代碼及步驟:python
1.在猜單詞遊戲程序中導入相關模塊。canvas
import random
app
2.建立全部待猜想的單詞序列元組WORDS。dom
words=("python","jumble","easy","difficult","answer","continue","phone","posistion","game","position")
ide
3.顯示遊戲歡迎界面。函數
print(oop
""" 歡迎參加猜單詞遊戲 把字母組合成一個正確的單詞 """
)ui
4.實現遊戲的邏輯。設計
首先,從序列中隨機挑出一個單詞,如「easy」;而後打亂這個單詞的字母順序;接着,經過屢次循環就能夠產生新的亂序後的單詞jumble;最後,將亂序後的單詞顯示給玩家。玩家輸入猜想單詞,程序判斷對錯。若玩家猜錯,則能夠繼續猜。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("亂序後單詞:",jumble) guess=input("\n請你猜:") while guess!=correct and guess!="": print("對不起不正確。") guess=input("繼續猜:") if guess==correct: print("真棒,你猜對了!\n")
5.須要再嵌套一個循環,判斷玩家是否須要再進行猜單詞遊戲
iscontinue="y" while iscontinue=="y" or iscontinue=="Y":
iscontinue=input("\n\n是否繼續(Y/N):")
完整代碼截圖:
代碼及步驟:
一、發牌程序設計出三個類: Card類、Hand類和Poke類。
class Card(): pass class Hand(): pass class Poke(Hand): pass
二、Card類
Card類表明一張牌,其中,FaceNum字段指的是牌面數字1~13,Suit字段指的是花色,」梅」爲梅花,」方」爲方塊,」紅」爲紅桃,」黑」爲黑桃。
其中:Card構造函數根據參數初始化封裝的成員變量,實現牌面大小和花色的初始化,以及是否顯示牌面,默認True爲顯示牌正面;str()方法用來輸出牌面大小和花色;pic_order()方法獲取牌的順序號,牌面按梅花1~13,方塊14- 26,紅桃27-39,黑桃40- 52順序編號(未洗牌以前),也就是說,梅花2順序號爲2,方塊A順序號爲14,方塊K順序號爲26(這個方法爲圖形化顯示牌面預留的方法); flip()是翻牌方法,改變牌面是否顯示的屬性值。
class Card(): RANKS = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"] # 牌面數字 SUITS = ["梅", "方", "紅", "黑"] def __init__(self, rank, suit, face_up=True): self.rank = rank # 指的是牌面數字 self.suit = suit # suit是花色 self.is_face_up = face_up # 是否顯示牌正面,True爲正面,False爲牌背面 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 # 牌的順序號 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 == "紅": Suit = 3 else: Suit = 4 return (Suit - 1) * 13 + FaceNum
三、Hand類
Hand類表明手牌(一個玩家手裏拿的牌),能夠認爲是一位牌手手裏的牌,其中,cards列表變量存儲牌手手中的牌。能夠增長牌、清空手裏的牌、把一張牌給別的牌手等操做。
class Hand(): """A hand of playing cards.""" def __init__(self): self.cards = [] def __str__(self): # 重寫print()方法 if self.cards: rep = "" for card in self.cards: rep += str(card) + "\t" else: rep = "無牌" 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類
Poke類表明一副牌,咱們能夠將一副牌看做是有52張牌的牌手,因此繼承Hand類。因爲其中cards列表變量要存儲52張牌,並且要進行發牌、洗牌操做,因此增長以下的方法。
populate(self)生成存儲了52張牌的一副牌,固然這些牌是按梅花1~13,方塊14- 26,紅桃27~39,黑桃40- 52的順序(未洗牌以前)存儲在cards列表變量。 shuffle(self)洗牌,使用Python的random模塊shuffle()方法打亂牌的存儲順序便可。deal( self., hands,per_hand=13)可完成發牌動做,發給四個牌人默認13張牌。固然,若令per_hand=10,則給每一個牌手發1 0張牌,只不過最後仍有牌沒發完。
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) # 打亂牌的順序 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
主程序比較簡單,由於有四個牌手,因此生成players列表存儲初始化的四位牌手。生成一副牌的對象實例poke1,調用populate()方法生成有52張牌的一副牌,調用huffle()方法洗牌打亂順序,調用deal(players,13)方法分別給每位玩家發13張牌,最後示四位牌手全部的牌。
if __name__ == "__main__": print("This is a module with classes for playing cards.") # 四個玩家 players = [Hand(), Hand(), Hand(), Hand()] poke1 = Poke() poke1.populate() # 生成牌 poke1.shuffle() # 洗牌 poke1.deal(players, 13) # 給每一個玩家發13張牌 # 顯示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.")
代碼及步驟:
一、在猜數字遊戲程序中導入相關模塊:
import tkinter as tk import sys import random import re
二、random.randint(0,1024)隨機產生玩家要猜的數字。
number=random.randint(0,1024) running=True num=0 nmaxn=1024 nmin=0
三、猜按鈕事件函數從單行文本框entry_a獲取猜的數字並轉換成數字val a,而後判斷是否正確,並根據要猜的數字number判斷數字是過大仍是太小。
def eBtnGuess(event): global nmaxn global nmin global num global running if running: val_a=int(entry_a.get()) if val_a==number: labelqval("恭喜答對了!") 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("你已經答對了")
四、HumGuess()函數修改提示標籤文字來顯示猜的次數。
def numGuess(): if num == 1: labelqval("你已經答對了!") elif num<10: labelqval("==十次之內就答對了。。。嘗試次數:"+str(num)) elif num<50: labelqval("還行哦嘗試次數:"+str(num)) else: labelqval("好吧。。。你都超過50次了。。。嘗試次數:"+str(num)) def labelqval(vText): label_val_q.config(label_val_q,text=vText)
五、主要窗體的搭建。
root=tk.Tk(className="猜數字遊戲") 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") #關閉按鈕 line_btn=tk.Frame(root) btnClose=tk.Button(line_btn,text="關閉") btnClose.bind('<Button-1>',eBtnClose) btnClose.pack(side="left") line_btn.pack(side="top")`
完整代碼截圖:
代碼及步驟:
將要發的52張牌,按梅花0~12,方塊13- 25,紅桃26- 38,黑桃39- 51的順序編號並存儲在pocker列表c未洗牌以前l,列表元素存儲的是某張牌c其實是牌的編號)。同時,按此編號將撲克牌圖片順序存儲在imgs列表中。也就是說,imgs[0]存儲梅花A的圖片,imgs[1]存儲梅花2的圖片,imgs[14]存儲方塊2的圖片,依次類推。
發牌後,根據每位牌手(pl,p2,p3,p4)各自牌的編號列表,從imgs獲取對應牌的圖片,並使用create- image《x座標,y座標),image=圖像文件)將牌顯示在指定位置。
利用canvas圖形繪製,繪製出小型窗口,
代碼以下:
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()
代碼及步驟: 一、圖片進行分割,放在代碼的文件下
二、定義常量及加載圖片
from tkinter import* from tkinter.messagebox import * import random root = Tk('拼圖遊戲') root.title('拼圖') Pics=[] for i in range(9): filename=str(i)+".gif" Pics.append(PhotoImage(file=filename)) #定義常量 #畫布大小 WIDTH=700 HEIGHT=623
三、圖像塊(拼塊)類
每一個圖像塊(拼塊)都是Square對象,具備draw功能,所以,可將本拼塊圖片繪製到Canvas上。orderID屬性是每一個圖像塊(拼塊)對應的編號。
#圖像塊邊長 IMAGE_WIDTH=WIDTH//3 IMAGE_HEIGHT=HEIGHT//3 #棋盤邊長 ROWS=3 COLS=3 steps=0 #移動步數 board=[[0,1,2],[3,4,5],[6,7,8]] #保存圖像塊列表 #圖像塊類 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、初始化遊戲
random.shuffle(board)只能按行打亂二維列表,因此使用一維列表來實現打亂圖像塊的功能,再根據編號生成對應的圖像塊(拼塊)到board列表中。
#初始化拼盤 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、繪製遊戲界面的各個元素
遊戲界面中還存在着各個元素,如黑框等,
#繪製遊戲界面的各個元素 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、鼠標事件
將單擊位置換算成拼圖板上的棋盤座標,若是單擊空位置,則全部圖像塊都不移動;不然依次檢查被單擊的當前圖像塊的上、下、左、右是否有空位置,若是有,就移動當前圖像塊。
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="拼圖完成")`
七、判斷輸贏
判斷拼塊的編號是否有序,若是不是有序的,則返回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、重置遊戲
def callBack2(): print("從新開始") play_game() cv.delete('all') drawBoard(cv)
九、窗口的設計
cv=Canvas(root,bg='white',width=WIDTH,height=HEIGHT) b1=Button(root,text="從新開始",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)
完整代碼:
from tkinter import* from tkinter.messagebox import * import random root = Tk('拼圖遊戲') root.title('拼圖') 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="拼圖完成") 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("從新開始") play_game() cv.delete('all') drawBoard(cv) cv=Canvas(root,bg='white',width=WIDTH,height=HEIGHT) b1=Button(root,text="從新開始",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:關於這次的python遊戲開發中,咱們主要了解到python的多方應用,輕重對tkinter的包的應用和random的應用是最爲常見的,也能更好得開發,其中當運用圖片時,最好將圖片和代碼放在同一個文件夾下,否則路徑老師會出錯,固然,若是圖片路徑可以對是最好不過,保險起見最好仍是放在一塊不容易出錯。