1、小恐龙
玩法:上下控制起跳躲避
import cfgimport sysimport randomimport pygamefrom 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) random.randrange(50, 150): add_obstacle_timer = 0 random_value = random.randrange(0, 10) if random_value >= 5 and random_value (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
2、消消乐
玩法:三个相连就能消除
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()'''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 osimport sysimport randomfrom 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 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)'''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 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 = 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()
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 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 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 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()
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 msg root = 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 = 0 panels = ["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 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 playif count % 2 == 0:mark = 'X'panels[digit] = markelif count % 2 != 0:mark = 'O'panels[digit] = mark button1.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 == 2 and digit in digits:digits.remove(digit) if count % 2 == 0:mark = 'X'panels[digit] = markelif count % 2 != 0:mark = 'O'panels[digit] = mark button2.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 == 3 and digit in digits:digits.remove(digit) if count % 2 == 0:mark = 'X'panels[digit] = markelif count % 2 != 0:mark = 'O'panels[digit] = mark button3.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 = 'X'panels[digit] = markelif count % 2 != 0:mark = 'O'panels[digit] = mark button4.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 == 5 and digit in digits:digits.remove(digit) if count % 2 == 0:mark = 'X'panels[digit] = markelif count % 2 != 0:mark = 'O'panels[digit] = mark button5.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 == 6 and digit in digits:digits.remove(digit) if count % 2 == 0:mark = 'X'panels[digit] = markelif count % 2 != 0:mark = 'O'panels[digit] = mark button6.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 = 'X'panels[digit] = markelif count % 2 != 0:mark = 'O'panels[digit] = mark button7.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 == 8 and digit in digits:digits.remove(digit) if count % 2 == 0:mark = 'X'panels[digit] = markelif count % 2 != 0:mark = 'O'panels[digit] = mark button8.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 == 9 and digit in digits:digits.remove(digit) if count % 2 == 0:mark = 'X'panels[digit] = markelif count % 2 != 0:mark = 'O'panels[digit] = mark button9.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 tiedif (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()
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?