百木园-与人分享,
就是让自己快乐。

Python嘎嘎涨知识的7个小游戏,玩过的都爱不释手(附源码,直接运行就可)

前言

今天星期七,是一个快乐的日子。上班族不用上班,学生不用学习。我也不想分享太多的知识去为难大家,就给大家七个小游戏

吧,从周一玩到周日的那种,学会了记得来找我PK…

1、消消乐

玩法:三个相连就能消除

在这里插入图片描述

源码分享:

python学习交流Q群:906715085###
import os
import sys
import cfg
import pygame
from modules import *
 
 
\'\'\'游戏主程序\'\'\'
def main():
    pygame.init()
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption(\'Gemgem —— 九歌\')
    # 加载背景音乐
    pygame.mixer.init()
    pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, \"resources/audios/bg.mp3\"))
    pygame.mixer.music.set_volume(0.6)
    pygame.mixer.music.play(-1)
    # 加载音效
    sounds = {}
    sounds[\'mismatch\'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, \'resources/audios/badswap.wav\'))
    sounds[\'match\'] = []
    for i in range(6):
        sounds[\'match\'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, \'resources/audios/match%s.wav\' % i)))
    # 加载字体
    font = pygame.font.Font(os.path.join(cfg.ROOTDIR, \'resources/font/font.TTF\'), 25)
    # 图片加载
    gem_imgs = []
    for i in range(1, 8):
        gem_imgs.append(os.path.join(cfg.ROOTDIR, \'resources/images/gem%s.png\' % i))
    # 主循环
    game = gemGame(screen, sounds, font, gem_imgs, cfg)
    while True:
        score = game.start()
        flag = False
        # 一轮游戏结束后玩家选择重玩或者退出
        while True:
            for event in pygame.event.get():
                if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE):
                    pygame.quit()
                    sys.exit()
                elif event.type == pygame.KEYUP and event.key == pygame.K_r:
                    flag = True
            if flag:
                break
            screen.fill((135, 206, 235))
            text0 = \'Final score: %s\' % score
            text1 = \'Press <R> to restart the game.\'
            text2 = \'Press <Esc> to quit the game.\'
            y = 150
            for idx, text in enumerate([text0, text1, text2]):
                text_render = font.render(text, 1, (85, 65, 0))
                rect = text_render.get_rect()
                if idx == 0:
                    rect.left, rect.top = (212, y)
                elif idx == 1:
                    rect.left, rect.top = (122.5, y)
                else:
                    rect.left, rect.top = (126.5, y)
                y += 100
                screen.blit(text_render, rect)
            pygame.display.update()
        game.reset()
 
 
\'\'\'run\'\'\'
if __name__ == \'__main__\':
    main()

 

在这里插入图片描述

2、俄罗斯方块

玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的。

在这里插入图片描述

源码分享:

import os
import sys
import random
from modules import *
from PyQt5.QtGui import *
from PyQt5.QtCore import *
from PyQt5.QtWidgets import *
 
 
\'\'\'定义俄罗斯方块游戏类\'\'\'
class TetrisGame(QMainWindow):
    def __init__(self, parent=None):
        super(TetrisGame, self).__init__(parent)
        # 是否暂停ing
        self.is_paused = False
        # 是否开始ing
        self.is_started = False
        self.initUI()
    \'\'\'界面初始化\'\'\'
    def initUI(self):
        # icon
        self.setWindowIcon(QIcon(os.path.join(os.getcwd(), \'resources/icon.jpg\')))
        # 块大小
        self.grid_size = 22
        # 游戏帧率
        self.fps = 200
        self.timer = QBasicTimer()
        # 焦点
        self.setFocusPolicy(Qt.StrongFocus)
        # 水平布局
        layout_horizontal = QHBoxLayout()
        self.inner_board = InnerBoard()
        self.external_board = ExternalBoard(self, self.grid_size, self.inner_board)
        layout_horizontal.addWidget(self.external_board)
        self.side_panel = SidePanel(self, self.grid_size, self.inner_board)
        layout_horizontal.addWidget(self.side_panel)
        self.status_bar = self.statusBar()
        self.external_board.score_signal[str].connect(self.status_bar.showMessage)
        self.start()
        self.center()
        self.setWindowTitle(\'Tetris —— 九歌\')
        self.show()
        self.setFixedSize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height())
    \'\'\'游戏界面移动到屏幕中间\'\'\'
    def center(self):
        screen = QDesktopWidget().screenGeometry()
        size = self.geometry()
        self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)
    \'\'\'更新界面\'\'\'
    def updateWindow(self):
        self.external_board.updateData()
        self.side_panel.updateData()
        self.update()
    \'\'\'开始\'\'\'
    def start(self):
        if self.is_started:
            return
        self.is_started = True
        self.inner_board.createNewTetris()
        self.timer.start(self.fps, self)
    \'\'\'暂停/不暂停\'\'\'
    def pause(self):
        if not self.is_started:
            return
        self.is_paused = not self.is_paused
        if self.is_paused:
            self.timer.stop()
            self.external_board.score_signal.emit(\'Paused\')
        else:
            self.timer.start(self.fps, self)
        self.updateWindow()
    \'\'\'计时器事件\'\'\'
    def timerEvent(self, event):
        if event.timerId() == self.timer.timerId():
            removed_lines = self.inner_board.moveDown()
            self.external_board.score += removed_lines
            self.updateWindow()
        else:
            super(TetrisGame, self).timerEvent(event)
    \'\'\'按键事件\'\'\'
    def keyPressEvent(self, event):
        if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty:
            super(TetrisGame, self).keyPressEvent(event)
            return
        key = event.key()
        # P键暂停
        if key == Qt.Key_P:
            self.pause()
            return
        if self.is_paused:
            return
        # 向左
        elif key == Qt.Key_Left:
            self.inner_board.moveLeft()
        # 向右
        elif key == Qt.Key_Right:
            self.inner_board.moveRight()
        # 旋转
        elif key == Qt.Key_Up:
            self.inner_board.rotateAnticlockwise()
        # 快速坠落
        elif key == Qt.Key_Space:
            self.external_board.score += self.inner_board.dropDown()
        else:
            super(TetrisGame, self).keyPressEvent(event)
        self.updateWindow()
 
 
\'\'\'run\'\'\'
if __name__ == \'__main__\':
    app = QApplication([])
    tetris = TetrisGame()
    sys.exit(app.exec_())

 

在这里插入图片描述

3、贪吃蛇

玩法:童年经典,普通魔术也没啥意思,小时候玩的也是加速的。

源码分享:

 python学习交流Q群:906715085###
import cfg
import sys
import pygame
from modules import *
 
 
\'\'\'主函数\'\'\'
def main(cfg):
    # 游戏初始化
    pygame.init()
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption(\'Greedy Snake —— 九歌\')
    clock = pygame.time.Clock()
    # 播放背景音乐
    pygame.mixer.music.load(cfg.BGMPATH)
    pygame.mixer.music.play(-1)
    # 游戏主循环
    snake = Snake(cfg)
    apple = Apple(cfg, snake.coords)
    score = 0
    while True:
        screen.fill(cfg.BLACK)
        # --按键检测
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                if event.key in [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]:
                    snake.setDirection({pygame.K_UP: \'up\', pygame.K_DOWN: \'down\', pygame.K_LEFT: \'left\', pygame.K_RIGHT: \'right\'}[event.key])
        # --更新贪吃蛇和食物
        if snake.update(apple):
            apple = Apple(cfg, snake.coords)
            score += 1
        # --判断游戏是否结束
        if snake.isgameover: break
        # --显示游戏里必要的元素
        drawGameGrid(cfg, screen)
        snake.draw(screen)
        apple.draw(screen)
        showScore(cfg, score, screen)
        # --屏幕更新
        pygame.display.update()
        clock.tick(cfg.FPS)
    return endInterface(screen, cfg)
 
 
\'\'\'run\'\'\'
if __name__ == \'__main__\':
    while True:
        if not main(cfg):
            break

 

4、24点小游戏

玩法:通过加减乘除操作,小学生都没问题的。

在这里插入图片描述

源码分享:

import os
import sys
import pygame
from cfg import *
from modules import *
from fractions import Fraction
 
 
\'\'\'检查控件是否被点击\'\'\'
def checkClicked(group, mouse_pos, group_type=\'NUMBER\'):
    selected = []
    # 数字卡片/运算符卡片
    if group_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]:
        max_selected = 2 if group_type == GROUPTYPES[0] else 1
        num_selected = 0
        for each in group:
            num_selected += int(each.is_selected)
        for each in group:
            if each.rect.collidepoint(mouse_pos):
                if each.is_selected:
                    each.is_selected = not each.is_selected
                    num_selected -= 1
                    each.select_order = None
                else:
                    if num_selected < max_selected:
                        each.is_selected = not each.is_selected
                        num_selected += 1
                        each.select_order = str(num_selected)
            if each.is_selected:
                selected.append(each.attribute)
    # 按钮卡片
    elif group_type == GROUPTYPES[2]:
        for each in group:
            if each.rect.collidepoint(mouse_pos):
                each.is_selected = True
                selected.append(each.attribute)
    # 抛出异常
    else:
        raise ValueError(\'checkClicked.group_type unsupport %s, expect %s, %s or %s...\' % (group_type, *GROUPTYPES))
    return selected
 
 
\'\'\'获取数字精灵组\'\'\'
def getNumberSpritesGroup(numbers):
    number_sprites_group = pygame.sprite.Group()
    for idx, number in enumerate(numbers):
        args = (*NUMBERCARD_POSITIONS[idx], str(number), NUMBERFONT, NUMBERFONT_COLORS, NUMBERCARD_COLORS, str(number))
        number_sprites_group.add(Card(*args))
    return number_sprites_group
 
 
\'\'\'获取运算符精灵组\'\'\'
def getOperatorSpritesGroup(operators):
    operator_sprites_group = pygame.sprite.Group()
    for idx, operator in enumerate(operators):
        args = (*OPERATORCARD_POSITIONS[idx], str(operator), OPERATORFONT, OPREATORFONT_COLORS, OPERATORCARD_COLORS, str(operator))
        operator_sprites_group.add(Card(*args))
    return operator_sprites_group
 
 
\'\'\'获取按钮精灵组\'\'\'
def getButtonSpritesGroup(buttons):
    button_sprites_group = pygame.sprite.Group()
    for idx, button in enumerate(buttons):
        args = (*BUTTONCARD_POSITIONS[idx], str(button), BUTTONFONT, BUTTONFONT_COLORS, BUTTONCARD_COLORS, str(button))
        button_sprites_group.add(Button(*args))
    return button_sprites_group
 
 
\'\'\'计算\'\'\'
def calculate(number1, number2, operator):
    operator_map = {\'+\': \'+\', \'-\': \'-\', \'×\': \'*\', \'÷\': \'/\'}
    try:
        result = str(eval(number1+operator_map[operator]+number2))
        return result if \'.\' not in result else str(Fraction(number1+operator_map[operator]+number2))
    except:
        return None
 
 
\'\'\'在屏幕上显示信息\'\'\'
def showInfo(text, screen):
    rect = pygame.Rect(200, 180, 400, 200)
    pygame.draw.rect(screen, PAPAYAWHIP, rect)
    font = pygame.font.Font(FONTPATH, 40)
    text_render = font.render(text, True, BLACK)
    font_size = font.size(text)
    screen.blit(text_render, (rect.x+(rect.width-font_size[0])/2, rect.y+(rect.height-font_size[1])/2))
 
 
\'\'\'主函数\'\'\'
def main():
    # 初始化, 导入必要的游戏素材
    pygame.init()
    pygame.mixer.init()
    screen = pygame.display.set_mode(SCREENSIZE)
    pygame.display.set_caption(\'24 point —— 九歌\')
    win_sound = pygame.mixer.Sound(AUDIOWINPATH)
    lose_sound = pygame.mixer.Sound(AUDIOLOSEPATH)
    warn_sound = pygame.mixer.Sound(AUDIOWARNPATH)
    pygame.mixer.music.load(BGMPATH)
    pygame.mixer.music.play(-1, 0.0)
    # 24点游戏生成器
    game24_gen = game24Generator()
    game24_gen.generate()
    # 精灵组
    # --数字
    number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
    # --运算符
    operator_sprites_group = getOperatorSpritesGroup(OPREATORS)
    # --按钮
    button_sprites_group = getButtonSpritesGroup(BUTTONS)
    # 游戏主循环
    clock = pygame.time.Clock()
    selected_numbers = []
    selected_operators = []
    selected_buttons = []
    is_win = False
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit(-1)
            elif event.type == pygame.MOUSEBUTTONUP:
                mouse_pos = pygame.mouse.get_pos()
                selected_numbers = checkClicked(number_sprites_group, mouse_pos, \'NUMBER\')
                selected_operators = checkClicked(operator_sprites_group, mouse_pos, \'OPREATOR\')
                selected_buttons = checkClicked(button_sprites_group, mouse_pos, \'BUTTON\')
        screen.fill(AZURE)
        # 更新数字
        if len(selected_numbers) == 2 and len(selected_operators) == 1:
            noselected_numbers = []
            for each in number_sprites_group:
                if each.is_selected:
                    if each.select_order == \'1\':
                        selected_number1 = each.attribute
                    elif each.select_order == \'2\':
                        selected_number2 = each.attribute
                    else:
                        raise ValueError(\'Unknow select_order %s, expect 1 or 2...\' % each.select_order)
                else:
                    noselected_numbers.append(each.attribute)
                each.is_selected = False
            for each in operator_sprites_group:
                each.is_selected = False
            result = calculate(selected_number1, selected_number2, *selected_operators)
            if result is not None:
                game24_gen.numbers_now = noselected_numbers + [result]
                is_win = game24_gen.check()
                if is_win:
                    win_sound.play()
                if not is_win and len(game24_gen.numbers_now) == 1:
                    lose_sound.play()
            else:
                warn_sound.play()
            selected_numbers = []
            selected_operators = []
            number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
        # 精灵都画到screen上
        for each in number_sprites_group:
            each.draw(screen, pygame.mouse.get_pos())
        for each in operator_sprites_group:
            each.draw(screen, pygame.mouse.get_pos())
        for each in button_sprites_group:
            if selected_buttons and selected_buttons[0] in [\'RESET\', \'NEXT\']:
                is_win = False
            if selected_buttons and each.attribute == selected_buttons[0]:
                each.is_selected = False
                number_sprites_group = each.do(game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group)
                selected_buttons = []
            each.draw(screen, pygame.mouse.get_pos())
        # 游戏胜利
        if is_win:
            showInfo(\'Congratulations\', screen)
        # 游戏失败
        if not is_win and len(game24_gen.numbers_now) == 1:
            showInfo(\'Game Over\', screen)
        pygame.display.flip()
        clock.tick(30)
 
 
\'\'\'run\'\'\'
if __name__ == \'__main__\':
    main()

 

在这里插入图片描述

5、平衡木

玩法:也是小时候的经典游戏,控制左右就行,到后面才有一点点难度。

源码分享:

import cfg
from modules import breakoutClone
 
 
\'\'\'主函数\'\'\'
def main():
    game = breakoutClone(cfg)
    game.run()
 
 
\'\'\'run\'\'\'
if __name__ == \'__main__\':
    main()

 

6、外星人入侵

玩法:这让我想起了魂斗罗那第几关的boss,有点类似,不过魂斗罗那个难度肯定高点。

源码分享:

python学习交流Q群:906715085###
import os
import sys
import cfg
import random
import pygame
from modules import *
 
 
\'\'\'开始游戏\'\'\'
def startGame(screen):
    clock = pygame.time.Clock()
    # 加载字体
    font = pygame.font.SysFont(\'arial\', 18)
    if not os.path.isfile(\'score\'):
        f = open(\'score\', \'w\')
        f.write(\'0\')
        f.close()
    with open(\'score\', \'r\') as f:
        highest_score = int(f.read().strip())
    # 敌方
    enemies_group = pygame.sprite.Group()
    for i in range(55):
        if i < 11:
            enemy = enemySprite(\'small\', i, cfg.WHITE, cfg.WHITE)
        elif i < 33:
            enemy = enemySprite(\'medium\', i, cfg.WHITE, cfg.WHITE)
        else:
            enemy = enemySprite(\'large\', i, cfg.WHITE, cfg.WHITE)
        enemy.rect.x = 85 + (i % 11) * 50
        enemy.rect.y = 120 + (i // 11) * 45
        enemies_group.add(enemy)
    boomed_enemies_group = pygame.sprite.Group()
    en_bullets_group = pygame.sprite.Group()
    ufo = ufoSprite(color=cfg.RED)
    # 我方
    myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE)
    my_bullets_group = pygame.sprite.Group()
    # 用于控制敌方位置更新
    # --移动一行
    enemy_move_count = 24
    enemy_move_interval = 24
    enemy_move_flag = False
    # --改变移动方向(改变方向的同时集体下降一次)
    enemy_change_direction_count = 0
    enemy_change_direction_interval = 60
    enemy_need_down = False
    enemy_move_right = True
    enemy_need_move_row = 6
    enemy_max_row = 5
    # 用于控制敌方发射子弹
    enemy_shot_interval = 100
    enemy_shot_count = 0
    enemy_shot_flag = False
    # 游戏进行中
    running = True
    is_win = False
    # 主循环
    while running:
        screen.fill(cfg.BLACK)
        for event in pygame.event.get():
            # --点右上角的X或者按Esc键退出游戏
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()
            # --射击
            if event.type == pygame.MOUSEBUTTONDOWN:
                my_bullet = myaircraft.shot()
                if my_bullet:
                    my_bullets_group.add(my_bullet)
        # --我方子弹与敌方/UFO碰撞检测
        for enemy in enemies_group:
            if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None):
                boomed_enemies_group.add(enemy)
                enemies_group.remove(enemy)
                myaircraft.score += enemy.reward
        if pygame.sprite.spritecollide(ufo, my_bullets_group, True, None):
            ufo.is_dead = True
            myaircraft.score += ufo.reward
        # --更新并画敌方
        # ----敌方子弹
        enemy_shot_count += 1
        if enemy_shot_count > enemy_shot_interval:
            enemy_shot_flag = True
            enemies_survive_list = [enemy.number for enemy in enemies_group]
            shot_number = random.choice(enemies_survive_list)
            enemy_shot_count = 0
        # ----敌方移动
        enemy_move_count += 1
        if enemy_move_count > enemy_move_interval:
            enemy_move_count = 0
            enemy_move_flag = True
            enemy_need_move_row -= 1
            if enemy_need_move_row == 0:
                enemy_need_move_row = enemy_max_row
            enemy_change_direction_count += 1
            if enemy_change_direction_count > enemy_change_direction_interval:
                enemy_change_direction_count = 1
                enemy_move_right = not enemy_move_right
                enemy_need_down = True
                # ----每次下降提高移动和射击速度
                enemy_move_interval = max(15, enemy_move_interval-3)
                enemy_shot_interval = max(50, enemy_move_interval-10)
        # ----遍历更新
        for enemy in enemies_group:
            if enemy_shot_flag:
                if enemy.number == shot_number:
                    en_bullet = enemy.shot()
                    en_bullets_group.add(en_bullet)
            if enemy_move_flag:
                if enemy.number in range((enemy_need_move_row-1)*11, enemy_need_move_row*11):
                    if enemy_move_right:
                        enemy.update(\'right\', cfg.SCREENSIZE[1])
                    else:
                        enemy.update(\'left\', cfg.SCREENSIZE[1])
            else:
                enemy.update(None, cfg.SCREENSIZE[1])
            if enemy_need_down:
                if enemy.update(\'down\', cfg.SCREENSIZE[1]):
                    running = False
                    is_win = False
                enemy.change_count -= 1
            enemy.draw(screen)
        enemy_move_flag = False
        enemy_need_down = False
        enemy_shot_flag = False
        # ----敌方爆炸特效
        for boomed_enemy in boomed_enemies_group:
            if boomed_enemy.boom(screen):
                boomed_enemies_group.remove(boomed_enemy)
                del boomed_enemy
        # --敌方子弹与我方飞船碰撞检测
        if not myaircraft.one_dead:
            if pygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None):
                myaircraft.one_dead = True
        if myaircraft.one_dead:
            if myaircraft.boom(screen):
                myaircraft.resetBoom()
                myaircraft.num_life -= 1
                if myaircraft.num_life < 1:
                    running = False
                    is_win = False
        else:
            # ----更新飞船
            myaircraft.update(cfg.SCREENSIZE[0])
            # ----画飞船
            myaircraft.draw(screen)
        if (not ufo.has_boomed) and (ufo.is_dead):
            if ufo.boom(screen):
                ufo.has_boomed = True
        else:
            # ----更新UFO
            ufo.update(cfg.SCREENSIZE[0])
            # ----画UFO
            ufo.draw(screen)
        # --画我方飞船子弹
        for bullet in my_bullets_group:
            if bullet.update():
                my_bullets_group.remove(bullet)
                del bullet
            else:
                bullet.draw(screen)
        # --画敌方子弹
        for bullet in en_bullets_group:
            if bullet.update(cfg.SCREENSIZE[1]):
                en_bullets_group.remove(bullet)
                del bullet
            else:
                bullet.draw(screen)
        if myaircraft.score > highest_score:
            highest_score = myaircraft.score
        # --得分每增加2000我方飞船增加一条生命
        if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score):
            myaircraft.old_score = myaircraft.score
            myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life)
        # --敌人都死光了的话就胜利了
        if len(enemies_group) < 1:
            is_win = True
            running = False
        # --显示文字
        # ----当前得分
        showText(screen, \'SCORE: \', cfg.WHITE, font, 200, 8)
        showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)
        # ----敌人数量
        showText(screen, \'ENEMY: \', cfg.WHITE, font, 370, 8)
        showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)
        # ----历史最高分
        showText(screen, \'HIGHEST: \', cfg.WHITE, font, 540, 8)
        showText(screen, str(highest_score), cfg.WHITE, font, 540, 24)
        # ----FPS
        showText(screen, \'FPS: \' + str(int(clock.get_fps())), cfg.RED, font, 8, 8)
        # --显示剩余生命值
        showLife(screen, myaircraft.num_life, cfg.GREEN)
        pygame.display.update()
        clock.tick(cfg.FPS)
    with open(\'score\', \'w\') as f:
        f.write(str(highest_score))
    return is_win
 
 
\'\'\'主函数\'\'\'
def main():
    # 初始化
    pygame.init()
    pygame.display.set_caption(\'外星人入侵 —— 九歌\')
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.mixer.init()
    pygame.mixer.music.load(cfg.BGMPATH)
    pygame.mixer.music.set_volume(0.4)
    pygame.mixer.music.play(-1)
    while True:
        is_win = startGame(screen)
        endInterface(screen, cfg.BLACK, is_win)
 
 
\'\'\'run\'\'\'
if __name__ == \'__main__\':
    main()

 

在这里插入图片描述

7、井字棋888

玩法:我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。

源码分享

from tkinter import *
import tkinter.messagebox as msg
 
root = Tk()
root.title(\'TIC-TAC-TOE---Project Gurukul\')
# labels
Label(root, text=\"player1 : X\", font=\"times 15\").grid(row=0, column=1)
Label(root, text=\"player2 : O\", font=\"times 15\").grid(row=0, column=2)
 
digits = [1, 2, 3, 4, 5, 6, 7, 8, 9]
 
# for player1 sign = X and for player2 sign= Y
mark = \'\'
 
# counting the no. of click
count = 0
 
panels = [\"panel\"] * 10
 
 
def win(panels, sign):
    return ((panels[1] == panels[2] == panels[3] == sign)
            or (panels[1] == panels[4] == panels[7] == sign)
            or (panels[1] == panels[5] == panels[9] == sign)
            or (panels[2] == panels[5] == panels[8] == sign)
            or (panels[3] == panels[6] == panels[9] == sign)
            or (panels[3] == panels[5] == panels[7] == sign)
            or (panels[4] == panels[5] == panels[6] == sign)
            or (panels[7] == panels[8] == panels[9] == sign))
 
 
def checker(digit):
    global count, mark, digits
 
    # Check which button clicked
 
    if digit == 1 and digit in digits:
        digits.remove(digit)
        ##player1 will play if the value of count is even and for odd player2 will play
        if count % 2 == 0:
            mark = \'X\'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = \'O\'
            panels[digit] = mark
 
        button1.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == \'X\'):
            msg.showinfo(\"Result\", \"Player1 wins\")
            root.destroy()
        elif (win(panels, sign) and sign == \'O\'):
            msg.showinfo(\"Result\", \"Player2 wins\")
            root.destroy()
 
    if digit == 2 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = \'X\'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = \'O\'
            panels[digit] = mark
 
        button2.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == \'X\'):
            msg.showinfo(\"Result\", \"Player1 wins\")
            root.destroy()
        elif (win(panels, sign) and sign == \'O\'):
            msg.showinfo(\"Result\", \"Player2 wins\")
            root.destroy()
 
    if digit == 3 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = \'X\'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = \'O\'
            panels[digit] = mark
 
        button3.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == \'X\'):
            msg.showinfo(\"Result\", \"Player1 wins\")
            root.destroy()
        elif (win(panels, sign) and sign == \'O\'):
            msg.showinfo(\"Result\", \"Player2 wins\")
            root.destroy()
 
    if digit == 4 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = \'X\'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = \'O\'
            panels[digit] = mark
 
        button4.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == \'X\'):
            msg.showinfo(\"Result\", \"Player1 wins\")
            root.destroy()
        elif (win(panels, sign) and sign == \'O\'):
            msg.showinfo(\"Result\", \"Player2 wins\")
            root.destroy()
 
    if digit == 5 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = \'X\'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = \'O\'
            panels[digit] = mark
 
        button5.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == \'X\'):
            msg.showinfo(\"Result\", \"Player1 wins\")
            root.destroy()
        elif (win(panels, sign) and sign == \'O\'):
            msg.showinfo(\"Result\", \"Player2 wins\")
            root.destroy()
 
    if digit == 6 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = \'X\'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = \'O\'
            panels[digit] = mark
 
        button6.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == \'X\'):
            msg.showinfo(\"Result\", \"Player1 wins\")
            root.destroy()
        elif (win(panels, sign) and sign == \'O\'):
            msg.showinfo(\"Result\", \"Player2 wins\")
            root.destroy()
 
    if digit == 7 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = \'X\'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = \'O\'
            panels[digit] = mark
 
        button7.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == \'X\'):
            msg.showinfo(\"Result\", \"Player1 wins\")
            root.destroy()
        elif (win(panels, sign) and sign == \'O\'):
            msg.showinfo(\"Result\", \"Player2 wins\")
            root.destroy()
 
    if digit == 8 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = \'X\'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = \'O\'
            panels[digit] = mark
 
        button8.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == \'X\'):
            msg.showinfo(\"Result\", \"Player1 wins\")
            root.destroy()
        elif (win(panels, sign) and sign == \'O\'):
            msg.showinfo(\"Result\", \"Player2 wins\")
            root.destroy()
 
    if digit == 9 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = \'X\'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = \'O\'
            panels[digit] = mark
 
        button9.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == \'X\'):
            msg.showinfo(\"Result\", \"Player1 wins\")
            root.destroy()
        elif (win(panels, sign) and sign == \'O\'):
            msg.showinfo(\"Result\", \"Player2 wins\")
            root.destroy()
 
    ###if count is greater then 8 then the match has been tied
    if (count > 8 and win(panels, \'X\') == False and win(panels, \'O\') == False):
        msg.showinfo(\"Result\", \"Match Tied\")
        root.destroy()
 
 
####define buttons
button1 = Button(root, width=15, font=(\'Times 16 bold\'), height=7, command=lambda: checker(1))
button1.grid(row=1, column=1)
button2 = Button(root, width=15, height=7, font=(\'Times 16 bold\'), command=lambda: checker(2))
button2.grid(row=1, column=2)
button3 = Button(root, width=15, height=7, font=(\'Times 16 bold\'), command=lambda: checker(3))
button3.grid(row=1, column=3)
button4 = Button(root, width=15, height=7, font=(\'Times 16 bold\'), command=lambda: checker(4))
button4.grid(row=2, column=1)
button5 = Button(root, width=15, height=7, font=(\'Times 16 bold\'), command=lambda: checker(5))
button5.grid(row=2, column=2)
button6 = Button(root, width=15, height=7, font=(\'Times 16 bold\'), command=lambda: checker(6))
button6.grid(row=2, column=3)
button7 = Button(root, width=15, height=7, font=(\'Times 16 bold\'), command=lambda: checker(7))
button7.grid(row=3, column=1)
button8 = Button(root, width=15, height=7, font=(\'Times 16 bold\'), command=lambda: checker(8))
button8.grid(row=3, column=2)
button9 = Button(root, width=15, height=7, font=(\'Times 16 bold\'), command=lambda: checker(9))
button9.grid(row=3, column=3)
 
root.mainloop()

 

最后

万水千山总是情,点个 👍 行不行。祝大家周末愉快呀!!!今天的小游戏本人亲测十分的有意思哟!

喜欢这篇文章的记得点赞收藏,错过这个村就没有这个店了,下一章再见了…

在这里插入图片描述


来源:https://www.cnblogs.com/1234567FENG/p/16388404.html
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