Python實現(xiàn)帶圖形界面的炸金花游戲(升級版)
舊版本的代碼請見上一篇博文:
本文嘗試在舊版本的基礎(chǔ)上,“升級”以下幾個部分:
一、圖形的旋轉(zhuǎn),模擬四個玩家兩兩面對圍坐在牌桌上
旋轉(zhuǎn)方法 rotate(angle) 本文只用到轉(zhuǎn)動角度這一個參數(shù),角度正值表示逆時針轉(zhuǎn)動;負(fù)值表示順時針轉(zhuǎn)動。
method rotate in module PIL.Image:
rotate(angle, resample=0, expand=0, center=None, translate=None, fillcolor=None) method of PIL.Image.Image instance
Returns a rotated copy of this image. This method returns a copy of this image, rotated the given number of degrees counter clockwise around its centre.
:param angle: In degrees counter clockwise.
:param resample: An optional resampling filter. This can be one of :py:data: `PIL.Image.NEAREST` (use nearest neighbour), :py:data:`PIL.Image.BILINEAR` (linear interpolation in a 2x2 environment), or :py:data:`PIL.Image.BICUBIC`
(cubic spline interpolation in a 4x4 environment).
If omitted, or if the image has mode "1" or "P", it is set to :py:data: `PIL.Image.NEAREST`. See :ref:`concept-filters`.
:param expand: Optional expansion flag. If true, expands the output image to make it large enough to hold the entire rotated image.
If false or omitted, make the output image the same size as the input image. Note that the expand flag assumes rotation around the center and no translation.
:param center: Optional center of rotation (a 2-tuple). Origin is the upper left corner. Default is the center of the image.
:param translate: An optional post-rotate translation (a 2-tuple).
:param fillcolor: An optional color for area outside the rotated image.
:returns: An :py:class:`~PIL.Image.Image` object.
如不是正方形圖片,轉(zhuǎn)動角度不是180度的話,就會被截掉一部分。效果如下:
演示代碼:
import tkinter as tk from PIL import Image,ImageTk def load(i=0): img = Image.open("pokers.png").resize((375,150)) box = img.rotate(90*i) res = ImageTk.PhotoImage(image=box) img.close() return res if __name__ == '__main__': root = tk.Tk() root.geometry('800x480') root.title('圖片旋轉(zhuǎn)') cv = tk.Canvas(root, width=1600, height=800, bg='darkgreen') cv.pack() png = [None]*4 coord = ((i,j) for j in (120,345) for i in (200,600)) for i,xy in enumerate(coord): png[i] = load(i) cv.create_image(xy, image=png[i]) cv.create_text(xy[0],xy[1]+95, text=f'逆時針轉(zhuǎn)動{i*90}度',fill='white') root.mainloop()
為保存全圖在轉(zhuǎn)動之前,設(shè)置一個正方形框 box = img.crop((0,0,375,375)).rotate(-90*i),順時針轉(zhuǎn)動的效果如下:
演示代碼:
import tkinter as tk from PIL import Image,ImageTk def load(i=0): img = Image.open("pokers.png").resize((375,150)) box = img.crop((0,0,375,375)).rotate(-90*i) res = ImageTk.PhotoImage(image=box) img.close() return res if __name__ == '__main__': root = tk.Tk() root.geometry('800x800') root.title('圖片旋轉(zhuǎn)') cv = tk.Canvas(root, width=1600, height=800, bg='darkgreen') cv.pack() png = [] coord = ((i,j) for j in (200,600) for i in (200,600)) for i,xy in enumerate(coord): png.append(load(i)) cv.create_image(xy, image=png[i]) root.mainloop()
然后再用crop()方法來截取出黑色背景除外的部分,就是所需的轉(zhuǎn)動四個方向上的圖像;最后把這些圖片再次分割成一張張小紙牌,存入一個三維列表備用。
二、增加變量,使得比大小游戲有累積輸贏過程
在玩家文本框后各添加一個文本框,動態(tài)顯示每一局的輸贏情況;各玩家的值存放于全局變量Money列表中,主要代碼如下:
ALL, ONE = 1000, 200 #初始值、單次輸贏值 Money = [ALL]*4 #設(shè)置各方初始值 ... ... cv.create_text(tx,ty, text=f'Player{x+1}', fill='white') #玩家1-4顯示文本框 txt.append(cv.create_text(tx+60,ty, fill='gold',text=Money[x])) #顯示框 ... ... Money[idx] += ONE*4 #每次贏ONE*3,多加自己的一份 for i in range(4): Money[i] -= ONE #多加的在此扣減 cv.itemconfig(txt[i], text=str(Money[i])) #修改各方的值 cv.update()
三、界面增加下拉式菜單,菜單項調(diào)用的綁定函數(shù)
顯示效果見題圖左上角,主要代碼如下:
btnCmd = '發(fā)牌',dealCards,'開牌',playCards,'洗牌',Shuffle Menu = tk.Menu(root) menu = tk.Menu(Menu, tearoff = False) for t,cmd in zip(btnCmd[::2],btnCmd[1::2]): menu.add_radiobutton(label = t, command = cmd) menu.add_separator() #菜單分割線 menu.add_command(label = "退出", command = ExitApp) Menu.add_cascade(label="菜單",menu = menu) root.config(menu = Menu)
四、導(dǎo)入信息框庫,增加提示信息框的使用
使用了2種信息框類型:提示showinfo()和確認(rèn)選擇askokcancel()
tkinter.messagebox庫共有8種信息框類型,其使用方法基本相同,只是顯示的圖標(biāo)有區(qū)別:
Help on module tkinter.messagebox in tkinter:
NAME
tkinter.messagebox
FUNCTIONS
askokcancel(title=None, message=None, **options)
Ask if operation should proceed; return true if the answer is ok
askquestion(title=None, message=None, **options)
Ask a question
askretrycancel(title=None, message=None, **options)
Ask if operation should be retried; return true if the answer is yes
askyesno(title=None, message=None, **options)
Ask a question; return true if the answer is yes
askyesnocancel(title=None, message=None, **options)
Ask a question; return true if the answer is yes, None if cancelled.
showerror(title=None, message=None, **options)
Show an error message
showinfo(title=None, message=None, **options)
Show an info message
showwarning(title=None, message=None, **options)
Show a warning message
DATA
ABORT = 'abort'
ABORTRETRYIGNORE = 'abortretryignore'
CANCEL = 'cancel'
ERROR = 'error'
IGNORE = 'ignore'
INFO = 'info'
NO = 'no'
OK = 'ok'
OKCANCEL = 'okcancel'
QUESTION = 'question'
RETRY = 'retry'
RETRYCANCEL = 'retrycancel'
WARNING = 'warning'
YES = 'yes'
YESNO = 'yesno'
YESNOCANCEL = 'yesnocancel'
另:發(fā)牌、開牌、洗牌按鈕可否點擊,由兩個全局變量控制,當(dāng)不能使用時彈出提示信息框。但更好方式通常是設(shè)置按鈕的state狀態(tài),在 tk.DISABLED 和 tk.NORMAL 之間切換,用以下代碼:
if btn[0]['state'] == tk.DISABLED: btn[0]['state'] = tk.NORMAL else: btn[0]['state'] = tk.DISABLED #使得按鈕灰化,無法被按下 #或者在初始按鈕時使用: tk.Button(root,text="點不了",command=test,width=10,state=tk.DISABLED)
“詐金花”完整源代碼
運行結(jié)果:
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