python编写小游戏详细教程,用python做简单的小游戏

时间:2025-04-12 22:27:04

1、小恐龙

玩法:上下控制起跳躲避

import cfg
import sys
import random
import pygame
from modules import *


'''main'''
def main(highest_score):
   # 游戏初始化
   ()
   screen = .set_mode()
   .set_caption('九歌')
   # 导入所有声音文件
   sounds = {}
   for key, value in cfg.AUDIO_PATHS.items():
       sounds[key] = (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, [1]))
   cloud_sprites_group = ()
   cactus_sprites_group = ()
   ptera_sprites_group = ()
   add_obstacle_timer = 0
   score_timer = 0
   # 游戏主循环
   clock = ()
   while True:
       for event in ():
           if  == :
               ()
               ()
           elif  == :
               if  == pygame.K_SPACE or  == pygame.K_UP:
                   (sounds)
               elif  == pygame.K_DOWN:
                   ()
           elif  ==  and  == pygame.K_DOWN:
               ()
       (cfg.BACKGROUND_COLOR)
       # --随机添加云
       if len(cloud_sprites_group) < 5 and (0, 300) == 10:
           cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS['cloud'], position=([0], (30, 75))))
       # --随机添加仙人掌/飞龙
       add_obstacle_timer += 1
       if add_obstacle_timer > (50, 150):
           add_obstacle_timer = 0
           random_value = (0, 10)
           if random_value >= 5 and random_value <= 7:
               cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS['cacti']))
           else:
               position_ys = [[1]*0.82, [1]*0.75, [1]*0.60, [1]*0.20]
               ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS['ptera'], position=(600, (position_ys))))
       # --更新游戏元素
       ()
       ()
       cloud_sprites_group.update()
       cactus_sprites_group.update()
       ptera_sprites_group.update()
       score_timer += 1
       if score_timer > (//12):
           score_timer = 0
           score += 1
           score = min(score, 99999)
           if score > highest_score:
               highest_score = score
           if score % 100 == 0:
               sounds['point'].play()
           if score % 1000 == 0:
                -= 1
               for item in cloud_sprites_group:
                    -= 1
               for item in cactus_sprites_group:
                    -= 1
               for item in ptera_sprites_group:
                    -= 1
       # --碰撞检测
       for item in cactus_sprites_group:
           if .collide_mask(dino, item):
               (sounds)
       for item in ptera_sprites_group:
           if .collide_mask(dino, item):
               (sounds)
       # --将游戏元素画到屏幕上
       (screen)
       (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
       ()
       ()
       # --游戏是否结束
       if dino.is_dead:
           break
   # 游戏结束界面
   return GameEndInterface(screen, cfg), highest_score


'''run'''
if __name__ == '__main__':
   highest_score = 0
   while True:
       flag, highest_score = main(highest_score)
       if not flag: break

2、消消乐

玩法:三个相连就能消除

import os
import sys
import cfg
import pygame
from modules import *
 
 
'''游戏主程序'''
def main():
    ()
    screen = .set_mode()
    .set_caption('Gemgem —— 九歌')
    # 加载背景音乐
    ()
    ((, "resources/audios/bg.mp3"))
    .set_volume(0.6)
    (-1)
    # 加载音效
    sounds = {}
    sounds['mismatch'] = ((, 'resources/audios/'))
    sounds['match'] = []
    for i in range(6):
        sounds['match'].append(((, 'resources/audios/match%' % i)))
    # 加载字体
    font = ((, 'resources/font/'), 25)
    # 图片加载
    gem_imgs = []
    for i in range(1, 8):
        gem_imgs.append((, 'resources/images/gem%' % i))
    # 主循环
    game = gemGame(screen, sounds, font, gem_imgs, cfg)
    while True:
        score = ()
        flag = False
        # 一轮游戏结束后玩家选择重玩或者退出
        while True:
            for event in ():
                if  ==  or ( ==  and  == pygame.K_ESCAPE):
                    ()
                    ()
                elif  ==  and  == pygame.K_r:
                    flag = True
            if flag:
                break
            ((135, 206, 235))
            text0 = 'Final score: %s' % score
            text1 = 'Press <R> to restart the game.'
            text2 = 'Press <Esc> to quit the game.'
            y = 150
            for idx, text in enumerate([text0, text1, text2]):
                text_render = (text, 1, (85, 65, 0))
                rect = text_render.get_rect()
                if idx == 0:
                    ,  = (212, y)
                elif idx == 1:
                    ,  = (122.5, y)
                else:
                    ,  = (126.5, y)
                y += 100
                (text_render, rect)
            ()
        ()
 
 
'''run'''
if __name__ == '__main__':
    main()

3、俄罗斯方块

玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的。

import os
import sys
import random
from modules import *
from  import *
from  import *
from  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
        ()
    '''界面初始化'''
    def initUI(self):
        # icon
        (QIcon(((), 'resources/')))
        # 块大小
        self.grid_size = 22
        # 游戏帧率
         = 200
         = QBasicTimer()
        # 焦点
        ()
        # 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.external_board.score_signal[str].connect(self.status_bar.showMessage)
        ()
        ()
        ('Tetris —— 九歌')
        ()
        (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 = ()
        ((() - ()) // 2, (() - ()) // 2)
    '''更新界面'''
    def updateWindow(self):
        self.external_board.updateData()
        self.side_panel.updateData()
        ()
    '''开始'''
    def start(self):
        if self.is_started:
            return
        self.is_started = True
        self.inner_board.createNewTetris()
        (, self)
    '''暂停/不暂停'''
    def pause(self):
        if not self.is_started:
            return
        self.is_paused = not self.is_paused
        if self.is_paused:
            ()
            self.external_board.score_signal.emit('Paused')
        else:
            (, self)
        ()
    '''计时器事件'''
    def timerEvent(self, event):
        if () == ():
            removed_lines = self.inner_board.moveDown()
            self.external_board.score += removed_lines
            ()
        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 = ()
        # P键暂停
        if key == Qt.Key_P:
            ()
            return
        if self.is_paused:
            return
        # 向左
        elif key == Qt.Key_Left:
            self.inner_board.moveLeft()
        # 向右
        elif key == Qt.Key_Right:
            self.inner_board.moveRight()
        # 旋转
        elif key == Qt.Key_Up:
            self.inner_board.rotateAnticlockwise()
        # 快速坠落
        elif key == Qt.Key_Space:
            self.external_board.score += self.inner_board.dropDown()
        else:
            super(TetrisGame, self).keyPressEvent(event)
        ()
 
 
'''run'''
if __name__ == '__main__':
    app = QApplication([])
    tetris = TetrisGame()
    (app.exec_())

 4、贪吃蛇

玩法:童年经典,普通魔术也没啥意思,小时候玩的也是加速的如何安装python的软件包

import cfg
import sys
import pygame
from modules import *
 
 
'''主函数'''
def main(cfg):
    # 游戏初始化
    ()
    screen = .set_mode()
    .set_caption('Greedy Snake —— 九歌')
    clock = ()
    # 播放背景音乐
    ()
    (-1)
    # 游戏主循环
    snake = Snake(cfg)
    apple = Apple(cfg, )
    score = 0
    while True:
        ()
        # --按键检测
        for event in ():
            if  == :
                ()
                ()
            elif  == :
                if  in [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]:
                    ({pygame.K_UP: 'up', pygame.K_DOWN: 'down', pygame.K_LEFT: 'left', pygame.K_RIGHT: 'right'}[])
        # --更新贪吃蛇和食物
        if (apple):
            apple = Apple(cfg, )
            score += 1
        # --判断游戏是否结束
        if : break
        # --显示游戏里必要的元素
        drawGameGrid(cfg, screen)
        (screen)
        (screen)
        showScore(cfg, score, screen)
        # --屏幕更新
        ()
        ()
    return endInterface(screen, cfg)
 
 
'''run'''
if __name__ == '__main__':
    while True:
        if not main(cfg):
            break

5、平衡木

玩法:也是小时候的经典

import os
import sys
import pygame
from cfg import *
from modules import *
from fractions import Fraction


'''检查控件是否被点击'''
def checkClicked(group, mouse_pos, group_type='NUMBER'):
   selected = []
   # 数字卡片/运算符卡片
   if group_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]:
       max_selected = 2 if group_type == GROUPTYPES[0] else 1
       num_selected = 0
       for each in group:
           num_selected += int(each.is_selected)
       for each in group:
           if (mouse_pos):
               if each.is_selected:
                   each.is_selected = not each.is_selected
                   num_selected -= 1
                   each.select_order = None
               else:
                   if num_selected < max_selected:
                       each.is_selected = not each.is_selected
                       num_selected += 1
                       each.select_order = str(num_selected)
           if each.is_selected:
               ()
   # 按钮卡片
   elif group_type == GROUPTYPES[2]:
       for each in group:
           if (mouse_pos):
               each.is_selected = True
               ()
   # 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 = ()
   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 = ()
   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 = ()
   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 = (200, 180, 400, 200)
   (screen, PAPAYAWHIP, rect)
   font = (FONTPATH, 40)
   text_render = (text, True, BLACK)
   font_size = (text)
   (text_render, (+(-font_size[0])/2, +(-font_size[1])/2))


'''主函数'''
def main():
   # 初始化, 导入必要的游戏素材
   ()
   ()
   screen = .set_mode(SCREENSIZE)
   .set_caption('24 point —— 九歌')
   win_sound = (AUDIOWINPATH)
   lose_sound = (AUDIOLOSEPATH)
   warn_sound = (AUDIOWARNPATH)
   (BGMPATH)
   (-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 = ()
   selected_numbers = []
   selected_operators = []
   selected_buttons = []
   is_win = False
   while True:
       for event in ():
           if  == :
               ()
               (-1)
           elif  == :
               mouse_pos = .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')
       (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 = 
                   elif each.select_order == '2':
                       selected_number2 = 
                   else:
                       raise ValueError('Unknow select_order %s, expect 1 or 2...' % each.select_order)
               else:
                   noselected_numbers.append()
               each.is_selected = False
           for each in operator_sprites_group:
               each.is_selected = False
           result = calculate(selected_number1, selected_number2, *selected_operators)
           if result is not None:
               game24_gen.numbers_now = noselected_numbers + [result]
               is_win = game24_gen.check()
               if is_win:
                   win_sound.play()
               if not is_win and len(game24_gen.numbers_now) == 1:
                   lose_sound.play()
           else:
               warn_sound.play()
           selected_numbers = []
           selected_operators = []
           number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
       # 精灵都画到screen上
       for each in number_sprites_group:
           (screen, .get_pos())
       for each in operator_sprites_group:
           (screen, .get_pos())
       for each in button_sprites_group:
           if selected_buttons and selected_buttons[0] in ['RESET', 'NEXT']:
               is_win = False
           if selected_buttons and  == selected_buttons[0]:
               each.is_selected = False
               number_sprites_group = (game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group)
               selected_buttons = []
           (screen, .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)
       ()
       (30)


'''run'''
if __name__ == '__main__':
   main()

6、外星人入侵

玩法:这让我想起了魂斗罗那第几关的boss,有点类似,不过魂斗罗那个难度肯定高点。

import os
import sys
import cfg
import random
import pygame
from modules import *


'''开始游戏'''
def startGame(screen):
   clock = ()
   # 加载字体
   font = ('arial', 18)
   if not ('score'):
       f = open('score', 'w')
       ('0')
       ()
   with open('score', 'r') as f:
       highest_score = int(().strip())
   # 敌方
   enemies_group = ()
   for i in range(55):
       if i < 11:
           enemy = enemySprite('small', i, , )
       elif i < 33:
           enemy = enemySprite('medium', i, , )
       else:
           enemy = enemySprite('large', i, , )
        = 85 + (i % 11) * 50
        = 120 + (i // 11) * 45
       enemies_group.add(enemy)
   boomed_enemies_group = ()
   en_bullets_group = ()
   ufo = ufoSprite(color=)
   # 我方
   myaircraft = aircraftSprite(color=, bullet_color=)
   my_bullets_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:
       ()
       for event in ():
           # --点右上角的X或者按Esc键退出游戏
           if  == :
               ()
               ()
           if  == :
               if  == pygame.K_ESCAPE:
                   ()
                   ()
           # --射击
           if  == :
               my_bullet = ()
               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 (enemy, my_bullets_group, True, None):
               boomed_enemies_group.add(enemy)
               enemies_group.remove(enemy)
                += 
       if (ufo, my_bullets_group, True, None):
           ufo.is_dead = True
            += 
       # --更新并画敌方
       # ----敌方子弹
       enemy_shot_count += 1
       if enemy_shot_count > enemy_shot_interval:
           enemy_shot_flag = True
           enemies_survive_list = [ for enemy in enemies_group]
           shot_number = (enemies_survive_list)
           enemy_shot_count = 0
       # ----敌方移动
       enemy_move_count += 1
       if enemy_move_count > enemy_move_interval:
           enemy_move_count = 0
           enemy_move_flag = True
           enemy_need_move_row -= 1
           if enemy_need_move_row == 0:
               enemy_need_move_row = enemy_max_row
           enemy_change_direction_count += 1
           if enemy_change_direction_count > enemy_change_direction_interval:
               enemy_change_direction_count = 1
               enemy_move_right = not enemy_move_right
               enemy_need_down = True
               # ----每次下降提高移动和射击速度
               enemy_move_interval = max(15, enemy_move_interval-3)
               enemy_shot_interval = max(50, enemy_move_interval-10)
       # ----遍历更新
       for enemy in enemies_group:
           if enemy_shot_flag:
               if  == shot_number:
                   en_bullet = ()
                   en_bullets_group.add(en_bullet)
           if enemy_move_flag:
               if  in range((enemy_need_move_row-1)*11, enemy_need_move_row*11):
                   if enemy_move_right:
                       ('right', [1])
                   else:
                       ('left', [1])
           else:
               (None, [1])
           if enemy_need_down:
               if ('down', [1]):
                   running = False
                   is_win = False
               enemy.change_count -= 1
           (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 (myaircraft, en_bullets_group, True, None):
               myaircraft.one_dead = True
       if myaircraft.one_dead:
           if (screen):
               ()
               myaircraft.num_life -= 1
               if myaircraft.num_life < 1:
                   running = False
                   is_win = False
       else:
           # ----更新飞船
           ([0])
           # ----画飞船
           (screen)
       if (not ufo.has_boomed) and (ufo.is_dead):
           if (screen):
               ufo.has_boomed = True
       else:
           # ----更新UFO
           ([0])
           # ----画UFO
           (screen)
       # --画我方飞船子弹
       for bullet in my_bullets_group:
           if ():
               my_bullets_group.remove(bullet)
               del bullet
           else:
               (screen)
       # --画敌方子弹
       for bullet in en_bullets_group:
           if ([1]):
               en_bullets_group.remove(bullet)
               del bullet
           else:
               (screen)
       if  > highest_score:
           highest_score = 
       # --得分每增加2000我方飞船增加一条生命
       if ( % 2000 == 0) and ( > 0) and ( != myaircraft.old_score):
           myaircraft.old_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: ', , font, 200, 8)
       showText(screen, str(), , font, 200, 24)
       # ----敌人数量
       showText(screen, 'ENEMY: ', , font, 370, 8)
       showText(screen, str(len(enemies_group)), , font, 370, 24)
       # ----历史最高分
       showText(screen, 'HIGHEST: ', , font, 540, 8)
       showText(screen, str(highest_score), , font, 540, 24)
       # ----FPS
       showText(screen, 'FPS: ' + str(int(clock.get_fps())), , font, 8, 8)
       # --显示剩余生命值
       showLife(screen, myaircraft.num_life, )
       ()
       ()
   with open('score', 'w') as f:
       (str(highest_score))
   return is_win


'''主函数'''
def main():
   # 初始化
   ()
   .set_caption('外星人入侵 —— 九歌')
   screen = .set_mode()
   ()
   ()
   .set_volume(0.4)
   (-1)
   while True:
       is_win = startGame(screen)
       endInterface(screen, , is_win)


'''run'''
if __name__ == '__main__':
   main()

7、井字棋888

玩法:我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。

from tkinter import *
import  as msg
 
root = Tk()
('TIC-TAC-TOE---Project Gurukul')
# labels
Label(root, text="player1 : X", font="times 15").grid(row=0, column=1)
Label(root, text="player2 : O", font="times 15").grid(row=0, column=2)
 
digits = [1, 2, 3, 4, 5, 6, 7, 8, 9]
 
# for player1 sign = X and for player2 sign= Y
mark = ''
 
# counting the no. of click
count = 0
 
panels = ["panel"] * 10
 
 
def win(panels, sign):
    return ((panels[1] == panels[2] == panels[3] == sign)
            or (panels[1] == panels[4] == panels[7] == sign)
            or (panels[1] == panels[5] == panels[9] == sign)
            or (panels[2] == panels[5] == panels[8] == sign)
            or (panels[3] == panels[6] == panels[9] == sign)
            or (panels[3] == panels[5] == panels[7] == sign)
            or (panels[4] == panels[5] == panels[6] == sign)
            or (panels[7] == panels[8] == panels[9] == sign))
 
 
def checker(digit):
    global count, mark, digits
 
    # Check which button clicked
 
    if digit == 1 and digit in digits:
        (digit)
        ##player1 will play if the value of count is even and for odd player2 will play
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
 
        (text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'X'):
            ("Result", "Player1 wins")
            ()
        elif (win(panels, sign) and sign == 'O'):
            ("Result", "Player2 wins")
            ()
 
    if digit == 2 and digit in digits:
        (digit)
 
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
 
        (text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'X'):
            ("Result", "Player1 wins")
            ()
        elif (win(panels, sign) and sign == 'O'):
            ("Result", "Player2 wins")
            ()
 
    if digit == 3 and digit in digits:
        (digit)
 
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
 
        (text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'X'):
            ("Result", "Player1 wins")
            ()
        elif (win(panels, sign) and sign == 'O'):
            ("Result", "Player2 wins")
            ()
 
    if digit == 4 and digit in digits:
        (digit)
 
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
 
        (text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'X'):
            ("Result", "Player1 wins")
            ()
        elif (win(panels, sign) and sign == 'O'):
            ("Result", "Player2 wins")
            ()
 
    if digit == 5 and digit in digits:
        (digit)
 
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
 
        (text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'X'):
            ("Result", "Player1 wins")
            ()
        elif (win(panels, sign) and sign == 'O'):
            ("Result", "Player2 wins")
            ()
 
    if digit == 6 and digit in digits:
        (digit)
 
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
 
        (text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'X'):
            ("Result", "Player1 wins")
            ()
        elif (win(panels, sign) and sign == 'O'):
            ("Result", "Player2 wins")
            ()
 
    if digit == 7 and digit in digits:
        (digit)
 
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
 
        (text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'X'):
            ("Result", "Player1 wins")
            ()
        elif (win(panels, sign) and sign == 'O'):
            ("Result", "Player2 wins")
            ()
 
    if digit == 8 and digit in digits:
        (digit)
 
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
 
        (text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'X'):
            ("Result", "Player1 wins")
            ()
        elif (win(panels, sign) and sign == 'O'):
            ("Result", "Player2 wins")
            ()
 
    if digit == 9 and digit in digits:
        (digit)
 
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
 
        (text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'X'):
            ("Result", "Player1 wins")
            ()
        elif (win(panels, sign) and sign == 'O'):
            ("Result", "Player2 wins")
            ()
 
    ###if count is greater then 8 then the match has been tied
    if (count > 8 and win(panels, 'X') == False and win(panels, 'O') == False):
        ("Result", "Match Tied")
        ()
 
 
####define buttons
button1 = Button(root, width=15, font=('Times 16 bold'), height=7, command=lambda: checker(1))
(row=1, column=1)
button2 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(2))
(row=1, column=2)
button3 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(3))
(row=1, column=3)
button4 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(4))
(row=2, column=1)
button5 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(5))
(row=2, column=2)
button6 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(6))
(row=2, column=3)
button7 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(7))
(row=3, column=1)
button8 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(8))
(row=3, column=2)
button9 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(9))
(row=3, column=3)
 
()

最后,七个小游戏到这里就没有了,不管是放松还是拿来练手,都是很不错滴。看着这密密麻麻的代码,我都要给自己一个大大的赞,你确定不赞我一个?