游戏娱乐网站建设,北京网站的优化,百度竞价怎么开户,网页制作工具的选择与网站整体风格是有关系吗经常听到有朋友说#xff0c;学习编程是一件非常枯燥无味的事情。其实#xff0c;大家有没有认真想过#xff0c;可能是我们的学习方法不对#xff1f;
比方说#xff0c;你有没有想过#xff0c;可以通过打游戏来学编程#xff1f;
今天我想跟大家分享几个Python小游…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] 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herohero.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)run
if __name__ __main__:while main():pass技术提升
技术要学会分享、交流不建议闭门造车。一个人走的很快、一堆人可以走的更远。
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import cfg
import pygame
from 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), (leftbwidth, top), 5)pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, topbheight), 5)pygame.draw.line(screen, (50, 50, 50), (left, topbheight), (leftbwidth, topbheight), 5)pygame.draw.line(screen, (50, 50, 50), (leftbwidth, topbheight), (leftbwidth, 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, (left50, top10))
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 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)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 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 numself.direction max(-2, self.direction)self.direction min(2, self.direction)center self.rect.centerself.image pygame.image.load(self.imagepaths[self.direction])self.rect self.image.get_rect()self.rect.center centerself.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 0self.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 attributeself.passed False移动def move(self, num):self.rect.centery self.location[1] - num创建障碍物
def createObstacles(s, e, num10):obstacles pygame.sprite.Group()locations []for i in range(num):row random.randint(s, e)col random.randint(0, 9)location [col*6420, row*6420]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 0distance - 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)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 0bg_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(i1, 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 upelif 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 leftelif 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_1score_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_player1, screenscreen)EndInterface(screen, cfg)else:while True:GamingInterface(num_player2, screenscreen)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.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_restartrun
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 0score_board Scoreboard(cfg.IMAGE_PATHS[numbers], position(534, 15), bg_colorcfg.BACKGROUND_COLOR)highest_score highest_scorehighest_score_board Scoreboard(cfg.IMAGE_PATHS[numbers], position(435, 15), bg_colorcfg.BACKGROUND_COLOR, is_highestTrue)dino Dinosaur(cfg.IMAGE_PATHS[dino])ground Ground(cfg.IMAGE_PATHS[ground], position(0, cfg.SCREENSIZE[1]))cloud_sprites_group pygame.sprite.Group()cactus_sprites_group pygame.sprite.Group()ptera_sprites_group pygame.sprite.Group()add_obstacle_timer 0score_timer 0# 游戏主循环clock pygame.time.Clock()while True:for event in pygame.event.get():if event.type pygame.QUIT:pygame.quit()sys.exit()elif event.type pygame.KEYDOWN:if event.key pygame.K_SPACE or event.key pygame.K_UP:dino.jump(sounds)elif event.key pygame.K_DOWN:dino.duck()elif event.type pygame.KEYUP and event.key pygame.K_DOWN:dino.unduck()screen.fill(cfg.BACKGROUND_COLOR)# --随机添加云if len(cloud_sprites_group) 5 and random.randrange(0, 300) 10:cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS[cloud], position(cfg.SCREENSIZE[0], random.randrange(30, 75))))# --随机添加仙人掌/飞龙add_obstacle_timer 1if add_obstacle_timer random.randrange(50, 150):add_obstacle_timer 0random_value random.randrange(0, 10)if random_value 5 and random_value 7:cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS[cacti]))else:position_ys [cfg.SCREENSIZE[1]*0.82, cfg.SCREENSIZE[1]*0.75, cfg.SCREENSIZE[1]*0.60, cfg.SCREENSIZE[1]*0.20]ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS[ptera], position(600, random.choice(position_ys))))# --更新游戏元素dino.update()ground.update()cloud_sprites_group.update()cactus_sprites_group.update()ptera_sprites_group.update()score_timer 1if score_timer (cfg.FPS//12):score_timer 0score 1score min(score, 99999)if score highest_score:highest_score scoreif score % 100 0:sounds[point].play()if score % 1000 0:ground.speed - 1for item in cloud_sprites_group:item.speed - 1for item in cactus_sprites_group:item.speed - 1for item in ptera_sprites_group:item.speed - 1# --碰撞检测for item in cactus_sprites_group:if pygame.sprite.collide_mask(dino, item):dino.die(sounds)for item in ptera_sprites_group:if pygame.sprite.collide_mask(dino, item):dino.die(sounds)# --将游戏元素画到屏幕上dino.draw(screen)ground.draw(screen)cloud_sprites_group.draw(screen)cactus_sprites_group.draw(screen)ptera_sprites_group.draw(screen)score_board.set(score)highest_score_board.set(highest_score)score_board.draw(screen)highest_score_board.draw(screen)# --更新屏幕pygame.display.update()clock.tick(cfg.FPS)# --游戏是否结束if dino.is_dead:break# 游戏结束界面return GameEndInterface(screen, cfg), highest_scorerun
if __name__ __main__:highest_score 0while True:flag, highest_score main(highest_score)if not flag: break7、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 Trueif flag:breakscreen.fill((135, 206, 235))text0 Final score: %s % scoretext1 Press R to restart the game.text2 Press Esc to quit the game.y 150for idx, text in enumerate([text0, text1, text2]):text_render font.render(text, 1, (85, 65, 0))rect text_render.get_rect()if idx 0:rect.left, rect.top (212, y)elif idx 1:rect.left, rect.top (122.5, y)else:rect.left, rect.top (126.5, y)y 100screen.blit(text_render, rect)pygame.display.update()game.reset()run
if __name__ __main__:main()
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, parentNone):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_())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 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):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 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_typeNUMBER):selected []# 数字卡片/运算符卡片if group_type GROUPTYPES[0] or group_type GROUPTYPES[1]:max_selected 2 if group_type GROUPTYPES[0] else 1num_selected 0for each in group:num_selected int(each.is_selected)for each in group:if each.rect.collidepoint(mouse_pos):if each.is_selected:each.is_selected not each.is_selectednum_selected - 1each.select_order Noneelse:if num_selected max_selected:each.is_selected not each.is_selectednum_selected 1each.select_order str(num_selected)if each.is_selected:selected.append(each.attribute)# 按钮卡片elif group_type GROUPTYPES[2]:for each in group:if each.rect.collidepoint(mouse_pos):each.is_selected Trueselected.append(each.attribute)# 抛出异常else:raise ValueError(checkClicked.group_type unsupport %s, expect %s, %s or %s... % (group_type, *GROUPTYPES))return selected获取数字精灵组
def getNumberSpritesGroup(numbers):number_sprites_group pygame.sprite.Group()for idx, number in enumerate(numbers):args (*NUMBERCARD_POSITIONS[idx], str(number), NUMBERFONT, NUMBERFONT_COLORS, NUMBERCARD_COLORS, str(number))number_sprites_group.add(Card(*args))return number_sprites_group获取运算符精灵组
def getOperatorSpritesGroup(operators):operator_sprites_group pygame.sprite.Group()for idx, operator in enumerate(operators):args (*OPERATORCARD_POSITIONS[idx], str(operator), OPERATORFONT, OPREATORFONT_COLORS, OPERATORCARD_COLORS, str(operator))operator_sprites_group.add(Card(*args))return operator_sprites_group获取按钮精灵组
def getButtonSpritesGroup(buttons):button_sprites_group pygame.sprite.Group()for idx, button in enumerate(buttons):args (*BUTTONCARD_POSITIONS[idx], str(button), BUTTONFONT, BUTTONFONT_COLORS, BUTTONCARD_COLORS, str(button))button_sprites_group.add(Button(*args))return button_sprites_group计算
def calculate(number1, number2, operator):operator_map {: , -: -, ×: *, ÷: /}try:result str(eval(number1operator_map[operator]number2))return result if . not in result else str(Fraction(number1operator_map[operator]number2))except:return None在屏幕上显示信息
def showInfo(text, screen):rect pygame.Rect(200, 180, 400, 200)pygame.draw.rect(screen, PAPAYAWHIP, rect)font pygame.font.Font(FONTPATH, 40)text_render font.render(text, True, BLACK)font_size font.size(text)screen.blit(text_render, (rect.x(rect.width-font_size[0])/2, rect.y(rect.height-font_size[1])/2))主函数
def main():# 初始化, 导入必要的游戏素材pygame.init()pygame.mixer.init()screen pygame.display.set_mode(SCREENSIZE)pygame.display.set_caption(24 point —— 九歌)win_sound pygame.mixer.Sound(AUDIOWINPATH)lose_sound pygame.mixer.Sound(AUDIOLOSEPATH)warn_sound pygame.mixer.Sound(AUDIOWARNPATH)pygame.mixer.music.load(BGMPATH)pygame.mixer.music.play(-1, 0.0)# 24点游戏生成器game24_gen game24Generator()game24_gen.generate()# 精灵组# --数字number_sprites_group getNumberSpritesGroup(game24_gen.numbers_now)# --运算符operator_sprites_group getOperatorSpritesGroup(OPREATORS)# --按钮button_sprites_group getButtonSpritesGroup(BUTTONS)# 游戏主循环clock pygame.time.Clock()selected_numbers []selected_operators []selected_buttons []is_win Falsewhile True:for event in pygame.event.get():if event.type pygame.QUIT:pygame.quit()sys.exit(-1)elif event.type pygame.MOUSEBUTTONUP:mouse_pos pygame.mouse.get_pos()selected_numbers checkClicked(number_sprites_group, mouse_pos, NUMBER)selected_operators checkClicked(operator_sprites_group, mouse_pos, OPREATOR)selected_buttons checkClicked(button_sprites_group, mouse_pos, BUTTON)screen.fill(AZURE)# 更新数字if len(selected_numbers) 2 and len(selected_operators) 1:noselected_numbers []for each in number_sprites_group:if each.is_selected:if each.select_order 1:selected_number1 each.attributeelif each.select_order 2:selected_number2 each.attributeelse:raise ValueError(Unknow select_order %s, expect 1 or 2... % each.select_order)else:noselected_numbers.append(each.attribute)each.is_selected Falsefor each in operator_sprites_group:each.is_selected Falseresult calculate(selected_number1, selected_number2, *selected_operators)if result is not None:game24_gen.numbers_now noselected_numbers [result]is_win game24_gen.check()if is_win:win_sound.play()if not is_win and len(game24_gen.numbers_now) 1:lose_sound.play()else:warn_sound.play()selected_numbers []selected_operators []number_sprites_group getNumberSpritesGroup(game24_gen.numbers_now)# 精灵都画到screen上for each in number_sprites_group:each.draw(screen, pygame.mouse.get_pos())for each in operator_sprites_group:each.draw(screen, pygame.mouse.get_pos())for each in button_sprites_group:if selected_buttons and selected_buttons[0] in [RESET, NEXT]:is_win Falseif selected_buttons and each.attribute selected_buttons[0]:each.is_selected Falsenumber_sprites_group each.do(game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group)selected_buttons []each.draw(screen, pygame.mouse.get_pos())# 游戏胜利if is_win:showInfo(Congratulations, screen)# 游戏失败if not is_win and len(game24_gen.numbers_now) 1:showInfo(Game Over, screen)pygame.display.flip()clock.tick(30)run
if __name__ __main__:main()
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) * 50enemy.rect.y 120 (i // 11) * 45enemies_group.add(enemy)boomed_enemies_group pygame.sprite.Group()en_bullets_group pygame.sprite.Group()ufo ufoSprite(colorcfg.RED)# 我方myaircraft aircraftSprite(colorcfg.GREEN, bullet_colorcfg.WHITE)my_bullets_group pygame.sprite.Group()# 用于控制敌方位置更新# --移动一行enemy_move_count 24enemy_move_interval 24enemy_move_flag False# --改变移动方向(改变方向的同时集体下降一次)enemy_change_direction_count 0enemy_change_direction_interval 60enemy_need_down Falseenemy_move_right Trueenemy_need_move_row 6enemy_max_row 5# 用于控制敌方发射子弹enemy_shot_interval 100enemy_shot_count 0enemy_shot_flag False# 游戏进行中running Trueis_win False# 主循环while running:screen.fill(cfg.BLACK)for event in pygame.event.get():# --点右上角的X或者按Esc键退出游戏if event.type pygame.QUIT:pygame.quit()sys.exit()if event.type pygame.KEYDOWN:if event.key pygame.K_ESCAPE:pygame.quit()sys.exit()# --射击if event.type pygame.MOUSEBUTTONDOWN:my_bullet myaircraft.shot()if my_bullet:my_bullets_group.add(my_bullet)# --我方子弹与敌方/UFO碰撞检测for enemy in enemies_group:if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None):boomed_enemies_group.add(enemy)enemies_group.remove(enemy)myaircraft.score enemy.rewardif pygame.sprite.spritecollide(ufo, my_bullets_group, True, None):ufo.is_dead Truemyaircraft.score ufo.reward# --更新并画敌方# ----敌方子弹enemy_shot_count 1if enemy_shot_count enemy_shot_interval:enemy_shot_flag Trueenemies_survive_list [enemy.number for enemy in enemies_group]shot_number random.choice(enemies_survive_list)enemy_shot_count 0# ----敌方移动enemy_move_count 1if enemy_move_count enemy_move_interval:enemy_move_count 0enemy_move_flag Trueenemy_need_move_row - 1if enemy_need_move_row 0:enemy_need_move_row enemy_max_rowenemy_change_direction_count 1if enemy_change_direction_count enemy_change_direction_interval:enemy_change_direction_count 1enemy_move_right not enemy_move_rightenemy_need_down True# ----每次下降提高移动和射击速度enemy_move_interval max(15, enemy_move_interval-3)enemy_shot_interval max(50, enemy_move_interval-10)# ----遍历更新for enemy in enemies_group:if enemy_shot_flag:if enemy.number shot_number:en_bullet enemy.shot()en_bullets_group.add(en_bullet)if enemy_move_flag:if enemy.number in range((enemy_need_move_row-1)*11, enemy_need_move_row*11):if enemy_move_right:enemy.update(right, cfg.SCREENSIZE[1])else:enemy.update(left, cfg.SCREENSIZE[1])else:enemy.update(None, cfg.SCREENSIZE[1])if enemy_need_down:if enemy.update(down, cfg.SCREENSIZE[1]):running Falseis_win Falseenemy.change_count - 1enemy.draw(screen)enemy_move_flag Falseenemy_need_down Falseenemy_shot_flag False# ----敌方爆炸特效for boomed_enemy in boomed_enemies_group:if boomed_enemy.boom(screen):boomed_enemies_group.remove(boomed_enemy)del boomed_enemy# --敌方子弹与我方飞船碰撞检测if not myaircraft.one_dead:if pygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None):myaircraft.one_dead Trueif myaircraft.one_dead:if myaircraft.boom(screen):myaircraft.resetBoom()myaircraft.num_life - 1if myaircraft.num_life 1:running Falseis_win Falseelse:# ----更新飞船myaircraft.update(cfg.SCREENSIZE[0])# ----画飞船myaircraft.draw(screen)if (not ufo.has_boomed) and (ufo.is_dead):if ufo.boom(screen):ufo.has_boomed Trueelse:# ----更新UFOufo.update(cfg.SCREENSIZE[0])# ----画UFOufo.draw(screen)# --画我方飞船子弹for bullet in my_bullets_group:if bullet.update():my_bullets_group.remove(bullet)del bulletelse:bullet.draw(screen)# --画敌方子弹for bullet in en_bullets_group:if bullet.update(cfg.SCREENSIZE[1]):en_bullets_group.remove(bullet)del bulletelse:bullet.draw(screen)if myaircraft.score highest_score:highest_score myaircraft.score# --得分每增加2000我方飞船增加一条生命if (myaircraft.score % 2000 0) and (myaircraft.score 0) and (myaircraft.score ! myaircraft.old_score):myaircraft.old_score myaircraft.scoremyaircraft.num_life min(myaircraft.num_life 1, myaircraft.max_num_life)# --敌人都死光了的话就胜利了if len(enemies_group) 1:is_win Truerunning False# --显示文字# ----当前得分showText(screen, SCORE: , cfg.WHITE, font, 200, 8)showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)# ----敌人数量showText(screen, ENEMY: , cfg.WHITE, font, 370, 8)showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)# ----历史最高分showText(screen, HIGHEST: , cfg.WHITE, font, 540, 8)showText(screen, str(highest_score), cfg.WHITE, font, 540, 24)# ----FPSshowText(screen, FPS: str(int(clock.get_fps())), cfg.RED, font, 8, 8)# --显示剩余生命值showLife(screen, myaircraft.num_life, cfg.GREEN)pygame.display.update()clock.tick(cfg.FPS)with open(score, w) as f:f.write(str(highest_score))return is_win主函数
def main():# 初始化pygame.init()pygame.display.set_caption(外星人入侵 —— 九歌)screen pygame.display.set_mode(cfg.SCREENSIZE)pygame.mixer.init()pygame.mixer.music.load(cfg.BGMPATH)pygame.mixer.music.set_volume(0.4)pygame.mixer.music.play(-1)while True:is_win startGame(screen)endInterface(screen, cfg.BLACK, is_win)run
if __name__ __main__:main()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)
# labels
Label(root, textplayer1 : X, fonttimes 15).grid(row0, column1)
Label(root, textplayer2 : O, fonttimes 15).grid(row0, column2)digits [1, 2, 3, 4, 5, 6, 7, 8, 9]# for player1 sign X and for player2 sign Y
mark # counting the no. of click
count 0panels [panel] * 10def win(panels, sign):return ((panels[1] panels[2] panels[3] sign)or (panels[1] panels[4] panels[7] sign)or (panels[1] panels[5] panels[9] sign)or (panels[2] panels[5] panels[8] sign)or (panels[3] panels[6] panels[9] sign)or (panels[3] panels[5] panels[7] sign)or (panels[4] panels[5] panels[6] sign)or (panels[7] panels[8] panels[9] sign))def checker(digit):global count, mark, digits# Check which button clickedif digit 1 and digit in digits:digits.remove(digit)##player1 will play if the value of count is even and for odd player2 will playif count % 2 0:mark Xpanels[digit] markelif count % 2 ! 0:mark Opanels[digit] markbutton1.config(textmark)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(textmark)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] markelif count % 2 ! 0:mark Opanels[digit] markbutton3.config(textmark)count count 1sign markif (win(panels, sign) and sign X):msg.showinfo(Result, Player1 wins)root.destroy()elif (win(panels, sign) and sign O):msg.showinfo(Result, Player2 wins)root.destroy()if digit 4 and digit in digits:digits.remove(digit)if count % 2 0:mark Xpanels[digit] markelif count % 2 ! 0:mark Opanels[digit] markbutton4.config(textmark)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(textmark)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] markelif count % 2 ! 0:mark Opanels[digit] markbutton6.config(textmark)count count 1sign markif (win(panels, sign) and sign X):msg.showinfo(Result, Player1 wins)root.destroy()elif (win(panels, sign) and sign O):msg.showinfo(Result, Player2 wins)root.destroy()if digit 7 and digit in digits:digits.remove(digit)if count % 2 0:mark Xpanels[digit] markelif count % 2 ! 0:mark Opanels[digit] markbutton7.config(textmark)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(textmark)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] markelif count % 2 ! 0:mark Opanels[digit] markbutton9.config(textmark)count count 1sign markif (win(panels, sign) and sign X):msg.showinfo(Result, Player1 wins)root.destroy()elif (win(panels, sign) and sign O):msg.showinfo(Result, Player2 wins)root.destroy()###if count is greater then 8 then the match has been tiedif (count 8 and win(panels, X) False and win(panels, O) False):msg.showinfo(Result, Match Tied)root.destroy()####define buttons
button1 Button(root, width15, font(Times 16 bold), height7, commandlambda: checker(1))
button1.grid(row1, column1)
button2 Button(root, width15, height7, font(Times 16 bold), commandlambda: checker(2))
button2.grid(row1, column2)
button3 Button(root, width15, height7, font(Times 16 bold), commandlambda: checker(3))
button3.grid(row1, column3)
button4 Button(root, width15, height7, font(Times 16 bold), commandlambda: checker(4))
button4.grid(row2, column1)
button5 Button(root, width15, height7, font(Times 16 bold), commandlambda: checker(5))
button5.grid(row2, column2)
button6 Button(root, width15, height7, font(Times 16 bold), commandlambda: checker(6))
button6.grid(row2, column3)
button7 Button(root, width15, height7, font(Times 16 bold), commandlambda: checker(7))
button7.grid(row3, column1)
button8 Button(root, width15, height7, font(Times 16 bold), commandlambda: checker(8))
button8.grid(row3, column2)
button9 Button(root, width15, height7, font(Times 16 bold), commandlambda: checker(9))
button9.grid(row3, column3)root.mainloop()