Python实例练手项目源码 - 俄罗斯方块
【摘要】
游戏效果:
源码:
#_*_ coding:utf-8 _*_from tkinter import *import randomimport timeimport tkinter.messagebox #俄罗斯方块界面的高度HEIGHT = 20 #俄罗斯方块界面的宽度WIDTH = 10 ACTIVE...
游戏效果:
源码:
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#_*_ coding:utf-8 _*_
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from tkinter import *
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import random
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import time
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import tkinter.messagebox
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#俄罗斯方块界面的高度
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HEIGHT = 20
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#俄罗斯方块界面的宽度
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WIDTH = 10
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ACTIVE = 1
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PASSIVE = 0
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TRUE = 1
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FALSE = 0
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style = [
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[[(0,0),(0,1),(1,1),(2,1)],[(1,0),(1,1),(1,2),(0,2)],[(0,1),(1,1),(2,1),(2,2)],[(1,0),(2,0),(1,1),(1,2)]],#j
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[[(1,0),(1,1),(1,2),(2,1)],[(1,0),(0,1),(1,1),(2,1)],[(1,0),(1,1),(1,2),(0,1)],[(0,1),(1,1),(2,1),(1,2)]],#T
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[[(0,1),(1,1),(2,1),(2,0)],[(0,0),(1,0),(1,1),(1,2)],[(0,1),(1,1),(2,1),(0,2)],[(1,0),(1,1),(1,2),(2,2)]],#反L
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[[(0,0),(0,1),(1,1),(1,2)],[(2,1),(1,1),(1,2),(0,2)],[(0,0),(0,1),(1,1),(1,2)],[(2,1),(1,1),(1,2),(0,2)]],#Z
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[[(1,0),(1,1),(0,1),(0,2)],[(0,1),(1,1),(1,2),(2,2)],[(1,0),(1,1),(0,1),(0,2)],[(0,1),(1,1),(1,2),(2,2)]],#反Z
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[[(0,0),(0,1),(1,1),(1,0)],[(0,0),(0,1),(1,1),(1,0)],[(0,0),(0,1),(1,1),(1,0)],[(0,0),(0,1),(1,1),(1,0)]],#田
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[[(1,0),(1,1),(1,2),(1,3)],[(0,1),(1,1),(2,1),(3,1)],[(1,0),(1,1),(1,2),(1,3)],[(0,1),(1,1),(2,1),(3,1)]]#长条
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]
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root=Tk();
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root.title('俄罗斯方块')
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class App(Frame):
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def __init__(self,master):
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Frame.__init__(self)
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master.bind('<Up>',self.Up)
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master.bind('<Left>',self.Left)
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master.bind('<Right>',self.Right)
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master.bind('<Down>',self.Down)
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master.bind('<space>',self.Space)
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master.bind('<Control-Shift-Key-F12>',self.Play)
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master.bind('<Key-P>',self.Pause)
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master.bind('<Key-S>',self.StartByS)
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# rgb颜色值
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self.backg="#%02x%02x%02x" % (120,150,30) #大背景
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self.frontg="#%02x%02x%02x" % (40,120,150) #下一个形状颜色
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self.nextg="#%02x%02x%02x" % (150,100,100) #小背景
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self.flashg="#%02x%02x%02x" % (210,130,100) #炸的颜色
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self.LineDisplay=Label(master,text='Lines: ',bg='black',fg='red')
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self.Line=Label(master,text='0',bg='black',fg='red')
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self.ScoreDisplay=Label(master,text='Score: ',bg='black',fg='red')
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self.Score=Label(master,text='0',bg='black',fg='red')
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self.SpendTimeDisplay=Label(master,text='Time: ',bg='black',fg='red')
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self.SpendTime=Label(master,text='0.0',bg='black',fg='red')
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self.LineDisplay.grid(row=HEIGHT-2,column=WIDTH,columnspan=2)
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self.Line.grid(row=HEIGHT-2,column=WIDTH+2,columnspan=3)
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self.ScoreDisplay.grid(row=HEIGHT-1,column=WIDTH,columnspan=2)
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self.Score.grid(row=HEIGHT-1,column=WIDTH+2,columnspan=3)
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self.SpendTimeDisplay.grid(row=HEIGHT-4,column=WIDTH,columnspan=2)
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self.SpendTime.grid(row=HEIGHT-4,column=WIDTH+2,columnspan=3)
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self.TotalTime=0.0
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self.TotalLine=0
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self.TotalScore=0
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#游戏结束
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self.isgameover=FALSE
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#暂停
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self.isPause=FALSE
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#开始
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self.isStart=FALSE
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self.NextList=[] #整个小背景
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self.NextRowList=[] #一行小背景
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self.px=0
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self.py=0 #记录方块参考点
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#渲染小背景
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r=0;c=0
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for k in range(4*4):
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LN=Label(master,text=' ',bg=str(self.nextg),fg='white',relief=FLAT,bd=3)
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LN.grid(row=r,column=WIDTH+c,sticky=N+E+S+W)
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self.NextRowList.append(LN)
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c=c+1
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if c>=4:
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r=r+1;c=0
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self.NextList.append(self.NextRowList)
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self.NextRowList=[]
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#渲染大背景
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self.BlockList=[]
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self.BlockRowList=[]
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self.LabelList=[]
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self.LabelRowList=[]
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row=0;col=0
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for i in range(HEIGHT*WIDTH):
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L=Label(master,text=' ',bg=str(self.backg),fg='white',relief=FLAT,bd=4)
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L.grid(row=row,column=col,sticky=N+E+S+W)
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L.row=row;L.col=col;L.isactive=PASSIVE
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self.BlockRowList.append(0); #大背景每个格子初始化为0值
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self.LabelRowList.append(L)
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col=col+1
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if col>=WIDTH:
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row=row+1;col=0
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self.BlockList.append(self.BlockRowList)
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self.LabelList.append(self.LabelRowList)
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self.BlockRowList=[]
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self.LabelRowList=[]
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#file
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fw=open('text.txt','a')
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fw.close()
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hasHead=FALSE
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f=open('text.txt','r')
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if f.read(5)=='score':
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hasHead=TRUE
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f.close()
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self.file=open('text.txt','a')
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if hasHead==FALSE:
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self.file.write('score line time scorePtime linePtime scorePline date/n')
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self.file.flush()
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self.time=1000
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self.OnTimer()
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def __del__(self):
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#self.file.close()
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pass
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def Pause(self,event):
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self.isPause=1-self.isPause
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def Up(self,event):
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BL=self.BlockList #格子的值
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LL=self.LabelList #格子Label
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Moveable=TRUE #是否可旋转
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#代码编写开始
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nowStyle = style[self.xnow][(self.ynow)]
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newStyle = style[self.xnow][(self.ynow+1)%4] #算出下一俄罗斯方块
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self.ynow = (self.ynow+1)%4 #此行代码非常重要,否则响应UP时,只能变第一次
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print("nowStyle:"+str(nowStyle)+"=====>>newStyle:"+str(newStyle))
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#根据现有形状中每个label的坐标计算出旋转后目标坐标(x,y)
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SourceList=[];DestList=[]
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for i in range(4):
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SourceList.append([ nowStyle[i][0]+self.px, nowStyle[i][1]+self.py])
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x = newStyle[i][0]+self.px
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y = newStyle[i][1]+self.py
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DestList.append([x, y])
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if x<0 or x>=HEIGHT or y<0 or y>=WIDTH : #or BL[x][y]==1 or LL[x][y].isactive==PASSIVE
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Moveable=FALSE
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if Moveable==TRUE:
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for i in range(len(SourceList)):
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self.Empty(SourceList[i][0],SourceList[i][1])
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for i in range(len(DestList)):
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self.Fill(DestList[i][0],DestList[i][1])
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def Left(self,event):
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BL=self.BlockList;LL=self.LabelList
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Moveable=TRUE
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for i in range(HEIGHT):
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for j in range(WIDTH):
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if LL[i][j].isactive==ACTIVE and j-1<0:Moveable=FALSE
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if LL[i][j].isactive==ACTIVE and j-1>=0 and BL[i][j-1]==1 and LL[i][j-1].isactive==PASSIVE:Moveable=FALSE
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if Moveable==TRUE:
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self.py-=1
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for i in range(HEIGHT):
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for j in range(WIDTH):
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if j-1>=0 and LL[i][j].isactive==ACTIVE and BL[i][j-1]==0:
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self.Fill(i,j-1);self.Empty(i,j)
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def Right(self,event):
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BL=self.BlockList;LL=self.LabelList
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Moveable=TRUE
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for i in range(HEIGHT):
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for j in range(WIDTH):
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if LL[i][j].isactive==ACTIVE and j+1>=WIDTH:Moveable=FALSE
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if LL[i][j].isactive==ACTIVE and j+1<WIDTH and BL[i][j+1]==1 and LL[i][j+1].isactive==PASSIVE:Moveable=FALSE
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if Moveable==TRUE:
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self.py+=1
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for i in range(HEIGHT-1,-1,-1):
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for j in range(WIDTH-1,-1,-1):
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if j+1<WIDTH and LL[i][j].isactive==ACTIVE and BL[i][j+1]==0:
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self.Fill(i,j+1);self.Empty(i,j)
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def Down(self,event):
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BL=self.BlockList;LL=self.LabelList
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Moveable=TRUE
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for i in range(HEIGHT):
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for j in range(WIDTH):
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if LL[i][j].isactive==ACTIVE and i+1>=HEIGHT:Moveable=FALSE
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if LL[i][j].isactive==ACTIVE and i+1<HEIGHT and BL[i+1][j]==1 and LL[i+1][j].isactive==PASSIVE:Moveable=FALSE
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if Moveable==TRUE and self.isStart :
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self.px+=1
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for i in range(HEIGHT-1,-1,-1):
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for j in range(WIDTH-1,-1,-1):
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if i+1<HEIGHT and LL[i][j].isactive==ACTIVE and BL[i+1][j]==0:
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self.Fill(i+1,j);self.Empty(i,j);
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if Moveable==FALSE:
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for i in range(HEIGHT):
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for j in range(WIDTH):
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LL[i][j].isactive=PASSIVE
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self.JudgeLineFill()
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self.Start()
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if self.isgameover==TRUE:showinfo('T_T','The game is over!');self.Distroy();return FALSE
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for i in range(4):
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for j in range(4):
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self.NextEmpty(i,j)
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self.Rnd()
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return Moveable
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def Space(self,event):
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while 1:
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if self.Down(0)==FALSE:break
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def OnTimer(self):
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if self.isStart==TRUE and self.isPause==FALSE:
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self.TotalTime = self.TotalTime + float(self.time)/1000
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self.SpendTime.config(text=str(self.TotalTime))
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if self.isPause==FALSE:
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self.Down(0)
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if self.TotalScore>=1000:self.time=900
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if self.TotalScore>=2000:self.time=750
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if self.TotalScore>=3000:self.time=600
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if self.TotalScore>=4000:self.time=400
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self.after(self.time,self.OnTimer) #随着分数增大,俄罗斯方块下降速度加快
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def JudgeLineFill(self):
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BL=self.BlockList;LL=self.LabelList
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count=0;LineList=[]
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for i in range(WIDTH):LineList.append(1)
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#display flash
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for i in range(HEIGHT):
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if BL[i]==LineList:
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count=count+1
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for k in range(WIDTH):
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LL[i][k].config(bg=str(self.flashg))
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LL[i][k].update()
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if count!=0:self.after(100)
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#delete block
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for i in range(HEIGHT):
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if BL[i]==LineList:
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#count=count+1
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for j in range(i,0,-1):
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for k in range(WIDTH):
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BL[j][k]=BL[j-1][k]
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LL[j][k]['relief']=LL[j-1][k].cget('relief')
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LL[j][k]['bg']=LL[j-1][k].cget('bg')
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for l in range(WIDTH):
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BL[0][l]=0
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LL[0][l].config(relief=FLAT,bg=str(self.backg))
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self.TotalLine=self.TotalLine+count
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if count==1:self.TotalScore=self.TotalScore+1*WIDTH
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if count==2:self.TotalScore=self.TotalScore+3*WIDTH
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if count==3:self.TotalScore=self.TotalScore+6*WIDTH
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if count==4:self.TotalScore=self.TotalScore+10*WIDTH
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self.Line.config(text=str(self.TotalLine))
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self.Score.config(text=str(self.TotalScore))
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def Fill(self,i,j):
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if j<0:return
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if self.BlockList[i][j]==1:self.isgameover=TRUE
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self.BlockList[i][j]=1
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self.LabelList[i][j].isactive=ACTIVE
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self.LabelList[i][j].config(relief=RAISED,bg=str(self.frontg))
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def Empty(self,i,j):
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self.BlockList[i][j]=0
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self.LabelList[i][j].isactive=PASSIVE
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self.LabelList[i][j].config(relief=FLAT,bg=str(self.backg))
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def Play(self,event):
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showinfo('Made in China','^_^')
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def NextFill(self,i,j):
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self.NextList[i][j].config(relief=RAISED,bg=str(self.frontg))
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def NextEmpty(self,i,j):
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self.NextList[i][j].config(relief=FLAT,bg=str(self.nextg))
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def Distroy(self):
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#save
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if self.TotalScore!=0:
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#cehkongfu
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savestr='%-9u%-8u%-8.2f%-14.2f%-13.2f%-14.2f%s/n' % (
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self.TotalScore,self.TotalLine,self.TotalTime
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,self.TotalScore/self.TotalTime
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,self.TotalLine/self.TotalTime
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,float(self.TotalScore)/self.TotalLine
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,time.strftime('%Y-%m-%d %H:%M:%S',time.localtime()))
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self.file.seek(0,2)
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self.file.write(savestr)
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self.file.flush()
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for i in range(HEIGHT):
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for j in range(WIDTH):
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self.Empty(i,j)
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self.TotalLine=0;self.TotalScore=0;self.TotalTime=0.0
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self.Line.config(text=str(self.TotalLine))
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self.Score.config(text=str(self.TotalScore))
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self.SpendTime.config(text=str(self.TotalTime))
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self.isgameover=FALSE
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self.isStart=FALSE
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self.time=1000
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for i in range(4):
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for j in range(4):
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self.NextEmpty(i,j)
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#游戏开始方块
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def Start(self):
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nextStyle = style[self.x][self.y] #下一形状
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self.xnow = self.x
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self.ynow = self.y #记录大背景中的方块
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self.py = random.randint(0,6)
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print("给py赋任意值:"+str(self.py))
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self.px = 0
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for ii in range(4):
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self.Fill(int(nextStyle[ii][0]),int(nextStyle[ii][1])+self.py)
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self.isStart=TRUE #游戏开始
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#预处理方块
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def Rnd(self):
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self.x=random.randint(0,6)
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self.y=random.randint(0,3)
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nextStyle = style[self.x][self.y] #下一形状
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for ii in range(4):
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self.NextFill(int(nextStyle[ii][0]),int(nextStyle[ii][1]))
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#游戏开始给出一次任意形状的方块
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def RndFirst(self):
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self.x=random.randint(0,6) #选择第一个方块style
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self.y=random.randint(0,3)
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def Show(self):
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self.file.seek(0)
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strHeadLine=self.file.readline()
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dictLine={}
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strTotalLine=''
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for OneLine in self.file.readlines():
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temp=int(OneLine[:5])
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dictLine[temp]=OneLine
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list=sorted(dictLine.items(),key=lambda d:d[0])
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ii=0
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for onerecord in reversed(list):
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ii=ii+1
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if ii<11:
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strTotalLine+=onerecord[1]
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showinfo('Ranking', strHeadLine+strTotalLine)
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def StartByS(self,event):
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self.RndFirst()
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self.Start()
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self.Rnd()
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def Start():
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app.RndFirst()
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app.Start()
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app.Rnd()
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def End():
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app.Distroy()
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def Set():
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print("设置功能待完善...")
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def Show():
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app.Show()
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#主菜单
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mainmenu=Menu(root)
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root['menu']=mainmenu
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#二级菜单:game
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gamemenu=Menu(mainmenu)
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mainmenu.add_cascade(label='游戏',menu=gamemenu)
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gamemenu.add_command(label='开始',command=Start)
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gamemenu.add_command(label='结束',command=End)
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gamemenu.add_separator()
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gamemenu.add_command(label='退出',command=root.quit)
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#二级菜单:set
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setmenu=Menu(mainmenu)
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mainmenu.add_cascade(label='设置',menu=setmenu)
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setmenu.add_command(label='设置',command=Set)
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#二级菜单:show
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showmenu=Menu(mainmenu)
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mainmenu.add_cascade(label='展示',menu=showmenu)
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showmenu.add_command(label='展示',command=Show)
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#绑定功能
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app=App(root)
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#程序入口
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root.mainloop()
文章来源: allen5g.blog.csdn.net,作者:CodeAllen的博客,版权归原作者所有,如需转载,请联系作者。
原文链接:allen5g.blog.csdn.net/article/details/117637540
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