由于比賽需要,我這邊制作了一份數(shù)字華容道,內(nèi)含有3,4,5階的數(shù)字華容道,開頭在殼窗口內(nèi)選擇,運用了隨機數(shù)模塊(random)和圖形化用戶界面(tkinter)
# coding:utf-8 #
"""
#============================================================
作者:@Qss
2021年3月20日起草
2021年3月21日完工
2021年3月23日一次優(yōu)化完成
2021年3月31日完成二次優(yōu)化(關(guān)卡設(shè)計)
二次優(yōu)化待解決漏洞:設(shè)計關(guān)卡后窗口不能自動顯示,需手動切換
2021年4月1日三次優(yōu)化完成,成功解決二次優(yōu)化bug
#============================================================
"""
from random import * #導(dǎo)入隨機數(shù)模塊
from tkinter import * #導(dǎo)入圖形化用戶界面模塊
step_number = 0 #設(shè)置步數(shù)的變量,初始值為0
difficulty = int(input('請輸入數(shù)字華容道列數(shù)(3/4/5):'))
def Button_Click_1(x,y): #按鈕點擊事件函數(shù)
"""聲明空白按鈕行列號和步數(shù)的變量為全局變量"""
global row_of_space
global col_of_space
global step_number
"""判斷判斷點擊按鈕旁是否為空白按鈕,是則交換位置"""
if abs(x-row_of_space) + abs(y-col_of_space) == 1:
step_number += 1 #將步數(shù)賦值
label_step_number['text'] = '步數(shù):' + str(step_number) #將步數(shù)變量導(dǎo)入label控件
"""交換按鈕位置"""
buttons[row_of_space,col_of_space]['text'] = buttons[x,y]['text']
buttons[x,y]['text'] = ' '
row_of_space = x
col_of_space = y
n = 0
for row in range(3):
for col in range(3):
"""對比所有按鈕序列是否正確,不正確則跳出函數(shù)"""
if buttons[row,col]['text'] != numbers[n]:
return
n += 1
"""所有按鈕判斷完畢贏得游戲勝利"""
label_welcomes['text'] = '你贏了'
def Button_Click_2(x,y): #按鈕點擊事件函數(shù)
"""聲明空白按鈕行列號和步數(shù)的變量為全局變量"""
global row_of_space
global col_of_space
global step_number
"""判斷判斷點擊按鈕旁是否為空白按鈕,是則交換位置"""
if abs(x-row_of_space) + abs(y-col_of_space) == 1:
step_number += 1 #將步數(shù)賦值
label_step_number['text'] = '步數(shù):' + str(step_number) #將步數(shù)變量導(dǎo)入label控件
"""交換按鈕位置"""
buttons[row_of_space,col_of_space]['text'] = buttons[x,y]['text']
buttons[x,y]['text'] = ' '
row_of_space = x
col_of_space = y
n = 0
for row in range(4):
for col in range(4):
"""對比所有按鈕序列是否正確,不正確則跳出函數(shù)"""
if buttons[row,col]['text'] != numbers[n]:
return
n += 1
"""所有按鈕判斷完畢贏得游戲勝利"""
label_welcomes['text'] = '你贏了'
def Button_Click_3(x,y): #按鈕點擊事件函數(shù)
"""聲明空白按鈕行列號和步數(shù)的變量為全局變量"""
global row_of_space
global col_of_space
global step_number
"""判斷判斷點擊按鈕旁是否為空白按鈕,是則交換位置"""
if abs(x-row_of_space) + abs(y-col_of_space) == 1:
step_number += 1 #將步數(shù)賦值
label_step_number['text'] = '步數(shù):' + str(step_number) #將步數(shù)變量導(dǎo)入label控件
"""交換按鈕位置"""
buttons[row_of_space,col_of_space]['text'] = buttons[x,y]['text']
buttons[x,y]['text'] = ' '
row_of_space = x
col_of_space = y
n = 0
for row in range(5):
for col in range(5):
"""對比所有按鈕序列是否正確,不正確則跳出函數(shù)"""
if buttons[row,col]['text'] != numbers[n]:
return
n += 1
"""所有按鈕判斷完畢贏得游戲勝利"""
label_welcomes['text'] = '你贏了'
"""創(chuàng)建華容道游戲窗口"""
root = Tk() #創(chuàng)建圖形化用戶界面實例
root.title('數(shù)字華容道') #設(shè)置窗口標(biāo)題
root.geometry("400x400") #將窗口大小設(shè)為高400寬400
root.configure(bg = 'black') #將窗口背景設(shè)為黑色
root.resizable(width = False,height = False) #設(shè)置窗口為不可拉伸
"""設(shè)置歡迎語的label控件"""
label_welcomes = Label(root,text = '歡迎來到數(shù)字華容道',bg = 'black',fg = 'red',font = ("Arial",13)) #設(shè)置label控件的屬性
label_welcomes.place(x = 20,y = 10,width = 250,height = 40) #設(shè)置label控件位置
"""設(shè)置顯示操作方式的label控件"""
label_operation = Label(root,text = '單擊數(shù)字',bg = 'black',fg = 'white',font = ("Arial",10))
label_operation.place(x = 3,y = 40,width = 50,height = 30)
label_operation_2 = Label(root,text = '移動方塊',bg = 'black',fg = 'white',font = ("Arial",10))
label_operation_2.place(x = 3,y = 60,width = 50,height = 30)
"""設(shè)置顯示步數(shù)的label控件"""
label_step_number = Label(root,text = '步數(shù):' + str(step_number),bg = 'black',fg = 'yellow',font = ("Arial",10))
label_step_number.place(x = 3,y = 20,width = 50,height = 30)
if difficulty == 3:
root.attributes("-topmost", True)
row_of_space = 0 #存放空白按鈕的行號
col_of_space = 0 #存放空白按鈕的列號
buttons = {} #存放數(shù)字按鈕的數(shù)組
numbers = ['1','2','3','4','5','6','7','8',' '] #所有數(shù)字文本的列表
shuffle(numbers) #打亂數(shù)字列表中的數(shù)字順序
"""制造數(shù)字華容道方陣"""
for row in range(3):
for col in range(3):
"""創(chuàng)建數(shù)字按鈕,并將行列號傳入該按鈕的點擊事件函數(shù)"""
button = Button(root,command = lambda x = row,y = col:Button_Click_1(x,y),bg = 'black',fg = 'green',font = ("Arial",35))
buttons[row,col] = button #將按鈕導(dǎo)入數(shù)組
button['text'] = numbers.pop() #設(shè)置按鈕上的文本
button.place(x = 60 + col * 60,y = 60 + row * 60,width = 50,height = 50) #設(shè)置數(shù)字按鈕大小
if button['text'] == ' ': #判斷是否為空白按鈕,如果是,則記錄到空白按鈕行列號變量
row_of_space = row
col_of_space = col
numbers = ['1','2','3','4','5','6','7','8',' '] #還原數(shù)字列表
root.mainloop() #顯示窗口
elif difficulty == 4:
root.attributes("-topmost", True)
row_of_space = 0 #存放空白按鈕的行號
col_of_space = 0 #存放空白按鈕的列號
buttons = {} #存放數(shù)字按鈕的數(shù)組
numbers = ['1','2','3','4','5','6','7','8','9','10','11','12','13','14','15',' '] #所有數(shù)字文本的列表
shuffle(numbers) #打亂數(shù)字列表中的數(shù)字順序
"""制造數(shù)字華容道方陣"""
for row in range(4):
for col in range(4):
"""創(chuàng)建數(shù)字按鈕,并將行列號傳入該按鈕的點擊事件函數(shù)"""
button = Button(root,command = lambda x = row,y = col:Button_Click_2(x,y),bg = 'black',fg = 'green',font = ("Arial",35))
buttons[row,col] = button #將按鈕導(dǎo)入數(shù)組
button['text'] = numbers.pop() #設(shè)置按鈕上的文本
button.place(x = 60 + col * 60,y = 60 + row * 60,width = 50,height = 50) #設(shè)置數(shù)字按鈕大小
if button['text'] == ' ': #判斷是否為空白按鈕,如果是,則記錄到空白按鈕行列號變量
row_of_space = row
col_of_space = col
numbers = ['1','2','3','4','5','6','7','8','9','10','11','12','13','14','15',' '] #還原數(shù)字列表
root.mainloop() #顯示窗口
elif difficulty == 5:
root.attributes("-topmost", True)
row_of_space = 0 #存放空白按鈕的行號
col_of_space = 0 #存放空白按鈕的列號
buttons = {} #存放數(shù)字按鈕的數(shù)組
numbers = ['1','2','3','4','5','6','7','8','9','10','11','12','13','14','15','16','17','18','19','20','21','22','23','24',' '] #所有數(shù)字文本的列表
shuffle(numbers) #打亂數(shù)字列表中的數(shù)字順序
for row in range(5):
for col in range(5):
"""創(chuàng)建數(shù)字按鈕,并將行列號傳入該按鈕的點擊事件函數(shù)"""
button = Button(root,command = lambda x = row,y = col:Button_Click_3(x,y),bg = 'black',fg = 'green',font = ("Arial",35))
buttons[row,col] = button #將按鈕導(dǎo)入數(shù)組
button['text'] = numbers.pop() #設(shè)置按鈕上的文本
button.place(x = 60 + col * 60,y = 60 + row * 60,width = 50,height = 50) #設(shè)置數(shù)字按鈕大小
if button['text'] == ' ': #判斷是否為空白按鈕,如果是,則記錄到空白按鈕行列號變量
row_of_space = row
col_of_space = col
numbers = ['1','2','3','4','5','6','7','8','9','10','11','12','13','14','15','16','17','18','19','20','21','22','23','24',' '] #還原數(shù)字列表
root.mainloop() #顯示窗口
else:
print('未完成此類關(guān)卡')
這段是自定義了三個按鈕的點擊事件函數(shù),不過三個都差不多,就是range后面的數(shù)字換了(應(yīng)對不同的階級)。這個函數(shù)在注釋上已經(jīng)寫明了,是判斷點擊按鈕旁是否有空白按鈕的,有則交換位置。后面運用循環(huán)嵌套對比序列中的數(shù)字和矩陣上的是否一一對應(yīng),不對應(yīng)就跳出循環(huán),對應(yīng)則判定為贏得游戲。
"""創(chuàng)建華容道游戲窗口"""
root = Tk() #創(chuàng)建圖形化用戶界面實例
root.title('數(shù)字華容道') #設(shè)置窗口標(biāo)題
root.geometry("400x400") #將窗口大小設(shè)為高300寬300
root.configure(bg = 'black') #將窗口背景設(shè)為黑色
root.resizable(width = False,height = False) #設(shè)置窗口為不可拉伸
"""設(shè)置歡迎語的label控件"""
label_welcomes = Label(root,text = '歡迎來到數(shù)字華容道',bg = 'black',fg = 'red',font = ("Arial",13)) #設(shè)置label控件的屬性
label_welcomes.place(x = 20,y = 10,width = 250,height = 40) #設(shè)置label控件位置
"""設(shè)置顯示操作方式的label控件"""
label_operation = Label(root,text = '單擊數(shù)字',bg = 'black',fg = 'white',font = ("Arial",10))
label_operation.place(x = 3,y = 40,width = 50,height = 30)
label_operation_2 = Label(root,text = '移動方塊',bg = 'black',fg = 'white',font = ("Arial",10))
label_operation_2.place(x = 3,y = 60,width = 50,height = 30)
"""設(shè)置顯示步數(shù)的label控件"""
label_step_number = Label(root,text = '步數(shù):' + str(step_number),bg = 'black',fg = 'yellow',font = ("Arial",10))
label_step_number.place(x = 3,y = 20,width = 50,height = 30)
接著說一下,由于時間有限,只做了在殼窗口內(nèi)選擇幾階級數(shù)字華容道的版本。是用輸入數(shù)字來判定的。其他的都是些簡單玩意,比如說按鈕創(chuàng)建,調(diào)用函數(shù)和循環(huán)嵌套,代碼的注釋上都寫了一些大概意思,有點tkinter基礎(chǔ)的應(yīng)該都能看懂,不會的可以問我。