代码及步骤:python
1.在猜单词游戏程序中导入相关模块。canvas
import random
app
2.建立全部待猜想的单词序列元组WORDS。dom
words=("python","jumble","easy","difficult","answer","continue","phone","posistion","game","position")
ide
3.显示游戏欢迎界面。函数
print(oop
""" 欢迎参加猜单词游戏 把字母组合成一个正确的单词 """
)ui
4.实现游戏的逻辑。设计
首先,从序列中随机挑出一个单词,如“easy”;而后打乱这个单词的字母顺序;接着,经过屡次循环就能够产生新的乱序后的单词jumble;最后,将乱序后的单词显示给玩家。玩家输入猜想单词,程序判断对错。若玩家猜错,则能够继续猜。3d
word=random.choice(words) correct=word jumble="" while word: position=random.randrange(len(word)) jumble+=word[position] word=word[:position]+word[(position+1):] print("乱序后单词:",jumble) guess=input("\n请你猜:") while guess!=correct and guess!="": print("对不起不正确。") guess=input("继续猜:") if guess==correct: print("真棒,你猜对了!\n")
5.须要再嵌套一个循环,判断玩家是否须要再进行猜单词游戏
iscontinue="y" while iscontinue=="y" or iscontinue=="Y":
iscontinue=input("\n\n是否继续(Y/N):")
完整代码截图:
代码及步骤:
一、发牌程序设计出三个类: Card类、Hand类和Poke类。
class Card(): pass class Hand(): pass class Poke(Hand): pass
二、Card类
Card类表明一张牌,其中,FaceNum字段指的是牌面数字1~13,Suit字段指的是花色,”梅”为梅花,”方”为方块,”红”为红桃,”黑”为黑桃。
其中:Card构造函数根据参数初始化封装的成员变量,实现牌面大小和花色的初始化,以及是否显示牌面,默认True为显示牌正面;str()方法用来输出牌面大小和花色;pic_order()方法获取牌的顺序号,牌面按梅花1~13,方块14- 26,红桃27-39,黑桃40- 52顺序编号(未洗牌以前),也就是说,梅花2顺序号为2,方块A顺序号为14,方块K顺序号为26(这个方法为图形化显示牌面预留的方法); flip()是翻牌方法,改变牌面是否显示的属性值。
class Card(): RANKS = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"] # 牌面数字 SUITS = ["梅", "方", "红", "黑"] def __init__(self, rank, suit, face_up=True): self.rank = rank # 指的是牌面数字 self.suit = suit # suit是花色 self.is_face_up = face_up # 是否显示牌正面,True为正面,False为牌背面 def __str__(self): # print() if self.is_face_up: rep = self.suit + self.rank # +" "+str(self.pic_order()) else: rep = "XX" return rep # 翻牌方法 def flip(self): self.is_face_up = not self.is_face_up # 牌的顺序号 def pic_order(self): if self.rank == "A": FaceNum = 1 elif self.rank == "J": FaceNum = 11 elif self.rank == "Q": FaceNum = 12 elif self.rank == "K": FaceNum = 13 else: FaceNum = int(self.rank) if self.suit == "梅": Suit = 1 elif self.suit == "方": Suit = 2 elif self.suit == "红": Suit = 3 else: Suit = 4 return (Suit - 1) * 13 + FaceNum
三、Hand类
Hand类表明手牌(一个玩家手里拿的牌),能够认为是一位牌手手里的牌,其中,cards列表变量存储牌手手中的牌。能够增长牌、清空手里的牌、把一张牌给别的牌手等操做。
class Hand(): """A hand of playing cards.""" def __init__(self): self.cards = [] def __str__(self): # 重写print()方法 if self.cards: rep = "" for card in self.cards: rep += str(card) + "\t" else: rep = "无牌" return rep def clear(self): self.cards = [] def add(self, card): self.cards.append(card) def give(self, card, other_hand): self.cards.remove(card) other_hand.add(card)
四、Poke类
Poke类表明一副牌,咱们能够将一副牌看做是有52张牌的牌手,因此继承Hand类。因为其中cards列表变量要存储52张牌,并且要进行发牌、洗牌操做,因此增长以下的方法。
populate(self)生成存储了52张牌的一副牌,固然这些牌是按梅花1~13,方块14- 26,红桃27~39,黑桃40- 52的顺序(未洗牌以前)存储在cards列表变量。 shuffle(self)洗牌,使用Python的random模块shuffle()方法打乱牌的存储顺序便可。deal( self., hands,per_hand=13)可完成发牌动做,发给四个牌人默认13张牌。固然,若令per_hand=10,则给每一个牌手发1 0张牌,只不过最后仍有牌没发完。
class Poke(Hand): """A desk of playing cards.""" def populate(self): # 生成一副牌 for suit in Card.SUITS: for rank in Card.RANKS: self.add(Card(rank, suit)) def shuffle(self): # 洗牌 import random random.shuffle(self.cards) # 打乱牌的顺序 def deal(self, hands, per_hand=13): for rounds in range(per_hand): for hand in hands: top_card = self.cards[0] self.cards.remove(top_card) hand.add(top_card)
五、主程序
主程序比较简单,由于有四个牌手,因此生成players列表存储初始化的四位牌手。生成一副牌的对象实例poke1,调用populate()方法生成有52张牌的一副牌,调用huffle()方法洗牌打乱顺序,调用deal(players,13)方法分别给每位玩家发13张牌,最后示四位牌手全部的牌。
if __name__ == "__main__": print("This is a module with classes for playing cards.") # 四个玩家 players = [Hand(), Hand(), Hand(), Hand()] poke1 = Poke() poke1.populate() # 生成牌 poke1.shuffle() # 洗牌 poke1.deal(players, 13) # 给每一个玩家发13张牌 # 显示4位玩家的牌 n = 1 for hand in players: print("牌手", n, end=":") print(hand) n = n + 1 input("\n Press the enter key to exit.")
代码及步骤:
一、在猜数字游戏程序中导入相关模块:
import tkinter as tk import sys import random import re
二、random.randint(0,1024)随机产生玩家要猜的数字。
number=random.randint(0,1024) running=True num=0 nmaxn=1024 nmin=0
三、猜按钮事件函数从单行文本框entry_a获取猜的数字并转换成数字val a,而后判断是否正确,并根据要猜的数字number判断数字是过大仍是太小。
def eBtnGuess(event): global nmaxn global nmin global num global running if running: val_a=int(entry_a.get()) if val_a==number: labelqval("恭喜答对了!") num+=1 running=False numGuess() elif val_a<number: if val_a>nmin: nmin=val_a num+=1 label_tip_min.config(label_tip_min,text=nmin) labelqval("小了哦") else: if val_a <nmaxn: nmaxn = val_a num += 1 label_tip_max.config(label_tip_max, text=nmaxn) labelqval("大了哦") else: labelqval("你已经答对了")
四、HumGuess()函数修改提示标签文字来显示猜的次数。
def numGuess(): if num == 1: labelqval("你已经答对了!") elif num<10: labelqval("==十次之内就答对了。。。尝试次数:"+str(num)) elif num<50: labelqval("还行哦尝试次数:"+str(num)) else: labelqval("好吧。。。你都超过50次了。。。尝试次数:"+str(num)) def labelqval(vText): label_val_q.config(label_val_q,text=vText)
五、主要窗体的搭建。
root=tk.Tk(className="猜数字游戏") root.geometry("400x90+200+200") line_a_tip=tk.Frame(root) label_tip_max=tk.Label(line_a_tip,text=nmaxn) label_tip_min=tk.Label(line_a_tip,text=nmin) label_tip_max.pack(side="top",fill="x") label_tip_min.pack(side="bottom",fill="y") line_a_tip.pack(side="left",fill="y") line_question=tk.Frame(root) label_val_q=tk.Label(line_question,width="80") label_val_q.pack(side="left") line_question.pack(side="top",fill="x") line_input=tk.Frame(root) entry_a=tk.Entry(line_input,width="40") btnguess=tk.Button(line_input,text="猜") entry_a.pack(side="left") entry_a.bind('<Return>',eBtnGuess) btnguess.bind('<Button-1>',eBtnGuess) btnguess.pack(side="left") line_input.pack(side="top",fill="x") #关闭按钮 line_btn=tk.Frame(root) btnClose=tk.Button(line_btn,text="关闭") btnClose.bind('<Button-1>',eBtnClose) btnClose.pack(side="left") line_btn.pack(side="top")`
完整代码截图:
代码及步骤:
将要发的52张牌,按梅花0~12,方块13- 25,红桃26- 38,黑桃39- 51的顺序编号并存储在pocker列表c未洗牌以前l,列表元素存储的是某张牌c其实是牌的编号)。同时,按此编号将扑克牌图片顺序存储在imgs列表中。也就是说,imgs[0]存储梅花A的图片,imgs[1]存储梅花2的图片,imgs[14]存储方块2的图片,依次类推。
发牌后,根据每位牌手(pl,p2,p3,p4)各自牌的编号列表,从imgs获取对应牌的图片,并使用create- image《x坐标,y坐标),image=图像文件)将牌显示在指定位置。
利用canvas图形绘制,绘制出小型窗口,
代码以下:
from tkinter import * import random n=52 def gen_pocker(n): x=100 while(x>0): x=x-1 p1=random.randint(0,n-1) p2=random.randint(0,n-1) t=pocker[p1] pocker[p1]=pocker[p2] pocker[p2]=t return pocker pocker=[i for i in range(n)] pocker=gen_pocker(n) print(pocker) (player1,player2,player3,player4)=([],[],[],[]) (p1,p2,p3,p4)=([],[],[],[]) root=Tk() cv=Canvas(root,bg='white',width=700,height=600) imgs=[] for i in range(1,5): for j in range(1,14): imgs.insert((i-1)*13+(j-1),PhotoImage(file=str(i)+'-'+str(j)+'.gif')) for x in range(13): m=x*4 p1.append(pocker[m]) p2.append(pocker[m+1]) p3.append(pocker[m+2]) p4.append(pocker[m+3]) p1.sort() p2.sort() p3.sort() p4.sort() for x in range(0,13): img=imgs[p1[x]] player1.append(cv.create_image((200+20*x,80),image=img)) img=imgs[p2[x]] player2.append(cv.create_image((100,150+20*x),image=img)) img=imgs[p3[x]] player3.append(cv.create_image((200+20*x,500),image=img)) img=imgs[p4[x]] player4.append(cv.create_image((560,150+20*x),image=img)) print("player1:",player1) print("player2:",player2) print("player3:",player3) print("player4:",player4) cv.pack() root.mainloop()
代码及步骤: 一、图片进行分割,放在代码的文件下
二、定义常量及加载图片
from tkinter import* from tkinter.messagebox import * import random root = Tk('拼图游戏') root.title('拼图') Pics=[] for i in range(9): filename=str(i)+".gif" Pics.append(PhotoImage(file=filename)) #定义常量 #画布大小 WIDTH=700 HEIGHT=623
三、图像块(拼块)类
每一个图像块(拼块)都是Square对象,具备draw功能,所以,可将本拼块图片绘制到Canvas上。orderID属性是每一个图像块(拼块)对应的编号。
#图像块边长 IMAGE_WIDTH=WIDTH//3 IMAGE_HEIGHT=HEIGHT//3 #棋盘边长 ROWS=3 COLS=3 steps=0 #移动步数 board=[[0,1,2],[3,4,5],[6,7,8]] #保存图像块列表 #图像块类 class Square: def __init__(self,orderID): self.orderID=orderID def draw(self,canvas,board_pos): img=Pics[self.orderID] canvas.create_image(board_pos,image=img)
四、初始化游戏
random.shuffle(board)只能按行打乱二维列表,因此使用一维列表来实现打乱图像块的功能,再根据编号生成对应的图像块(拼块)到board列表中。
#初始化拼盘 def init_board(): L=list(range(8)) L.append(None) random.shuffle(L) for i in range(ROWS): for j in range(COLS): idx=i*ROWS+j orderID=L[idx] if orderID is None: board[i][j]=None else: board[i][j]=Square(orderID)
五、绘制游戏界面的各个元素
游戏界面中还存在着各个元素,如黑框等,
#绘制游戏界面的各个元素 def drawBoard(canvas): canvas.create_polygon((0,0,WIDTH,0,WIDTH,HEIGHT,0,HEIGHT),width=1,outline='Black',fill='pink') for i in range(ROWS): for j in range(COLS): if board[i][j] is not None: board[i][j].draw(canvas,(IMAGE_WIDTH*(j+0.5),IMAGE_HEIGHT*(i+0.5)))`
六、鼠标事件
将单击位置换算成拼图板上的棋盘坐标,若是单击空位置,则全部图像块都不移动;不然依次检查被单击的当前图像块的上、下、左、右是否有空位置,若是有,就移动当前图像块。
def mouseclick(pos): global steps r=int(pos.y//IMAGE_HEIGHT) c=int(pos.x//IMAGE_WIDTH) print(r,c) if r<3 and c<3: if board[r][c] is None: return else: current_square=board[r][c] if r-1>=0 and board[r-1][c] is None: board[r][c]=None board[r - 1][c]=current_square steps+=1 elif c+1<=2 and board[r][c+1] is None: board[r][c]=None board[r][c+1]=current_square steps+=1 elif r+1<=2 and board[r+1][c] is None: board[r][c]=None board[r+1][c]=current_square steps+=1 elif c-1>=0 and board[r][c-1] is None: board[r][c]=None board[r][c-1]=current_square steps+=1 label1["text"]=str(steps) cv.delete('all') drawBoard(cv) if win(): showinfo(title="恭喜",message="拼图完成")`
七、判断输赢
判断拼块的编号是否有序,若是不是有序的,则返回False。
def win(): for i in range(ROWS): for j in range(COLS): if board[i][j] is not None and board[i][j].orderID!=i*ROWS+j: return False return True
八、重置游戏
def callBack2(): print("从新开始") play_game() cv.delete('all') drawBoard(cv)
九、窗口的设计
cv=Canvas(root,bg='white',width=WIDTH,height=HEIGHT) b1=Button(root,text="从新开始",command=callBack2,width=20) label1=Label(root,text="0",fg="red",width=20) label1.pack() cv.bind("<Button-1>",mouseclick) cv.pack() b1.pack() play_game() drawBoard(cv)
完整代码:
from tkinter import* from tkinter.messagebox import * import random root = Tk('拼图游戏') root.title('拼图') Pics=[] for i in range(9): filename=str(i)+".gif" Pics.append(PhotoImage(file=filename)) WIDTH=700 HEIGHT=623 IMAGE_WIDTH=WIDTH//3 IMAGE_HEIGHT=HEIGHT//3 ROWS=3 COLS=3 steps=0 board=[[0,1,2],[3,4,5],[6,7,8]] class Square: def __init__(self,orderID): self.orderID=orderID def draw(self,canvas,board_pos): img=Pics[self.orderID] canvas.create_image(board_pos,image=img) def init_board(): L=list(range(8)) L.append(None) random.shuffle(L) for i in range(ROWS): for j in range(COLS): idx=i*ROWS+j orderID=L[idx] if orderID is None: board[i][j]=None else: board[i][j]=Square(orderID) def play_game(): global steps steps=0 init_board() def drawBoard(canvas): canvas.create_polygon((0,0,WIDTH,0,WIDTH,HEIGHT,0,HEIGHT),width=1,outline='Black',fill='pink') for i in range(ROWS): for j in range(COLS): if board[i][j] is not None: board[i][j].draw(canvas,(IMAGE_WIDTH*(j+0.5),IMAGE_HEIGHT*(i+0.5))) def mouseclick(pos): global steps r=int(pos.y//IMAGE_HEIGHT) c=int(pos.x//IMAGE_WIDTH) print(r,c) if r<3 and c<3: if board[r][c] is None: return else: current_square=board[r][c] if r-1>=0 and board[r-1][c] is None: board[r][c]=None board[r - 1][c]=current_square steps+=1 elif c+1<=2 and board[r][c+1] is None: board[r][c]=None board[r][c+1]=current_square steps+=1 elif r+1<=2 and board[r+1][c] is None: board[r][c]=None board[r+1][c]=current_square steps+=1 elif c-1>=0 and board[r][c-1] is None: board[r][c]=None board[r][c-1]=current_square steps+=1 label1["text"]=str(steps) cv.delete('all') drawBoard(cv) if win(): showinfo(title="恭喜",message="拼图完成") def win(): for i in range(ROWS): for j in range(COLS): if board[i][j] is not None and board[i][j].orderID!=i*ROWS+j: return False return True def callBack2(): print("从新开始") play_game() cv.delete('all') drawBoard(cv) cv=Canvas(root,bg='white',width=WIDTH,height=HEIGHT) b1=Button(root,text="从新开始",command=callBack2,width=20) label1=Label(root,text="0",fg="red",width=20) label1.pack() cv.bind("<Button-1>",mouseclick) cv.pack() b1.pack() play_game() drawBoard(cv) root.mainloop()
感想:关于这次的python游戏开发中,咱们主要了解到python的多方应用,轻重对tkinter的包的应用和random的应用是最为常见的,也能更好得开发,其中当运用图片时,最好将图片和代码放在同一个文件夹下,否则路径老师会出错,固然,若是图片路径可以对是最好不过,保险起见最好仍是放在一块不容易出错。