分享几个有趣的Python小项目

   日期:2020-05-05     浏览:75    评论:0    
核心提示:一.经典的俄罗斯方块 1.绑定功能# 绑定功能class App(Frame): def __python

一.经典的俄罗斯方块

1.绑定功能

# 绑定功能
class App(Frame):
    def __init__(self,master):
        Frame.__init__(self)
        master.bind('<Up>',self.Up)
        master.bind('<Left>',self.Left)
        master.bind('<Right>',self.Right)
        master.bind('<Down>',self.Down)
        
        master.bind('<space>',self.Space)
        master.bind('<Control-Shift-Key-F12>',self.Play)
        master.bind('<Key-P>',self.Pause)
        master.bind('<Key-S>',self.StartByS)
        
        # rgb颜色值
        self.backg="#%02x%02x%02x" % (120,150,30)    #大背景
        self.frontg="#%02x%02x%02x" % (40,120,150)    #下一个形状颜色
        self.nextg="#%02x%02x%02x" % (150,100,100)    #小背景
        self.flashg="#%02x%02x%02x" % (210,130,100)    #炸的颜色
        
        self.LineDisplay=Label(master,text='Lines: ',bg='black',fg='red')
        self.Line=Label(master,text='0',bg='black',fg='red')
        self.ScoreDisplay=Label(master,text='Score: ',bg='black',fg='red')
        self.Score=Label(master,text='0',bg='black',fg='red')
        self.SpendTimeDisplay=Label(master,text='Time: ',bg='black',fg='red')
        self.SpendTime=Label(master,text='0.0',bg='black',fg='red')
        
        self.LineDisplay.grid(row=HEIGHT-2,column=WIDTH,columnspan=2)
        self.Line.grid(row=HEIGHT-2,column=WIDTH+2,columnspan=3)
        self.ScoreDisplay.grid(row=HEIGHT-1,column=WIDTH,columnspan=2)
        self.Score.grid(row=HEIGHT-1,column=WIDTH+2,columnspan=3)
        self.SpendTimeDisplay.grid(row=HEIGHT-4,column=WIDTH,columnspan=2)
        self.SpendTime.grid(row=HEIGHT-4,column=WIDTH+2,columnspan=3)
        
        self.TotalTime=0.0
        self.TotalLine=0
        self.TotalScore=0
        
        #游戏结束
        self.isgameover=FALSE
        #暂停
        self.isPause=FALSE
        #开始
        self.isStart=FALSE
        self.NextList=[]        #整个小背景
        self.NextRowList=[]     #一行小背景
        
        self.px=0
        self.py=0       #记录方块参考点
        
        #渲染小背景
        r=0;c=0
        for k in range(4*4):
            LN=Label(master,text=' ',bg=str(self.nextg),fg='white',relief=FLAT,bd=3)
            LN.grid(row=r,column=WIDTH+c,sticky=N+E+S+W)
            self.NextRowList.append(LN)
            c=c+1
            if c>=4:
                r=r+1;c=0
                self.NextList.append(self.NextRowList)
                self.NextRowList=[]
                
        #渲染大背景
        self.BlockList=[]
        self.BlockRowList=[]
        self.LabelList=[]
        self.LabelRowList=[]
        row=0;col=0
        for i in range(HEIGHT*WIDTH):
            L=Label(master,text=' ',bg=str(self.backg),fg='white',relief=FLAT,bd=4)
            L.grid(row=row,column=col,sticky=N+E+S+W)
            L.row=row;L.col=col;L.isactive=PASSIVE
            self.BlockRowList.append(0);    #大背景每个格子初始化为0值
            self.LabelRowList.append(L)
            col=col+1
            if col>=WIDTH:
                row=row+1;col=0
                self.BlockList.append(self.BlockRowList)
                self.LabelList.append(self.LabelRowList)
                self.BlockRowList=[]
                self.LabelRowList=[]
                
        #file
        fw=open('text.txt','a')
        fw.close()
        hasHead=FALSE
        f=open('text.txt','r')
        if f.read(5)=='score':
            hasHead=TRUE
        f.close()
        self.file=open('text.txt','a')
        if hasHead==FALSE:
            self.file.write('score line time scorePtime linePtime scorePline date/n')
            self.file.flush()
            
        self.time=1000
        self.OnTimer()

2.实现俄罗斯方块的翻转

# 俄罗斯方块的翻转
def Up(self,event):
        BL=self.BlockList   #格子的值
        LL=self.LabelList   #格子Label
        
        Moveable=TRUE       #是否可旋转
        
        #代码编写开始
        nowStyle = style[self.xnow][(self.ynow)]
        newStyle = style[self.xnow][(self.ynow+1)%4]  #算出下一俄罗斯方块
        self.ynow = (self.ynow+1)%4 #此行代码非常重要,否则响应UP时,只能变第一次
        
        print("nowStyle:"+str(nowStyle)+"=====>>newStyle:"+str(newStyle))
        
        #根据现有形状中每个label的坐标计算出旋转后目标坐标(x,y)
        SourceList=[];DestList=[]
        
        for i in range(4):
            SourceList.append([ nowStyle[i][0]+self.px, nowStyle[i][1]+self.py])
            x = newStyle[i][0]+self.px
            y = newStyle[i][1]+self.py
            DestList.append([x, y])
            
            if x<0 or x>=HEIGHT or y<0 or y>=WIDTH : #or BL[x][y]==1 or LL[x][y].isactive==PASSIVE
                Moveable=FALSE
            
        if Moveable==TRUE:
            for i in range(len(SourceList)):
                self.Empty(SourceList[i][0],SourceList[i][1])
            for i in range(len(DestList)):
                self.Fill(DestList[i][0],DestList[i][1])
                
    def Left(self,event):
        BL=self.BlockList;LL=self.LabelList
        Moveable=TRUE
        for i in range(HEIGHT):
            for j in range(WIDTH):
                if LL[i][j].isactive==ACTIVE and j-1<0:Moveable=FALSE
                if LL[i][j].isactive==ACTIVE and j-1>=0 and BL[i][j-1]==1 and LL[i][j-1].isactive==PASSIVE:Moveable=FALSE
        if Moveable==TRUE:
            self.py-=1
            for i in range(HEIGHT):
                for j in range(WIDTH):
                    if j-1>=0 and LL[i][j].isactive==ACTIVE and BL[i][j-1]==0:
                        self.Fill(i,j-1);self.Empty(i,j)
                        
    def Right(self,event):
        BL=self.BlockList;LL=self.LabelList
        Moveable=TRUE
        for i in range(HEIGHT):
            for j in range(WIDTH):
                if LL[i][j].isactive==ACTIVE and j+1>=WIDTH:Moveable=FALSE
                if LL[i][j].isactive==ACTIVE and j+1<WIDTH and BL[i][j+1]==1 and LL[i][j+1].isactive==PASSIVE:Moveable=FALSE
        if Moveable==TRUE:
            self.py+=1
            for i in range(HEIGHT-1,-1,-1):
                for j in range(WIDTH-1,-1,-1):
                    if j+1<WIDTH and LL[i][j].isactive==ACTIVE and BL[i][j+1]==0:
                        self.Fill(i,j+1);self.Empty(i,j)
                        
    def Down(self,event):
        BL=self.BlockList;LL=self.LabelList
        Moveable=TRUE
        for i in range(HEIGHT):
            for j in range(WIDTH):
                if LL[i][j].isactive==ACTIVE and i+1>=HEIGHT:Moveable=FALSE
                if LL[i][j].isactive==ACTIVE and i+1<HEIGHT and BL[i+1][j]==1 and LL[i+1][j].isactive==PASSIVE:Moveable=FALSE
        if Moveable==TRUE and self.isStart :
            self.px+=1
            for i in range(HEIGHT-1,-1,-1):
                for j in range(WIDTH-1,-1,-1):
                    if i+1<HEIGHT and LL[i][j].isactive==ACTIVE and BL[i+1][j]==0:
                        self.Fill(i+1,j);self.Empty(i,j);
        if Moveable==FALSE:
            for i in range(HEIGHT):
                for j in range(WIDTH):
                    LL[i][j].isactive=PASSIVE
            self.JudgeLineFill()
            self.Start()
            if self.isgameover==TRUE:showinfo('T_T','The game is over!');self.Distroy();return FALSE
            for i in range(4):
                for j in range(4):
                    self.NextEmpty(i,j)
            self.Rnd()
        return Moveable
                        
    def Space(self,event):
        while 1:
            if self.Down(0)==FALSE:break

3.项目完整代码

#_*_ coding:utf-8 _*_
from tkinter import *
import random
import time
import tkinter.messagebox


#俄罗斯方块界面的高度
HEIGHT  = 20

#俄罗斯方块界面的宽度
WIDTH   = 10

ACTIVE  = 1
PASSIVE = 0
TRUE    = 1
FALSE   = 0

style = [
            [[(0,0),(0,1),(1,1),(2,1)],[(1,0),(1,1),(1,2),(0,2)],[(0,1),(1,1),(2,1),(2,2)],[(1,0),(2,0),(1,1),(1,2)]],#j
            [[(1,0),(1,1),(1,2),(2,1)],[(1,0),(0,1),(1,1),(2,1)],[(1,0),(1,1),(1,2),(0,1)],[(0,1),(1,1),(2,1),(1,2)]],#T
            [[(0,1),(1,1),(2,1),(2,0)],[(0,0),(1,0),(1,1),(1,2)],[(0,1),(1,1),(2,1),(0,2)],[(1,0),(1,1),(1,2),(2,2)]],#反L
            [[(0,0),(0,1),(1,1),(1,2)],[(2,1),(1,1),(1,2),(0,2)],[(0,0),(0,1),(1,1),(1,2)],[(2,1),(1,1),(1,2),(0,2)]],#Z
            [[(1,0),(1,1),(0,1),(0,2)],[(0,1),(1,1),(1,2),(2,2)],[(1,0),(1,1),(0,1),(0,2)],[(0,1),(1,1),(1,2),(2,2)]],#反Z
            [[(0,0),(0,1),(1,1),(1,0)],[(0,0),(0,1),(1,1),(1,0)],[(0,0),(0,1),(1,1),(1,0)],[(0,0),(0,1),(1,1),(1,0)]],#田
            [[(1,0),(1,1),(1,2),(1,3)],[(0,1),(1,1),(2,1),(3,1)],[(1,0),(1,1),(1,2),(1,3)],[(0,1),(1,1),(2,1),(3,1)]]#长条
    ]

root=Tk();
root.title('俄罗斯方块')

class App(Frame):
    def __init__(self,master):
        Frame.__init__(self)
        master.bind('<Up>',self.Up)
        master.bind('<Left>',self.Left)
        master.bind('<Right>',self.Right)
        master.bind('<Down>',self.Down)
        
        master.bind('<space>',self.Space)
        master.bind('<Control-Shift-Key-F12>',self.Play)
        master.bind('<Key-P>',self.Pause)
        master.bind('<Key-S>',self.StartByS)
        
        # rgb颜色值
        self.backg="#%02x%02x%02x" % (120,150,30)    #大背景
        self.frontg="#%02x%02x%02x" % (40,120,150)    #下一个形状颜色
        self.nextg="#%02x%02x%02x" % (150,100,100)    #小背景
        self.flashg="#%02x%02x%02x" % (210,130,100)    #炸的颜色
        
        self.LineDisplay=Label(master,text='Lines: ',bg='black',fg='red')
        self.Line=Label(master,text='0',bg='black',fg='red')
        self.ScoreDisplay=Label(master,text='Score: ',bg='black',fg='red')
        self.Score=Label(master,text='0',bg='black',fg='red')
        self.SpendTimeDisplay=Label(master,text='Time: ',bg='black',fg='red')
        self.SpendTime=Label(master,text='0.0',bg='black',fg='red')
        
        self.LineDisplay.grid(row=HEIGHT-2,column=WIDTH,columnspan=2)
        self.Line.grid(row=HEIGHT-2,column=WIDTH+2,columnspan=3)
        self.ScoreDisplay.grid(row=HEIGHT-1,column=WIDTH,columnspan=2)
        self.Score.grid(row=HEIGHT-1,column=WIDTH+2,columnspan=3)
        self.SpendTimeDisplay.grid(row=HEIGHT-4,column=WIDTH,columnspan=2)
        self.SpendTime.grid(row=HEIGHT-4,column=WIDTH+2,columnspan=3)
        
        self.TotalTime=0.0
        self.TotalLine=0
        self.TotalScore=0
        
        #游戏结束
        self.isgameover=FALSE
        #暂停
        self.isPause=FALSE
        #开始
        self.isStart=FALSE
        self.NextList=[]        #整个小背景
        self.NextRowList=[]     #一行小背景
        
        self.px=0
        self.py=0       #记录方块参考点
        
        #渲染小背景
        r=0;c=0
        for k in range(4*4):
            LN=Label(master,text=' ',bg=str(self.nextg),fg='white',relief=FLAT,bd=3)
            LN.grid(row=r,column=WIDTH+c,sticky=N+E+S+W)
            self.NextRowList.append(LN)
            c=c+1
            if c>=4:
                r=r+1;c=0
                self.NextList.append(self.NextRowList)
                self.NextRowList=[]
                
        #渲染大背景
        self.BlockList=[]
        self.BlockRowList=[]
        self.LabelList=[]
        self.LabelRowList=[]
        row=0;col=0
        for i in range(HEIGHT*WIDTH):
            L=Label(master,text=' ',bg=str(self.backg),fg='white',relief=FLAT,bd=4)
            L.grid(row=row,column=col,sticky=N+E+S+W)
            L.row=row;L.col=col;L.isactive=PASSIVE
            self.BlockRowList.append(0);    #大背景每个格子初始化为0值
            self.LabelRowList.append(L)
            col=col+1
            if col>=WIDTH:
                row=row+1;col=0
                self.BlockList.append(self.BlockRowList)
                self.LabelList.append(self.LabelRowList)
                self.BlockRowList=[]
                self.LabelRowList=[]
                
        #file
        fw=open('text.txt','a')
        fw.close()
        hasHead=FALSE
        f=open('text.txt','r')
        if f.read(5)=='score':
            hasHead=TRUE
        f.close()
        self.file=open('text.txt','a')
        if hasHead==FALSE:
            self.file.write('score line time scorePtime linePtime scorePline date/n')
            self.file.flush()
            
        self.time=1000
        self.OnTimer()
        
    def __del__(self):
        #self.file.close()
        pass
        
    def Pause(self,event):
        self.isPause=1-self.isPause
        
    def Up(self,event):
        BL=self.BlockList   #格子的值
        LL=self.LabelList   #格子Label
        
        Moveable=TRUE       #是否可旋转
        
        #代码编写开始
        nowStyle = style[self.xnow][(self.ynow)]
        newStyle = style[self.xnow][(self.ynow+1)%4]  #算出下一俄罗斯方块
        self.ynow = (self.ynow+1)%4 #此行代码非常重要,否则响应UP时,只能变第一次
        
        print("nowStyle:"+str(nowStyle)+"=====>>newStyle:"+str(newStyle))
        
        #根据现有形状中每个label的坐标计算出旋转后目标坐标(x,y)
        SourceList=[];DestList=[]
        
        for i in range(4):
            SourceList.append([ nowStyle[i][0]+self.px, nowStyle[i][1]+self.py])
            x = newStyle[i][0]+self.px
            y = newStyle[i][1]+self.py
            DestList.append([x, y])
            
            if x<0 or x>=HEIGHT or y<0 or y>=WIDTH : #or BL[x][y]==1 or LL[x][y].isactive==PASSIVE
                Moveable=FALSE
            
        if Moveable==TRUE:
            for i in range(len(SourceList)):
                self.Empty(SourceList[i][0],SourceList[i][1])
            for i in range(len(DestList)):
                self.Fill(DestList[i][0],DestList[i][1])
                
    def Left(self,event):
        BL=self.BlockList;LL=self.LabelList
        Moveable=TRUE
        for i in range(HEIGHT):
            for j in range(WIDTH):
                if LL[i][j].isactive==ACTIVE and j-1<0:Moveable=FALSE
                if LL[i][j].isactive==ACTIVE and j-1>=0 and BL[i][j-1]==1 and LL[i][j-1].isactive==PASSIVE:Moveable=FALSE
        if Moveable==TRUE:
            self.py-=1
            for i in range(HEIGHT):
                for j in range(WIDTH):
                    if j-1>=0 and LL[i][j].isactive==ACTIVE and BL[i][j-1]==0:
                        self.Fill(i,j-1);self.Empty(i,j)
                        
    def Right(self,event):
        BL=self.BlockList;LL=self.LabelList
        Moveable=TRUE
        for i in range(HEIGHT):
            for j in range(WIDTH):
                if LL[i][j].isactive==ACTIVE and j+1>=WIDTH:Moveable=FALSE
                if LL[i][j].isactive==ACTIVE and j+1<WIDTH and BL[i][j+1]==1 and LL[i][j+1].isactive==PASSIVE:Moveable=FALSE
        if Moveable==TRUE:
            self.py+=1
            for i in range(HEIGHT-1,-1,-1):
                for j in range(WIDTH-1,-1,-1):
                    if j+1<WIDTH and LL[i][j].isactive==ACTIVE and BL[i][j+1]==0:
                        self.Fill(i,j+1);self.Empty(i,j)
                        
    def Down(self,event):
        BL=self.BlockList;LL=self.LabelList
        Moveable=TRUE
        for i in range(HEIGHT):
            for j in range(WIDTH):
                if LL[i][j].isactive==ACTIVE and i+1>=HEIGHT:Moveable=FALSE
                if LL[i][j].isactive==ACTIVE and i+1<HEIGHT and BL[i+1][j]==1 and LL[i+1][j].isactive==PASSIVE:Moveable=FALSE
        if Moveable==TRUE and self.isStart :
            self.px+=1
            for i in range(HEIGHT-1,-1,-1):
                for j in range(WIDTH-1,-1,-1):
                    if i+1<HEIGHT and LL[i][j].isactive==ACTIVE and BL[i+1][j]==0:
                        self.Fill(i+1,j);self.Empty(i,j);
        if Moveable==FALSE:
            for i in range(HEIGHT):
                for j in range(WIDTH):
                    LL[i][j].isactive=PASSIVE
            self.JudgeLineFill()
            self.Start()
            if self.isgameover==TRUE:showinfo('T_T','The game is over!');self.Distroy();return FALSE
            for i in range(4):
                for j in range(4):
                    self.NextEmpty(i,j)
            self.Rnd()
        return Moveable
                        
    def Space(self,event):
        while 1:
            if self.Down(0)==FALSE:break
            
    def OnTimer(self):
        if self.isStart==TRUE and self.isPause==FALSE:
            self.TotalTime = self.TotalTime + float(self.time)/1000
            self.SpendTime.config(text=str(self.TotalTime))
        
        if self.isPause==FALSE:
            self.Down(0)
        if self.TotalScore>=1000:self.time=900
        if self.TotalScore>=2000:self.time=750
        if self.TotalScore>=3000:self.time=600
        if self.TotalScore>=4000:self.time=400
        self.after(self.time,self.OnTimer)      #随着分数增大,俄罗斯方块下降速度加快
    
    def JudgeLineFill(self):
        BL=self.BlockList;LL=self.LabelList
        count=0;LineList=[]
        for i in range(WIDTH):LineList.append(1)
        #display flash
        for i in range(HEIGHT):
            if BL[i]==LineList:
                count=count+1
                for k in range(WIDTH):
                    LL[i][k].config(bg=str(self.flashg))
                    LL[i][k].update()
        if count!=0:self.after(100)
        #delete block
        for i in range(HEIGHT):
            if BL[i]==LineList:
                #count=count+1
                for j in range(i,0,-1):
                    for k in range(WIDTH):
                        BL[j][k]=BL[j-1][k]
                        LL[j][k]['relief']=LL[j-1][k].cget('relief')
                        LL[j][k]['bg']=LL[j-1][k].cget('bg')
                for l in range(WIDTH):
                    BL[0][l]=0
                    LL[0][l].config(relief=FLAT,bg=str(self.backg))
        self.TotalLine=self.TotalLine+count
        if count==1:self.TotalScore=self.TotalScore+1*WIDTH
        if count==2:self.TotalScore=self.TotalScore+3*WIDTH
        if count==3:self.TotalScore=self.TotalScore+6*WIDTH
        if count==4:self.TotalScore=self.TotalScore+10*WIDTH
        self.Line.config(text=str(self.TotalLine))
        self.Score.config(text=str(self.TotalScore))
        
    def Fill(self,i,j):
        if j<0:return
        if self.BlockList[i][j]==1:self.isgameover=TRUE
        self.BlockList[i][j]=1
        self.LabelList[i][j].isactive=ACTIVE
        self.LabelList[i][j].config(relief=RAISED,bg=str(self.frontg))
        
    def Empty(self,i,j):
        self.BlockList[i][j]=0
        self.LabelList[i][j].isactive=PASSIVE
        self.LabelList[i][j].config(relief=FLAT,bg=str(self.backg))
        
    def Play(self,event):
        showinfo('Made in China','^_^')
        
    def NextFill(self,i,j):
        self.NextList[i][j].config(relief=RAISED,bg=str(self.frontg))
        
    def NextEmpty(self,i,j):
        self.NextList[i][j].config(relief=FLAT,bg=str(self.nextg))
        
    def Distroy(self):
        #save
        if self.TotalScore!=0:
            #cehkongfu
            savestr='%-9u%-8u%-8.2f%-14.2f%-13.2f%-14.2f%s/n' % (
                self.TotalScore,self.TotalLine,self.TotalTime
               ,self.TotalScore/self.TotalTime
               ,self.TotalLine/self.TotalTime
               ,float(self.TotalScore)/self.TotalLine
               ,time.strftime('%Y-%m-%d %H:%M:%S',time.localtime()))
            self.file.seek(0,2)
            self.file.write(savestr)
            self.file.flush()
        
        for i in range(HEIGHT):
            for j in range(WIDTH):
                self.Empty(i,j)
        self.TotalLine=0;self.TotalScore=0;self.TotalTime=0.0
        self.Line.config(text=str(self.TotalLine))
        self.Score.config(text=str(self.TotalScore))
        self.SpendTime.config(text=str(self.TotalTime))
        self.isgameover=FALSE
        self.isStart=FALSE
        self.time=1000
        for i in range(4):
            for j in range(4):
                self.NextEmpty(i,j)
                
    #游戏开始方块
    def Start(self):
        nextStyle = style[self.x][self.y]   #下一形状
        self.xnow = self.x
        self.ynow = self.y          #记录大背景中的方块
        self.py = random.randint(0,6)
        print("给py赋任意值:"+str(self.py))
        self.px = 0
        for ii in range(4):
            self.Fill(int(nextStyle[ii][0]),int(nextStyle[ii][1])+self.py)
        self.isStart=TRUE   #游戏开始
        
    #预处理方块
    def Rnd(self):
        self.x=random.randint(0,6)
        self.y=random.randint(0,3)
        nextStyle = style[self.x][self.y]   #下一形状
        for ii in range(4):
            self.NextFill(int(nextStyle[ii][0]),int(nextStyle[ii][1]))
        
    #游戏开始给出一次任意形状的方块
    def RndFirst(self):
        self.x=random.randint(0,6)  #选择第一个方块style
        self.y=random.randint(0,3)
        
    def Show(self):
        self.file.seek(0)
        strHeadLine=self.file.readline()
        dictLine={}
        strTotalLine=''
        for OneLine in self.file.readlines():
            temp=int(OneLine[:5])
            dictLine[temp]=OneLine
            
        list=sorted(dictLine.items(),key=lambda d:d[0])
        ii=0        
        for onerecord in reversed(list):
            ii=ii+1
            if ii<11:
                strTotalLine+=onerecord[1]
        showinfo('Ranking', strHeadLine+strTotalLine)
        
    def StartByS(self,event):
        self.RndFirst()
        self.Start()
        self.Rnd()
        
def Start():
    app.RndFirst()
    app.Start()
    app.Rnd()
     
def End():
    app.Distroy()
    
def Set():
    print("设置功能待完善...")
    
def Show():
    app.Show()

#主菜单
mainmenu=Menu(root)
root['menu']=mainmenu

#二级菜单:game
gamemenu=Menu(mainmenu)
mainmenu.add_cascade(label='游戏',menu=gamemenu)
gamemenu.add_command(label='开始',command=Start)
gamemenu.add_command(label='结束',command=End)
gamemenu.add_separator()
gamemenu.add_command(label='退出',command=root.quit)

#二级菜单:set
setmenu=Menu(mainmenu)
mainmenu.add_cascade(label='设置',menu=setmenu)
setmenu.add_command(label='设置',command=Set)

#二级菜单:show
showmenu=Menu(mainmenu)
mainmenu.add_cascade(label='展示',menu=showmenu)
showmenu.add_command(label='展示',command=Show)

#绑定功能

app=App(root)
#程序入口
root.mainloop()

二、经典的贪吃蛇游戏

1.项目源码


import random
import pygame
import sys
from pygame.locals import *

Snakespeed = 9
Window_Width = 800
Window_Height = 500
Cell_Size = 20  # Width and height of the cells
# Ensuring that the cells fit perfectly in the window. eg if cell size was
# 10 and window width or window height were 15 only 1.5 cells would
# fit.
assert Window_Width % Cell_Size == 0, "Window width must be a multiple of cell size."
# Ensuring that only whole integer number of cells fit perfectly in the window.
assert Window_Height % Cell_Size == 0, "Window height must be a multiple of cell size."
Cell_W = int(Window_Width / Cell_Size)  # Cell Width
Cell_H = int(Window_Height / Cell_Size)  # Cell Height

White = (255, 255, 255)
Black = (0, 0, 0)
Red = (255, 0, 0)  # Defining element colors for the program.
Green = (0, 255, 0)
DARKGreen = (0, 155, 0)
DARKGRAY = (40, 40, 40)
YELLOW = (255, 255, 0)
Red_DARK = (150, 0, 0)
BLUE = (0, 0, 255)
BLUE_DARK = (0, 0, 150)

BGCOLOR = Black  # Background color

UP = 'up'
DOWN = 'down'  # Defining keyboard keys.
LEFT = 'left'
RIGHT = 'right'

HEAD = 0  # Syntactic sugar: index of the snake's head


def main():
    global SnakespeedCLOCK, DISPLAYSURF, BASICFONT

    pygame.init()
    SnakespeedCLOCK = pygame.time.Clock()
    DISPLAYSURF = pygame.display.set_mode((Window_Width, Window_Height))
    BASICFONT = pygame.font.Font('freesansbold.ttf', 18)
    pygame.display.set_caption('Snake')

    showStartScreen()
    while True:
        runGame()
        showGameOverScreen()


def runGame():
    # Set a random start point.
    startx = random.randint(5, Cell_W - 6)
    starty = random.randint(5, Cell_H - 6)
    wormCoords = [{'x': startx, 'y': starty},
                  {'x': startx - 1, 'y': starty},
                  {'x': startx - 2, 'y': starty}]
    direction = RIGHT

    # Start the apple in a random place.
    apple = getRandomLocation()

    while True:  # main game loop
        for event in pygame.event.get():  # event handling loop
            if event.type == QUIT:
                terminate()
            elif event.type == KEYDOWN:
                if (event.key == K_LEFT) and direction != RIGHT:
                    direction = LEFT
                elif (event.key == K_RIGHT) and direction != LEFT:
                    direction = RIGHT
                elif (event.key == K_UP) and direction != DOWN:
                    direction = UP
                elif (event.key == K_DOWN) and direction != UP:
                    direction = DOWN
                elif event.key == K_ESCAPE:
                    terminate()

        # check if the Snake has hit itself or the edge
        if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == Cell_W or wormCoords[HEAD]['y'] == -1 or \
                wormCoords[HEAD]['y'] == Cell_H:
            return  # game over
        for wormBody in wormCoords[1:]:
            if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:
                return  # game over

        # check if Snake has eaten an apply
        if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']:
            # don't remove worm's tail segment
            apple = getRandomLocation()  # set a new apple somewhere
        else:
            del wormCoords[-1]  # remove worm's tail segment

        # move the worm by adding a segment in the direction it is moving
        if direction == UP:
            newHead = {'x': wormCoords[HEAD]['x'],
                       'y': wormCoords[HEAD]['y'] - 1}
        elif direction == DOWN:
            newHead = {'x': wormCoords[HEAD]['x'],
                       'y': wormCoords[HEAD]['y'] + 1}
        elif direction == LEFT:
            newHead = {'x': wormCoords[HEAD][
                                'x'] - 1, 'y': wormCoords[HEAD]['y']}
        elif direction == RIGHT:
            newHead = {'x': wormCoords[HEAD][
                                'x'] + 1, 'y': wormCoords[HEAD]['y']}
        wormCoords.insert(0, newHead)
        DISPLAYSURF.fill(BGCOLOR)
        drawGrid()
        drawWorm(wormCoords)
        drawApple(apple)
        drawScore(len(wormCoords) - 3)
        pygame.display.update()
        SnakespeedCLOCK.tick(Snakespeed)


def drawPressKeyMsg():
    pressKeySurf = BASICFONT.render('Press a key to play.', True, White)
    pressKeyRect = pressKeySurf.get_rect()
    pressKeyRect.topleft = (Window_Width - 200, Window_Height - 30)
    DISPLAYSURF.blit(pressKeySurf, pressKeyRect)


def checkForKeyPress():
    if len(pygame.event.get(QUIT)) > 0:
        terminate()
    keyUpEvents = pygame.event.get(KEYUP)
    if len(keyUpEvents) == 0:
        return None
    if keyUpEvents[0].key == K_ESCAPE:
        terminate()
    return keyUpEvents[0].key


def showStartScreen():
    titleFont = pygame.font.Font('freesansbold.ttf', 100)
    titleSurf1 = titleFont.render('Snake!', True, White, DARKGreen)
    degrees1 = 0
    degrees2 = 0
    while True:
        DISPLAYSURF.fill(BGCOLOR)
        rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1)
        rotatedRect1 = rotatedSurf1.get_rect()
        rotatedRect1.center = (Window_Width / 2, Window_Height / 2)
        DISPLAYSURF.blit(rotatedSurf1, rotatedRect1)

        drawPressKeyMsg()

        if checkForKeyPress():
            pygame.event.get()  # clear event queue
            return
        pygame.display.update()
        SnakespeedCLOCK.tick(Snakespeed)
        degrees1 += 3  # rotate by 3 degrees each frame
        degrees2 += 7  # rotate by 7 degrees each frame


def terminate():
    pygame.quit()
    sys.exit()


def getRandomLocation():
    return {'x': random.randint(0, Cell_W - 1), 'y': random.randint(0, Cell_H - 1)}


def showGameOverScreen():
    gameOverFont = pygame.font.Font('freesansbold.ttf', 100)
    gameSurf = gameOverFont.render('Game', True, White)
    overSurf = gameOverFont.render('Over', True, White)
    gameRect = gameSurf.get_rect()
    overRect = overSurf.get_rect()
    gameRect.midtop = (Window_Width / 2, 10)
    overRect.midtop = (Window_Width / 2, gameRect.height + 10 + 25)

    DISPLAYSURF.blit(gameSurf, gameRect)
    DISPLAYSURF.blit(overSurf, overRect)
    drawPressKeyMsg()
    pygame.display.update()
    pygame.time.wait(500)
    checkForKeyPress()  # clear out any key presses in the event queue

    while True:
        if checkForKeyPress():
            pygame.event.get()  # clear event queue
            return


def drawScore(score):
    scoreSurf = BASICFONT.render('Score: %s' % (score), True, White)
    scoreRect = scoreSurf.get_rect()
    scoreRect.topleft = (Window_Width - 120, 10)
    DISPLAYSURF.blit(scoreSurf, scoreRect)


def drawWorm(wormCoords):
    for coord in wormCoords:
        x = coord['x'] * Cell_Size
        y = coord['y'] * Cell_Size
        wormSegmentRect = pygame.Rect(x, y, Cell_Size, Cell_Size)
        pygame.draw.rect(DISPLAYSURF, DARKGreen, wormSegmentRect)
        wormInnerSegmentRect = pygame.Rect(
            x + 4, y + 4, Cell_Size - 8, Cell_Size - 8)
        pygame.draw.rect(DISPLAYSURF, Green, wormInnerSegmentRect)


def drawApple(coord):
    x = coord['x'] * Cell_Size


    y = coord['y'] * Cell_Size
    appleRect = pygame.Rect(x, y, Cell_Size, Cell_Size)
    pygame.draw.rect(DISPLAYSURF, Red, appleRect)


def drawGrid():
    for x in range(0, Window_Width, Cell_Size):  # draw vertical lines
        pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, Window_Height))
    for y in range(0, Window_Height, Cell_Size):  # draw horizontal lines
        pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (Window_Width, y))


if __name__ == '__main__':
    try:
        main()
    except SystemExit:
        pass

预览效果:

三、关不掉的窗口

1.项目源码

from tkinter import * 
class YouLikeMe:
    def __init__(self):
        window=Tk()
        label=Label(window,text='你是不是喜欢我?')
        self.btyes=Button(window,text='不是',height=1,width=6)
        self.btno=Button(window,text='是的',height=1,width=6)
        label.place(x=60,y=70)
        self.btyes.place(x=40,y=130)
        self.btno.place(x=120,y=130)
        self.btyes.bind('<Enter>',self.event1)#将按钮与鼠标事件绑定,<Enter>是指鼠标光标进入按钮区域
        self.btno.bind('<Enter>',self.event2)
        window.mainloop()
    def event1(self,event):#切换按钮文字
        self.btyes['text']='是的'
        self.btno['text']='不是'
    def event2(self,event):
        self.btyes['text']='不是'
        self.btno['text']='是的'
        
YouLikeMe()
window=Tk()
label=Label(window,text='关闭窗口也改变不了你喜欢我的事实')
label.place(x=2,y=80)
button=Button(window,text='确定',command=window.destroy)
button.place(x=80,y=150)
window.mainloop()

预览效果:

四、画玫瑰花

import turtle
import time
turtle.speed(5) #画笔移动的速度

  

# 设置初始位置 

turtle.penup()  #提起画笔,移动画笔但并不会绘制图形
turtle.left(90)  #逆时针转动画笔90度
turtle.fd(200)  
turtle.pendown()  #放下画笔,移动画笔即开始绘制
turtle.right(90)  
#设置画笔的大小
turtle.pensize(2)

# 花蕊 

turtle.fillcolor("red")  #填充颜色
turtle.begin_fill()  #开始填充
turtle.circle(10,180)  
turtle.circle(25,110)  
turtle.left(50)  
turtle.circle(60,45)  
turtle.circle(20,170)  
turtle.right(24)  
turtle.fd(30)  
turtle.left(10)  
turtle.circle(30,110)  
turtle.fd(20)  
turtle.left(40)  
turtle.circle(90,70)  
turtle.circle(30,150)  
turtle.right(30)  
turtle.fd(15)  
turtle.circle(80,90)  
turtle.left(15)  
turtle.fd(45)  
turtle.right(165)  
turtle.fd(20)  
turtle.left(155)  
turtle.circle(150,80)  
turtle.left(50)  
turtle.circle(150,90)  
turtle.end_fill()  #结束填充
   
# 花瓣1 

turtle.left(150)  
turtle.circle(-90,70)  
turtle.left(20)  
turtle.circle(75,105)  
turtle.setheading(60)  
turtle.circle(80,98)  
turtle.circle(-90,40)  

  

# 花瓣2 
turtle.left(180)  
turtle.circle(90,40)  
turtle.circle(-80,98)  
turtle.setheading(-83)  
  
# 叶子1 
turtle.fd(30)  
turtle.left(90)  
turtle.fd(25)  
turtle.left(45)  
turtle.fillcolor("green")  
turtle.begin_fill()  
turtle.circle(-80,90)  
turtle.right(90)  
turtle.circle(-80,90)  
turtle.end_fill()  

   

turtle.right(135)  
turtle.fd(60)  
turtle.left(180)  
turtle.fd(85)  
turtle.left(90)  
turtle.fd(80)  

   
# 叶子2 
turtle.right(90)  
turtle.right(45)  
turtle.fillcolor("green")  
turtle.begin_fill()  
turtle.circle(80,90)  
turtle.left(90)  
turtle.circle(80,90)  
turtle.end_fill()  
   

turtle.left(135)  
turtle.fd(60)  
turtle.left(180)  
turtle.fd(60)  
turtle.right(90)  
turtle.circle(200,50)  #画一个圆 200 是半径,50 是弧度

#不让自动退出,放在程序的最后一行
#不然画画结束后会自动退出
turtle.done()

预览效果:

五、优美的彩虹线条

import turtle
q = turtle.Pen()
turtle.bgcolor("black")
sides = 7
colors =["red","orange","yellow","green","cyan","blue","blue","purple"]
for x in range(360):
	q.pencolor(colors[x%sides])
	q.forward(x*3/sides+x)
	q.left(360/sides+1)
	q.width(x*sides/200)

预览效果

六、实时钟表

# -*- coding:utf-8 –*-
# 用turtlr画时钟
# 以自定义shape的方式实现
import turtle as t
import datetime as d
def skip(step):  # 抬笔,跳到一个地方
    t.penup()
    t.forward(step)
    t.pendown()
def drawClock(radius):  # 画表盘
    t.speed(0)
    t.mode("logo")  # 以Logo坐标、角度方式
    t.hideturtle()
    t.pensize(7)
    t.home()  # 回到圆点
    for j in range(60):
        skip(radius)
        if (j % 5 == 0):
            t.forward(20)
            skip(-radius - 20)
        else:
            t.dot(5)
            skip(-radius)
        t.right(6)
def makePoint(pointName, len):  # 钟的指针,时针、分针、秒针
    t.penup()
    t.home()
    t.begin_poly()
    t.back(0.1 * len)
    t.forward(len * 1.1)
    t.end_poly()
    poly = t.get_poly()
    t.register_shape(pointName, poly)  # 注册为一个shape
def drawPoint():  # 画指针
    global hourPoint, minPoint, secPoint, fontWriter
    makePoint("hourPoint", 100)
    makePoint("minPoint", 120)
    makePoint("secPoint", 140)
    hourPoint = t.Pen()  # 每个指针是一只新turtle
    hourPoint.shape("hourPoint")
    hourPoint.shapesize(1, 1, 6)
    minPoint = t.Pen()
    minPoint.shape("minPoint")
    minPoint.shapesize(1, 1, 4)
    secPoint = t.Pen()
    secPoint.shape("secPoint")
    secPoint.pencolor('red')
    fontWriter = t.Pen()
    fontWriter.pencolor('gray')
    fontWriter.hideturtle()
def getWeekName(weekday):
    weekName = ['星期一', '星期二', '星期三', '星期四', '星期五', '星期六', '星期日']
    return weekName[weekday]
def getDate(year, month, day):
    return "%s-%s-%s" % (year, month, day)
def realTime():
    curr = d.datetime.now()
    curr_year = curr.year
    curr_month = curr.month
    curr_day = curr.day
    curr_hour = curr.hour
    curr_minute = curr.minute
    curr_second = curr.second
    curr_weekday = curr.weekday()
    t.tracer(False)
    secPoint.setheading(360 / 60 * curr_second)
    minPoint.setheading(360 / 60 * curr_minute)
    hourPoint.setheading(360 / 12 * curr_hour + 30 / 60 * curr_minute)
    fontWriter.clear()
    fontWriter.home()
    fontWriter.penup()
    fontWriter.forward(80)
    # 用turtle写文字
    fontWriter.write(getWeekName(curr_weekday), align="center", font=("Courier", 14, "bold"))
    fontWriter.forward(-160)
    fontWriter.write(getDate(curr_year, curr_month, curr_day), align="center", font=("Courier", 14, "bold"))
    t.tracer(True)
    print(curr_second)
    t.ontimer(realTime, 100)  # 每隔100毫秒调用一次realTime()
def main():
    t.tracer(False)
    drawClock(160)
    drawPoint()
    realTime()
    t.tracer(True)
    t.mainloop()
if __name__ == '__main__':
    main()


预览效果:

七、画佩奇

# coding: utf-8

import turtle as t

t.screensize(400, 300)
t.pensize(4)  # 设置画笔的大小
t.colormode(255)  # 设置GBK颜色范围为0-255
t.color((255, 155, 192), "pink")  # 设置画笔颜色和填充颜色(pink)
t.setup(840, 500)  # 设置主窗口的大小为840*500
t.speed(10)  # 设置画笔速度为10
# 鼻子
t.pu()  # 提笔
t.goto(-100, 100)  # 画笔前往坐标(-100,100)
t.pd()  # 下笔
t.seth(-30)  # 笔的角度为-30°
t.begin_fill()  # 外形填充的开始标志
a = 0.4
for i in range(120):
    if 0 <= i < 30 or 60 <= i < 90:
        a = a + 0.08
        t.lt(3)  # 向左转3度
        t.fd(a)  # 向前走a的步长
    else:
        a = a - 0.08
        t.lt(3)
        t.fd(a)
t.end_fill()  # 依据轮廓填充
t.pu()  # 提笔
t.seth(90)  # 笔的角度为90度
t.fd(25)  # 向前移动25
t.seth(0)  # 转换画笔的角度为0
t.fd(10)
t.pd()
t.pencolor(255, 155, 192)  # 设置画笔颜色
t.seth(10)
t.begin_fill()
t.circle(5)  # 画一个半径为5的圆
t.color(160, 82, 45)  # 设置画笔和填充颜色
t.end_fill()
t.pu()
t.seth(0)
t.fd(20)
t.pd()
t.pencolor(255, 155, 192)
t.seth(10)
t.begin_fill()
t.circle(5)
t.color(160, 82, 45)
t.end_fill()
# 头
t.color((255, 155, 192), "pink")
t.pu()
t.seth(90)
t.fd(41)
t.seth(0)
t.fd(0)
t.pd()
t.begin_fill()
t.seth(180)
t.circle(300, -30)  # 顺时针画一个半径为300,圆心角为30°的园
t.circle(100, -60)
t.circle(80, -100)
t.circle(150, -20)
t.circle(60, -95)
t.seth(161)
t.circle(-300, 15)
t.pu()
t.goto(-100, 100)
t.pd()
t.seth(-30)
a = 0.4
for i in range(60):
    if 0 <= i < 30 or 60 <= i < 90:
        a = a + 0.08
        t.lt(3)  # 向左转3度
        t.fd(a)  # 向前走a的步长
    else:
        a = a - 0.08
        t.lt(3)
        t.fd(a)
t.end_fill()
# 耳朵
t.color((255, 155, 192), "pink")
t.pu()
t.seth(90)
t.fd(-7)
t.seth(0)
t.fd(70)
t.pd()
t.begin_fill()
t.seth(100)
t.circle(-50, 50)
t.circle(-10, 120)
t.circle(-50, 54)
t.end_fill()
t.pu()
t.seth(90)
t.fd(-12)
t.seth(0)
t.fd(30)
t.pd()
t.begin_fill()
t.seth(100)
t.circle(-50, 50)
t.circle(-10, 120)
t.circle(-50, 56)
t.end_fill()
# 眼睛
t.color((255, 155, 192), "white")
t.pu()
t.seth(90)
t.fd(-20)
t.seth(0)
t.fd(-95)
t.pd()
t.begin_fill()
t.circle(15)
t.end_fill()
t.color("black")
t.pu()
t.seth(90)
t.fd(12)
t.seth(0)
t.fd(-3)
t.pd()
t.begin_fill()
t.circle(3)
t.end_fill()
t.color((255, 155, 192), "white")
t.pu()
t.seth(90)
t.fd(-25)
t.seth(0)
t.fd(40)
t.pd()
t.begin_fill()
t.circle(15)
t.end_fill()
t.color("black")
t.pu()
t.seth(90)
t.fd(12)
t.seth(0)
t.fd(-3)
t.pd()
t.begin_fill()
t.circle(3)
t.end_fill()
# 腮
t.color((255, 155, 192))
t.pu()
t.seth(90)
t.fd(-95)
t.seth(0)
t.fd(65)
t.pd()
t.begin_fill()
t.circle(30)
t.end_fill()
# 嘴
t.color(239, 69, 19)
t.pu()
t.seth(90)
t.fd(15)
t.seth(0)
t.fd(-100)
t.pd()
t.seth(-80)
t.circle(30, 40)
t.circle(40, 80)
# 身体
t.color("red", (255, 99, 71))
t.pu()
t.seth(90)
t.fd(-20)
t.seth(0)
t.fd(-78)
t.pd()
t.begin_fill()
t.seth(-130)
t.circle(100, 10)
t.circle(300, 30)
t.seth(0)
t.fd(230)
t.seth(90)
t.circle(300, 30)
t.circle(100, 3)
t.color((255, 155, 192), (255, 100, 100))
t.seth(-135)
t.circle(-80, 63)
t.circle(-150, 24)
t.end_fill()
# 手
t.color((255, 155, 192))
t.pu()
t.seth(90)
t.fd(-40)
t.seth(0)
t.fd(-27)
t.pd()
t.seth(-160)
t.circle(300, 15)
t.pu()
t.seth(90)
t.fd(15)
t.seth(0)
t.fd(0)
t.pd()
t.seth(-10)
t.circle(-20, 90)
t.pu()
t.seth(90)
t.fd(30)
t.seth(0)
t.fd(237)
t.pd()
t.seth(-20)
t.circle(-300, 15)
t.pu()
t.seth(90)
t.fd(20)
t.seth(0)
t.fd(0)
t.pd()
t.seth(-170)
t.circle(20, 90)
# 脚
t.pensize(10)
t.color((240, 128, 128))
t.pu()
t.seth(90)
t.fd(-75)
t.seth(0)
t.fd(-180)
t.pd()
t.seth(-90)
t.fd(40)
t.seth(-180)
t.color("black")
t.pensize(15)
t.fd(20)
t.pensize(10)
t.color((240, 128, 128))
t.pu()
t.seth(90)
t.fd(40)
t.seth(0)
t.fd(90)
t.pd()
t.seth(-90)
t.fd(40)
t.seth(-180)
t.color("black")
t.pensize(15)
t.fd(20)
# 尾巴
t.pensize(4)
t.color((255, 155, 192))
t.pu()
t.seth(90)
t.fd(70)
t.seth(0)
t.fd(95)
t.pd()
t.seth(0)
t.circle(70, 20)
t.circle(10, 330)
t.circle(70, 30)
t.done()

预览效果:

八、表白程序

from tkinter import *   #_all_ = [a,b]
from tkinter import  messagebox
from PIL import ImageTk
def closeWindow():
    messagebox.showinfo(title="警告",message = "不许关闭,好好回答")
    return
 
#点击喜欢触发的方法
def Love():
    #Toplevel独立的顶级窗口,和父级标题一样
    love = Toplevel(window)
    love.geometry("360x200+540+360")
    love.title("好巧,我也是")
    label = Label(love,text="巧了,我也喜欢你",font =("微软雅黑",20))
    label.pack()
    label1 = Label(love,text="认识一下,加个微信呗",font =("微软雅黑",20))
    label1.pack()
    entry = Entry(love,font = ("微软雅黑",15))
    entry.pack()
    btn = Button(love,text = "确定",width = 10 , height = 1,command = close_all)
    btn.pack()
    love.protocol("WM_DELETe_WINDOW",closelove)
 
def closelove():
    return
 
#关闭所有的窗口 注意,如果父级窗口关了,下面的所有窗口均会关闭
def close_all():
    #destory 销毁
    window.destroy()
#关闭不喜欢框的X时
def closenolove():
    messagebox.showinfo("再考虑一下","再考虑一下呗")
    return
    disLove()
 
#点击不喜欢触发的事件
def disLove():
    no_love = Toplevel(window)
    no_love.geometry("300x90+540+360")
    no_love.title("再考虑考虑")
    label =  Label(no_love,text = "再考虑考虑呗!",font = ("微软雅黑",25))
    label.pack()
    btn = Button(no_love,text = "好的",width = 10 , height = 1,command = no_love.destroy)
    btn.pack()
    no_love.protocol("WM_DELETE_WINDOW",closenolove)
 
 
 
# 创建窗口
window =Tk() #类的实例化,创建窗口,window仅仅是个变量
 
# 窗口标题
window.title("你喜欢我吗?")
 
# 窗口的大小 运用小写的x来连接
window.geometry("380x400")
 
#窗口位置(距离屏幕左上角) 运用+来连接
window.geometry("+500+240")  # geometry意为几何
#上述可以写成window.geometry("380x200+500+245"),其中+是用来连接的
 
#用户关闭窗口触发的事件
window.protocol("WM_DELETE_WINDOW",closeWindow)
 
# 标签控件,一般第一个参数均是父级窗口 ,这里传参为window fg设置颜色
label = Label(window, text = "Hey,小姐姐", font = ("微软雅黑",15), fg="black")
 
# 定位 grid(网格式) pack(包的方式) place(用的最少的一种,根据位置)
label.grid(row=0,column =0)      #默认值为 0 0
 
label_1 = Label(window,text = "喜欢我吗?",font = ("微软雅黑",25))
label_1.grid(row=1,column = 1,sticky = E) #sticky为对齐方式 N上S下W左E右
 
# 显示图片
photo = ImageTk.PhotoImage(file='Rose.jpg')
imageLable = Label(window,image = photo)
#column 组件所跨越的列数
imageLable.grid(row=2,columnspan =2)  #跨列操作
 

# ques_image = ImageTk.PhotoImage(file='./Image/cache/{}'.format(image_name.group()))



 #按钮控件 点击触发command事件
btn = Button(window,text="喜欢",width = 15,height=1,command  = Love)
btn.grid(row = 3,column = 0,sticky = W)
 
btn1 =Button(window,text="不喜欢",command = disLove)
btn1 .grid(row = 3,column = 1,sticky = E)
#显示窗口 消息循环
window .mainloop()


预览效果:

上图的素材贴在这里啦

九、黑客代码雨


# -*- coding:utf-8 -*-

#导入系统文件库
import pygame
import random
from pygame.locals import *
from random import randint


#定义一些窗体参数及加载字体文件
SCREEN_WIDTH  = 900         # 窗体宽度
SCREEN_HEIGHT = 600         # 窗体宽度
LOW_SPEED  = 4              # 字体移动最低速度
HIGH_SPEED = 10             # 字体移动最快速度
FONT_COLOR = (00,150,00)    # 字体颜色
FONT_SIZE = 5               # 字体尺寸
FONT_NOM  = 20              # 显示字体数量 从0开始
FONT_NAME = "calibrii.ttf"  # 注意字体的文件名必须与真实文件完全相同(注意ttf的大小写),且文件名不能是中文
FREQUENCE = 10              # 时间频度
times = 0                   # 初始化时间


# 定义随机参数
def randomspeed() :
    return randint(LOW_SPEED,HIGH_SPEED)
def randomposition() :
    return randint(0,SCREEN_WIDTH),randint(0,SCREEN_HEIGHT)
def randomoname() :
    return randint(0,100000)
def randomvalue() :
    return randint(0,100)              # this is your own display number range


#class of sprite
class Word(pygame.sprite.Sprite) :
    def __init__(self,bornposition) :
        pygame.sprite.Sprite.__init__(self)
        self.value = randomvalue()
        self.font = pygame.font.Font(None,FONT_SIZE)
        self.image = self.font.render(str(self.value),True,FONT_COLOR)
        self.speed = randomspeed()
        self.rect = self.image.get_rect()
        self.rect.topleft = bornposition

    def update(self) :
        self.rect = self.rect.move(0,self.speed)
        if self.rect.top > SCREEN_HEIGHT :
            self.kill()


#init the available modules
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
pygame.display.set_caption("ViatorSun CodeRain")
clock = pygame.time.Clock()
group = pygame.sprite.Group()
group_count = int(SCREEN_WIDTH / FONT_NOM)


#mainloop
while True :
    time = clock.tick(FREQUENCE)
    for event in pygame.event.get() :
        if event.type == QUIT :
            pygame.quit()
            exit()

    screen.fill((0,0,0))
    for i in range(0,group_count) :
        group.add(Word((i * FONT_NOM,-FONT_NOM)))

    group.update()
    group.draw(screen)
    pygame.display.update()
    


预览效果:

十、飞机大战游戏

在这里只展示部分代码,需要的可以下载

# 英雄子弹类
class HeroBullet(Bullet):
    def __init__(self, screen, x, y):
        super().__init__(screen, x, y)

    def move(self):
        self.y -= settings.bullet_hero_v
        # 判断子弹是否出界
        if self.y <= -20:
            return True


# 敌机子弹类
class EnemyBullet(Bullet):
    def __init__(self, screen, x, y):
        super().__init__(screen, x, y)

    def move(self):
        self.y += settings.bullet_enemy_v
        # 判断子弹是否出界
        if self.y >= settings.screen_height:
            return True


# 飞机基类
class Plane:
    def __init__(self, screen, style, geo):
        self.screen = screen
        self.image = pygame.image.load(style)
        self.bullet_list = []
        self.x = geo[0]
        self.y = geo[1]
        self.is_dead = False
        self.finished = False
        self.bomb_seq = ['4','4','3','3','2','2','1','1']

    def __del__(self):
        pass

    def display(self):
        for b in self.bullet_list:
            b.display()
            # 回收子弹
            if b.move(): self.bullet_list.remove(b)

        # 爆炸效果
        if self.is_dead:
            death_x = self.x
            death_y = self.y
            death_w = self.image.get_width()
            death_h = self.image.get_height()
            try:
                bomb_image = './images/bomb'+self.bomb_seq.pop()+'.png'
                self.image = pygame.image.load(bomb_image)
            except:
                self.image = pygame.image.load('./images/bomb4.png')
                self.finished = True
            finally:
                x = death_x + (death_w - self.image.get_width())/2
                y = death_y + (death_h - self.image.get_height())/2
                self.screen.blit(self.image, (x, y))

        else:
            # 重新绘制飞机
            self.screen.blit(self.image, (self.x, self.y))

    def fire(self):
        self.bullet_list.append(Bullet(self.screen, self.x, self.y))
        print(len(self.bullet_list))

    def over(self):
        #print("Oops: plane over ...")
        #del self
        return self.finished


# 英雄飞机
class HeroPlane(Plane):
    def __init__(self, screen):
        # 英雄机初始位置
        geo = (200, 600)
        super().__init__(screen, settings.hero_style, geo)

        self.step = settings.move_step
        # 英雄机移动范围
        self.limit_left = -(self.image.get_width()/2)+10
        self.limit_right = settings.screen_width-self.image.get_width()/2-10
        self.limit_top = 5
        self.limit_bottom = settings.screen_height-self.image.get_height()

    def fire(self):
        self.bullet_list.append(HeroBullet(self.screen, self.x+53, self.y))

    def move_left(self):
        if self.x <= self.limit_left:
            pass
        else:
            self.x -= self.step

    def move_right(self):
        if self.x >= self.limit_right:
            pass
        else:
            self.x += self.step

    def move_up(self):
        if self.y <= self.limit_top:
            pass
        else:
            self.y -= self.step

    def move_down(self):
        if self.y >= self.limit_bottom:
            pass
        else:
            self.y += self.step


预览效果:

后期我会把这个太空飞机大战的源码地址分享到这里,感谢各位支持!

 
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