Python 游戏开发

旧时模样 提交于 2020-03-09 16:38:11

以下皆为老师代码,该次实验皆为验证性实验 python序列应用:猜单词 代码如下:

``import random

#创建单词序列

WORDS=("python","jumble","easy","difficult","answer","continue","phone","position","game")

#start the game

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":

    word =random.choice(WORDS)

    correct=word

    jumble=""

while word:

        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("对不起不正确.")

        guess =input("继续猜:")

if guess ==correct:

print("真棒,你猜对了!\n")

iscontinue=input("\n\n是否继续(Y/N):")’`` 调试结果:

python:面向对象设计应用——发牌游戏 ``# 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")''' `` 调试结果: python 图形界面设计--- 猜数字游戏 `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('太厉害了吧,一次就答对了') elif num < 10: labelqval('几次就答对了....尝试次数:' + str(num)) elif num < 50: labelqval('这么多次回合尝试次数:' + 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 :

python : Tkinter图形绘制——图形版发牌程序 游戏介绍: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。

代码如下: ``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()

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)+'.png'))

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 :

扑克素材:

Python图像处理——人物拼图游戏

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)。 代码如下:

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 = 'woman\\' + "woman_" + str(i) + ".gif"
    Pics.append(PhotoImage(file=filename))
# 定义常量
# 画布的尺寸
WIDTH = 350
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='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()```



素材图片:![](https://oscimg.oschina.net/oscnet/up-58a765346c523003b0d4351bb14203e4cf0.png)






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