玩法:上下控制起跳躲避
import cfgimport sysimport randomimport pygamefrom modules import *'''main'''def main(highest_score): # 游戏初始化 pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('九歌') # 导入所有声音文件 sounds = {} for key, value in cfg.AUDIO_PATHS.items(): sounds[key] = pygame.mixer.Sound(value) # 游戏开始界面 GameStartInterface(screen, sounds, cfg) # 定义一些游戏中必要的元素和变量 score = 0 score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(534, 15), bg_color=cfg.BACKGROUND_COLOR) highest_score = highest_score highest_score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(435, 15), bg_color=cfg.BACKGROUND_COLOR, is_highest=True) dino = Dinosaur(cfg.IMAGE_PATHS['dino']) ground = Ground(cfg.IMAGE_PATHS['ground'], position=(0, cfg.SCREENSIZE[1])) cloud_sprites_group = pygame.sprite.Group() cactus_sprites_group = pygame.sprite.Group() ptera_sprites_group = pygame.sprite.Group() add_obstacle_timer = 0 score_timer = 0 # 游戏主循环 clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE or event.key == pygame.K_UP: dino.jump(sounds) elif event.key == pygame.K_DOWN: dino.duck() elif event.type == pygame.KEYUP and event.key == pygame.K_DOWN: dino.unduck() screen.fill(cfg.BACKGROUND_COLOR) # --随机添加云 if len(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10: cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS['cloud'], position=(cfg.SCREENSIZE[0], random.randrange(30, 75)))) # --随机添加仙人掌/飞龙 add_obstacle_timer += 1 if add_obstacle_timer > random.randrange(50, 150): add_obstacle_timer = 0 random_value = random.randrange(0, 10) if random_value >= 5 and random_value <= 7: cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS['cacti'])) else: position_ys = [cfg.SCREENSIZE[1]*0.82, cfg.SCREENSIZE[1]*0.75, cfg.SCREENSIZE[1]*0.60, cfg.SCREENSIZE[1]*0.20] ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS['ptera'], position=(600, random.choice(position_ys)))) # --更新游戏元素 dino.update() ground.update() cloud_sprites_group.update() cactus_sprites_group.update() ptera_sprites_group.update() score_timer += 1 if score_timer > (cfg.FPS//12): score_timer = 0 score += 1 score = min(score, 99999) if score > highest_score: highest_score = score if score % 100 == 0: sounds['point'].play() if score % 1000 == 0: ground.speed -= 1 for item in cloud_sprites_group: item.speed -= 1 for item in cactus_sprites_group: item.speed -= 1 for item in ptera_sprites_group: item.speed -= 1 # --碰撞检测 for item in cactus_sprites_group: if pygame.sprite.collide_mask(dino, item): dino.die(sounds) for item in ptera_sprites_group: if pygame.sprite.collide_mask(dino, item): dino.die(sounds) # --将游戏元素画到屏幕上 dino.draw(screen) ground.draw(screen) cloud_sprites_group.draw(screen) cactus_sprites_group.draw(screen) ptera_sprites_group.draw(screen) score_board.set(score) highest_score_board.set(highest_score) score_board.draw(screen) highest_score_board.draw(screen) # --更新屏幕 pygame.display.update() clock.tick(cfg.FPS) # --游戏是否结束 if dino.is_dead: break # 游戏结束界面 return GameEndInterface(screen, cfg), highest_score'''run'''if __name__ == '__main__': highest_score = 0 while True: flag, highest_score = main(highest_score) if not flag: break
玩法:三个相连就能消除
import osimport sysimport cfgimport pygamefrom modules import * '''游戏主程序'''def main(): pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('Gemgem —— 九歌') # 加载背景音乐 pygame.mixer.init() pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, "resources/audios/bg.mp3")) pygame.mixer.music.set_volume(0.6) pygame.mixer.music.play(-1) # 加载音效 sounds = {} sounds['mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/badswap.wav')) sounds['match'] = [] for i in range(6): sounds['match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/match%s.wav' % i))) # 加载字体 font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25) # 图片加载 gem_imgs = [] for i in range(1, 8): gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i)) # 主循环 game = gemGame(screen, sounds, font, gem_imgs, cfg) while True: score = game.start() flag = False # 一轮游戏结束后玩家选择重玩或者退出 while True: for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE): pygame.quit() sys.exit() elif event.type == pygame.KEYUP and event.key == pygame.K_r: flag = True if flag: break screen.fill((135, 206, 235)) text0 = 'Final score: %s' % score text1 = 'Press to restart the game.' text2 = 'Press to quit the game.' y = 150 for idx, text in enumerate([text0, text1, text2]): text_render = font.render(text, 1, (85, 65, 0)) rect = text_render.get_rect() if idx == 0: rect.left, rect.top = (212, y) elif idx == 1: rect.left, rect.top = (122.5, y) else: rect.left, rect.top = (126.5, y) y += 100 screen.blit(text_render, rect) pygame.display.update() game.reset() '''run'''if __name__ == '__main__': main()
玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的。
import osimport sysimport randomfrom modules import *from PyQt5.QtGui import *from PyQt5.QtCore import *from PyQt5.QtWidgets import * '''定义俄罗斯方块游戏类'''class TetrisGame(QMainWindow): def __init__(self, parent=None): super(TetrisGame, self).__init__(parent) # 是否暂停ing self.is_paused = False # 是否开始ing self.is_started = False self.initUI() '''界面初始化''' def initUI(self): # icon self.setWindowIcon(QIcon(os.path.join(os.getcwd(), 'resources/icon.jpg'))) # 块大小 self.grid_size = 22 # 游戏帧率 self.fps = 200 self.timer = QBasicTimer() # 焦点 self.setFocusPolicy(Qt.StrongFocus) # 水平布局 layout_horizontal = QHBoxLayout() self.inner_board = InnerBoard() self.external_board = ExternalBoard(self, self.grid_size, self.inner_board) layout_horizontal.addWidget(self.external_board) self.side_panel = SidePanel(self, self.grid_size, self.inner_board) layout_horizontal.addWidget(self.side_panel) self.status_bar = self.statusBar() self.external_board.score_signal[str].connect(self.status_bar.showMessage) self.start() self.center() self.setWindowTitle('Tetris —— 九歌') self.show() self.setFixedSize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height()) '''游戏界面移动到屏幕中间''' def center(self): screen = QDesktopWidget().screenGeometry() size = self.geometry() self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2) '''更新界面''' def updateWindow(self): self.external_board.updateData() self.side_panel.updateData() self.update() '''开始''' def start(self): if self.is_started: return self.is_started = True self.inner_board.createNewTetris() self.timer.start(self.fps, self) '''暂停/不暂停''' def pause(self): if not self.is_started: return self.is_paused = not self.is_paused if self.is_paused: self.timer.stop() self.external_board.score_signal.emit('Paused') else: self.timer.start(self.fps, self) self.updateWindow() '''计时器事件''' def timerEvent(self, event): if event.timerId() == self.timer.timerId(): removed_lines = self.inner_board.moveDown() self.external_board.score += removed_lines self.updateWindow() else: super(TetrisGame, self).timerEvent(event) '''按键事件''' def keyPressEvent(self, event): if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty: super(TetrisGame, self).keyPressEvent(event) return key = event.key() # P键暂停 if key == Qt.Key_P: self.pause() return if self.is_paused: return # 向左 elif key == Qt.Key_Left: self.inner_board.moveLeft() # 向右 elif key == Qt.Key_Right: self.inner_board.moveRight() # 旋转 elif key == Qt.Key_Up: self.inner_board.rotateAnticlockwise() # 快速坠落 elif key == Qt.Key_Space: self.external_board.score += self.inner_board.dropDown() else: super(TetrisGame, self).keyPressEvent(event) self.updateWindow() '''run'''if __name__ == '__main__': app = QApplication([]) tetris = TetrisGame() sys.exit(app.exec_())
玩法:童年经典,普通魔术也没啥意思,小时候玩的也是加速的。
import cfgimport sysimport pygamefrom modules import * '''主函数'''def main(cfg): # 游戏初始化 pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('Greedy Snake —— 九歌') clock = pygame.time.Clock() # 播放背景音乐 pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.play(-1) # 游戏主循环 snake = Snake(cfg) apple = Apple(cfg, snake.coords) score = 0 while True: screen.fill(cfg.BLACK) # --按键检测 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key in [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]: snake.setDirection({pygame.K_UP: 'up', pygame.K_DOWN: 'down', pygame.K_LEFT: 'left', pygame.K_RIGHT: 'right'}[event.key]) # --更新贪吃蛇和食物 if snake.update(apple): apple = Apple(cfg, snake.coords) score += 1 # --判断游戏是否结束 if snake.isgameover: break # --显示游戏里必要的元素 drawGameGrid(cfg, screen) snake.draw(screen) apple.draw(screen) showScore(cfg, score, screen) # --屏幕更新 pygame.display.update() clock.tick(cfg.FPS) return endInterface(screen, cfg) '''run'''if __name__ == '__main__': while True: if not main(cfg): break
玩法:也是小时候的经典
import osimport sysimport pygamefrom cfg import *from modules import *from fractions import Fraction'''检查控件是否被点击'''def checkClicked(group, mouse_pos, group_type='NUMBER'): selected = [] # 数字卡片/运算符卡片 if group_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]: max_selected = 2 if group_type == GROUPTYPES[0] else 1 num_selected = 0 for each in group: num_selected += int(each.is_selected) for each in group: if each.rect.collidepoint(mouse_pos): if each.is_selected: each.is_selected = not each.is_selected num_selected -= 1 each.select_order = None else: if num_selected < max_selected: each.is_selected = not each.is_selected num_selected += 1 each.select_order = str(num_selected) if each.is_selected: selected.append(each.attribute) # 按钮卡片 elif group_type == GROUPTYPES[2]: for each in group: if each.rect.collidepoint(mouse_pos): each.is_selected = True selected.append(each.attribute) # 抛出异常 else: raise ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *GROUPTYPES)) return selected'''获取数字精灵组'''def getNumberSpritesGroup(numbers): number_sprites_group = pygame.sprite.Group() for idx, number in enumerate(numbers): args = (*NUMBERCARD_POSITIONS[idx], str(number), NUMBERFONT, NUMBERFONT_COLORS, NUMBERCARD_COLORS, str(number)) number_sprites_group.add(Card(*args)) return number_sprites_group'''获取运算符精灵组'''def getOperatorSpritesGroup(operators): operator_sprites_group = pygame.sprite.Group() for idx, operator in enumerate(operators): args = (*OPERATORCARD_POSITIONS[idx], str(operator), OPERATORFONT, OPREATORFONT_COLORS, OPERATORCARD_COLORS, str(operator)) operator_sprites_group.add(Card(*args)) return operator_sprites_group'''获取按钮精灵组'''def getButtonSpritesGroup(buttons): button_sprites_group = pygame.sprite.Group() for idx, button in enumerate(buttons): args = (*BUTTONCARD_POSITIONS[idx], str(button), BUTTONFONT, BUTTONFONT_COLORS, BUTTONCARD_COLORS, str(button)) button_sprites_group.add(Button(*args)) return button_sprites_group'''计算'''def calculate(number1, number2, operator): operator_map = {'+': '+', '-': '-', '×': '*', '÷': '/'} try: result = str(eval(number1+operator_map[operator]+number2)) return result if '.' not in result else str(Fraction(number1+operator_map[operator]+number2)) except: return None'''在屏幕上显示信息'''def showInfo(text, screen): rect = pygame.Rect(200, 180, 400, 200) pygame.draw.rect(screen, PAPAYAWHIP, rect) font = pygame.font.Font(FONTPATH, 40) text_render = font.render(text, True, BLACK) font_size = font.size(text) screen.blit(text_render, (rect.x+(rect.width-font_size[0])/2, rect.y+(rect.height-font_size[1])/2))'''主函数'''def main(): # 初始化, 导入必要的游戏素材 pygame.init() pygame.mixer.init() screen = pygame.display.set_mode(SCREENSIZE) pygame.display.set_caption('24 point —— 九歌') win_sound = pygame.mixer.Sound(AUDIOWINPATH) lose_sound = pygame.mixer.Sound(AUDIOLOSEPATH) warn_sound = pygame.mixer.Sound(AUDIOWARNPATH) pygame.mixer.music.load(BGMPATH) pygame.mixer.music.play(-1, 0.0) # 24点游戏生成器 game24_gen = game24Generator() game24_gen.generate() # 精灵组 # --数字 number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now) # --运算符 operator_sprites_group = getOperatorSpritesGroup(OPREATORS) # --按钮 button_sprites_group = getButtonSpritesGroup(BUTTONS) # 游戏主循环 clock = pygame.time.Clock() selected_numbers = [] selected_operators = [] selected_buttons = [] is_win = False while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(-1) elif event.type == pygame.MOUSEBUTTONUP: mouse_pos = pygame.mouse.get_pos() selected_numbers = checkClicked(number_sprites_group, mouse_pos, 'NUMBER') selected_operators = checkClicked(operator_sprites_group, mouse_pos, 'OPREATOR') selected_buttons = checkClicked(button_sprites_group, mouse_pos, 'BUTTON') screen.fill(AZURE) # 更新数字 if len(selected_numbers) == 2 and len(selected_operators) == 1: noselected_numbers = [] for each in number_sprites_group: if each.is_selected: if each.select_order == '1': selected_number1 = each.attribute elif each.select_order == '2': selected_number2 = each.attribute else: raise ValueError('Unknow select_order %s, expect 1 or 2...' % each.select_order) else: noselected_numbers.append(each.attribute) each.is_selected = False for each in operator_sprites_group: each.is_selected = False result = calculate(selected_number1, selected_number2, *selected_operators) if result is not None: game24_gen.numbers_now = noselected_numbers + [result] is_win = game24_gen.check() if is_win: win_sound.play() if not is_win and len(game24_gen.numbers_now) == 1: lose_sound.play() else: warn_sound.play() selected_numbers = [] selected_operators = [] number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now) # 精灵都画到screen上 for each in number_sprites_group: each.draw(screen, pygame.mouse.get_pos()) for each in operator_sprites_group: each.draw(screen, pygame.mouse.get_pos()) for each in button_sprites_group: if selected_buttons and selected_buttons[0] in ['RESET', 'NEXT']: is_win = False if selected_buttons and each.attribute == selected_buttons[0]: each.is_selected = False number_sprites_group = each.do(game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group) selected_buttons = [] each.draw(screen, pygame.mouse.get_pos()) # 游戏胜利 if is_win: showInfo('Congratulations', screen) # 游戏失败 if not is_win and len(game24_gen.numbers_now) == 1: showInfo('Game Over', screen) pygame.display.flip() clock.tick(30)'''run'''if __name__ == '__main__': main()
玩法:这让我想起了魂斗罗那第几关的boss,有点类似,不过魂斗罗那个难度肯定高点。
import osimport sysimport cfgimport randomimport pygamefrom modules import *'''开始游戏'''def startGame(screen): clock = pygame.time.Clock() # 加载字体 font = pygame.font.SysFont('arial', 18) if not os.path.isfile('score'): f = open('score', 'w') f.write('0') f.close() with open('score', 'r') as f: highest_score = int(f.read().strip()) # 敌方 enemies_group = pygame.sprite.Group() for i in range(55): if i < 11: enemy = enemySprite('small', i, cfg.WHITE, cfg.WHITE) elif i < 33: enemy = enemySprite('medium', i, cfg.WHITE, cfg.WHITE) else: enemy = enemySprite('large', i, cfg.WHITE, cfg.WHITE) enemy.rect.x = 85 + (i % 11) * 50 enemy.rect.y = 120 + (i // 11) * 45 enemies_group.add(enemy) boomed_enemies_group = pygame.sprite.Group() en_bullets_group = pygame.sprite.Group() ufo = ufoSprite(color=cfg.RED) # 我方 myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE) my_bullets_group = pygame.sprite.Group() # 用于控制敌方位置更新 # --移动一行 enemy_move_count = 24 enemy_move_interval = 24 enemy_move_flag = False # --改变移动方向(改变方向的同时集体下降一次) enemy_change_direction_count = 0 enemy_change_direction_interval = 60 enemy_need_down = False enemy_move_right = True enemy_need_move_row = 6 enemy_max_row = 5 # 用于控制敌方发射子弹 enemy_shot_interval = 100 enemy_shot_count = 0 enemy_shot_flag = False # 游戏进行中 running = True is_win = False # 主循环 while running: screen.fill(cfg.BLACK) for event in pygame.event.get(): # --点右上角的X或者按Esc键退出游戏 if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: pygame.quit() sys.exit() # --射击 if event.type == pygame.MOUSEBUTTONDOWN: my_bullet = myaircraft.shot() if my_bullet: my_bullets_group.add(my_bullet) # --我方子弹与敌方/UFO碰撞检测 for enemy in enemies_group: if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None): boomed_enemies_group.add(enemy) enemies_group.remove(enemy) myaircraft.score += enemy.reward if pygame.sprite.spritecollide(ufo, my_bullets_group, True, None): ufo.is_dead = True myaircraft.score += ufo.reward # --更新并画敌方 # ----敌方子弹 enemy_shot_count += 1 if enemy_shot_count > enemy_shot_interval: enemy_shot_flag = True enemies_survive_list = [enemy.number for enemy in enemies_group] shot_number = random.choice(enemies_survive_list) enemy_shot_count = 0 # ----敌方移动 enemy_move_count += 1 if enemy_move_count > enemy_move_interval: enemy_move_count = 0 enemy_move_flag = True enemy_need_move_row -= 1 if enemy_need_move_row == 0: enemy_need_move_row = enemy_max_row enemy_change_direction_count += 1 if enemy_change_direction_count > enemy_change_direction_interval: enemy_change_direction_count = 1 enemy_move_right = not enemy_move_right enemy_need_down = True # ----每次下降提高移动和射击速度 enemy_move_interval = max(15, enemy_move_interval-3) enemy_shot_interval = max(50, enemy_move_interval-10) # ----遍历更新 for enemy in enemies_group: if enemy_shot_flag: if enemy.number == shot_number: en_bullet = enemy.shot() en_bullets_group.add(en_bullet) if enemy_move_flag: if enemy.number in range((enemy_need_move_row-1)*11, enemy_need_move_row*11): if enemy_move_right: enemy.update('right', cfg.SCREENSIZE[1]) else: enemy.update('left', cfg.SCREENSIZE[1]) else: enemy.update(None, cfg.SCREENSIZE[1]) if enemy_need_down: if enemy.update('down', cfg.SCREENSIZE[1]): running = False is_win = False enemy.change_count -= 1 enemy.draw(screen) enemy_move_flag = False enemy_need_down = False enemy_shot_flag = False # ----敌方爆炸特效 for boomed_enemy in boomed_enemies_group: if boomed_enemy.boom(screen): boomed_enemies_group.remove(boomed_enemy) del boomed_enemy # --敌方子弹与我方飞船碰撞检测 if not myaircraft.one_dead: if pygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None): myaircraft.one_dead = True if myaircraft.one_dead: if myaircraft.boom(screen): myaircraft.resetBoom() myaircraft.num_life -= 1 if myaircraft.num_life < 1: running = False is_win = False else: # ----更新飞船 myaircraft.update(cfg.SCREENSIZE[0]) # ----画飞船 myaircraft.draw(screen) if (not ufo.has_boomed) and (ufo.is_dead): if ufo.boom(screen): ufo.has_boomed = True else: # ----更新UFO ufo.update(cfg.SCREENSIZE[0]) # ----画UFO ufo.draw(screen) # --画我方飞船子弹 for bullet in my_bullets_group: if bullet.update(): my_bullets_group.remove(bullet) del bullet else: bullet.draw(screen) # --画敌方子弹 for bullet in en_bullets_group: if bullet.update(cfg.SCREENSIZE[1]): en_bullets_group.remove(bullet) del bullet else: bullet.draw(screen) if myaircraft.score > highest_score: highest_score = myaircraft.score # --得分每增加2000我方飞船增加一条生命 if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score): myaircraft.old_score = myaircraft.score myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life) # --敌人都死光了的话就胜利了 if len(enemies_group) < 1: is_win = True running = False # --显示文字 # ----当前得分 showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8) showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24) # ----敌人数量 showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8) showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24) # ----历史最高分 showText(screen, 'HIGHEST: ', cfg.WHITE, font, 540, 8) showText(screen, str(highest_score), cfg.WHITE, font, 540, 24) # ----FPS showText(screen, 'FPS: ' + str(int(clock.get_fps())), cfg.RED, font, 8, 8) # --显示剩余生命值 showLife(screen, myaircraft.num_life, cfg.GREEN) pygame.display.update() clock.tick(cfg.FPS) with open('score', 'w') as f: f.write(str(highest_score)) return is_win'''主函数'''def main(): # 初始化 pygame.init() pygame.display.set_caption('外星人入侵 —— 九歌') screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.mixer.init() pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1) while True: is_win = startGame(screen) endInterface(screen, cfg.BLACK, is_win)'''run'''if __name__ == '__main__': main()
玩法:我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。
from tkinter import *import tkinter.messagebox as msg root = Tk()root.title('TIC-TAC-TOE---Project Gurukul')# labelsLabel(root, text="player1 : X", font="times 15").grid(row=0, column=1)Label(root, text="player2 : O", font="times 15").grid(row=0, column=2) digits = [1, 2, 3, 4, 5, 6, 7, 8, 9] # for player1 sign = X and for player2 sign= Ymark = '' # counting the no. of clickcount = 0 panels = ["panel"] * 10 def win(panels, sign): return ((panels[1] == panels[2] == panels[3] == sign) or (panels[1] == panels[4] == panels[7] == sign) or (panels[1] == panels[5] == panels[9] == sign) or (panels[2] == panels[5] == panels[8] == sign) or (panels[3] == panels[6] == panels[9] == sign) or (panels[3] == panels[5] == panels[7] == sign) or (panels[4] == panels[5] == panels[6] == sign) or (panels[7] == panels[8] == panels[9] == sign)) def checker(digit): global count, mark, digits # Check which button clicked if digit == 1 and digit in digits: digits.remove(digit) ##player1 will play if the value of count is even and for odd player2 will play if count % 2 == 0: mark = 'X' panels[digit] = mark elif count % 2 != 0: mark = 'O' panels[digit] = mark button1.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'X'): msg.showinfo("Result", "Player1 wins") root.destroy() elif (win(panels, sign) and sign == 'O'): msg.showinfo("Result", "Player2 wins") root.destroy() if digit == 2 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'X' panels[digit] = mark elif count % 2 != 0: mark = 'O' panels[digit] = mark button2.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'X'): msg.showinfo("Result", "Player1 wins") root.destroy() elif (win(panels, sign) and sign == 'O'): msg.showinfo("Result", "Player2 wins") root.destroy() if digit == 3 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'X' panels[digit] = mark elif count % 2 != 0: mark = 'O' panels[digit] = mark button3.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'X'): msg.showinfo("Result", "Player1 wins") root.destroy() elif (win(panels, sign) and sign == 'O'): msg.showinfo("Result", "Player2 wins") root.destroy() if digit == 4 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'X' panels[digit] = mark elif count % 2 != 0: mark = 'O' panels[digit] = mark button4.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'X'): msg.showinfo("Result", "Player1 wins") root.destroy() elif (win(panels, sign) and sign == 'O'): msg.showinfo("Result", "Player2 wins") root.destroy() if digit == 5 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'X' panels[digit] = mark elif count % 2 != 0: mark = 'O' panels[digit] = mark button5.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'X'): msg.showinfo("Result", "Player1 wins") root.destroy() elif (win(panels, sign) and sign == 'O'): msg.showinfo("Result", "Player2 wins") root.destroy() if digit == 6 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'X' panels[digit] = mark elif count % 2 != 0: mark = 'O' panels[digit] = mark button6.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'X'): msg.showinfo("Result", "Player1 wins") root.destroy() elif (win(panels, sign) and sign == 'O'): msg.showinfo("Result", "Player2 wins") root.destroy() if digit == 7 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'X' panels[digit] = mark elif count % 2 != 0: mark = 'O' panels[digit] = mark button7.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'X'): msg.showinfo("Result", "Player1 wins") root.destroy() elif (win(panels, sign) and sign == 'O'): msg.showinfo("Result", "Player2 wins") root.destroy() if digit == 8 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'X' panels[digit] = mark elif count % 2 != 0: mark = 'O' panels[digit] = mark button8.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'X'): msg.showinfo("Result", "Player1 wins") root.destroy() elif (win(panels, sign) and sign == 'O'): msg.showinfo("Result", "Player2 wins") root.destroy() if digit == 9 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'X' panels[digit] = mark elif count % 2 != 0: mark = 'O' panels[digit] = mark button9.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'X'): msg.showinfo("Result", "Player1 wins") root.destroy() elif (win(panels, sign) and sign == 'O'): msg.showinfo("Result", "Player2 wins") root.destroy() ###if count is greater then 8 then the match has been tied if (count > 8 and win(panels, 'X') == False and win(panels, 'O') == False): msg.showinfo("Result", "Match Tied") root.destroy() ####define buttonsbutton1 = Button(root, width=15, font=('Times 16 bold'), height=7, command=lambda: checker(1))button1.grid(row=1, column=1)button2 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(2))button2.grid(row=1, column=2)button3 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(3))button3.grid(row=1, column=3)button4 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(4))button4.grid(row=2, column=1)button5 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(5))button5.grid(row=2, column=2)button6 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(6))button6.grid(row=2, column=3)button7 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(7))button7.grid(row=3, column=1)button8 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(8))button8.grid(row=3, column=2)button9 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(9))button9.grid(row=3, column=3) root.mainloop()
最后,七个小游戏到这里就没有了,不管是放松还是拿来练手,都是很不错滴。看着这密密麻麻的代码,我都要给自己一个大大的赞,你确定不赞我一个?
来源地址:https://blog.csdn.net/hxb002131/article/details/123959126