python游戏开发案例
< 返回列表时间: 2020-03-09来源:OSCHINA
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
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