一,猜数字
代码参考:
import tkinter as tk import sys import random import re number = random.randint(0,15) running = True num = 0 nmaxn = 15 nminn = 0 def eBtnClose(event): root.destroy() def eBtnGuess(event): # “猜”按钮 global nmaxn # 全局变量 global nminn global num global running if running: val_a = int(entry_a.get()) # 获取猜的数字并转换成数字 if val_a == number: labelqval("恭喜答对了!") num += 1 running = False numGuess() # 显示猜的次数 elif val_a < number: # 猜小了 if val_a >nminn: nminn = val_a # 修改提示猜测范围的最小数 num += 1 labelqval("小了,请输入" + str(nminn) + "到" + str(nmaxn) + "之间任意整数:") else: if val_a < nmaxn: nmaxn = val_a # 修改提示猜测范围的最大数 num += 1 labelqval("大了,请输入" + str(nminn) + "到" + str(nmaxn) + "之间任意整数:") else: labelqval('你答对了') #显示猜的次数 def numGuess(): if num == 1: labelqval('一次答对') elif num < 10: labelqval('十次以内就答对了,尝试次数:' + str(num)) else: labelqval('尝试次数:' + str(num)) def labelqval(vText): label_val_q.config(label_val_q, text = vText) # 修改提示标签文字 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") # 提示标签 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") # 文本框 btnGuess = tk.Button(line_input, text = "猜") # “猜”按钮 entry_a.pack(side = "left") entry_a.bind('<Return>', eBtnGuess) btnGuess.bind('<Button-1>', eBtnGuess) # “猜” btnGuess.pack(side = "left") line_input.pack(side = "top",fill = "x") line_btn = tk.Frame(root) btnClose = tk.Button(line_btn, text = "关闭") # “关闭” btnClose.bind('<Button-1>', eBtnClose) btnClose.pack(side = "left") line_btn.pack(side="top") labelqval("请输入0到15之间任意整数:") entry_a.focus_set() print(number) root.mainloop()
运行效果:
二,猜单词游戏
代码参考:
# WORD Jumble猜单词游戏 import random # 创建单词序列 words = ("apple","sometimes","beatiful","wonderful","ugly","funny") # 开始游戏 print( """ 欢迎参加猜单词游戏 把字母组合成一个正确的单词。 """ ) iscontinue = "y" while iscontinue == "y" or iscontinue == "Y": # 这里从序列中随机挑出一个单词 word = random.choice(words) # 这里判断玩家是否猜对的变量 correct = word # 创建单词 jumble = "" while word: # word不是空串循环 position = random.randrange(len(word)) # 将position位置的字母组合到乱序后单词 jumble += word[position] # 通过切片将position位置的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 请你猜:") while guess != correct and guess != "": print("对不起你猜错了。") guess = input("继续猜:") if guess == correct: print("真棒,你猜对了!\n") iscontinue = input("\n 是否继续(Y/N)")
运行效果:
三,拼图游戏
代码参考:
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 ="p"+str(i)+".png" Pics.append(PhotoImage(file=filename)) # 定义常量 # 画布的尺寸 WIDTH = 800 HEIGHT = 730 IMAGE_WIDTH = WIDTH//3 IMAGE_HEIGHT = HEIGHT//3 #棋盘行列数 ROWS = 3 COLS = 3 # 移动步数 steps = 0 # 保存所有图像块的列表 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) # 初始化拼图版 def init_board(): # 打乱图像块坐标 L=list(range(8)) L.append(None) random.shuffle(L) # 填充拼板图 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,HEIGHT,0,HEIGHT),width=1,outline='Black',fill='green') # 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版上的坐标 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 #printd(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()
运行效果
四,纸牌游戏
代码参考:
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=r'C:\Users\76096\Desktop\2D\2\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()
运行效果:
五,发牌游戏
代码参考:
# Card Module # Basic classes for a game with playing cards class Card(): """A playing card""" RANKS = ["A","2","3","4","5","6","7", "8","9","10","J","Q","K"] # 牌面数字1-13 SUITS = ["梅花","方片","红心","黑桃"] def __init__(self,rank,suit,face_up = True): self.rank = rank # 牌面数字1~13 self.suit = suit # 花色 self.is_face_up = face_up # 是否显示牌的正面,True为正面,False为反面 def __str__(self): # printf if self.is_face_up: rep = self.suit + self.rank # +" " + str(self.pic_order()) else: rep = "XX" return rep def flip(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 class Hand( ): """A hand of playing""" def __init__(self): self.cards = [] def __str__(self): # 重写print()方法 if self.cards: rep = "" for card in self.cards: rep += str(card) + "\t" else: rep = "无牌" return rep def clear(self): # 清空手里的牌 self.cards = [] def add(self, card): self.cards.append(card) def give(self, card, other_hand): # 把一张牌给其他选手 self.cards.remove(card) other_hand.add(card) class Poke(Hand): """A deck of playing cards""" def populate(self): 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,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) # 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.')
运行效果:
来源:oschina
链接:https://my.oschina.net/u/4461341/blog/3215587