图形化界面设计的基本理解
当前流行的计算机桌面应用程序大多数为图形化用户界面(Graphic User Interface,GUI),即通过鼠标对菜单、按钮等图形化元素触发指令,并从标签、对话框等图型化显示容器中获取人机对话信息。
Python自带了tkinter 模块,实质上是一种流行的面向对象的GUI工具包 TK 的Python编程接口,提供了快速便利地创建GUI应用程序的方法。其图像化编程的基本步骤通常包括:
○ 导入 tkinter 模块
○ 创建 GUI 根窗体
○ 添加人机交互控件并编写相应的函数。
○ 在主事件循环中等待用户触发事件响应
from tkinter import *
root= Tk()
root.title('我的第一个Python窗体')
root.geometry('240x240') # 这里的乘号不是 * ,而是小写英文字母 x
root.mainloop()
利用 tkinter制作一个电子时钟
import tkinter
import time
def gettime():
timestr = time.strftime("%H:%M:%S") # 获取当前的时间并转化为字符串
lb.configure(text=timestr) # 重新设置标签文本
root.after(1000,gettime) # 每隔1s调用函数 gettime 自身获取时间
root = tkinter.Tk()
root.title('时钟')
lb = tkinter.Label(root,text='',fg='blue',font=("黑体",80))
lb.pack()
gettime()
root.mainloop()
使用tkinter制作一个猜数字游戏程序
#!/usr/bin/env python3
import tkinter
import math
import tkinter.messagebox
import random
root = tkinter.Tk()
root.minsize(350, 260)
root.title('猜数字游戏')
number = random.randint(1, 20)
def say_hello():
print('hello,world!')
def send_low():
tkinter.messagebox.showinfo("messagebox", "Your guess is too low.")
def check_num():
guess = text_guess.get()
guess = int(guess)
if guess > number:
tkinter.messagebox.showinfo("height", "Your guess is too height.")
if guess < number:
tkinter.messagebox.showinfo("low", "Your guess is too low.")
if guess == number:
tkinter.messagebox.showinfo("good", "Good job!")
def btn_confirm():
myName = text_name.get()
tkinter.messagebox.showinfo("name", 'Well,' + myName + ',I am thinking of a number between 1 and 20.')
# name
label = tkinter.Label(root, text="Wellcome to our game!")
label.pack()
label_name = tkinter.Label(root, text="What's your name?")
label_name.place(x=10, y=60)
text_name = tkinter.Entry(root, width=20)
text_name.place(x=10, y=90)
btnOK = tkinter.Button(root, text="OK", command=btn_confirm)
btnOK.place(x=200, y=90, height=28)
# input
label_guess = tkinter.Label(root, text='Take a guess:')
label_guess.place(x=10, y=150)
text_guess = tkinter.Entry(root, width=10)
text_guess.place(x=90, y=150)
btnCheck = tkinter.Button(root, text='Guess', command=check_num)
btnCheck.place(x=200, y=150, width=45, height=28)
root.mainloop()
将程序打包成一个可执行文件
- 首先先要安装pyinstaller库
pip install pyinstaller
- 打包成——单独的exe文件
在项目根目录下输入
pyinstaller -F cai.py
完成后,在dist文件夹下即可找到.exe文件,点击即可运行
该操作默认打包黑窗口,如果想不打包黑窗口,则输入
pyinstaller -F -w cai.py
使用tkinter制作贪吃蛇游戏
大家都知道用python做游戏用的比较多的是pygame。其实做游戏最重要的是思路,用什么库并不重要,特别是些小游戏,用自带的tkinter完全能胜任。虽然tkinter存在着各种的不便,但毕竟是自带的,用起来也简单,非常适合新手入门。
废话少说,开始正题。选贪吃蛇做入门练手游戏最适合不过了,没玩过的也应该见过吧?先随我一起看看游戏的设计思路~
贪吃蛇游戏画面很简单,若干个方格组成一个矩阵,颜色最低三色即可,空地,食物和蛇身。我这里用了五种颜色,增加了四周的墙和蛇头(蛇头和蛇身颜色分开,更直观些)。
其实贪吃蛇这个游戏控制的就是蛇头的走向,蛇身其实就是蛇头的运动轨迹,只要记录下蛇头的每一步坐标,然后根据所需要的长度,就可以拼凑出蛇身来。有个这个思路,这个游戏制作起来就简单了。好了,开始了, 先加载需要的库。
import tkinter as tk
from tkinter.messagebox import showinfo
import random
showinfo是个弹窗,暂停游戏时用。
random都知道,生成随机数。
然后设置下游戏参数。
class Snake():
""" 贪吃蛇游戏 """
def __init__(self):
""" 游戏参数设置 """
global body_len, FPS
body_len = 1 # 蛇身初始长度(最小设定值为1,不包括蛇头)
FPS = 120 # 蛇的移动速度(单位毫秒)
self.row_cells = 22 # 一行多少个单元格(含边框)
self.col_cells = 22 # 一共多少行单元格(含边框)
self.canvas_bg = 'white' # 游戏背景色
self.cell_size = 25 # 方格单元格大小
self.cell_gap = 1 # 方格间距
self.frame_x = 15 # 左右边距
self.frame_y = 15 # 上下边距
self.win_w_plus = 220 # 窗口右边额外多出的宽度
self.color_dict = {0: '#d7d7d7', # 0表示空白
1: 'yellow', # 1代表蛇头
2: '#009700', # 2代表蛇身
3: 'red', # 3代表食物
4: '#808080'} # 4代表墙
body_len不要设置为0,不然连蛇头都没有了。
之前提到的五种颜色,放置在color_dict这个字典中,方便调用。
然后游戏窗口设置成居中。
def window_center(self,window,w_size,h_size):
""" 窗口居中 """
screenWidth = window.winfo_screenwidth() # 获取显示区域的宽度
screenHeight = window.winfo_screenheight() # 获取显示区域的高度
left = (screenWidth - w_size) // 2
top = (screenHeight - h_size) // 2
window.geometry("%dx%d+%d+%d" % (w_size, h_size, left, top))
显示窗体
def run_game(self):
""" 开启游戏 """
global window
window = tk.Tk()
window.focus_force() # 主窗口焦点
window.title('Snake')
win_w_size = self.row_cells * self.cell_size + self.frame_x*2 + self.win_w_plus
win_h_size = self.col_cells * self.cell_size + self.frame_y*2
Snake().window_center(window,win_w_size,win_h_size)
txt_lable = tk.Label(window, text=
"方向键移动,或者"
+"\n字母键WSAD移动"
+"\n(大小写均可)"
+"\n"
+"\n空格键暂停",
font=('Yahei', 15),anchor="ne", justify="left")
txt_lable.place(x= self.cell_size * self.col_cells + self.cell_size*2,
y = self.cell_size*6)
窗体架构完了,开始游戏内容了。先创建个游戏地图,既然是若干个方格所组成的矩阵,那每个方格就对应一个坐标吧。
def create_map(self):
""" 创建地图列表 """
global game_map
game_map = []
for i in range(0,self.col_cells):
game_map.append([])
for i in range(0,self.col_cells):
for j in range(0,self.row_cells):
game_map[i].append(j)
game_map[i][j] = 0 # 生成一个全是0的空数列
有了这张game_map就可以开始作画了,先画上四周的边框。
""" 绘制边框 """
for i in range(0,self.row_cells-1):
game_map[0][i] = 4
game_map[self.col_cells-1][i] = 4
for i in range(0,self.col_cells-1):
game_map[i][0] = 4
game_map[i][self.row_cells-1] = 4
game_map[-1][-1] = 4
边框有了,接着把蛇头画出来。
def create_snake(self):
""" 创建蛇头和蛇身 """
global snake_body
snake_body = [[self.col_cells // 2 , self.row_cells // 2]] # 蛇头出生地在地图的中央
game_map[snake_body[0][0]][snake_body[0][1]] = 1 # 蛇头上色,颜色为定义的1
snake_body是个列表,初始只有蛇头的坐标,之后的蛇身因为蛇头还没开始走动,所以还没有生成。
蛇头有了,接下来就是食物了,这回随机数派上用处
def create_food(self):
""" 创建食物 """
global food_xy
food_xy = [0,0]
food_xy[1] = random.randint(1, self.row_cells-2)
food_xy[0] = random.randint(1, self.col_cells-2)
while game_map[food_xy[0]][food_xy[1]] != 0:
food_xy[0] = random.randint(1,self.row_cells-2)
food_xy[1] = random.randint(1,self.col_cells-2)
game_map[food_xy[0]][food_xy[1]] = 3
食物必须得出现在空地上,不然嵌在墙里也就算了,直接在蛇身上冒出来总不合适吧。。。
现在,边框,蛇头和食物都定义好了,我们现在加载看看效果。
def load_map(self):
""" 加载地图 """
global canvas,window
canvas_h = self.cell_size * self.col_cells + self.frame_y*2
canvas_w = self.cell_size * self.row_cells + self.frame_x*2
canvas = tk.Canvas(window,
bg = self.canvas_bg,
height = canvas_h,
width = canvas_w,
highlightthickness = 0)
for y in range(0,self.col_cells):
for x in range(0,self.row_cells):
canvas.create_rectangle(self.frame_x + self.cell_size*x,
self.frame_y + self.cell_size*y,
self.frame_x + self.cell_size*(x+1),
self.frame_y + self.cell_size*(y+1),
fill = self.color_dict[game_map[y][x]],
outline = self.canvas_bg,
width = self.cell_gap)
canvas.place(x=0,y=0)
这样就得到了蛇头的XY轴的坐标,那就让它动起来!
def move_snake(self,event):
""" 蛇体移动 """
def move_key(a,b,c,d): # 记录按键的方向,1上2下3左4右
direction = event.keysym
if head_x != snake_body[-1][1]:
if(direction == a):
dd[0] = 1
if(direction == b):
dd[0] = 2
else:
if(direction == c):
dd[0] = 3
if(direction == d):
dd[0] = 4
if head_y != snake_body[-1][0]:
if(direction == c):
dd[0] = 3
if(direction == d):
dd[0] = 4
else:
if(direction == a):
dd[0] = 1
if(direction == b):
dd[0] = 2
def pause_key(key):
""" 暂停键 """
global loop
direction = event.keysym
if(direction == key):
loop = 0
showinfo('暂停','按确定键继续')
loop = 1
window.after(FPS, Snake().game_loop)
move_key('w','s','a','d')
move_key('W','S','A','D')
move_key('Up','Down','Left','Right')
pause_key('space')
四个方向键只是记录方位,修改dd[0]的值,1~4分别为上下左右。顺便把暂停键空格也定义上,一按空格键,loop值就等于0,停止游戏界面刷新。
之前说过,蛇身就是蛇头的运动轨迹,既然蛇头动起来了,蛇身的数据也就得到了。
def snake_record(self):
""" 蛇身 """ # 记录蛇头运行轨迹,生成蛇身
global body_len,snake_body
temp = []
temp.append(head_y)
temp.append(head_x)
snake_body.append(temp)
if snake_body[-1] == snake_body[-2]:
del snake_body[-1]
if [head_y,head_x] == food_xy: # 碰到食物身体加长,并再随机生成一个食物
body_len = body_len + 1
Snake().create_food()
elif len(snake_body) > body_len: # 限制蛇身长度,不超过设定值
game_map[snake_body[0][0]][snake_body[0][1]] = 0
del snake_body[0]
这样所有的素材都齐全了,大功快要告成了!
def game_over(self):
showinfo('Game Over','再来一局')
Snake().game_start()
def auto_move(self):
""" 自动前进 """
if [head_y,head_x] in snake_body[0:-2]:
Snake().game_over()
if head_x == self.row_cells - 1 or head_x == 0:
Snake().game_over()
if head_y == self.col_cells - 1 or head_y == 0:
Snake().game_over()
if dd[0] == 4: # 根据方向值来决定走向
game_map[head_y + 0][head_x + 1] = 1
game_map[head_y + 0][head_x + 0] = 2
if dd[0] == 3:
game_map[head_y + 0][head_x - 1] = 1
game_map[head_y + 0][head_x + 0] = 2
if dd[0] == 2:
game_map[head_y + 1][head_x + 0] = 1
game_map[head_y + 0][head_x + 0] = 2
if dd[0] == 1:
game_map[head_y - 1][head_x + 0] = 1
game_map[head_y + 0][head_x + 0] = 2
根据游戏设定,蛇头撞墙或者撞到自身了就Game Over。位置的移动根据蛇头的坐标X轴或Y轴加一或减一就行。蛇头前方的格子变成蛇头(1),然后原本蛇头的位置变为蛇身(2)。
现在让窗体自动刷新起来,这样蛇头才会自动前进。
并把所有的函数串起来。
def game_loop(self):
""" 游戏循环刷新 """
Snake().snake_record()
Snake().auto_move()
Snake().snake_xy()
Snake().load_map()
if loop == 1:
window.after(FPS, Snake().game_loop)
def game_start(self):
""" """
global window, backup_map, dd, loop
loop = 1 # 暂停标记,1为开启,0为暂停
dd = [0] # 记录按键方向
Snake().create_map()
Snake().create_wall()
Snake().create_snake()
Snake().create_food()
Snake().load_map()
window.bind('<Key>', Snake().move_snake)
Snake().snake_xy()
Snake().game_loop()
window.mainloop()
loop值为1时,window.after起作用,让游戏界面根据FPS值不断刷新。
至此,这个贪吃蛇的游戏算是全部完成了,该有的功能都有,就缺个计分功能。请大家自行完成
import tkinter as tk
from tkinter.messagebox import showinfo
import random
class Snake():
""" 贪吃蛇游戏 """
def __init__(self):
""" 游戏参数设置 """
global body_len, FPS
body_len = 3 # 蛇身初始长度(最小设定值为1,不包括蛇头)
FPS = 120 # 蛇的移动速度(单位毫秒)
self.row_cells = 22 # 一行多少个单元格(含边框)
self.col_cells = 22 # 一共多少行单元格(含边框)
self.canvas_bg = 'white' # 游戏背景色
self.cell_size = 25 # 方格单元格大小
self.cell_gap = 1 # 方格间距
self.frame_x = 15 # 左右边距
self.frame_y = 15 # 上下边距
self.win_w_plus = 220 # 窗口右边额外多出的宽度
self.color_dict = {0: '#d7d7d7', # 0表示空白
1: 'yellow', # 1代表蛇头
2: '#009700', # 2代表蛇身
3: 'red', # 3代表食物
4: '#808080'} # 4代表墙
self.run_game()
def window_center(self, window, w_size, h_size):
""" 窗口居中 """
screenWidth = window.winfo_screenwidth() # 获取显示区域的宽度
screenHeight = window.winfo_screenheight() # 获取显示区域的高度
left = (screenWidth - w_size) // 2
top = (screenHeight - h_size) // 2
window.geometry("%dx%d+%d+%d" % (w_size, h_size, left, top))
def create_map(self):
""" 创建地图列表 """
global game_map
game_map = []
for i in range(0, self.col_cells):
game_map.append([])
for i in range(0, self.col_cells):
for j in range(0, self.row_cells):
game_map[i].append(j)
game_map[i][j] = 0 # 生成一个全是0的空数列
def create_wall(self):
""" 绘制边框 """
for i in range(0, self.row_cells - 1):
game_map[0][i] = 4
game_map[self.col_cells - 1][i] = 4
for i in range(0, self.col_cells - 1):
game_map[i][0] = 4
game_map[i][self.row_cells - 1] = 4
game_map[-1][-1] = 4
def create_canvas(self):
""" 创建画布 """
global canvas, window
canvas_h = self.cell_size * self.col_cells + self.frame_y * 2
canvas_w = self.cell_size * self.row_cells + self.frame_x * 2
canvas = tk.Canvas(window,
bg=self.canvas_bg,
height=canvas_h,
width=canvas_w,
highlightthickness=0)
def create_cells(self):
""" 创建单元格 """
for y in range(0, self.col_cells):
for x in range(0, self.row_cells):
canvas.create_rectangle(self.frame_x + self.cell_size * x,
self.frame_y + self.cell_size * y,
self.frame_x + self.cell_size * (x + 1),
self.frame_y + self.cell_size * (y + 1),
fill=self.color_dict[game_map[y][x]],
outline=self.canvas_bg,
width=self.cell_gap)
canvas.place(x=0, y=0)
def create_snake(self):
""" 创建蛇头和蛇身 """
global snake_body
snake_body = [[self.col_cells // 2, self.row_cells // 2]] # 蛇头出生地在地图的中央
game_map[snake_body[0][0]][snake_body[0][1]] = 1 # 蛇头上色,颜色为定义的1
def create_food(self):
""" 创建食物 """
global food_xy
food_xy = [0, 0]
food_xy[1] = random.randint(1, self.row_cells - 2)
food_xy[0] = random.randint(1, self.col_cells - 2)
while game_map[food_xy[0]][food_xy[1]] != 0:
food_xy[0] = random.randint(1, self.row_cells - 2)
food_xy[1] = random.randint(1, self.col_cells - 2)
game_map[food_xy[0]][food_xy[1]] = 3
def snake_xy(self):
""" 获取蛇头坐标 """
global head_x, head_y
xy = []
for i in range(0, self.col_cells):
try: # 查找数值为1的坐标,没有就返回0。为防止在0列,先加上1,最后再减去。
x = game_map[i].index(1) + 1
except:
x = 0
xy.append(x)
head_x = max(xy)
head_y = xy.index(head_x)
head_x = head_x - 1 # 之前加1,现在减回
def move_snake(self, event):
""" 蛇体移动 """
def move_key(a, b, c, d): # 记录按键的方向,1上2下3左4右
direction = event.keysym
if head_x != snake_body[-1][1]:
if (direction == a):
dd[0] = 1
if (direction == b):
dd[0] = 2
else:
if (direction == c):
dd[0] = 3
if (direction == d):
dd[0] = 4
if head_y != snake_body[-1][0]:
if (direction == c):
dd[0] = 3
if (direction == d):
dd[0] = 4
else:
if (direction == a):
dd[0] = 1
if (direction == b):
dd[0] = 2
def pause_key(key):
""" 暂停键 """
global loop
direction = event.keysym
if (direction == key):
loop = 0
showinfo('暂停', '按确定键继续')
loop = 1
window.after(FPS, self.game_loop)
move_key('w', 's', 'a', 'd')
move_key('W', 'S', 'A', 'D')
move_key('Up', 'Down', 'Left', 'Right')
pause_key('space')
def game_over(self):
showinfo('Game Over', '再来一局')
self.game_start()
def snake_record(self):
""" 蛇身 """ # 记录蛇头运行轨迹,生成蛇身
global body_len, snake_body
temp = []
temp.append(head_y)
temp.append(head_x)
snake_body.append(temp)
if snake_body[-1] == snake_body[-2]:
del snake_body[-1]
if [head_y, head_x] == food_xy: # 碰到食物身体加长,并再随机生成一个食物
body_len = body_len + 1
self.create_food()
elif len(snake_body) > body_len: # 限制蛇身长度,不超过设定值
game_map[snake_body[0][0]][snake_body[0][1]] = 0
del snake_body[0]
def auto_move(self):
""" 自动前进 """
if [head_y, head_x] in snake_body[0:-2]:
self.game_over()
if head_x == self.row_cells - 1 or head_x == 0:
self.game_over()
if head_y == self.col_cells - 1 or head_y == 0:
self.game_over()
if dd[0] == 4: # 根据方向值来决定走向
game_map[head_y + 0][head_x + 1] = 1
game_map[head_y + 0][head_x + 0] = 2
if dd[0] == 3:
game_map[head_y + 0][head_x - 1] = 1
game_map[head_y + 0][head_x + 0] = 2
if dd[0] == 2:
game_map[head_y + 1][head_x + 0] = 1
game_map[head_y + 0][head_x + 0] = 2
if dd[0] == 1:
game_map[head_y - 1][head_x + 0] = 1
game_map[head_y + 0][head_x + 0] = 2
def game_loop(self):
""" 游戏循环刷新 """
global loop_id
self.snake_record()
self.auto_move()
self.snake_xy()
canvas.delete('all') # 清除canvas
self.create_cells()
if loop == 1:
loop_id = window.after(FPS, self.game_loop)
def game_start(self):
""" """
global window, backup_map, dd, loop
loop = 1 # 暂停标记,1为开启,0为暂停
dd = [0] # 记录按键方向
self.create_map()
self.create_wall()
self.create_snake()
self.create_food()
self.create_canvas()
self.create_cells()
window.bind('<Key>', self.move_snake)
self.snake_xy()
self.game_loop()
def close_w():
window.after_cancel(loop_id)
window.destroy()
window.protocol('WM_DELETE_WINDOW', close_w)
window.mainloop()
def run_game(self):
""" 开启游戏 """
global window
window = tk.Tk()
window.focus_force() # 主窗口焦点
window.title('Snake')
win_w_size = self.row_cells * self.cell_size + self.frame_x * 2 + self.win_w_plus
win_h_size = self.col_cells * self.cell_size + self.frame_y * 2
self.window_center(window, win_w_size, win_h_size)
txt_lable = tk.Label(window, text=
"方向键移动,或者"
+ "\n字母键WSAD移动"
+ "\n(大小写均可)"
+ "\n"
+ "\n空格键暂停"
+ "\n作者:Eric",
font=('Yahei', 15), anchor="ne", justify="left")
txt_lable.place(x=self.cell_size * self.col_cells + self.cell_size * 2,
y=self.cell_size * 6)
self.game_start()
if __name__ == '__main__':
Snake()