源码获取:
1、吃金币

源码分享:
import osimport cfgimport sysimport pygameimport randomfrom modules import *'''游戏初始化'''def initGame():# 初始化pygame, 设置展示窗口 pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('catch coins —— 九歌')# 加载必要的游戏素材 game_images = {}for key, value in cfg.IMAGE_PATHS.items():if isinstance(value, list): images = []for item in value: images.append(pygame.image.load(item)) game_images[key] = imageselse: game_images[key] = pygame.image.load(value) game_sounds = {}for key, value in cfg.AUDIO_PATHS.items():if key == 'bgm': continue game_sounds[key] = pygame.mixer.Sound(value)# 返回初始化数据return screen, game_images, game_sounds'''主函数'''def main():# 初始化 screen, game_images, game_sounds = initGame()# 播放背景音乐 pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm']) pygame.mixer.music.play(-1, 0.0)# 字体加载 font = pygame.font.Font(cfg.FONT_PATH, 40)# 定义hero hero = Hero(game_images['hero'], position=(375, 520))# 定义食物组 food_sprites_group = pygame.sprite.Group() generate_food_freq = random.randint(10, 20) generate_food_count = 0# 当前分数/历史最高分 score = 0 highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())# 游戏主循环 clock = pygame.time.Clock()while True:# --填充背景 screen.fill(0) screen.blit(game_images['background'], (0, 0))# --倒计时信息 countdown_text = 'Count down: ' + str((90000 - pygame.time.get_ticks()) // 60000) + : + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2) countdown_text = font.render(countdown_text, True, (0, 0, 0)) countdown_rect = countdown_text.get_rect() countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5] screen.blit(countdown_text, countdown_rect)# --按键检测for event in pygame.event.get():if event.type == pygame.QUIT: pygame.quit() sys.exit() key_pressed = pygame.key.get_pressed()if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]: hero.move(cfg.SCREENSIZE, 'left')if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]: hero.move(cfg.SCREENSIZE, 'right')# --随机生成食物 generate_food_count += 1if generate_food_count > generate_food_freq: generate_food_freq = random.randint(10, 20) generate_food_count = 0 food = Food(game_images, random.choice(['gold',] * 10 + ['apple']), cfg.SCREENSIZE) food_sprites_group.add(food)# --更新食物for food in food_sprites_group:if food.update(): food_sprites_group.remove(food)# --碰撞检测for food in food_sprites_group:if pygame.sprite.collide_mask(food, hero): game_sounds['get'].play() food_sprites_group.remove(food) score += food.scoreif score > highest_score: highest_score = score# --画hero hero.draw(screen)# --画食物 food_sprites_group.draw(screen)# --显示得分 score_text = f'Score: {score}, Highest: {highest_score}' score_text = font.render(score_text, True, (0, 0, 0)) score_rect = score_text.get_rect() score_rect.topleft = [5, 5] screen.blit(score_text, score_rect)# --判断游戏是否结束if pygame.time.get_ticks() >= 90000:break# --更新屏幕 pygame.display.flip() clock.tick(cfg.FPS)# 游戏结束, 记录最高分并显示游戏结束画面 fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, 'w') fp.write(str(highest_score)) fp.close()return showEndGameInterface(screen, cfg, score, highest_score)'''run'''if __name__ == '__main__':while main(): pass
2、打乒乓

源码分享:
import sysimport cfgimport pygamefrom modules import *'''定义按钮'''def Button(screen, position, text, button_size=(200, 50)): left, top = position bwidth, bheight = button_size pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5) pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5) pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5) pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5) pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight)) font = pygame.font.Font(cfg.FONTPATH, 30) text_render = font.render(text, 1, (255, 235, 205))return screen.blit(text_render, (left+50, top+10))'''Function: 开始界面Input: --screen: 游戏界面Return: --game_mode: 1(单人模式)/2(双人模式)'''def startInterface(screen): clock = pygame.time.Clock()while True: screen.fill((41, 36, 33)) button_1 = Button(screen, (150, 175), '1 Player') button_2 = Button(screen, (150, 275), '2 Player')for event in pygame.event.get():if event.type == pygame.QUIT: pygame.quit() sys.exit()if event.type == pygame.MOUSEBUTTONDOWN:if button_1.collidepoint(pygame.mouse.get_pos()):return 1elif button_2.collidepoint(pygame.mouse.get_pos()):return 2 clock.tick(10) pygame.display.update()'''结束界面'''def endInterface(screen, score_left, score_right): clock = pygame.time.Clock() font1 = pygame.font.Font(cfg.FONTPATH, 30) font2 = pygame.font.Font(cfg.FONTPATH, 20) msg = 'Player on left won!'if score_left > score_right else'Player on right won!' texts = [font1.render(msg, True, cfg.WHITE), font2.render('Press ESCAPE to quit.', True, cfg.WHITE), font2.render('Press ENTER to continue or play again.', True, cfg.WHITE)] positions = [[120, 200], [155, 270], [80, 300]]while True: screen.fill((41, 36, 33))for event in pygame.event.get():if event.type == pygame.QUIT: pygame.quit() sys.exit()if event.type == pygame.KEYDOWN:if event.key == pygame.K_RETURN: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 = 0 racket_left = Racket(cfg.RACKETPICPATH, 'LEFT', cfg)# --右边球拍(↑↓控制) score_right = 0 racket_right = Racket(cfg.RACKETPICPATH, 'RIGHT', cfg)# --球 ball = Ball(cfg.BALLPICPATH, cfg) clock = pygame.time.Clock()while True:for event in pygame.event.get():if event.type == pygame.QUIT: pygame.quit() sys.exit(-1) screen.fill((41, 36, 33))# 玩家操作 pressed_keys = pygame.key.get_pressed()if pressed_keys[pygame.K_UP]: racket_right.move('UP')elif pressed_keys[pygame.K_DOWN]: racket_right.move('DOWN')if game_mode == 2:if pressed_keys[pygame.K_w]: racket_left.move('UP')elif pressed_keys[pygame.K_s]: racket_left.move('DOWN')else: racket_left.automove(ball)# 球运动 scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound) score_left += scores[0] score_right += scores[1]# 显示# --分隔线 pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))# --球 ball.draw(screen)# --拍 racket_left.draw(screen) racket_right.draw(screen)# --得分 screen.blit(font.render(str(score_left), False, cfg.WHITE), (150, 10)) screen.blit(font.render(str(score_right), False, cfg.WHITE), (300, 10))if score_left == 11 or score_right == 11:return score_left, score_right clock.tick(100) pygame.display.update()'''主函数'''def main():# 初始化 pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT)) pygame.display.set_caption('pingpong —— 九歌')# 开始游戏while True: score_left, score_right = runDemo(screen) endInterface(screen, score_left, score_right)'''run'''if __name__ == '__main__': main()
3、滑雪

源码分享:
import sysimport cfgimport pygameimport random'''滑雪者类'''class SkierClass(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self)# 滑雪者的朝向(-2到2) self.direction = 0 self.imagepaths = cfg.SKIER_IMAGE_PATHS[:-1] self.image = pygame.image.load(self.imagepaths[self.direction]) self.rect = self.image.get_rect() self.rect.center = [320, 100] self.speed = [self.direction, 6-abs(self.direction)*2]'''改变滑雪者的朝向. 负数为向左,正数为向右,0为向前''' def turn(self, num): self.direction += num self.direction = max(-2, self.direction) self.direction = min(2, self.direction) center = self.rect.center self.image = pygame.image.load(self.imagepaths[self.direction]) self.rect = self.image.get_rect() self.rect.center = center self.speed = [self.direction, 6-abs(self.direction)*2]return self.speed'''移动滑雪者''' def move(self): self.rect.centerx += self.speed[0] self.rect.centerx = max(20, self.rect.centerx) self.rect.centerx = min(620, self.rect.centerx)'''设置为摔倒状态''' def setFall(self): self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])'''设置为站立状态''' def setForward(self): self.direction = 0 self.image = pygame.image.load(self.imagepaths[self.direction])'''Function: 障碍物类Input: img_path: 障碍物图片路径 location: 障碍物位置 attribute: 障碍物类别属性'''class ObstacleClass(pygame.sprite.Sprite): def __init__(self, img_path, location, attribute): pygame.sprite.Sprite.__init__(self) self.img_path = img_path self.image = pygame.image.load(self.img_path) self.location = location self.rect = self.image.get_rect() self.rect.center = self.location self.attribute = attribute self.passed = False'''移动''' def move(self, num): self.rect.centery = self.location[1] - num'''创建障碍物'''def createObstacles(s, e, num=10): obstacles = pygame.sprite.Group() locations = []for i in range(num): row = random.randint(s, e) col = random.randint(0, 9) location = [col*64+20, row*64+20]if location not in locations: locations.append(location) attribute = random.choice(list(cfg.OBSTACLE_PATHS.keys())) img_path = cfg.OBSTACLE_PATHS[attribute] obstacle = ObstacleClass(img_path, location, attribute) obstacles.add(obstacle)return obstacles'''合并障碍物'''def AddObstacles(obstacles0, obstacles1): obstacles = pygame.sprite.Group()for obstacle in obstacles0: obstacles.add(obstacle)for obstacle in obstacles1: obstacles.add(obstacle)return obstacles'''显示游戏开始界面'''def ShowStartInterface(screen, screensize): screen.fill((255, 255, 255)) tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5) cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20) title = tfont.render(u'滑雪游戏', True, (255, 0, 0)) content = cfont.render(u'按任意键开始游戏', True, (0, 0, 255)) trect = title.get_rect() trect.midtop = (screensize[0]/2, screensize[1]/5) crect = content.get_rect() crect.midtop = (screensize[0]/2, screensize[1]/2) screen.blit(title, trect) screen.blit(content, crect)while True:for event in pygame.event.get():if event.type == pygame.QUIT: pygame.quit() sys.exit()elif event.type == pygame.KEYDOWN:return pygame.display.update()'''显示分数'''def showScore(screen, score, pos=(10, 10)): font = pygame.font.Font(cfg.FONTPATH, 30) score_text = font.render(Score: %s % score, True, (0, 0, 0)) screen.blit(score_text, pos)'''更新当前帧的游戏画面'''def updateFrame(screen, obstacles, skier, score): screen.fill((255, 255, 255)) obstacles.draw(screen) screen.blit(skier.image, skier.rect) showScore(screen, score) pygame.display.update()'''主程序'''def main():# 游戏初始化 pygame.init() pygame.mixer.init() pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1)# 设置屏幕 screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('滑雪游戏 —— 九歌')# 游戏开始界面 ShowStartInterface(screen, cfg.SCREENSIZE)# 实例化游戏精灵# --滑雪者 skier = SkierClass()# --创建障碍物 obstacles0 = createObstacles(20, 29) obstacles1 = createObstacles(10, 19) obstaclesflag = 0 obstacles = AddObstacles(obstacles0, obstacles1)# 游戏clock clock = pygame.time.Clock()# 记录滑雪的距离 distance = 0# 记录当前的分数 score = 0# 记录当前的速度 speed = [0, 6]# 游戏主循环while True:# --事件捕获for event in pygame.event.get():if event.type == pygame.QUIT: pygame.quit() sys.exit()if event.type == pygame.KEYDOWN:if event.key == pygame.K_LEFT or event.key == pygame.K_a: speed = skier.turn(-1)elif event.key == pygame.K_RIGHT or event.key == pygame.K_d: speed = skier.turn(1)# --更新当前游戏帧的数据 skier.move() distance += speed[1]if distance >= 640 and obstaclesflag == 0: obstaclesflag = 1 obstacles0 = createObstacles(20, 29) obstacles = AddObstacles(obstacles0, obstacles1)if distance >= 1280 and obstaclesflag == 1: obstaclesflag = 0 distance -= 1280for obstacle in obstacles0: obstacle.location[1] = obstacle.location[1] - 1280 obstacles1 = createObstacles(10, 19) obstacles = AddObstacles(obstacles0, obstacles1)for obstacle in obstacles: obstacle.move(distance)# --碰撞检测 hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False)if hitted_obstacles:if hitted_obstacles[0].attribute == tree and not hitted_obstacles[0].passed: score -= 50 skier.setFall() updateFrame(screen, obstacles, skier, score) pygame.time.delay(1000) skier.setForward() speed = [0, 6] hitted_obstacles[0].passed = Trueelif hitted_obstacles[0].attribute == flag and not hitted_obstacles[0].passed: score += 10 obstacles.remove(hitted_obstacles[0])# --更新屏幕 updateFrame(screen, obstacles, skier, score) clock.tick(cfg.FPS)'''run'''if __name__ == '__main__': main();
4、并夕夕版飞机大战
源码分享:
import sysimport cfgimport pygamefrom modules import *'''游戏界面'''def GamingInterface(num_player, screen):# 初始化 pygame.mixer.music.load(cfg.SOUNDPATHS['Cool Space Music']) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1) explosion_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['boom']) fire_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['shot']) font = pygame.font.Font(cfg.FONTPATH, 20)# 游戏背景图 bg_imgs = [cfg.IMAGEPATHS['bg_big'], cfg.IMAGEPATHS['seamless_space'], cfg.IMAGEPATHS['space3']] bg_move_dis = 0 bg_1 = pygame.image.load(bg_imgs[0]).convert() bg_2 = pygame.image.load(bg_imgs[1]).convert() bg_3 = pygame.image.load(bg_imgs[2]).convert()# 玩家, 子弹和小行星精灵组 player_group = pygame.sprite.Group() bullet_group = pygame.sprite.Group() asteroid_group = pygame.sprite.Group()# 产生小行星的时间间隔 asteroid_ticks = 90for i in range(num_player): player_group.add(Ship(i+1, cfg)) clock = pygame.time.Clock()# 分数 score_1, score_2 = 0, 0# 游戏主循环while True:for event in pygame.event.get():if event.type == pygame.QUIT: pygame.quit() sys.exit()# --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击 pressed_keys = pygame.key.get_pressed()for idx, player in enumerate(player_group): direction = Noneif idx == 0:if pressed_keys[pygame.K_UP]: direction = 'up'elif pressed_keys[pygame.K_DOWN]: direction = 'down'elif pressed_keys[pygame.K_LEFT]: direction = 'left'elif pressed_keys[pygame.K_RIGHT]: direction = 'right'if direction: player.move(direction)if pressed_keys[pygame.K_j]:if player.cooling_time == 0: fire_sound.play() bullet_group.add(player.shot()) player.cooling_time = 20elif idx == 1:if pressed_keys[pygame.K_w]: direction = 'up'elif pressed_keys[pygame.K_s]: direction = 'down'elif pressed_keys[pygame.K_a]: direction = 'left'elif pressed_keys[pygame.K_d]: direction = 'right'if direction: player.move(direction)if pressed_keys[pygame.K_SPACE]:if player.cooling_time == 0: fire_sound.play() bullet_group.add(player.shot()) player.cooling_time = 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 = 90 asteroid_group.add(Asteroid(cfg))else: asteroid_ticks -= 1# --画飞船for player in player_group:if pygame.sprite.spritecollide(player, asteroid_group, True, None): player.explode_step = 1 explosion_sound.play()elif player.explode_step > 0:if player.explode_step > 3: player_group.remove(player)if len(player_group) == 0:returnelse: player.explode(screen)else: player.draw(screen)# --画子弹for bullet in bullet_group: bullet.move()if pygame.sprite.spritecollide(bullet, asteroid_group, True, None): bullet_group.remove(bullet)if bullet.player_idx == 1: score_1 += 1else: score_2 += 1else: bullet.draw(screen)# --画小行星for asteroid in asteroid_group: asteroid.move() asteroid.rotate() asteroid.draw(screen)# --显示分数 score_1_text = '玩家一得分: %s' % score_1 score_2_text = '玩家二得分: %s' % score_2 text_1 = font.render(score_1_text, True, (0, 0, 255)) text_2 = font.render(score_2_text, True, (255, 0, 0)) screen.blit(text_1, (2, 5)) screen.blit(text_2, (2, 35))# --屏幕刷新 pygame.display.update() clock.tick(60)'''主函数'''def main(): pygame.init() pygame.font.init() pygame.mixer.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('飞机大战 —— 九歌') num_player = StartInterface(screen, cfg)if num_player == 1:while True: GamingInterface(num_player=1, screen=screen) EndInterface(screen, cfg)else:while True: GamingInterface(num_player=2, screen=screen) EndInterface(screen, cfg)'''run'''if __name__ == '__main__': main()
5、打地鼠
源码分享:
import cfgimport sysimport pygameimport randomfrom modules import *'''游戏初始化'''def initGame(): pygame.init() pygame.mixer.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('打地鼠 —— 九歌')return screen'''主函数'''def main():# 初始化 screen = initGame()# 加载背景音乐和其他音效 pygame.mixer.music.load(cfg.BGM_PATH) pygame.mixer.music.play(-1) audios = {'count_down': pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH),'hammering': pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH) }# 加载字体 font = pygame.font.Font(cfg.FONT_PATH, 40)# 加载背景图片 bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)# 开始界面 startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)# 地鼠改变位置的计时 hole_pos = random.choice(cfg.HOLE_POSITIONS) change_hole_event = pygame.USEREVENT pygame.time.set_timer(change_hole_event, 800)# 地鼠 mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)# 锤子 hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))# 时钟 clock = pygame.time.Clock()# 分数 your_score = 0 flag = False# 初始时间 init_time = pygame.time.get_ticks()# 游戏主循环while True:# --游戏时间为60s time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.)# --游戏时间减少, 地鼠变位置速度变快if time_remain == 40 and not flag: hole_pos = random.choice(cfg.HOLE_POSITIONS) mole.reset() mole.setPosition(hole_pos) pygame.time.set_timer(change_hole_event, 650) flag = 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: break count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)# --按键检测for event in pygame.event.get():if event.type == pygame.QUIT: pygame.quit() sys.exit()elif event.type == pygame.MOUSEMOTION: hammer.setPosition(pygame.mouse.get_pos())elif event.type == pygame.MOUSEBUTTONDOWN:if event.button == 1: hammer.setHammering()elif event.type == change_hole_event: hole_pos = random.choice(cfg.HOLE_POSITIONS) mole.reset() mole.setPosition(hole_pos)# --碰撞检测if hammer.is_hammering and not mole.is_hammer: is_hammer = pygame.sprite.collide_mask(hammer, mole)if is_hammer: audios['hammering'].play() mole.setBeHammered() your_score += 10# --分数 your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN)# --绑定必要的游戏元素到屏幕(注意顺序) screen.blit(bg_img, (0, 0)) screen.blit(count_down_text, (875, 8)) screen.blit(your_score_text, (800, 430)) mole.draw(screen) hammer.draw(screen)# --更新 pygame.display.flip() clock.tick(60)# 读取最佳分数(try块避免第一次游戏无.rec文件) try: best_score = int(open(cfg.RECORD_PATH).read()) except: best_score = 0# 若当前分数大于最佳分数则更新最佳分数if your_score > best_score: f = open(cfg.RECORD_PATH, 'w') f.write(str(your_score)) f.close()# 结束界面 score_info = {'your_score': your_score, 'best_score': best_score} is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE)return is_restart'''run'''if __name__ == '__main__':while True: is_restart = main()if not is_restart:break
6、小恐龙
玩法:上下控制起跳躲避
源码分享:
import 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) < 5 and random.randrange(0, 300) == 10: cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS['cloud'], position=(cfg.SCREENSIZE[0], random.randrange(30, 75))))# --随机添加仙人掌/飞龙 add_obstacle_timer += 1if add_obstacle_timer > random.randrange(50, 150): add_obstacle_timer = 0 random_value = random.randrange(0, 10)if random_value >= 5 and random_value <= 7: cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS['cacti']))else: position_ys = [cfg.SCREENSIZE[1]*0.82, cfg.SCREENSIZE[1]*0.75, cfg.SCREENSIZE[1]*0.60, cfg.SCREENSIZE[1]*0.20] ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS['ptera'], position=(600, random.choice(position_ys))))# --更新游戏元素 dino.update() ground.update() cloud_sprites_group.update() cactus_sprites_group.update() ptera_sprites_group.update() score_timer += 1if score_timer > (cfg.FPS//12): score_timer = 0 score += 1 score = min(score, 99999)if score > highest_score: highest_score = scoreif score % 100 == 0: sounds['point'].play()if score % 1000 == 0: ground.speed -= 1for item in cloud_sprites_group: item.speed -= 1for item in cactus_sprites_group: item.speed -= 1for item in ptera_sprites_group: item.speed -= 1# --碰撞检测for item in cactus_sprites_group:if pygame.sprite.collide_mask(dino, item): dino.die(sounds)for item in ptera_sprites_group:if pygame.sprite.collide_mask(dino, item): dino.die(sounds)# --将游戏元素画到屏幕上 dino.draw(screen) ground.draw(screen) cloud_sprites_group.draw(screen) cactus_sprites_group.draw(screen) ptera_sprites_group.draw(screen) score_board.set(score) highest_score_board.set(highest_score) score_board.draw(screen) highest_score_board.draw(screen)# --更新屏幕 pygame.display.update() clock.tick(cfg.FPS)# --游戏是否结束if dino.is_dead:break# 游戏结束界面return GameEndInterface(screen, cfg), highest_score'''run'''if __name__ == '__main__': highest_score = 0while True: flag, highest_score = main(highest_score)if not flag: break
7、消消乐
玩法:三个相连就能消除
源码分享:
import osimport sysimport cfgimport pygamefrom modules import *'''游戏主程序'''def main(): pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('Gemgem —— 九歌')# 加载背景音乐 pygame.mixer.init() pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, resources/audios/bg.mp3)) pygame.mixer.music.set_volume(0.6) pygame.mixer.music.play(-1)# 加载音效 sounds = {} sounds['mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/badswap.wav')) sounds['match'] = []for i in range(6): sounds['match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/match%s.wav' % i)))# 加载字体 font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25)# 图片加载 gem_imgs = []for i in range(1, 8): gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i))# 主循环 game = gemGame(screen, sounds, font, gem_imgs, cfg)while True: score = game.start() flag = False# 一轮游戏结束后玩家选择重玩或者退出while True:for event in pygame.event.get():if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE): pygame.quit() sys.exit()elif event.type == pygame.KEYUP and event.key == pygame.K_r: flag = Trueif flag:break screen.fill((135, 206, 235)) text0 = 'Final score: %s' % score text1 = 'Press <R> to restart the game.' text2 = 'Press <Esc> to quit the game.' y = 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 += 100 screen.blit(text_render, rect) pygame.display.update() game.reset()'''run'''if __name__ == '__main__': main()
8、俄罗斯方块
玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的。
源码分享:
import 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ing self.is_paused = False# 是否开始ing self.is_started = False self.initUI()'''界面初始化''' def initUI(self):# icon self.setWindowIcon(QIcon(os.path.join(os.getcwd(), 'resources/icon.jpg')))# 块大小 self.grid_size = 22# 游戏帧率 self.fps = 200 self.timer = QBasicTimer()# 焦点 self.setFocusPolicy(Qt.StrongFocus)# 水平布局 layout_horizontal = QHBoxLayout() self.inner_board = InnerBoard() self.external_board = ExternalBoard(self, self.grid_size, self.inner_board) layout_horizontal.addWidget(self.external_board) self.side_panel = SidePanel(self, self.grid_size, self.inner_board) layout_horizontal.addWidget(self.side_panel) self.status_bar = self.statusBar() self.external_board.score_signal[str].connect(self.status_bar.showMessage) self.start() self.center() self.setWindowTitle('Tetris —— 九歌') self.show() self.setFixedSize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height())'''游戏界面移动到屏幕中间''' def center(self): screen = QDesktopWidget().screenGeometry() size = self.geometry() self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)'''更新界面''' def updateWindow(self): self.external_board.updateData() self.side_panel.updateData() self.update()'''开始''' def start(self):if self.is_started:return self.is_started = True self.inner_board.createNewTetris() self.timer.start(self.fps, self)'''暂停/不暂停''' def pause(self):if not self.is_started:return self.is_paused = not self.is_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_lines self.updateWindow()else: super(TetrisGame, self).timerEvent(event)'''按键事件''' def keyPressEvent(self, event):if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty: super(TetrisGame, self).keyPressEvent(event)return key = event.key()# P键暂停if key == Qt.Key_P: self.pause()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 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
10、24点小游戏
玩法:通过加减乘除操作,小学生都没问题的。
源码分享:
import osimport sysimport pygamefrom cfg import *from modules import *from fractions import Fraction'''检查控件是否被点击'''def checkClicked(group, mouse_pos, group_type='NUMBER'): selected = []# 数字卡片/运算符卡片if group_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]: max_selected = 2 if group_type == GROUPTYPES[0] else 1 num_selected = 0for each in group: num_selected += int(each.is_selected)for each in group:if each.rect.collidepoint(mouse_pos):if each.is_selected: each.is_selected = not each.is_selected num_selected -= 1 each.select_order = Noneelse: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 = 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 = 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 = Falseif selected_buttons and each.attribute == selected_buttons[0]: each.is_selected = False number_sprites_group = each.do(game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group) selected_buttons = [] each.draw(screen, pygame.mouse.get_pos())# 游戏胜利if is_win: showInfo('Congratulations', screen)# 游戏失败if not is_win and len(game24_gen.numbers_now) == 1: showInfo('Game Over', screen) pygame.display.flip() clock.tick(30)'''run'''if __name__ == '__main__': main()
11、平衡木
玩法:也是小时候的经典游戏,控制左右就行,到后面才有一点点难度。
源码分享:
import cfgfrom 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 osimport sysimport cfgimport randomimport pygamefrom modules import *'''开始游戏'''def startGame(screen): clock = pygame.time.Clock()# 加载字体 font = pygame.font.SysFont('arial', 18)if not os.path.isfile('score'): f = open('score', 'w') f.write('0') f.close() with open('score', 'r') as f: highest_score = int(f.read().strip())# 敌方 enemies_group = pygame.sprite.Group()for i in range(55):if i < 11: enemy = enemySprite('small', i, cfg.WHITE, cfg.WHITE)elif i < 33: enemy = enemySprite('medium', i, cfg.WHITE, cfg.WHITE)else: enemy = enemySprite('large', i, cfg.WHITE, cfg.WHITE) enemy.rect.x = 85 + (i % 11) * 50 enemy.rect.y = 120 + (i // 11) * 45 enemies_group.add(enemy) boomed_enemies_group = pygame.sprite.Group() en_bullets_group = pygame.sprite.Group() ufo = ufoSprite(color=cfg.RED)# 我方 myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE) my_bullets_group = pygame.sprite.Group()# 用于控制敌方位置更新# --移动一行 enemy_move_count = 24 enemy_move_interval = 24 enemy_move_flag = False# --改变移动方向(改变方向的同时集体下降一次) enemy_change_direction_count = 0 enemy_change_direction_interval = 60 enemy_need_down = False enemy_move_right = True enemy_need_move_row = 6 enemy_max_row = 5# 用于控制敌方发射子弹 enemy_shot_interval = 100 enemy_shot_count = 0 enemy_shot_flag = False# 游戏进行中 running = True is_win = False# 主循环while running: screen.fill(cfg.BLACK)for event in pygame.event.get():# --点右上角的X或者按Esc键退出游戏if event.type == pygame.QUIT: pygame.quit() sys.exit()if event.type == pygame.KEYDOWN:if event.key == pygame.K_ESCAPE: pygame.quit() sys.exit()# --射击if event.type == pygame.MOUSEBUTTONDOWN: my_bullet = myaircraft.shot()if my_bullet: my_bullets_group.add(my_bullet)# --我方子弹与敌方/UFO碰撞检测for enemy in enemies_group:if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None): boomed_enemies_group.add(enemy) enemies_group.remove(enemy) myaircraft.score += enemy.rewardif pygame.sprite.spritecollide(ufo, my_bullets_group, True, None): ufo.is_dead = True myaircraft.score += ufo.reward# --更新并画敌方# ----敌方子弹 enemy_shot_count += 1if enemy_shot_count > enemy_shot_interval: enemy_shot_flag = 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 += 1if enemy_move_count > enemy_move_interval: enemy_move_count = 0 enemy_move_flag = True enemy_need_move_row -= 1if enemy_need_move_row == 0: enemy_need_move_row = enemy_max_row enemy_change_direction_count += 1if enemy_change_direction_count > enemy_change_direction_interval: enemy_change_direction_count = 1 enemy_move_right = not enemy_move_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 = Trueif myaircraft.one_dead:if myaircraft.boom(screen): myaircraft.resetBoom() myaircraft.num_life -= 1if myaircraft.num_life < 1: running = False is_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UFO ufo.update(cfg.SCREENSIZE[0])# ----画UFO ufo.draw(screen)# --画我方飞船子弹for bullet in my_bullets_group:if bullet.update(): my_bullets_group.remove(bullet) del 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.score myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life)# --敌人都死光了的话就胜利了if len(enemies_group) < 1: is_win = True running = False# --显示文字# ----当前得分 showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8) showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)# ----敌人数量 showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8) showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)# ----历史最高分 showText(screen, 'HIGHEST: ', cfg.WHITE, font, 540, 8) showText(screen, str(highest_score), cfg.WHITE, font, 540, 24)# ----FPS showText(screen, 'FPS: ' + str(int(clock.get_fps())), cfg.RED, font, 8, 8)# --显示剩余生命值 showLife(screen, myaircraft.num_life, cfg.GREEN) pygame.display.update() clock.tick(cfg.FPS) with open('score', 'w') as f: f.write(str(highest_score))return is_win'''主函数'''def main():# 初始化 pygame.init() pygame.display.set_caption('外星人入侵 —— 九歌') screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.mixer.init() pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1)while True: is_win = startGame(screen) endInterface(screen, cfg.BLACK, is_win)'''run'''if __name__ == '__main__': main()
13、井字棋888
玩法:我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。
源码分享
from tkinter import *import tkinter.messagebox as msgroot = Tk()root.title('TIC-TAC-TOE---Project Gurukul')# labelsLabel(root, text=player1 : X, font=times 15).grid(row=0, column=1)Label(root, text=player2 : O, font=times 15).grid(row=0, column=2)digits = [1, 2, 3, 4, 5, 6, 7, 8, 9]# for player1 sign = X and for player2 sign= Ymark = ''# counting the no. of clickcount = 0panels = [panel] * 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 = 'X' panels[digit] = markelif count % 2 != 0: mark = 'O' panels[digit] = mark button1.config(text=mark) count = count + 1 sign = 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 = 'X' panels[digit] = markelif count % 2 != 0: mark = 'O' panels[digit] = mark button2.config(text=mark) count = count + 1 sign = 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 = 'X' panels[digit] = markelif count % 2 != 0: mark = 'O' panels[digit] = mark button3.config(text=mark) count = count + 1 sign = 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 = 'X' panels[digit] = markelif count % 2 != 0: mark = 'O' panels[digit] = mark button4.config(text=mark) count = count + 1 sign = 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 = 'X' panels[digit] = markelif count % 2 != 0: mark = 'O' panels[digit] = mark button5.config(text=mark) count = count + 1 sign = 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 = 'X' panels[digit] = markelif count % 2 != 0: mark = 'O' panels[digit] = mark button6.config(text=mark) count = count + 1 sign = 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 = 'X' panels[digit] = markelif count % 2 != 0: mark = 'O' panels[digit] = mark button7.config(text=mark) count = count + 1 sign = 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 = 'X' panels[digit] = markelif count % 2 != 0: mark = 'O' panels[digit] = mark button8.config(text=mark) count = count + 1 sign = 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 = 'X' panels[digit] = markelif count % 2 != 0: mark = 'O' panels[digit] = mark button9.config(text=mark) count = count + 1 sign = 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 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()
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