Python+Tkinter實現(xiàn)經(jīng)典井字棋小游戲
演示

介紹
首先來介紹一下GUI庫Tkinter

主要模塊:
tkinter Main Tkinter module.
tkinter.colorchooser 讓用戶選擇顏色的對話框。
tkinter.commondialog 本文其他模塊定義的對話框的基類。
tkinter.filedialog 允許用戶指定文件的通用對話框,用于打開或保存文件。
tkinter.font 幫助操作字體的工具。
tkinter.messagebox 訪問標準的 Tk 對話框。
tkinter.scrolledtext 內(nèi)置縱向滾動條的文本組件。
tkinter.simpledialog 基礎(chǔ)對話框和一些便捷功能。
tkinter.ttk Themed widget set introduced in Tk 8.5, providing modern alternatives for many of the classic widgets in the main tkinter module.
一個小demo大家熟悉一下
from tkinter import * from tkinter import ttk root = Tk() frm = ttk.Frame(root, padding=10) frm.grid() ttk.Label(frm, text="Hello World!").grid(column=0, row=0) ttk.Button(frm, text="Quit", command=root.destroy).grid(column=1, row=0) root.mainloop()
官方文檔
我說的再好也不如去看看文檔,有什么不明白的可以下方留言。嘿嘿嘿傳送門
tkinter.messagebox
這部分其實我就是直接拿來用了沒怎么了解,我把經(jīng)常用的給大家說說

class tkinter.messagebox.Message(master=None, **options) 創(chuàng)建一個默認信息消息框。 信息消息框 tkinter.messagebox.showinfo(title=None, message=None, **options) 警告消息框 tkinter.messagebox.showwarning(title=None, message=None, **options) tkinter.messagebox.showerror(title=None, message=None, **options) 疑問消息框 tkinter.messagebox.askquestion(title=None, message=None, **options) tkinter.messagebox.askokcancel(title=None, message=None, **options) tkinter.messagebox.askretrycancel(title=None, message=None, **options) tkinter.messagebox.askyesno(title=None, message=None, **options) tkinter.messagebox.askyesnocancel(title=None, message=None, **options)
源碼

from tkinter import *
import tkinter.messagebox as msg
root = Tk()
root.title('TIC-TAC-TOE---Project Gurukul')
# labels
Label(root, text="player1 : X", font="times 15").grid(row=0, column=1)
Label(root, text="player2 : O", font="times 15").grid(row=0, column=2)
digits = [1, 2, 3, 4, 5, 6, 7, 8, 9]
# for player1 sign = X and for player2 sign= Y
mark = ''
# counting the no. of click
count = 0
panels = ["panel"] * 10
def win(panels, sign):
return ((panels[1] == panels[2] == panels[3] == sign)
or (panels[1] == panels[4] == panels[7] == sign)
or (panels[1] == panels[5] == panels[9] == sign)
or (panels[2] == panels[5] == panels[8] == sign)
or (panels[3] == panels[6] == panels[9] == sign)
or (panels[3] == panels[5] == panels[7] == sign)
or (panels[4] == panels[5] == panels[6] == sign)
or (panels[7] == panels[8] == panels[9] == sign))
def checker(digit):
# 檢查按鍵
if digit == 1 and digit in digits:
digits.remove(digit)
##player1 will play if the value of count is even and for odd player2 will play
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
button1.config(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
msg.showinfo("Result", "Player1 wins")
root.destroy()
elif (win(panels, sign) and sign == 'O'):
msg.showinfo("Result", "Player2 wins")
root.destroy()
if digit == 2 and digit in digits:
digits.remove(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
button2.config(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
msg.showinfo("Result", "Player1 wins")
root.destroy()
elif (win(panels, sign) and sign == 'O'):
msg.showinfo("Result", "Player2 wins")
root.destroy()
if digit == 3 and digit in digits:
digits.remove(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
button3.config(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
msg.showinfo("Result", "Player1 wins")
root.destroy()
elif (win(panels, sign) and sign == 'O'):
msg.showinfo("Result", "Player2 wins")
root.destroy()
if digit == 4 and digit in digits:
digits.remove(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
button4.config(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
msg.showinfo("Result", "Player1 wins")
root.destroy()
elif (win(panels, sign) and sign == 'O'):
msg.showinfo("Result", "Player2 wins")
root.destroy()
if digit == 5 and digit in digits:
digits.remove(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
button5.config(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
msg.showinfo("Result", "Player1 wins")
root.destroy()
elif (win(panels, sign) and sign == 'O'):
msg.showinfo("Result", "Player2 wins")
root.destroy()
if digit == 6 and digit in digits:
digits.remove(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
button6.config(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
msg.showinfo("Result", "Player1 wins")
root.destroy()
elif (win(panels, sign) and sign == 'O'):
msg.showinfo("Result", "Player2 wins")
root.destroy()
if digit == 7 and digit in digits:
digits.remove(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
button7.config(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
msg.showinfo("Result", "Player1 wins")
root.destroy()
elif (win(panels, sign) and sign == 'O'):
msg.showinfo("Result", "Player2 wins")
root.destroy()
if digit == 8 and digit in digits:
digits.remove(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
button8.config(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
msg.showinfo("Result", "Player1 wins")
root.destroy()
elif (win(panels, sign) and sign == 'O'):
msg.showinfo("Result", "Player2 wins")
root.destroy()
if digit == 9 and digit in digits:
digits.remove(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
button9.config(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
msg.showinfo("Result", "Player1 wins")
root.destroy()
elif (win(panels, sign) and sign == 'O'):
msg.showinfo("Result", "Player2 wins")
root.destroy()
###if count is greater then 8 then the match has been tied
if (count > 8 and win(panels, 'X') == False and win(panels, 'O') == False):
msg.showinfo("Result", "Match Tied")
root.destroy()
####定義每個格子
button1 = Button(root, width=15, font=('Times 16 bold'), height=7, command=lambda: checker(1))
button1.grid(row=1, column=1)
button2 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(2))
button2.grid(row=1, column=2)
button3 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(3))
button3.grid(row=1, column=3)
button4 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(4))
button4.grid(row=2, column=1)
button5 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(5))
button5.grid(row=2, column=2)
button6 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(6))
button6.grid(row=2, column=3)
button7 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(7))
button7.grid(row=3, column=1)
button8 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(8))
button8.grid(row=3, column=2)
button9 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(9))
button9.grid(row=3, column=3)以上就是Python+Tkinter實現(xiàn)經(jīng)典井字棋小游戲的詳細內(nèi)容,更多關(guān)于Python Tkinter井字棋的資料請關(guān)注腳本之家其它相關(guān)文章!
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