cell_list:
        cell_c, cell_r = cell
        rotate_cell = [cell_r, -cell_c]
        rotate_list.append(rotate_cell)
 
    block_after_rotate = {
        'kind': current_block['kind'],  # 对应俄罗斯方块的类型
        'cell_list': rotate_list,
        'cr': current_block['cr']
    }
 
    if check_move(block_after_rotate):
        cc, cr= current_block['cr']
        draw_cells(canvas, cc, cr, current_block['cell_list'])
        draw_cells(canvas, cc, cr, rotate_list,SHAPESCOLOR[current_block['kind']])
        current_block = block_after_rotate
 
 
def land(event):
    global current_block
    if current_block is None:
        return
 
    cell_list = current_block['cell_list']
    cc, cr = current_block['cr']
    min_height = R
    for cell in cell_list:
        cell_c, cell_r = cell
        c, r = cell_c + cc, cell_r + cr
        if block_list[r][c]:
            return
        h = 0
        for ri in range(r+1, R):
            if block_list[ri][c]:
                break
            else:
                h += 1
        if h < min_height:
            min_height = h
 
    down = [0, min_height]
    if check_move(current_block, down):
        draw_block_move(canvas, current_block, down)

完整的代码

import tkinter as tk
import random

# 设置行数和列数
Row = 20
Col = 12

# 设置格子的刷新频率,单位是毫秒
FPS = 250

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
    "S": [(-1, 0), (0, 0), (0, -1), (1, -1)],
    "T": [(-1, 0), (0, 0), (0, -1), (1, 0)],
    "I": [(0, 1), (0, 0), (0, -1), (0, -2)],
    "L": [(-1, 0), (0, 0), (-1, -1), (-1, -2)],
    "J": [(-1, 0), (0, 0), (0, -1), (0, -2)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue",
    "S":"red",
    "T":"yellow",
    "I":"green",
    "L":"purple",
    "J":"orange",
    "Z":"Cyan",
}

# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

# 绘制板块
def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

# 绘制单元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
draw_blank_board(canvas)

block_list = []
for i in range(Row):
    i_row = ['' for j in range(Col)]
    block_list.append(i_row)


# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])


# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
    """
    :param canvas: 面板对象
    :param block: 俄罗斯方块
    :param direction: 移动的方向
    :return:
    """
    shape_type = block['kind']
    c, r = block['cr']
    cell_list = block['cell_list']

    draw_cells(canvas, c, r, cell_list)

    dc, dr = direction
    new_c, new_r = c + dc, r + dr
    block['cr'] = [new_c, new_r]
    draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])

# 用字典定义每个形状的属性
one_block = {
    'kind': 'O', # 对应俄罗斯方块的类型
    'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
    'cr': [3, 3], # 对应的行列坐标
}

# 测试代码
# draw_block_move(canvas, one_block)

def product_new_block():
    # 随机生成新的俄罗斯方块
    kind = random.choice(list(SHAPES.keys()))

    cr = [Col // 2, 0]
    new_block = {
        "kind": kind,
        "cell_list": SHAPES[kind],
        'cr': cr
    }
    return new_block

def check_move(block, direction=[0,0]):
    """
    :param block:俄罗斯方块的前身
    :param direction: 移动方向
    :return: boolean 是否可以朝着指定的方向移动
    """
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc + direction[0]
        r = cell_r + cr + direction[1]

        # 判断边界
        if c < 0 or c >= Col or r >= Row:
            return False
        # r >= 0是防止格子下不来的情况
        if r >= 0 and block_list[r][c]:
            return False
    return True

# 保存当前的俄罗斯方块到列表里面
def save_to_block_list(block):
    shape_type = block['kind']
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc
        r = cell_r + cr

        block_list[r][c] = shape_type


def horizontal_move_block(event):
    """
    左右水平移动俄罗斯方块
    event:键盘的监听事件
    """
    # 这里只设置了左右两个方向
    direction = [0, 0]
    if event.keysym == 'Left':
        direction = [-1, 0]
    elif event.keysym == 'Right':
        direction = [1, 0]
    else:
        return

    global current_block
    if current_block is not None and check_move(current_block, direction):
        draw_block_move(canvas, current_block, direction)


def rotate_block(event):
    global current_block
    if current_block is None:
        return

    cell_list = current_block['cell_list']
    rotate_list = []
    for cell in cell_list:
        cell_c, cell_r = cell
        rotate_cell = [cell_r, -cell_c]
        rotate_list.append(rotate_cell)

    block_after_rotate = {
        'kind': current_block['kind'],  # 对应俄罗斯方块的类型
        'cell_list': rotate_list,
        'cr': current_block['cr']
    }

    if check_move(block_after_rotate):
        cc, cr = current_block['cr']
        draw_cells(canvas, cc, cr, current_block['cell_list'])
        draw_cells(canvas, cc, cr, rotate_list, SHAPESCOLOR[current_block['kind']])
        current_block = block_after_rotate


def land(event):
    global current_block
    if current_block is None:
        return

    cell_list = current_block['cell_list']
    cc, cr = current_block['cr']
    min_height = Row
    for cell in cell_list:
        cell_c, cell_r = cell
        c, r = cell_c + cc, cell_r + cr
        if block_list[r][c]:
            return
        h = 0
        for ri in range(r + 1, Row):
            if block_list[ri][c]:
                break
            else:
                h += 1
        if h < min_height:
            min_height = h

    down = [0, min_height]
    if check_move(current_block, down):
        draw_block_move(canvas, current_block, down)


# 让游戏不断循环 通过递归实现
def game_loop():
    win.update()

    global current_block
    # 如果当前没有俄罗斯方块 产生一个新的
    if current_block is None:
        # 生成新的俄罗斯方块
        new_block = product_new_block()
        draw_block_move(canvas, new_block)
        current_block = new_block
    # 如果当前有了就往下走
    else:
        if check_move(current_block, [0, 1]):
            draw_block_move(canvas, current_block, [0, 1])
        else:
            # 保存当前的俄罗斯方块
            save_to_block_list(current_block)
            current_block = None
    win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号

# 当前的俄罗斯方块
current_block = None

# 画布聚焦
canvas.focus_set()
# 添加左右移动的事件
canvas.bind("", horizontal_move_block)
canvas.bind("", horizontal_move_block)
# 添加变化角度的事件
canvas.bind("", rotate_block)
canvas.bind("", land)


game_loop()
win.mainloop()

运行结果
现在这个俄罗斯方块可以上下角度变化了。

清除与得分

在这版本中,实现了清除与得分的功能,每次清除这个俄罗斯方块,都可以+10的奖励,最后当不可以继续下去了,这个游戏就结束了,然后就退出了。

import tkinter as tk
from tkinter import messagebox
import random

# 设置行数和列数
Row = 20
Col = 12

# 设置格子的刷新频率,单位是毫秒
FPS = 150

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
    "S": [(-1, 0), (0, 0), (0, -1), (1, -1)],
    "T": [(-1, 0), (0, 0), (0, -1), (1, 0)],
    "I": [(0, 1), (0, 0), (0, -1), (0, -2)],
    "L": [(-1, 0), (0, 0), (-1, -1), (-1, -2)],
    "J": [(-1, 0), (0, 0), (0, -1), (0, -2)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue",
    "S":"red",
    "T":"yellow",
    "I":"green",
    "L":"purple",
    "J":"orange",
    "Z":"Cyan",
}
# 绘制面板,将draw_blank_board方法修改成如下方法
def draw_board(canvas, block_list):
    for ri in range(Row):
        for ci in range(Col):
            cell_type = block_list[ri][ci]
            if cell_type:
                draw_cell_background(canvas, ci, ri, SHAPESCOLOR[cell_type])
            else:
                draw_cell_background(canvas, ci, ri)
# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

# 绘制板块
def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

# 绘制单元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
block_list = []
for i in range(Row):
    i_row = ['' for j in range(Col)]
    block_list.append(i_row)

draw_board(canvas, block_list)


# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])


# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
    """
    :param canvas: 面板对象
    :param block: 俄罗斯方块
    :param direction: 移动的方向
    :return:
    """
    shape_type = block['kind']
    c, r = block['cr']
    cell_list = block['cell_list']

    draw_cells(canvas, c, r, cell_list)

    dc, dr = direction
    new_c, new_r = c + dc, r + dr
    block['cr'] = [new_c, new_r]
    draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])

# 用字典定义每个形状的属性
one_block = {
    'kind': 'O', # 对应俄罗斯方块的类型
    'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
    'cr': [3, 3], # 对应的行列坐标
}

# 测试代码
# draw_block_move(canvas, one_block)

def product_new_block():
    # 随机生成新的俄罗斯方块
    kind = random.choice(list(SHAPES.keys()))

    cr = [Col // 2, 0]
    new_block = {
        "kind": kind,
        "cell_list": SHAPES[kind],
        'cr': cr
    }
    return new_block

def check_move(block, direction=[0,0]):
    """
    :param block:俄罗斯方块的前身
    :param direction: 移动方向
    :return: boolean 是否可以朝着指定的方向移动
    """
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc + direction[0]
        r = cell_r + cr + direction[1]

        # 判断边界
        if c < 0 or c >= Col or r >= Row:
            return False
        # r >= 0是防止格子下不来的情况
        if r >= 0 and block_list[r][c]:
            return False
    return True

# 保存当前的俄罗斯方块到列表里面
def save_to_block_list(block):
    shape_type = block['kind']
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc
        r = cell_r + cr

        block_list[r][c] = shape_type


def horizontal_move_block(event):
    """
    左右水平移动俄罗斯方块
    event:键盘的监听事件
    """
    # 这里只设置了左右两个方向
    direction = [0, 0]
    if event.keysym == 'Left':
        direction = [-1, 0]
    elif event.keysym == 'Right':
        direction = [1, 0]
    else:
        return

    global current_block
    if current_block is not None and check_move(current_block, direction):
        draw_block_move(canvas, current_block, direction)


def rotate_block(event):
    global current_block
    if current_block is None:
        return

    cell_list = current_block['cell_list']
    rotate_list = []
    for cell in cell_list:
        cell_c, cell_r = cell
        rotate_cell = [cell_r, -cell_c]
        rotate_list.append(rotate_cell)

    block_after_rotate = {
        'kind': current_block['kind'],  # 对应俄罗斯方块的类型
        'cell_list': rotate_list,
        'cr': current_block['cr']
    }

    if check_move(block_after_rotate):
        cc, cr = current_block['cr']
        draw_cells(canvas, cc, cr, current_block['cell_list'])
        draw_cells(canvas, cc, cr, rotate_list, SHAPESCOLOR[current_block['kind']])
        current_block = block_after_rotate


def land(event):
    global current_block
    if current_block is None:
        return

    cell_list = current_block['cell_list']
    cc, cr = current_block['cr']
    min_height = Row
    for cell in cell_list:
        cell_c, cell_r = cell
        c, r = cell_c + cc, cell_r + cr
        if block_list[r][c]:
            return
        h = 0
        for ri in range(r + 1, Row):
            if block_list[ri][c]:
                break
            else:
                h += 1
        if h < min_height:
            min_height = h

    down = [0, min_height]
    if check_move(current_block, down):
        draw_block_move(canvas, current_block, down)



# 在原有的rotate_block方法(外)下面添加
def check_row_complete(row):
    for cell in row:
        if cell == '':
            return False

    return True


score = 0
win.title("SCORES: %s" % score)  # 标题中展示分数


def check_and_clear():
    has_complete_row = False
    for ri in range(len(block_list)):
        if check_row_complete(block_list[ri]):
            has_complete_row = True
            # 当前行可消除
            if ri > 0:
                for cur_ri in range(ri, 0, -1):
                    block_list[cur_ri] = block_list[cur_ri - 1][:]
                block_list[0] = ['' for j in range(Col)]
            else:
                block_list[ri] = ['' for j in range(Col)]
            global score
            # 每消除一次 加10分
            score += 10


    if has_complete_row:
        draw_board(canvas, block_list)
        # 重新绘制
        win.title("SCORES: %s" % score)


# 让游戏不断循环 通过递归实现
def game_loop():
    win.update()

    global current_block
    # 如果当前没有俄罗斯方块 产生一个新的
    if current_block is None:
        # 生成新的俄罗斯方块
        new_block = product_new_block()
        draw_block_move(canvas, new_block)
        current_block = new_block

        # 游戏结束
        if not check_move(current_block, [0, 0]):
            messagebox.showinfo("Game Over!", "Your Score is %s" % score)
            win.destroy()
            return

    # 如果当前有了就往下走
    else:
        if check_move(current_block, [0, 1]):
            draw_block_move(canvas, current_block, [0, 1])
        else:
            # 保存当前的俄罗斯方块
            save_to_block_list(current_block)
            current_block = None
    # 游戏结束
    check_and_clear()
    win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号

# 当前的俄罗斯方块
current_block = None

# 画布聚焦
canvas.focus_set()
# 添加左右移动的事件
canvas.bind("", horizontal_move_block)
canvas.bind("", horizontal_move_block)
# 添加变化角度的事件
canvas.bind("", rotate_block)
canvas.bind("", land)


game_loop()
win.mainloop()

运行结果
这个是游戏最后的样子,其实可以后面再加一个数据库的功能,记录每一次的得分结果。

完整代码

import tkinter as tk
from tkinter import messagebox
import random

# 设置行数和列数
Row = 20
Col = 12

# 设置格子的刷新频率,单位是毫秒
FPS = 150

# 设置每个格子的大小
cell_size = 30

# 设置窗口的高和宽
height = Row * cell_size
width = Col * cell_size

# 设置不同形状的格子
SHAPES = {
    "Z": [(-1, -1), (0, -1), (0, 0), (1, 0)],
    "O": [(-1, -1), (0, -1), (-1, 0), (0, 0)],
    "S": [(-1, 0), (0, 0), (0, -1), (1, -1)],
    "T": [(-1, 0), (0, 0), (0, -1), (1, 0)],
    "I": [(0, 1), (0, 0), (0, -1), (0, -2)],
    "L": [(-1, 0), (0, 0), (-1, -1), (-1, -2)],
    "J": [(-1, 0), (0, 0), (0, -1), (0, -2)]
}

# 设置格子的颜色
SHAPESCOLOR = {
    "O":"blue",
    "S":"red",
    "T":"yellow",
    "I":"green",
    "L":"purple",
    "J":"orange",
    "Z":"Cyan",
}
# 绘制面板,将draw_blank_board方法修改成如下方法
def draw_board(canvas, block_list):
    for ri in range(Row):
        for ci in range(Col):
            cell_type = block_list[ri][ci]
            if cell_type:
                draw_cell_background(canvas, ci, ri, SHAPESCOLOR[cell_type])
            else:
                draw_cell_background(canvas, ci, ri)
# 在画板上绘制格子
def draw_cell_background(canvas, col, row, color="#CCCCCC"):
    x0 = col * cell_size
    y0 = row * cell_size

    x1 = col * cell_size + cell_size
    y1 = row * cell_size + cell_size

    # 创建矩形
    canvas.create_rectangle(x0, y0, x1, y1, fill=color, outline="white", width=2)

# 绘制板块
def draw_blank_board(canvas):
    for ri in range(Row):
        for cj in range(Col):
            draw_cell_background(canvas, cj, ri)

# 绘制单元格
def draw_cells(canvas, col, row, cell_list, color="#CCCCCC"):
    """
    :param canvas: 画板对象
    :param col: 这个形状的的原点所在的列
    :param row: 这个形状所的原点所在的行
    :param cell_list: 这个形状各个格子相对于自身的原点所处的位置坐标
    :param color: 这个形状的颜色
    :return:
    """
    for cell in cell_list:
        cell_col, cell_row = cell
        ci = cell_col + col
        ri = cell_row + row
        # 判断是否越界
        if 0 <= col < Col and 0 <= row < Row:
            draw_cell_background(canvas, ci, ri, color)

# 首先创建一个窗体
win = tk.Tk()

# 绘制画布的长宽
canvas = tk.Canvas(win, width=width, height=height)

# 打包放置组件对象
canvas.pack()

# 画背景
block_list = []
for i in range(Row):
    i_row = ['' for j in range(Col)]
    block_list.append(i_row)

draw_board(canvas, block_list)


# 开始画图形了, 这里是先测试一下
# draw_cells(canvas, 3, 3, SHAPES['O'], SHAPESCOLOR['O'])
# draw_cells(canvas, 3, 8, SHAPES['S'], SHAPESCOLOR['S'])
# draw_cells(canvas, 3, 13, SHAPES['T'], SHAPESCOLOR['T'])
# draw_cells(canvas, 8, 3, SHAPES['I'], SHAPESCOLOR['I'])
# draw_cells(canvas, 8, 8, SHAPES['L'], SHAPESCOLOR['L'])
# draw_cells(canvas, 8, 13, SHAPES['J'], SHAPESCOLOR['J'])
# draw_cells(canvas, 5, 18, SHAPES['Z'], SHAPESCOLOR['Z'])


# 定义让俄罗斯方块移动的方法
def draw_block_move(canvas, block, direction=[0,0]):
    """
    :param canvas: 面板对象
    :param block: 俄罗斯方块
    :param direction: 移动的方向
    :return:
    """
    shape_type = block['kind']
    c, r = block['cr']
    cell_list = block['cell_list']

    draw_cells(canvas, c, r, cell_list)

    dc, dr = direction
    new_c, new_r = c + dc, r + dr
    block['cr'] = [new_c, new_r]
    draw_cells(canvas, new_c, new_r, cell_list, SHAPESCOLOR[shape_type])

# 用字典定义每个形状的属性
one_block = {
    'kind': 'O', # 对应俄罗斯方块的类型
    'cell_list': SHAPES['O'], # 对应的每个俄罗斯方块的坐标
    'cr': [3, 3], # 对应的行列坐标
}

# 测试代码
# draw_block_move(canvas, one_block)

def product_new_block():
    # 随机生成新的俄罗斯方块
    kind = random.choice(list(SHAPES.keys()))

    cr = [Col // 2, 0]
    new_block = {
        "kind": kind,
        "cell_list": SHAPES[kind],
        'cr': cr
    }
    return new_block

def check_move(block, direction=[0,0]):
    """
    :param block:俄罗斯方块的前身
    :param direction: 移动方向
    :return: boolean 是否可以朝着指定的方向移动
    """
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc + direction[0]
        r = cell_r + cr + direction[1]

        # 判断边界
        if c < 0 or c >= Col or r >= Row:
            return False
        # r >= 0是防止格子下不来的情况
        if r >= 0 and block_list[r][c]:
            return False
    return True

# 保存当前的俄罗斯方块到列表里面
def save_to_block_list(block):
    shape_type = block['kind']
    cc, cr = block['cr']
    cell_list = block['cell_list']

    for cell in cell_list:
        cell_c, cell_r = cell
        c = cell_c + cc
        r = cell_r + cr

        block_list[r][c] = shape_type


def horizontal_move_block(event):
    """
    左右水平移动俄罗斯方块
    event:键盘的监听事件
    """
    # 这里只设置了左右两个方向
    direction = [0, 0]
    if event.keysym == 'Left':
        direction = [-1, 0]
    elif event.keysym == 'Right':
        direction = [1, 0]
    else:
        return

    global current_block
    if current_block is not None and check_move(current_block, direction):
        draw_block_move(canvas, current_block, direction)


def rotate_block(event):
    global current_block
    if current_block is None:
        return

    cell_list = current_block['cell_list']
    rotate_list = []
    for cell in cell_list:
        cell_c, cell_r = cell
        rotate_cell = [cell_r, -cell_c]
        rotate_list.append(rotate_cell)

    block_after_rotate = {
        'kind': current_block['kind'],  # 对应俄罗斯方块的类型
        'cell_list': rotate_list,
        'cr': current_block['cr']
    }

    if check_move(block_after_rotate):
        cc, cr = current_block['cr']
        draw_cells(canvas, cc, cr, current_block['cell_list'])
        draw_cells(canvas, cc, cr, rotate_list, SHAPESCOLOR[current_block['kind']])
        current_block = block_after_rotate


def land(event):
    global current_block
    if current_block is None:
        return

    cell_list = current_block['cell_list']
    cc, cr = current_block['cr']
    min_height = Row
    for cell in cell_list:
        cell_c, cell_r = cell
        c, r = cell_c + cc, cell_r + cr
        if block_list[r][c]:
            return
        h = 0
        for ri in range(r + 1, Row):
            if block_list[ri][c]:
                break
            else:
                h += 1
        if h < min_height:
            min_height = h

    down = [0, min_height]
    if check_move(current_block, down):
        draw_block_move(canvas, current_block, down)



# 在原有的rotate_block方法(外)下面添加
def check_row_complete(row):
    for cell in row:
        if cell == '':
            return False

    return True


score = 0
win.title("SCORES: %s" % score)  # 标题中展示分数


def check_and_clear():
    has_complete_row = False
    for ri in range(len(block_list)):
        if check_row_complete(block_list[ri]):
            has_complete_row = True
            # 当前行可消除
            if ri > 0:
                for cur_ri in range(ri, 0, -1):
                    block_list[cur_ri] = block_list[cur_ri - 1][:]
                block_list[0] = ['' for j in range(Col)]
            else:
                block_list[ri] = ['' for j in range(Col)]
            global score
            # 每消除一次 加10分
            score += 10


    if has_complete_row:
        draw_board(canvas, block_list)
        # 重新绘制
        win.title("SCORES: %s" % score)


# 让游戏不断循环 通过递归实现
def game_loop():
    win.update()

    global current_block
    # 如果当前没有俄罗斯方块 产生一个新的
    if current_block is None:
        # 生成新的俄罗斯方块
        new_block = product_new_block()
        draw_block_move(canvas, new_block)
        current_block = new_block

        # 游戏结束
        if not check_move(current_block, [0, 0]):
            messagebox.showinfo("Game Over!", "Your Score is %s" % score)
            win.destroy()
            return

    # 如果当前有了就往下走
    else:
        if check_move(current_block, [0, 1]):
            draw_block_move(canvas, current_block, [0, 1])
        else:
            # 保存当前的俄罗斯方块
            save_to_block_list(current_block)
            current_block = None
    # 游戏结束
    check_and_clear()
    win.after(FPS, game_loop) # 注意的是这个game_loop后面不能加括号

# 当前的俄罗斯方块
current_block = None

# 画布聚焦
canvas.focus_set()
# 添加左右移动的事件
canvas.bind("", horizontal_move_block)
canvas.bind("", horizontal_move_block)
# 添加变化角度的事件
canvas.bind("", rotate_block)
canvas.bind("", land)


game_loop()
win.mainloop()