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