python tkinter游戏开发

使用python制做简单的游戏案例python

编辑环境:python3.7django

编译工具:vscodeflask

案例目录:

1.序列应用——猜单词游戏

2.面向对象设计应用——发牌游戏

3.图形界面设计——猜数字游戏

4.Tkinter图形绘制——图形版发牌程序

5.Python图像处理——人物拼图游戏

1、序列应用——猜单词游戏

运行结果:

WORDS中定义须要被猜的词库,默认游戏自动开始,使用random函数从WORDS中随机选择一个单词,以后将单词随机打乱输出。猜想时,若是答案不对会一直循环,若答案正确则让用户输入yes or no 选择是否继续。canvas

完整代码:
import random
WORDS = ("python", "jumble", "easy", "code", "sleep",
         "flask", "django", "game", "break", "phone")

print(
    '''欢迎参加猜单词游戏
         请将字母组合成一个正确的单词
  '''
)
iscontinue = "y"
while iscontinue == "Y" or iscontinue == "y":
    word = random.choice(WORDS)
    correct = word
    jumble = ""
    while word:
        position = random.randrange(len(word))
        jumble += word[position]
        word = word[:position]+word[(position+1):]
    print("打乱顺序以后的单词为:", jumble)

    guess = input("请输入猜想的单词:")
    while guess != correct and guess != "":
        print("猜想错误,请再来一次!")
        guess = input("请输入:")

    if guess == correct:
        print("真棒!你猜对了")

    iscontinue = input("请问是否继续?(Y/N)")

2、面向对象设计应用——发牌游戏

因为扑克有52张(出去大小王),每一种都有四种花色,方块,梅花,黑桃,红桃。为了区分牌和牌的花色,令梅花A——K为序号1-13,方块A——K为14-26,红桃A——K为27-39,黑桃A——K为40-52。使用随机数函数分别选出牌。数组

运行结果:

完整代码:
class Card:
    '''A playing card.card'''
    RANKS = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K']
    SUITS = ['梅花', '方片', '红桃', '黑桃']
    def __init__(self, rank, suit, face_up=True):
        self.rank = rank
        self.suit = suit
        self.is_face_up = face_up
    def __str__(self):
        if self.is_face_up:
            rep = self.suit + self.rank
        else:
            rep = 'XX'
        return rep
    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 == '梅花':
            Suit = 1
        elif self.suit == '方片':
            Suit = 2
        elif self.suit == '红桃':
            Suit = 3
        else:
            Suit = 4
        return (Suit - 1) * 13 + FaceNum
    def flip(self):  # 翻牌方法
        self.is_face_up = not self.is_face_up

class Hand():
    def __init__(self):
        self.cards=[]
    def __str__(self):
        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)
class Poke(Hand):
    def populate(self):
        for suit in Card.SUITS:
            for rank in Card.RANKS:
                self.add(Card(rank,suit))
    def  shuffle(self):
        import random
        random.shuffle(self.cards)
    def deal(self,hands,per_hand=13):
        for rounds in range(per_hand):
            for hand in hands:
                if self.cards:
                    top_card=self.cards[0]
                    self.cards.remove(top_card)
                    hand.add(top_card)
                else:
                    print('不能继续发牌了,牌已经发完了!')
if __name__=="__main__":
    print('This is a module with classes for playing cards.')
    players=[Hand(),Hand(),Hand(),Hand()]
    poke1=Poke()
    poke1.populate()
    poke1.shuffle()
    poke1.deal(players,13)
    n=1
    for hand in players:
        print('牌手',n,end=':')
        print(hand)
        n=n+1
    input('\nPress the enter key to exit.')

3、图形界面设计——猜数字游戏

1.在猜数字游戏程序中导入相关模块: random.randint(0,1024)随机产生玩家要猜的数字。app

2.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vale,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。dom

3.HumGuess()函数修改提示标签文字来显示猜的次数。ide

4.关闭按钮事件函数实现窗体关闭。函数

运行结果:

完整代码:
import tkinter as tk
import sys
import random
import re

number = random.randint(0, 1024)
running = True
num = 0
nmaxn = 1024
nminn = 0


def eBtnClose(event):
    root.destory()


def eBtnGuess(event):
    global nmaxn
    global nminn
    global num
    global running
    if running:
        val_a = int(entry_a.get())
        if val_a == number:
            labelqval("恭喜你答对了")
            num += 1
            running = False
            numGuess()
        elif val_a < number:
            if val_a > nminn:
                nminn = val_a
                num += 1
                label_tip_min.config(label_tip_min, text=nminn)
            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("你已经答对啦...")


def numGuess():
    if num == 1:
        labelqval("哇,居然一次答对")
    elif num < 10:
        labelqval("厉害,十次以内就答对了,尝试次数:"+str(num))
    elif num < 50:
        labelqval("还行哦尝试次数:"+str(num))
    else:
        labelqval("您都超过50次了,尝试次数:"+str(num))


def labelqval(vText):
    label_val_q.config(label_val_q, text=vText)


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=nminn)
label_tip_max.pack(side="top", fill="x")
label_tip_min.pack(side="bottom", fill="x")
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")

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")

labelqval("请输入0-1024之间得任意整数:")
entry_a.focus_set()

print(number)
root.mainloop()

4、Tkinter图形绘制——图形版发牌程序

运行结果:

完整代码:
from tkinter import *
import random
n = 52


def gen_pocker(n):
    x = 100
    while(x > 100):
        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) = ([], [], [], [])  # 4位牌手各自牌的图片列表
(p1, p2, p3, p4) = ([], [], [], [])  # 4位牌手各自牌的编号列表
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='C:\\Users\\10649\Desktop\\2D开发\\python_game\\sy1\\puke\\images\\'+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、Python图像处理——人物拼图游戏

设计思路:

游戏程序首先将图片分割成相应3行3列的拼块,并按顺序编号。动态地生成一个\为3x3的列表board,用于存放数字0一8,其中,每一个数字表明一个拼块,8号拼块不显示。 游戏开始时,随机打乱这个数组board,如board是5号拼块,则在左上角显示编号是5的拼块。根据玩家用鼠标单击的拼块和空白块所在位置,来交换该board数组对应的元素,最后经过元素排列顺序来判断是否已经完成游戏。工具

运行结果:

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 = "C:\\Users\\10649\Desktop\\2D开发\\python_game\\sy1\\timg_0" + \
        str(i)+".png"
    Pics.append(PhotoImage(file=filename))

WIDTH = 312
HEIGHT = 450
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 paly_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='green')
    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="你成功了")


def win():
    for i in range(ROWS):
        for j in range(COLS):
            if board[i][j] is not None and board[i][j].orderID != 1*ROWS+j:
                return False

    return True


def callBack2():
    print("从新开始")
    paly_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()
paly_game()
drawBoard(cv)
root.mainloop()
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