2D游戏开发课程作业报告

拈花ヽ惹草 提交于 2020-03-09 13:23:01

2D游戏开发课程实验报告

本篇为验证性作业,代码为老师所给。

1.序列应用——猜单词游戏

功能介绍

猜单词游戏就是计筧机随机产生一个单词,打乱字母顺序,供玩家去猜测。此游戏采用控制字符界面。

代码:

import random
# 创建单词序列
WORDS = ("python", "jumble", "difficult", "answer", "continue", "phone",
         "position", "game")
# start the game
print("""
          猜单词游戏
    把字母组合成一个正确的单词
    """)
iscontinue = "y"
while iscontinue == "y" or iscontinue == "Y":
    # 从序列中随机挑一个单词
    word = random.choice(WORDS)
    # 一个用于判断玩家是否猜对的变量
    correct = word
    # 创建乱序后单词
    jumble = ""
    while word:  # word不是空串时循环
        # 根据word长度,产生word的随机位置
        position = random.randrange(len(word))
        # 将position位置字母组合到乱序后单词
        jumble += word[position]
        # 通过切片,将position位置字母从原单词中删除
        word = word[:position] + word[(position + 1):]
    print("乱序后单词:", jumble)

    guess = input("\n请猜:")
    while guess != correct and guess != "":
        print("猜错了")
        guess = input("继续猜:")

    if guess == correct:
        print("猜对了!\n")
        iscontinue = input("\n\n是否续(Y/N):")

运行结果

2.面向对象设计应用——发牌游戏

功能介绍

四名牌手打牌,电脑随机將52张牌(不合大、小王)发给四名牌手,并在屏幕上显示每位牌手的牌。

代码

# Card Module
# Basic classes for a game with playing cards
class Card():
    """" A playing card """
    # 牌面数字 1--13
    RANKS = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"]
    # 梅为梅花,方为方块,红为红心,黑为黑桃
    SUITS = ["梅", "方", "红", "黑"]

    def __init__(self, rank, suit, face_up=True):
        self.rank = rank  # 指的是牌面数字 1--13
        self.suit = suit  # suit指的是花色
        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

    def filp(self):  #翻牌方法
        self.is_face_up = not self.is_face_up

    def pic_order(self):  #牌的顺序号
        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


class Hand():
    """" A hand of playing cards """
    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):
    """" A deck 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):  # 发牌,发给玩家,每人默认13张牌
        for rounds in range(per_hand):
            for hand in hands:
                top_card = self.cards[0]
                self.cards.remove(top_card)
                hand.add(top_card)


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()  # 生成一副牌
    poke1.shuffle()  # 洗牌
    poke1.deal(players, 13)  # 发给玩家每人13张牌
    # 显示4位牌手的牌
    n = 1
    for hand in players:
        print("牌手", n, end=":")
        print(hand)
        n = n + 1
    input("\nPress the enter key to exit")

运行结果

3.图形界面设计——猜数字游戏

功能介绍

在游戏中,程序随机生成1024以内的数字,再让玩家去猜,如果猜的数字过大过小都会进行提示,程序还会统计玩家猜的次数。使用Tkinter开发猜数字游戏

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.destroy()


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


def numGuess():
    if num == 1:
        labelqval('我靠!一次答对')
    elif num < 10:
        labelqval('=_=十次以内就答对了牛....尝试次数:' + str(num))
    elif num < 50:
        labelqval('还行哦尝试次数:' + str(num))
    else:
        labelqval('好吧.....您都试了超过50次了.....尝试次数:' + str(num))


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("大了哦")
        else:
            if val_a < nmaxn:
                nmaxn = val_a
                num += 1
                label_tip_max.config(label_tip_max, text=nmaxn)
            labelqval("小了哦")
    else:
        labelqval("你已经答对啦...")


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到1024之间任意整数:")
entry_a.focus_set()

print(number)
root.mainloop()

运行结果

4.Tkinter图形绘制——图形版发牌程序

功能介绍

机随机将52张牌(不含大王和小王)发给四位牌手,在屏幕上显示每位牌手的牌,程序的运行效果如图5-1所示。接下来,我们以使用Canvas绘制Tkinter模块图形为例,介绍建立简单GUI(图形用户界面)游戏界面的方法。

代码

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()
# 创建一个Canvas,设置其背景色为白色
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='images\\' + str(i)+'-'+str(j)+'.gif'))

for x in range(13):              # 13轮
    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()

运行结果

5.Python图像处理——人物拼图游戏

功能介绍

拼图游戏将一幅图片分割咸若干拼块并将它们随机打乱顺序,当将所有拼块都放回原位置时,就完成了拼图(游戏结束)。本人物拼图游戏为3行3列,拼块以随机顺序排列,玩家用鼠标单击空白块四周的交换它们位置,直到所有拼块都回到原位置。拼图游戏运行界面

代码

from tkinter import *
from tkinter.messagebox import *
import random

root = Tk('拼图游戏')
root.title("拼图")
# 载入外部图像
Pics = []
for i in range(9):
    filename = 'pt\\' + "t" + str(i) + ".png"
    Pics.append(PhotoImage(file=filename))
# 定义常量
# 画布的尺寸
WIDTH = 335
HEIGHT = 600
# 图像块的边长
IMAGE_WIDTH = WIDTH // 3
IMAGE_HEIGHT = HEIGHT // 3

# 棋盘行列数
ROWS = 3
COLS = 3
# 移动步数
steps = 0
# 保存所有图像的列表
board = [[0, 1, 2],
         [3, 4, 5],
         [6, 7, 8]]


# 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)


# 初始化拼图板
def init_board():
    # 打乱图像块坐标
    L = list(range(8))
    L.append(None)
    random.shuffle(L)
    # 填充拼图板
    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)


# 重置游戏
def play_game():
    global steps
    steps = 0
    init_board()


# 绘制游戏界面各元素
def drawBoard(canvas):
    # 画黑框
    canvas.create_polygon((0, 0, WIDTH, 0, WIDTH, HEIGHT, 0, HEIGHT), width=1, outline='Black', fill='blue')
    # 画图像块
    # 代码写在这里
    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
    # 将点击位置换算成拼图板上的坐标
    r = int(pos.y // IMAGE_HEIGHT)
    c = int(pos.x // IMAGE_WIDTH)
    print(r, c)
    if r < 3 and c < 3:           # 点击位置在拼图板内才移动图片
        if board[r][c] is None:   # 点到空位置上什么也不移动
            return
        else:
            # 依次检查当前图像块的上,下,左,右是否有空位置,如果有就移动到当前图像块
            current_square = board[r][c]
            if r - 1 >= 0 and board[r-1][c] is None:      # 判断上面
                board[r][c] = None
                board[r-1][c] = current_square
                steps += 1
            elif c + 1 <= 2 and board[r][c+1] is None:    # 判断右面
                board[r][c] = None
                board[r][c+1] = current_square
                steps += 1
            elif r + 1 <= 2 and board[r+1][c] is None:    # 判断下面
                board[r][c] = None
                board[r+1][c] = current_square
                steps += 1
            elif c - 1 >= 0 and board[r][c-1] is None:    # 判断左面
                board[r][c] = None
                board[r][c-1] = current_square
                steps += 1
            #print(board)
            label1["text"] = str(steps)
            cv.delete('all')  # 清除canvas画布上的内容
            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 != i * ROWS + j:
                return False
    return True


def callBack2():
    print("重新开始")
    play_game()
    cv.delete('all')   # 清除canvas画布上的内容
    drawBoard(cv)


#设置窗口
cv = Canvas(root, bg='white', width=WIDTH, height=HEIGHT)
b1 = Button(root, text="重新开始", 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()

运行结果

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