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【 声明:版权所有,欢迎转载,请勿用于商业用途。 联系信箱:feixiaoxing @163.com】
python除了用来开发server、web之外,一般还可以用来开发客户端,特别是用来做一些demo原型还是比较合适的。这里找了一份python编写的计算器,供大家参考一下。代码出处在这。
- import Tkinter as tk
-
- calc = tk.Tk()
- calc.title("CrappyCalc")
-
- buttons = [
- '7', '8', '9', '*', 'C',
- '4', '5', '6', '/', 'Neg',
- '1', '2', '3', '-', '$',
- '0', '.', '=', '+', '@' ]
-
- # set up GUI
- row = 1
- col = 0
- for i in buttons:
- button_style = 'raised'
- action = lambda x = i: click_event(x)
- tk.Button(calc, text = i, width = 7, height = 7, relief = button_style, command = action) \
- .grid(row = row, column = col, sticky = 'nesw', )
- col += 1
- if col > 4:
- col = 0
- row += 1
-
- display = tk.Entry(calc, width = 40, bg = "white")
- display.grid(row = 0, column = 0, columnspan = 5)
-
- def click_event(key):
-
- # = -> calculate results
- if key == '=':
- # safeguard against integer division
- if '/' in display.get() and '.' not in display.get():
- display.insert(tk.END, ".0")
-
- # attempt to evaluate results
- try:
- result = eval(display.get())
- display.insert(tk.END, " = " + str(result))
- except:
- display.insert(tk.END, " Error, use only valid chars")
-
- # C -> clear display
- elif key == 'C':
- display.delete(0, tk.END)
-
-
- # $ -> clear display
- elif key == '$':
- display.delete(0, tk.END)
- display.insert(tk.END, "$$$$C.$R.$E.$A.$M.$$$$")
-
-
- # @ -> clear display
- elif key == '@':
- display.delete(0, tk.END)
- display.insert(tk.END, "wwwwwwwwwwwwwwwwebsite")
-
-
- # neg -> negate term
- elif key == 'neg':
- if '=' in display.get():
- display.delete(0, tk.END)
- try:
- if display.get()[0] == '-':
- display.delete(0)
- else:
- display.insert(0, '-')
- except IndexError:
- pass
-
- # clear display and start new input
- else:
- if '=' in display.get():
- display.delete(0, tk.END)
- display.insert(tk.END, key)
-
- # RUNTIME
- calc.mainloop()
2017.1.4 补充:
发现网上有一份python编写的贪吃蛇代码,也不错,大家可以借此多学习学习,原来地址在这。
- # -*- coding:utf-8 -*-
-
- from turtle import Vec2D
- import Tkinter as tk, random, itertools
-
- kGridWidth, kGridHeight, kGridPixels = 15, 15, 20 # 网格尺寸、网格像素数
- kCanvasWidth, kCanvasHeight = kGridWidth * kGridPixels, kGridHeight * kGridPixels # 画布尺寸
- kDirs = {'Up': Vec2D(0, -1), 'Left': Vec2D(-1, 0), 'Down': Vec2D(0, 1), 'Right': Vec2D(1, 0)} # 方向
- kSceneStart, kScenePlay, kSceneOver = 0, 1, 2 # 场景
- kUpdateDelay = 500 # 更新间隔(ms)
-
- class SnakeGame:
- def __init__(self):
- self.root = tk.Tk()
- self.canvas = tk.Canvas(self.root, width=kCanvasWidth, height=kCanvasHeight, bg='gray')
- self.canvas.pack()
- self.root.bind('<KeyPress>', self.update)
- self.valid_pos = set(map(lambda t: Vec2D(*t), itertools.product(range(kGridWidth), range(kGridHeight)))) # 有效网格坐标集合
- self.rand_pos = lambda w, h: Vec2D(random.randint(0, w - 1), random.randint(0, h - 1)) # 生成随机网格坐标
- self.food = (None, self.canvas.create_oval(0, 0, 0, 0, fill='green')) # 食物:(网格坐标, 图形对象)
- self.snake_dir = None # 蛇头方向:Vec2D(x, y)
- self.snake_bodys = [] # 蛇身:[(网格坐标,图形对象), ...]
- self.scene = kSceneStart # 场景编号
- self.score = 0 # 分数
- self.update_funcs = [self.update_gamestart, self.update_gameplay, self.update_gameover] # 场景更新函数
- self.next_update = self.root.after(kUpdateDelay, self.update) # 延迟执行下一次更新
-
- def next_food(self): # 生成下一个食物
- while True:
- pos = self.rand_pos(kGridWidth, kGridHeight)
- if pos not in map(lambda b: b[0], self.snake_bodys): # 判定是否与蛇身冲突
- self.canvas.coords(self.food[1], (pos[0] * kGridPixels + 2, pos[1] * kGridPixels + 2,
- pos[0] * kGridPixels + kGridPixels, pos[1] * kGridPixels + kGridPixels))
- self.food = (pos, self.food[1])
- return
-
- def move(self): # 移动蛇头
- new_pos = self.snake_bodys[0][0] + self.snake_dir
- if new_pos not in self.valid_pos or new_pos in map(lambda b: b[0], self.snake_bodys[:-1]): # 测试新的蛇头位置是否有效
- return False
- if new_pos == self.food[0]: # 吃到食物时
- self.snake_bodys.insert(0, (new_pos, self.canvas.create_oval(new_pos[0] * kGridPixels + 2, new_pos[1] * kGridPixels + 2,
- new_pos[0] * kGridPixels + kGridPixels, new_pos[1] * kGridPixels + kGridPixels,
- fill='red', tags='SnakeBodys')))
- self.next_food()
- self.score += 1
- else:
- self.canvas.coords(self.snake_bodys[-1][1], (new_pos[0] * kGridPixels + 2, new_pos[1] * kGridPixels + 2,
- new_pos[0] * kGridPixels + kGridPixels, new_pos[1] * kGridPixels + kGridPixels))
- self.snake_bodys.insert(0, (new_pos, self.snake_bodys.pop()[1])) # 直接将蛇尾移动至新蛇头
- return True
-
- def update(self, event=None):
- self.update_funcs[self.scene](event) # 执行当前场景的更新函数
-
- def update_gamestart(self, event): # 游戏开始场景
- if event and event.keysym == 'Return': # 按下回车
- self.canvas.delete('GameStartString')
- self.snake_dir = random.choice(kDirs.values())
- head = self.rand_pos(kGridWidth, kGridHeight)
- self.snake_bodys = [(head, self.canvas.create_oval(head[0] * kGridPixels + 2, head[1] * kGridPixels + 2,
- head[0] * kGridPixels + kGridPixels, head[1] * kGridPixels + kGridPixels,
- fill='red', tags='SnakeBodys'))]
- self.next_food()
- self.scene = kScenePlay
- self.next_update = self.root.after(kUpdateDelay, self.update)
- elif not self.canvas.find_withtag('GameStartString'): # 画面初始化
- self.canvas.create_text((kCanvasWidth / 2, kCanvasHeight / 6 * 2), text='Welcome to the simple snake game.', tags='GameStartString')
- self.canvas.create_text((kCanvasWidth / 2, kCanvasHeight / 6 * 3), text='Move the snake with <Up, Left, Down, Right>.', tags='GameStartString')
- self.canvas.create_text((kCanvasWidth / 2, kCanvasHeight / 6 * 4), text='Please press <Enter> to start.', tags='GameStartString')
-
- def update_gameplay(self, event): # 游戏进行场景
- try:
- if event and event.keysym in kDirs and kDirs[event.keysym] + self.snake_dir != Vec2D(0, 0): # 按下方向键且与当前方向不相反时
- self.root.after_cancel(self.next_update)
- self.snake_dir = kDirs[event.keysym]
- if not self.move():
- raise # 懒
- elif not event: # 自动更新时
- if not self.move():
- raise
- else: # 忽略其他按键
- return
- except: # 死亡
- self.canvas.delete('SnakeBodys')
- self.canvas.coords(self.food[1], (0, 0, 0, 0))
- self.scene = kSceneOver
- self.next_update = self.root.after(kUpdateDelay, self.update) # 延迟执行下一次更新
-
- def update_gameover(self, event): # 游戏结束场景
- if event and event.keysym == 'Escape': # 按下Esc
- self.canvas.delete('GameOverString')
- self.scene = kSceneStart
- self.next_update = self.root.after(kUpdateDelay, self.update)
- elif not self.canvas.find_withtag('GameOverString'): # 画面初始化
- self.canvas.create_text((kCanvasWidth / 2, kCanvasHeight / 5 * 2), text='Your score is: %d' % self.score, tags='GameOverString')
- self.canvas.create_text((kCanvasWidth / 2, kCanvasHeight / 5 * 3), text='Please press <Esc> to restart.', tags='GameOverString')
-
- if __name__ == '__main__':
- SnakeGame().root.mainloop()
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