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python做小游戏代码可复制,python编写小游戏的代码_编程游戏代码可复制

编程游戏代码可复制

大家好,小编来为大家解答以下问题,用python做一个小游戏代码,python简单小游戏代码200行,今天让我们一起来看看吧!

从网上整理的8款python小游戏,在python3.9下测试,全部成功通过

1.俄罗斯方块

1)实现效果

2)实现代码

#_*_ 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0self.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()   
2.贪吃蛇游戏

1)实现效果

2)实现代码

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   
3.关不掉的窗口

1)实现效果

2)实现代码

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()   
4.画玫瑰花

1)实现效果

2)实现代码

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()   
5.优美的彩虹条

1)实现效果

2)实现代码

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)   
6.实时钟表

1)实现效果

2)实现代码

# -*- 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()   
7.画小猪佩奇

1)实现效果

2)实现代码

# 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()   
8.黑客代码雨

1)实现效果

2)实现代码

#  -*- 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()   

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