python的五个小游戏

故事扮演 提交于 2020-04-05 17:49:35

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):                        # “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) + "" + 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) + "" + 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 = "")                  # “按钮
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")                 # “关闭btnClose.bind('<Button-1>', eBtnClose)
btnClose.pack(side = "left")
line_btn.pack(side="top")

labelqval("请输入015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))
        # 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:

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