关于python小游戏开发

  1. 猜单词游戏
  2. 发牌游戏
  3. 猜数字游戏
  4. 图片版发牌游戏
  5. 人物拼图

1、猜单词游戏

运行截图:

代码及步骤:python

1.在猜单词游戏程序中导入相关模块。canvas

import randomapp

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:

2、发牌游戏

运行截图

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.")

3、猜数字游戏

运行截图:

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:

4、图形版发牌程序游戏

运行截图:

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()

5、人物拼图游戏

运行截图:

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。

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