119
(给python开发精选加星标,修炼python技术)
经常听到有朋友说,学习编程是一件非常枯燥无味的事情。其实,大家有没有认真想过,可能是我们的学习方法不对?
比方说,你有没有想过,可以通过打游戏来学编程?
今天我想跟大家分享几个python小游戏,教你如何通过边打游戏边学编程!
1、吃金币
源码分享:
import os
import cfg
import sys
import pygame
import random
from 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] = images
else:
game_images[key] = pygame.image.load(value)
game_sounds = {}
for key, value in cfg.audio_paths.items():
if key == 'bgm': continue
game_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hero
hero = 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 = 0
highest_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 += 1
if generate_food_count > generate_food_freq:
generate_food_freq = random.randint(10, 20)
generate_food_count = 0
food = 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.score
if 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 = f'score: {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)
'''run'''
if __name__ == '__main__':
while main():
pass
2、打乒乓
源码分享:
import sys
import cfg
import pygame
from modules import *
'''定义按钮'''
def button(screen, position, text, button_size=(200, 50)):
left, top = position
bwidth, bheight = button_size
pygame.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 1
elif button_2.collidepoint(pygame.mouse.get_pos()):
return 2
clock.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:
return
elif 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demo'''
def 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 = 0
racket_left = racket(cfg.racketpicpath, 'left', cfg)
# --右边球拍(↑↓控制)
score_right = 0
racket_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_right
clock.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)
'''run'''
if __name__ == '__main__':
main()
3、滑雪
源码分享:
import sys
import cfg
import pygame
import 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 = 0
self.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_path
self.image = pygame.image.load(self.img_path)
self.location = location
self.rect = self.image.get_rect()
self.rect.center = self.location
self.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:
return
pygame.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 = 0
obstacles = addobstacles(obstacles0, obstacles1)
# 游戏clock
clock = 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 = 1
obstacles0 = createobstacles(20, 29)
obstacles = addobstacles(obstacles0, obstacles1)
if distance >= 1280 and obstaclesflag == 1:
obstaclesflag = 0
distance -= 1280
for obstacle in obstacles0:
obstacle.location[1] = obstacle.location[1] - 1280
obstacles1 = 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 -= 50
skier.setfall()
updateframe(screen, obstacles, skier, score)
pygame.time.delay(1000)
skier.setforward()
speed = [0, 6]
hitted_obstacles[0].passed = true
elif hitted_obstacles[0].attribute == "flag" and not hitted_obstacles[0].passed:
score += 10
obstacles.remove(hitted_obstacles[0])
# --更新屏幕
updateframe(screen, obstacles, skier, score)
clock.tick(cfg.fps)
'''run'''
if __name__ == '__main__':
main();
4、并夕夕版飞机大战
源码分享:
import sys
import cfg
import pygame
from 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 = 90
for 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 = none
if idx == 0:
if pressed_keys[pygame.k_up]:
direction = 'up'
elif pressed_keys[pygame.k_down]:
direction = 'down'
elif pressed_keys[pygame.k_left]:
direction = 'left'
elif pressed_keys[pygame.k_right]:
direction = 'right'
if 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 = 20
elif idx == 1:
if pressed_keys[pygame.k_w]:
direction = 'up'
elif pressed_keys[pygame.k_s]:
direction = 'down'
elif pressed_keys[pygame.k_a]:
direction = 'left'
elif pressed_keys[pygame.k_d]:
direction = 'right'
if 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 = 20
if player.cooling_time > 0:
player.cooling_time -= 1
if (score_1 + score_2) < 500:
background = bg_1
elif (score_1 + score_2) < 1500:
background = bg_2
else:
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 = 90
asteroid_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 = 1
explosion_sound.play()
elif player.explode_step > 0:
if player.explode_step > 3:
player_group.remove(player)
if len(player_group) == 0:
return
else:
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 += 1
else:
score_2 += 1
else:
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_2
text_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)
'''run'''
if __name__ == '__main__':
main()
5、打地鼠
源码分享:
import cfg
import sys
import pygame
import random
from 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.userevent
pygame.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 = 0
flag = false
# 初始时间
init_time = pygame.time.get_ticks()
# 游戏主循环
while true:
# --游戏时间为60s
time_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 = true
elif 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: break
count_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_restart
'''run'''
if __name__ == '__main__':
while true:
is_restart = main()
if not is_restart:
break
6、小恐龙
玩法:上下控制起跳躲避
源码分享:
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 = 0
score_board = scoreboard(cfg.image_paths['numbers'], position=(534, 15), bg_color=cfg.background_color)
highest_score = highest_score
highest_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 = 0
score_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 += 1
if 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 += 1
if score_timer > (cfg.fps//12):
score_timer = 0
score += 1
score = min(score, 99999)
if score > highest_score:
highest_score = score
if score % 100 == 0:
sounds['point'].play()
if score % 1000 == 0:
ground.speed -= 1
for item in cloud_sprites_group:
item.speed -= 1
for item in cactus_sprites_group:
item.speed -= 1
for 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 = 0
while 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 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()
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 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_())
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 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
10、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 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()
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 cfg
from modules import breakoutclone
'''主函数'''
def main():
game = breakoutclone(cfg)
game.run()
'''run'''
if __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 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()
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 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()
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