- 序列应用——猜单词游戏 1.游戏介绍
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,
2.程序设计步骤
1.在猜单词游戏程序中导入相关模块。
2.创建所有待猜测的单词序列元组WORDS。
3.显示游戏欢迎界面。
4.实现游戏的逻辑。
首先,从序列中随机挑出一个单词,如“easy”;然后打乱这个单词的字母顺序;接着,通过多次循环就可以产生新的乱序后的单词seys;最后,将乱序后的单词显示给玩家。
3.玩家输入猜测单词,程序判断对错。若玩家猜错,则可以继续猜。
参考代码
import random
WORDS = ('python','easy','difficult','answer','continue','phone','desktop','boy')
print( "欢迎参加猜单词游戏,请把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: # Word不是空串时循环
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("对不起你猜的不正确")
guess = input("继续猜:")
if guess == correct:
print("恭喜你,猜对了!\n")
iscontinue = input("\n是否继续(Y/N):")
输出结果:
面向对象设计应用——发牌游戏
1游戏介绍
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。
参考代码
import random
def xipai(n):
random.shuffle(n)
return n
def huase(n):
if(n>=0 and n<=12):
return "梅"
elif(n>=13 and n<=25):
return "方"
elif(n>=26 and n<=38):
return "红"
elif(n>=39 and n<=51):
return "黑"
def shu(n):
if n==0 or n==13 or n==26 or n==39:
return 'A'
elif n==12 or n==38 or n==25 or n==51:
return 'K'
elif n==11 or n==37 or n==24 or n==50:
return 'Q'
elif n==10 or n==36 or n==23 or n==49:
return 'J'
else:
return n%13
def fapai():
List=[]
for i in range(0,52):
List.append(i)
List=xipai(List)
List1=[]
List2=[]
List3=[]
List4=[]
for i in range(0,52):
if i<13:
List1.append(huase(List[i])+str(shu(List[i])))
elif i<26:
List2.append(huase(List[i])+str(shu(List[i])))
elif i<39:
List3.append(huase(List[i])+str(shu(List[i])))
else:
List4.append(huase(List[i])+str(shu(List[i])))
print("A",List1)
print("B",List2)
print("C",List3)
print("D",List4)
fapai()
效果截图
图形界面设计——猜数字游戏
1.游戏介绍
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
参考代码
import tkinter as tk
import sys
import random
import re
number=random.randint(0,1024)
running=True
num=0
nmaxn=1024
nmin=0
def eBtnClose(event):
root.destroy()
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")
def numGuess():
if num==1:
labelqval("你已经答对了!")
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。。。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)
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")
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之间任意整数:")
entry_a.focus_set()
print(number)
root.mainloop()
效果截图
Tkinter图形绘制——图形版发牌程序 1.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。
参考代码
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]]
player1.append(cv.create_image((100,150+20*x), image=img))
img = imgs[p3[x]]
player1.append(cv.create_image((200 + 20 * x, 500), image=img))
img = imgs[p4[x]]
player1.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()
效果截图
Python图像处理——人物拼图游戏
1.游戏介绍
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
参考代码
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="images\\libai"+str(i)+".png"
Pics.append(PhotoImage(file=filename))
WIDTH=960
HEIGHT=587
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='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!=i*ROWS+j:
return False
return True
def callBack2():
print("重新开始")
play_game()
cv.delete('all')
drawBoard(cv)
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()
效果截图
来源:oschina
链接:https://my.oschina.net/u/4460342/blog/3190726