python最简单游戏代码(【蓝因子教育】用Python写了13个小游戏,上班摸鱼我能玩一天)

wufei123 发布于 2024-09-21 阅读(7)

1、吃金币

源码分享:import osimport cfgimport sysimport pygameimport randomfrom modules import *游戏初始化def initGame():

# 初始化pygame, 设置展示窗口pygame.init()screen = pygame.display.set_mode(cfg.SCREENSIZE)pygame.display.set_caption(catch coins —— 九歌)

# 加载必要的游戏素材game_images = {}for key, value in cfg.IMAGE_PATHS.items():if isinstance(value, list):images = []

for item in value: images.append(pygame.image.load(item))game_images[key] = imageselse:game_images[key] = pygame.image.load(value)

game_sounds = {}for key, value in cfg.AUDIO_PATHS.items():if key == bgm: continuegame_sounds[key] = pygame.mixer.Sound(value)

# 返回初始化数据return screen, game_images, game_sounds主函数def main():# 初始化screen, game_images, game_sounds = initGame()

# 播放背景音乐pygame.mixer.music.load(cfg.AUDIO_PATHS[bgm])pygame.mixer.music.play(-1, 0.0)# 字体加载font = pygame.font.Font(cfg.FONT_PATH, 40)

# 定义herohero = Hero(game_images[hero], position=(375, 520))# 定义食物组food_sprites_group = pygame.sprite.Group()

generate_food_freq = random.randint(10, 20)generate_food_count = 0# 当前分数/历史最高分score = 0highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())

# 游戏主循环clock = pygame.time.Clock()while True:# --填充背景screen.fill(0)screen.blit(game_images[background], (0, 0))

# --倒计时信息countdown_text = Count down: + str((90000 - pygame.time.get_ticks()) // 60000) + ":" + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2)

countdown_text = font.render(countdown_text, True, (0, 0, 0))countdown_rect = countdown_text.get_rect()

countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5]screen.blit(countdown_text, countdown_rect)# --按键检测

for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()key_pressed = pygame.key.get_pressed()

if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:hero.move(cfg.SCREENSIZE, left)if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:

hero.move(cfg.SCREENSIZE, right)# --随机生成食物generate_food_count += 1if generate_food_count > generate_food_freq:

generate_food_freq = random.randint(10, 20)generate_food_count = 0food = Food(game_images, random.choice([gold,] * 10 + [apple]), cfg.SCREENSIZE)

food_sprites_group.add(food)# --更新食物for food in food_sprites_group:if food.update(): food_sprites_group.remove(food)

# --碰撞检测for food in food_sprites_group:if pygame.sprite.collide_mask(food, hero):game_sounds[get].play()

food_sprites_group.remove(food)score += food.scoreif score > highest_score: highest_score = score# --画hero

hero.draw(screen)# --画食物food_sprites_group.draw(screen)# --显示得分score_text = fScore: {score}, Highest: {highest_score}

score_text = font.render(score_text, True, (0, 0, 0))score_rect = score_text.get_rect()score_rect.topleft = [5, 5]

screen.blit(score_text, score_rect)# --判断游戏是否结束if pygame.time.get_ticks() >= 90000:break# --更新屏幕pygame.display.flip()

clock.tick(cfg.FPS)# 游戏结束, 记录最高分并显示游戏结束画面fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, w)fp.write(str(highest_score))

fp.close()return showEndGameInterface(screen, cfg, score, highest_score)runif __name__ == __main__:while main():

pass2、打乒乓

源码分享:import sysimport cfgimport pygamefrom modules import *定义按钮def Button(screen, position, text, button_size=(200, 50)):

left, top = positionbwidth, bheight = button_sizepygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)

pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)

pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))

font = pygame.font.Font(cfg.FONTPATH, 30)text_render = font.render(text, 1, (255, 235, 205))return screen.blit(text_render, (left+50, top+10))

Function:开始界面Input:--screen: 游戏界面Return:--game_mode: 1(单人模式)/2(双人模式)def startInterface(screen):clock = pygame.time.Clock()

while True:screen.fill((41, 36, 33))button_1 = Button(screen, (150, 175), 1 Player)button_2 = Button(screen, (150, 275), 2 Player)

for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if event.type == pygame.MOUSEBUTTONDOWN:

if button_1.collidepoint(pygame.mouse.get_pos()):return 1elif button_2.collidepoint(pygame.mouse.get_pos()):

return 2clock.tick(10)pygame.display.update()结束界面def endInterface(screen, score_left, score_right):clock = pygame.time.Clock()

font1 = pygame.font.Font(cfg.FONTPATH, 30)font2 = pygame.font.Font(cfg.FONTPATH, 20)msg = Player on left won! if score_left > score_right else Player on right won!

texts = [font1.render(msg, True, cfg.WHITE),font2.render(Press ESCAPE to quit., True, cfg.WHITE),font2.render(Press ENTER to continue or play again., True, cfg.WHITE)]

positions = [[120, 200], [155, 270], [80, 300]]while True:screen.fill((41, 36, 33))for event in pygame.event.get():

if event.type == pygame.QUIT:pygame.quit()sys.exit()if event.type == pygame.KEYDOWN:if event.key == pygame.K_RETURN:

returnelif event.key == pygame.K_ESCAPE:sys.exit()pygame.quit()for text, pos in zip(texts, positions):

screen.blit(text, pos)clock.tick(10)pygame.display.update()运行游戏Demodef runDemo(screen):# 加载游戏素材hit_sound = pygame.mixer.Sound(cfg.HITSOUNDPATH)

goal_sound = pygame.mixer.Sound(cfg.GOALSOUNDPATH)pygame.mixer.music.load(cfg.BGMPATH)pygame.mixer.music.play(-1, 0.0)

font = pygame.font.Font(cfg.FONTPATH, 50)# 开始界面game_mode = startInterface(screen)# 游戏主循环# --左边球拍(ws控制, 仅双人模式时可控制)

score_left = 0racket_left = Racket(cfg.RACKETPICPATH, LEFT, cfg)# --右边球拍(↑↓控制)score_right = 0racket_right = Racket(cfg.RACKETPICPATH, RIGHT, cfg)

# --球ball = Ball(cfg.BALLPICPATH, cfg)clock = pygame.time.Clock()while True:for event in pygame.event.get():

if event.type == pygame.QUIT:pygame.quit()sys.exit(-1)screen.fill((41, 36, 33))# 玩家操作pressed_keys = pygame.key.get_pressed()

if pressed_keys[pygame.K_UP]:racket_right.move(UP)elif pressed_keys[pygame.K_DOWN]:racket_right.move(DOWN)

if game_mode == 2:if pressed_keys[pygame.K_w]:racket_left.move(UP)elif pressed_keys[pygame.K_s]:racket_left.move(DOWN)

else:racket_left.automove(ball)# 球运动scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)

score_left += scores[0]score_right += scores[1]# 显示# --分隔线pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))

# --球ball.draw(screen)# --拍racket_left.draw(screen)racket_right.draw(screen)# --得分screen.blit(font.render(str(score_left), False, cfg.WHITE), (150, 10))

screen.blit(font.render(str(score_right), False, cfg.WHITE), (300, 10))if score_left == 11 or score_right == 11:

return score_left, score_rightclock.tick(100)pygame.display.update()主函数def main():# 初始化pygame.init()pygame.mixer.init()

screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT))pygame.display.set_caption(pingpong —— 九歌)# 开始游戏

while True:score_left, score_right = runDemo(screen)endInterface(screen, score_left, score_right)runif __name__ == __main__:

main()3、滑雪源码分享:import sysimport cfgimport pygameimport random滑雪者类class SkierClass(pygame.sprite.Sprite):

def __init__(self):pygame.sprite.Sprite.__init__(self)# 滑雪者的朝向(-2到2)self.direction = 0self.imagepaths = cfg.SKIER_IMAGE_PATHS[:-1]

self.image = pygame.image.load(self.imagepaths[self.direction])self.rect = self.image.get_rect()self.rect.center = [320, 100]

self.speed = [self.direction, 6-abs(self.direction)*2]改变滑雪者的朝向. 负数为向左,正数为向右,0为向前def turn(self, num):self.direction += num

self.direction = max(-2, self.direction)self.direction = min(2, self.direction)center = self.rect.center

self.image = pygame.image.load(self.imagepaths[self.direction])self.rect = self.image.get_rect()self.rect.center = center

self.speed = [self.direction, 6-abs(self.direction)*2]return self.speed移动滑雪者def move(self):self.rect.centerx += self.speed[0]

self.rect.centerx = max(20, self.rect.centerx)self.rect.centerx = min(620, self.rect.centerx)设置为摔倒状态def setFall(self):

self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])设置为站立状态def setForward(self):self.direction = 0

self.image = pygame.image.load(self.imagepaths[self.direction])Function:障碍物类Input:img_path: 障碍物图片路径location: 障碍物位置

attribute: 障碍物类别属性class ObstacleClass(pygame.sprite.Sprite):def __init__(self, img_path, location, attribute):

pygame.sprite.Sprite.__init__(self)self.img_path = img_pathself.image = pygame.image.load(self.img_path)

self.location = locationself.rect = self.image.get_rect()self.rect.center = self.locationself.attribute = attribute

self.passed = False移动def move(self, num):self.rect.centery = self.location[1] - num创建障碍物def createObstacles(s, e, num=10):

obstacles = pygame.sprite.Group()locations = []for i in range(num):row = random.randint(s, e)col = random.randint(0, 9)

location = [col*64+20, row*64+20]if location not in locations:locations.append(location)attribute = random.choice(list(cfg.OBSTACLE_PATHS.keys()))

img_path = cfg.OBSTACLE_PATHS[attribute]obstacle = ObstacleClass(img_path, location, attribute)obstacles.add(obstacle)

return obstacles合并障碍物def AddObstacles(obstacles0, obstacles1):obstacles = pygame.sprite.Group()for obstacle in obstacles0:

obstacles.add(obstacle)for obstacle in obstacles1:obstacles.add(obstacle)return obstacles显示游戏开始界面def ShowStartInterface(screen, screensize):

screen.fill((255, 255, 255))tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5)cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20)

title = tfont.render(u滑雪游戏, True, (255, 0, 0))content = cfont.render(u按任意键开始游戏, True, (0, 0, 255))trect = title.get_rect()

trect.midtop = (screensize[0]/2, screensize[1]/5)crect = content.get_rect()crect.midtop = (screensize[0]/2, screensize[1]/2)

screen.blit(title, trect)screen.blit(content, crect)while True:for event in pygame.event.get():if event.type == pygame.QUIT:

pygame.quit()sys.exit()elif event.type == pygame.KEYDOWN:returnpygame.display.update()显示分数def showScore(screen, score, pos=(10, 10)):

font = pygame.font.Font(cfg.FONTPATH, 30)score_text = font.render("Score: %s" % score, True, (0, 0, 0))

screen.blit(score_text, pos)更新当前帧的游戏画面def updateFrame(screen, obstacles, skier, score):screen.fill((255, 255, 255))

obstacles.draw(screen)screen.blit(skier.image, skier.rect)showScore(screen, score)pygame.display.update()

主程序def main():# 游戏初始化pygame.init()pygame.mixer.init()pygame.mixer.music.load(cfg.BGMPATH)pygame.mixer.music.set_volume(0.4)

pygame.mixer.music.play(-1)# 设置屏幕screen = pygame.display.set_mode(cfg.SCREENSIZE)pygame.display.set_caption(滑雪游戏 —— 九歌)

# 游戏开始界面ShowStartInterface(screen, cfg.SCREENSIZE)# 实例化游戏精灵# --滑雪者skier = SkierClass()# --创建障碍物obstacles0 = createObstacles(20, 29)

obstacles1 = createObstacles(10, 19)obstaclesflag = 0obstacles = AddObstacles(obstacles0, obstacles1)

# 游戏clockclock = pygame.time.Clock()# 记录滑雪的距离distance = 0# 记录当前的分数score = 0# 记录当前的速度speed = [0, 6]# 游戏主循环

while True:# --事件捕获for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()

if event.type == pygame.KEYDOWN:if event.key == pygame.K_LEFT or event.key == pygame.K_a:speed = skier.turn(-1)

elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:speed = skier.turn(1)# --更新当前游戏帧的数据skier.move()

distance += speed[1]if distance >= 640 and obstaclesflag == 0:obstaclesflag = 1obstacles0 = createObstacles(20, 29)

obstacles = AddObstacles(obstacles0, obstacles1)if distance >= 1280 and obstaclesflag == 1:obstaclesflag = 0

distance -= 1280for obstacle in obstacles0:obstacle.location[1] = obstacle.location[1] - 1280obstacles1 = createObstacles(10, 19)

obstacles = AddObstacles(obstacles0, obstacles1)for obstacle in obstacles:obstacle.move(distance)# --碰撞检测

hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False)if hitted_obstacles:if hitted_obstacles[0].attribute == "tree" and not hitted_obstacles[0].passed:

score -= 50skier.setFall()updateFrame(screen, obstacles, skier, score)pygame.time.delay(1000)skier.setForward()

speed = [0, 6]hitted_obstacles[0].passed = Trueelif hitted_obstacles[0].attribute == "flag" and not hitted_obstacles[0].passed:

score += 10obstacles.remove(hitted_obstacles[0])# --更新屏幕updateFrame(screen, obstacles, skier, score)clock.tick(cfg.FPS)

runif __name__ == __main__:main();4、并夕夕版飞机大战源码分享:import sysimport cfgimport pygamefrom modules import *

游戏界面def GamingInterface(num_player, screen):# 初始化pygame.mixer.music.load(cfg.SOUNDPATHS[Cool Space Music])

pygame.mixer.music.set_volume(0.4)pygame.mixer.music.play(-1)explosion_sound = pygame.mixer.Sound(cfg.SOUNDPATHS[boom])

fire_sound = pygame.mixer.Sound(cfg.SOUNDPATHS[shot])font = pygame.font.Font(cfg.FONTPATH, 20)# 游戏背景图

bg_imgs = [cfg.IMAGEPATHS[bg_big], cfg.IMAGEPATHS[seamless_space], cfg.IMAGEPATHS[space3]]bg_move_dis = 0

bg_1 = pygame.image.load(bg_imgs[0]).convert()bg_2 = pygame.image.load(bg_imgs[1]).convert()bg_3 = pygame.image.load(bg_imgs[2]).convert()

# 玩家, 子弹和小行星精灵组player_group = pygame.sprite.Group()bullet_group = pygame.sprite.Group()asteroid_group = pygame.sprite.Group()

# 产生小行星的时间间隔asteroid_ticks = 90for i in range(num_player):player_group.add(Ship(i+1, cfg))clock = pygame.time.Clock()

# 分数score_1, score_2 = 0, 0# 游戏主循环while True:for event in pygame.event.get():if event.type == pygame.QUIT:

pygame.quit()sys.exit()# --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击pressed_keys = pygame.key.get_pressed()

for idx, player in enumerate(player_group):direction = Noneif idx == 0:if pressed_keys[pygame.K_UP]:direction = up

elif pressed_keys[pygame.K_DOWN]:direction = downelif pressed_keys[pygame.K_LEFT]:direction = leftelif pressed_keys[pygame.K_RIGHT]:

direction = rightif direction:player.move(direction)if pressed_keys[pygame.K_j]:if player.cooling_time == 0:

fire_sound.play()bullet_group.add(player.shot())player.cooling_time = 20elif idx == 1:if pressed_keys[pygame.K_w]:

direction = upelif pressed_keys[pygame.K_s]:direction = downelif pressed_keys[pygame.K_a]:direction = left

elif pressed_keys[pygame.K_d]:direction = rightif direction:player.move(direction)if pressed_keys[pygame.K_SPACE]:

if player.cooling_time == 0:fire_sound.play()bullet_group.add(player.shot())player.cooling_time = 20if player.cooling_time > 0:

player.cooling_time -= 1if (score_1 + score_2) < 500:background = bg_1elif (score_1 + score_2) < 1500:

background = bg_2else:background = bg_3# --向下移动背景图实现飞船向上移动的效果screen.blit(background, (0, -background.get_rect().height + bg_move_dis))

screen.blit(background, (0, bg_move_dis))bg_move_dis = (bg_move_dis + 2) % background.get_rect().height

# --生成小行星if asteroid_ticks == 0:asteroid_ticks = 90asteroid_group.add(Asteroid(cfg))else:asteroid_ticks -= 1

# --画飞船for player in player_group:if pygame.sprite.spritecollide(player, asteroid_group, True, None):

player.explode_step = 1explosion_sound.play()elif player.explode_step > 0:if player.explode_step > 3:

player_group.remove(player)if len(player_group) == 0:returnelse:player.explode(screen)else:player.draw(screen)

# --画子弹for bullet in bullet_group:bullet.move()if pygame.sprite.spritecollide(bullet, asteroid_group, True, None):

bullet_group.remove(bullet)if bullet.player_idx == 1:score_1 += 1else:score_2 += 1else:bullet.draw(screen)

# --画小行星for asteroid in asteroid_group:asteroid.move()asteroid.rotate()asteroid.draw(screen)# --显示分数score_1_text = 玩家一得分: %s % score_1

score_2_text = 玩家二得分: %s % score_2text_1 = font.render(score_1_text, True, (0, 0, 255))text_2 = font.render(score_2_text, True, (255, 0, 0))

screen.blit(text_1, (2, 5))screen.blit(text_2, (2, 35))# --屏幕刷新pygame.display.update()clock.tick(60)主函数

def main():pygame.init()pygame.font.init()pygame.mixer.init()screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption(飞机大战 —— 九歌)num_player = StartInterface(screen, cfg)if num_player == 1:while True:

GamingInterface(num_player=1, screen=screen)EndInterface(screen, cfg)else:while True:GamingInterface(num_player=2, screen=screen)

EndInterface(screen, cfg)runif __name__ == __main__:main()5、打地鼠源码分享:import cfgimport sysimport pygame

import randomfrom modules import *游戏初始化def initGame():pygame.init()pygame.mixer.init()screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption(打地鼠 —— 九歌)return screen主函数def main():# 初始化screen = initGame()# 加载背景音乐和其他音效

pygame.mixer.music.load(cfg.BGM_PATH)pygame.mixer.music.play(-1)audios = {count_down: pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH),

hammering: pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH)}# 加载字体font = pygame.font.Font(cfg.FONT_PATH, 40)

# 加载背景图片bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)# 开始界面startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)

# 地鼠改变位置的计时hole_pos = random.choice(cfg.HOLE_POSITIONS)change_hole_event = pygame.USEREVENTpygame.time.set_timer(change_hole_event, 800)

# 地鼠mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)# 锤子hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))# 时钟

clock = pygame.time.Clock()# 分数your_score = 0flag = False# 初始时间init_time = pygame.time.get_ticks()# 游戏主循环

while True:# --游戏时间为60stime_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.)# --游戏时间减少, 地鼠变位置速度变快

if time_remain == 40 and not flag:hole_pos = random.choice(cfg.HOLE_POSITIONS)mole.reset()mole.setPosition(hole_pos)

pygame.time.set_timer(change_hole_event, 650)flag = Trueelif time_remain == 20 and flag:hole_pos = random.choice(cfg.HOLE_POSITIONS)

mole.reset()mole.setPosition(hole_pos)pygame.time.set_timer(change_hole_event, 500)flag = False# --倒计时音效

if time_remain == 10:audios[count_down].play()# --游戏结束if time_remain < 0: breakcount_down_text = font.render(Time: +str(time_remain), True, cfg.WHITE)

# --按键检测for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()elif event.type == pygame.MOUSEMOTION:

hammer.setPosition(pygame.mouse.get_pos())elif event.type == pygame.MOUSEBUTTONDOWN:if event.button == 1:

hammer.setHammering()elif event.type == change_hole_event:hole_pos = random.choice(cfg.HOLE_POSITIONS)

mole.reset()mole.setPosition(hole_pos)# --碰撞检测if hammer.is_hammering and not mole.is_hammer:is_hammer = pygame.sprite.collide_mask(hammer, mole)

if is_hammer:audios[hammering].play()mole.setBeHammered()your_score += 10# --分数your_score_text = font.render(Score: +str(your_score), True, cfg.BROWN)

# --绑定必要的游戏元素到屏幕(注意顺序)screen.blit(bg_img, (0, 0))screen.blit(count_down_text, (875, 8))screen.blit(your_score_text, (800, 430))

mole.draw(screen)hammer.draw(screen)# --更新pygame.display.flip()clock.tick(60)# 读取最佳分数(try块避免第一次游戏无.rec文件)

try:best_score = int(open(cfg.RECORD_PATH).read())except:best_score = 0# 若当前分数大于最佳分数则更新最佳分数if your_score > best_score:

f = open(cfg.RECORD_PATH, w)f.write(str(your_score))f.close()# 结束界面score_info = {your_score: your_score, best_score: best_score}

is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE)

return is_restartrunif __name__ == __main__:while True:is_restart = main()if not is_restart:break6、小恐龙

玩法:上下控制起跳躲避源码分享:import cfgimport sysimport randomimport pygamefrom modules import *maindef 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 = 0

random_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

runif __name__ == __main__:highest_score = 0while True:flag, highest_score = main(highest_score)if not flag: break

7、消消乐玩法:三个相连就能消除源码分享:import osimport sysimport cfgimport pygamefrom 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 to restart the game.text2 = Press 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()

runif __name__ == __main__:main()8、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源码分享:import osimport sysimport 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):# 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 = 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()runif __name__ == __main__:app = QApplication([])tetris = TetrisGame()sys.exit(app.exec_())

9、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:import cfgimport sysimport pygamefrom 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)runif __name__ == __main__:

while True:if not main(cfg):break10、24点小游戏玩法:通过加减乘除操作,小学生都没问题的源码分享:import osimport sysimport pygamefrom 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 = 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 = 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.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)runif __name__ == __main__:main()11、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 cfgfrom modules import breakoutClone

主函数def main():game = breakoutClone(cfg)game.run()runif __name__ == __main__:main()12、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:import osimport sysimport cfgimport randomimport pygamefrom 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) * 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 = 24enemy_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 = 0enemy_change_direction_interval = 60

enemy_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 = 100

enemy_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 = True

myaircraft.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 = 0

enemy_move_flag = Trueenemy_need_move_row -= 1if enemy_need_move_row == 0:enemy_need_move_row = enemy_max_row

enemy_change_direction_count += 1if enemy_change_direction_count > enemy_change_direction_interval:enemy_change_direction_count = 1

enemy_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 = True

if 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)

runif __name__ == __main__:main()13、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 msgroot = Tk()root.title(TIC-TAC-TOE---Project Gurukul)# labelsLabel(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= Ymark = # counting the no. of clickcount = 0panels = ["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 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 = Xpanels[digit] = markelif count % 2 != 0:mark = Opanels[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 = Xpanels[digit] = markelif count % 2 != 0:

mark = Opanels[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 = Xpanels[digit] = mark

elif count % 2 != 0:mark = Opanels[digit] = markbutton3.config(text=mark)count = count + 1sign = 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 = Xpanels[digit] = markelif count % 2 != 0:mark = Opanels[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 = Xpanels[digit] = markelif count % 2 != 0:

mark = Opanels[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 = Xpanels[digit] = mark

elif count % 2 != 0:mark = Opanels[digit] = markbutton6.config(text=mark)count = count + 1sign = 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 = Xpanels[digit] = markelif count % 2 != 0:mark = Opanels[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 = Xpanels[digit] = markelif count % 2 != 0:

mark = Opanels[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 = Xpanels[digit] = mark

elif count % 2 != 0:mark = Opanels[digit] = markbutton9.config(text=mark)count = count + 1sign = 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 buttonsbutton1 = 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()返回搜狐,查看更多责任编辑:

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