用Python写几个小游戏(附源码)
1、小恐龙
玩法:上下控制起跳躲避
import cfg
import sys
import random
import pygame
from modules import *'''main'''
def main(highest_score):# 游戏初始化pygame.init()screen = pygame.display.set_mode(cfg.SCREENSIZE)pygame.display.set_caption('九歌')# 导入所有声音文件sounds = {}for key, value in cfg.AUDIO_PATHS.items():sounds[key] = pygame.mixer.Sound(value)# 游戏开始界面GameStartInterface(screen, sounds, cfg)# 定义一些游戏中必要的元素和变量score = 0score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(534, 15), bg_color=cfg.BACKGROUND_COLOR)highest_score = highest_scorehighest_score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(435, 15), bg_color=cfg.BACKGROUND_COLOR, is_highest=True)dino = Dinosaur(cfg.IMAGE_PATHS['dino'])ground = Ground(cfg.IMAGE_PATHS['ground'], position=(0, cfg.SCREENSIZE[1]))cloud_sprites_group = pygame.sprite.Group()cactus_sprites_group = pygame.sprite.Group()ptera_sprites_group = pygame.sprite.Group()add_obstacle_timer = 0score_timer = 0# 游戏主循环clock = pygame.time.Clock()while True:for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()elif event.type == pygame.KEYDOWN:if event.key == pygame.K_SPACE or event.key == pygame.K_UP:dino.jump(sounds)elif event.key == pygame.K_DOWN:dino.duck()elif event.type == pygame.KEYUP and event.key == pygame.K_DOWN:dino.unduck()screen.fill(cfg.BACKGROUND_COLOR)# --随机添加云if len(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10:cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS['cloud'], position=(cfg.SCREENSIZE[0], random.randrange(30, 75))))# --随机添加仙人掌/飞龙add_obstacle_timer += 1if add_obstacle_timer > random.randrange(50, 150):add_obstacle_timer = 0random_value = random.randrange(0, 10)if random_value >= 5 and random_value <= 7:cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS['cacti']))else:position_ys = [cfg.SCREENSIZE[1]*0.82, cfg.SCREENSIZE[1]*0.75, cfg.SCREENSIZE[1]*0.60, cfg.SCREENSIZE[1]*0.20]ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS['ptera'], position=(600, random.choice(position_ys))))# --更新游戏元素dino.update()ground.update()cloud_sprites_group.update()cactus_sprites_group.update()ptera_sprites_group.update()score_timer += 1if score_timer > (cfg.FPS//12):score_timer = 0score += 1score = min(score, 99999)if score > highest_score:highest_score = scoreif score % 100 == 0:sounds['point'].play()if score % 1000 == 0:ground.speed -= 1for item in cloud_sprites_group:item.speed -= 1for item in cactus_sprites_group:item.speed -= 1for item in ptera_sprites_group:item.speed -= 1# --碰撞检测for item in cactus_sprites_group:if pygame.sprite.collide_mask(dino, item):dino.die(sounds)for item in ptera_sprites_group:if pygame.sprite.collide_mask(dino, item):dino.die(sounds)# --将游戏元素画到屏幕上dino.draw(screen)ground.draw(screen)cloud_sprites_group.draw(screen)cactus_sprites_group.draw(screen)ptera_sprites_group.draw(screen)score_board.set(score)highest_score_board.set(highest_score)score_board.draw(screen)highest_score_board.draw(screen)# --更新屏幕pygame.display.update()clock.tick(cfg.FPS)# --游戏是否结束if dino.is_dead:break# 游戏结束界面return GameEndInterface(screen, cfg), highest_score'''run'''
if __name__ == '__main__':highest_score = 0while True:flag, highest_score = main(highest_score)if not flag: break
2、消消乐
玩法:三个相连就能消除
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 = Trueif flag:breakscreen.fill((135, 206, 235))text0 = 'Final score: %s' % scoretext1 = 'Press <R> to restart the game.'text2 = 'Press <Esc> to quit the game.'y = 150for 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 += 100screen.blit(text_render, rect)pygame.display.update()game.reset()'''run'''
if __name__ == '__main__':main()
3、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。
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ingself.is_paused = False# 是否开始ingself.is_started = Falseself.initUI()'''界面初始化'''def initUI(self):# iconself.setWindowIcon(QIcon(os.path.join(os.getcwd(), 'resources/icon.jpg')))# 块大小self.grid_size = 22# 游戏帧率self.fps = 200self.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:returnself.is_started = Trueself.inner_board.createNewTetris()self.timer.start(self.fps, self)'''暂停/不暂停'''def pause(self):if not self.is_started:returnself.is_paused = not self.is_pausedif 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_linesself.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)returnkey = event.key()# P键暂停if key == Qt.Key_P:self.pause()returnif 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_())
4、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。
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 = 0while 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
5、平衡木
玩法:也是小时候的经典
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 1num_selected = 0for 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_selectednum_selected -= 1each.select_order = Noneelse:if num_selected < max_selected:each.is_selected = not each.is_selectednum_selected += 1each.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 = Trueselected.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 = Falsewhile 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.attributeelif each.select_order == '2':selected_number2 = each.attributeelse:raise ValueError('Unknow select_order %s, expect 1 or 2...' % each.select_order)else:noselected_numbers.append(each.attribute)each.is_selected = Falsefor each in operator_sprites_group:each.is_selected = Falseresult = 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 = Falseif selected_buttons and each.attribute == selected_buttons[0]:each.is_selected = Falsenumber_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()
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。
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) * 50enemy.rect.y = 120 + (i // 11) * 45enemies_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 = 24enemy_move_interval = 24enemy_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 = 0enemy_change_direction_interval = 60enemy_need_down = Falseenemy_move_right = Trueenemy_need_move_row = 6enemy_max_row = 5# 用于控制敌方发射子弹enemy_shot_interval = 100enemy_shot_count = 0enemy_shot_flag = False# 游戏进行中running = Trueis_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.rewardif pygame.sprite.spritecollide(ufo, my_bullets_group, True, None):ufo.is_dead = Truemyaircraft.score += ufo.reward# --更新并画敌方# ----敌方子弹enemy_shot_count += 1if enemy_shot_count > enemy_shot_interval:enemy_shot_flag = Trueenemies_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 += 1if enemy_move_count > enemy_move_interval:enemy_move_count = 0enemy_move_flag = Trueenemy_need_move_row -= 1if enemy_need_move_row == 0:enemy_need_move_row = enemy_max_rowenemy_change_direction_count += 1if enemy_change_direction_count > enemy_change_direction_interval:enemy_change_direction_count = 1enemy_move_right = not enemy_move_rightenemy_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 = Falseis_win = Falseenemy.change_count -= 1enemy.draw(screen)enemy_move_flag = Falseenemy_need_down = Falseenemy_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 = Trueif myaircraft.one_dead:if myaircraft.boom(screen):myaircraft.resetBoom()myaircraft.num_life -= 1if myaircraft.num_life < 1:running = Falseis_win = Falseelse:# ----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 = Trueelse:# ----更新UFOufo.update(cfg.SCREENSIZE[0])# ----画UFOufo.draw(screen)# --画我方飞船子弹for bullet in my_bullets_group:if bullet.update():my_bullets_group.remove(bullet)del bulletelse: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 bulletelse: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.scoremyaircraft.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 = Truerunning = 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)# ----FPSshowText(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()
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。
from tkinter import *
import tkinter.messagebox as msgroot = 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 = 0panels = ["panel"] * 10def 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 clickedif digit == 1 and digit in digits:digits.remove(digit)##player1 will play if the value of count is even and for odd player2 will playif count % 2 == 0:mark = 'X'panels[digit] = markelif count % 2 != 0:mark = 'O'panels[digit] = markbutton1.config(text=mark)count = count + 1sign = markif (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] = markelif count % 2 != 0:mark = 'O'panels[digit] = markbutton2.config(text=mark)count = count + 1sign = markif (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] = markelif count % 2 != 0:mark = 'O'panels[digit] = markbutton3.config(text=mark)count = count + 1sign = markif (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] = markelif count % 2 != 0:mark = 'O'panels[digit] = markbutton4.config(text=mark)count = count + 1sign = markif (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] = markelif count % 2 != 0:mark = 'O'panels[digit] = markbutton5.config(text=mark)count = count + 1sign = markif (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] = markelif count % 2 != 0:mark = 'O'panels[digit] = markbutton6.config(text=mark)count = count + 1sign = markif (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] = markelif count % 2 != 0:mark = 'O'panels[digit] = markbutton7.config(text=mark)count = count + 1sign = markif (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] = markelif count % 2 != 0:mark = 'O'panels[digit] = markbutton8.config(text=mark)count = count + 1sign = markif (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] = markelif count % 2 != 0:mark = 'O'panels[digit] = markbutton9.config(text=mark)count = count + 1sign = markif (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 tiedif (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,七个小游戏到这里就没有了,不管是放松还是拿来练手,都是很不错滴。看着这密密麻麻的代码,我都要给自己一个大大的赞,你确定不赞我一个?
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