Python 小型项目大全 71~75

这篇具有很好参考价值的文章主要介绍了Python 小型项目大全 71~75。希望对大家有所帮助。如果存在错误或未考虑完全的地方,请大家不吝赐教,您也可以点击"举报违法"按钮提交疑问。

七十一、声音模拟

原文:http://inventwithpython.com/bigbookpython/project71.html

Python 小型项目大全 71~75

类似于西蒙电子玩具,这款识记游戏使用第三方playsound模块,播放四种不同的声音,分别对应键盘上的ASDF键。当你成功地重复游戏给你的图案时,图案会变得越来越长。你的短期记忆中能容纳多少声音?

如果你看一下代码,你会看到playsound.playsound()函数被传递了要播放的声音的文件名。您可以从以下网址下载声音文件:

inventwithpython.com/soundA.wav

inventwithpython.com/soundS.wav

inventwithpython.com/soundD.wav

inventwithpython.com/soundF.wav

在运行程序之前,将这些文件放在与soundmimic.py相同的文件夹中。关于playsound模块的更多信息可以在pypi.org/project/playsound找到。macOS 上的用户还必须安装来自pypi.org/project/pyobjcpyobjc模块才能让playsound工作。

运行示例

当您运行soundmimic.py时,输出将如下所示:

Sound Mimic, by Al Sweigart email@protected
Try to memorize a pattern of A S D F letters (each with its own sound)
as it gets longer and longer.
Press Enter to begin...
`<screen clears>`
Pattern: S
`<screen clears>`
Enter the pattern:
> s
Correct!
`<screen clears>`
Pattern: S F
`<screen clears>`
Enter the pattern:
> sf
Correct!
`<screen clears>`
Pattern: S F F
`<screen clears>`
Enter the pattern:
> sff
Correct!
`<screen clears>`
Pattern: S F F D
`--snip--`

工作原理

这个程序导入了playsound模块,可以播放声音文件。该模块有一个函数playsound(),您可以向它传递一个wav.mp3文件的文件名来播放它。在每一轮游戏中,程序会在pattern列表中添加一个随机选择的字母(ASDF),并播放列表中的声音。随着pattern列表越来越长,玩家必须记住的声音文件的模式也越来越多。

"""Sound Mimic, by Al Sweigart email@protected
A pattern-matching game with sounds. Try to memorize an increasingly
longer and longer pattern of letters. Inspired by the electronic game,
Simon.
This code is available at https://nostarch.com/big-book-small-python-programming
Tags: short, beginner, game"""

import random, sys, time

# Download the sound files from these URLs (or use your own):
# https://inventwithpython.com/soundA.wav
# https://inventwithpython.com/soundS.wav
# https://inventwithpython.com/soundD.wav
# https://inventwithpython.com/soundF.wav

try:
    import playsound
except ImportError:
    print('The playsound module needs to be installed to run this')
    print('program. On Windows, open a Command Prompt and run:')
    print('pip install playsound')
    print('On macOS and Linux, open a Terminal and run:')
    print('pip3 install playsound')
    sys.exit()


print('''Sound Mimic, by Al Sweigart email@protected
Try to memorize a pattern of A S D F letters (each with its own sound)
as it gets longer and longer.''')

input('Press Enter to begin...')

pattern = ''
while True:
    print('\n' * 60)  # Clear the screen by printing several newlines.

    # Add a random letter to the pattern:
    pattern = pattern + random.choice('ASDF')

    # Display the pattern (and play their sounds):
    print('Pattern: ', end='')
    for letter in pattern:
        print(letter, end=' ', flush=True)
        playsound.playsound('sound' + letter + '.wav')

    time.sleep(1)  # Add a slight pause at the end.
    print('\n' * 60)  # Clear the screen by printing several newlines.

    # Let the player enter the pattern:
    print('Enter the pattern:')
    response = input('> ').upper()

    if response != pattern:
        print('Incorrect!')
        print('The pattern was', pattern)
    else:
        print('Correct!')

    for letter in pattern:
        playsound.playsound('sound' + letter + '.wav')

    if response != pattern:
        print('You scored', len(pattern) - 1, 'points.')
        print('Thanks for playing!')
        break

    time.sleep(1) 

探索程序

试着找出下列问题的答案。尝试对代码进行一些修改,然后重新运行程序,看看这些修改有什么影响。文章来源地址https://www.toymoban.com/news/detail-412069.html

  1. 如果删除或注释掉第 47 行的print('\n' * 60)会发生什么?
  2. 如果把第 62 行的response != pattern改成False会怎么样?

七十二、海绵宝宝大小写

原文:http://inventwithpython.com/bigbookpython/project72.html

Python 小型项目大全 71~75

你可能见过“嘲讽海绵宝宝”表情包:一张海绵宝宝的照片,其文字说明在大写和小写字母之间交替,以表示讽刺,就像这样:使用海绵宝宝表情包不会让你变得机智。由于某些随机性,文本有时不会交替大写。

这个短程序使用upper()lower()字符串方法将您的消息转换成“海绵宝宝大小写”程序,还被设置成其他程序可以用import将其作为模块导入,然后调用spongecase.englishToSpongecase()函数。

运行示例

当您运行spongecase.py时,输出将如下所示:

sPoNgEcAsE, bY aL sWeIGaRt email@protected

eNtEr YoUr MeSsAgE:
> Using SpongeBob memes does not make you witty.

uSiNg SpOnGeBoB MeMeS dOeS NoT mAkE YoU wItTy.
(cOpIed SpOnGeTexT to ClIpbOaRd.)

工作原理

这个程序中的代码在第 35 行使用了一个for循环来遍历message字符串中的每个字符。useUpper变量包含一个布尔变量,指示字符应该大写(如果True)还是小写(如果False)。第 46 和 47 行在 90%的迭代中切换useUpper中的布尔值(即,将其设置为相反的值)。这意味着大小写几乎总是在大写和小写之间切换。

"""sPoNgEcAsE, by Al Sweigart email@protected
Translates English messages into sPOnGEcAsE.
This code is available at https://nostarch.com/big-book-small-python-programming
Tags: tiny, beginner, word"""

import random

try:
   import pyperclip  # pyperclip copies text to the clipboard.
except ImportError:
    pass  # If pyperclip is not installed, do nothing. It's no big deal.


def main():
    """Run the Spongecase program."""
    print('''sPoNgEtExT, bY aL sWeIGaRt email@protected

eNtEr YoUr MeSsAgE:''')
    spongecase = englishToSpongecase(input('> '))
    print()
    print(spongecase)

    try:
        pyperclip.copy(spongecase)
        print('(cOpIed SpOnGeCasE to ClIpbOaRd.)')
    except:
        pass  # Do nothing if pyperclip wasn't installed.


def englishToSpongecase(message):
    """Return the spongecase form of the given string."""
    spongecase = ''
    useUpper = False

    for character in message:
        if not character.isalpha():
            spongecase += character
            continue

        if useUpper:
            spongecase += character.upper()
        else:
            spongecase += character.lower()

        # Flip the case, 90% of the time.
        if random.randint(1, 100) <= 90:
            useUpper = not useUpper  # Flip the case.
    return spongecase


# If this program was run (instead of imported), run the game:
if __name__ == '__main__':
    main() 

探索程序

试着找出下列问题的答案。尝试对代码进行一些修改,然后重新运行程序,看看这些修改有什么影响。

  1. 如果把第 46 行的random.randint(1, 100)改成random.randint(80, 100)会怎么样?
  2. 如果删除或注释掉第 47 行的useUpper = not useUpper会发生什么?

七十三、数独谜题

原文:http://inventwithpython.com/bigbookpython/project73.html

Python 小型项目大全 71~75

数独是报纸和手机应用中流行的益智游戏。数独棋盘是一个9 × 9的格子,玩家必须将数字 1 到 9 放置一次,并且只能放置一次,在每行、每列和3 × 3的子格子中。游戏开始时,一些空格已经用数字填满,称为预设。一个格式良好的数独谜题将只有一个可能的有效解。

运行示例

当您运行sudoku.py时,输出如下:

Sudoku Puzzle, by Al Sweigart email@protected
`--snip--`
   A B C   D E F   G H I
1  . . . | . . . | . . .
2  . 7 9 | . 5 . | 1 8 .
3  8 . . | . . . | . . 7
   ------+-------+------
4  . . 7 | 3 . 6 | 8 . .
5  4 5 . | 7 . 8 | . 9 6
6  . . 3 | 5 . 2 | 7 . .
   ------+-------+------
7  7 . . | . . . | . . 5
8  . 1 6 | . 3 . | 4 2 .
9  . . . | . . . | . . .

Enter a move, or RESET, NEW, UNDO, ORIGINAL, or QUIT:
(For example, a move looks like "B4 9".)
`--snip--`

工作原理

SudokuGrid类的对象是表示数独网格的数据结构。您可以调用它们的方法来修改网格,或者检索有关网格的信息。例如,makeMove()方法在网格上放置一个数字,resetGrid()方法将网格恢复到原始状态,如果所有解决方案的数字都已放置在网格上,isSolved()将返回True

从第 141 行开始,程序的主要部分为这个游戏使用了一个SudokuGrid对象及其方法,但是您也可以将这个类复制并粘贴到您创建的其他数独程序中,以重用它的功能。

"""Sudoku Puzzle, by Al Sweigart email@protected
The classic 9x9 number placement puzzle.
More info at https://en.wikipedia.org/wiki/Sudoku
This code is available at https://nostarch.com/big-book-small-python-programming
Tags: large, game, object-oriented, puzzle"""

import copy, random, sys

# This game requires a sudokupuzzle.txt file that contains the puzzles.
# Download it from https://inventwithpython.com/sudokupuzzles.txt
# Here's a sample of the content in this file:
# ..3.2.6..9..3.5..1..18.64....81.29..7.......8..67.82....26.95..8..2.3..9..5.1.3..
# 2...8.3...6..7..84.3.5..2.9...1.54.8.........4.27.6...3.1..7.4.72..4..6...4.1...3
# ......9.7...42.18....7.5.261..9.4....5.....4....5.7..992.1.8....34.59...5.7......
# .3..5..4...8.1.5..46.....12.7.5.2.8....6.3....4.1.9.3.25.....98..1.2.6...8..6..2.

# Set up the constants:
EMPTY_SPACE = '.'
GRID_LENGTH = 9
BOX_LENGTH = 3
FULL_GRID_SIZE = GRID_LENGTH * GRID_LENGTH


class SudokuGrid:
   def __init__(self, originalSetup):
       # originalSetup is a string of 81 characters for the puzzle
       # setup, with numbers and periods (for the blank spaces).
       # See https://inventwithpython.com/sudokupuzzles.txt
       self.originalSetup = originalSetup

       # The state of the sudoku grid is represented by a dictionary
       # with (x, y) keys and values of the number (as a string) at
       # that space.
       self.grid = {}
       self.resetGrid()  # Set the grid state to its original setup.
       self.moves = []  # Tracks each move for the undo feature.

   def resetGrid(self):
       """Reset the state of the grid, tracked by self.grid, to the
       state in self.originalSetup."""
       for x in range(1, GRID_LENGTH + 1):
           for y in range(1, GRID_LENGTH + 1):
               self.grid[(x, y)] = EMPTY_SPACE

       assert len(self.originalSetup) == FULL_GRID_SIZE
       i = 0  # i goes from 0 to 80
       y = 0  # y goes from 0 to 8
       while i < FULL_GRID_SIZE:
           for x in range(GRID_LENGTH):
               self.grid[(x, y)] = self.originalSetup[i]
               i += 1
           y += 1

   def makeMove(self, column, row, number):
       """Place the number at the column (a letter from A to I) and row
       (an integer from 1 to 9) on the grid."""
       x = 'ABCDEFGHI'.find(column)  # Convert this to an integer.
       y = int(row) - 1

       # Check if the move is being made on a "given" number:
       if self.originalSetup[y * GRID_LENGTH + x] != EMPTY_SPACE:
           return False

       self.grid[(x, y)] = number  # Place this number on the grid.

       # We need to store a separate copy of the dictionary object:
       self.moves.append(copy.copy(self.grid))
       return True

   def undo(self):
       """Set the current grid state to the previous state in the
       self.moves list."""
       if self.moves == []:
           return  # No states in self.moves, so do nothing.

       self.moves.pop()  # Remove the current state.

       if self.moves == []:
           self.resetGrid()
       else:
           # set the grid to the last move.
           self.grid = copy.copy(self.moves[-1])

   def display(self):
       """Display the current state of the grid on the screen."""
       print('   A B C   D E F   G H I')  # Display column labels.
       for y in range(GRID_LENGTH):
           for x in range(GRID_LENGTH):
               if x == 0:
                   # Display row label:
                   print(str(y + 1) + '  ', end='')

               print(self.grid[(x, y)] + ' ', end='')
               if x == 2 or x == 5:
                   # Display a vertical line:
                   print('| ', end='')
           print()  # Print a newline.

           if y == 2 or y == 5:
                # Display a horizontal line:
                print('   ------+-------+------')

    def _isCompleteSetOfNumbers(self, numbers):
        """Return True if numbers contains the digits 1 through 9."""
        return sorted(numbers) == list('123456789')

    def isSolved(self):
        """Returns True if the current grid is in a solved state."""
        # Check each row:
        for row in range(GRID_LENGTH):
            rowNumbers = []
            for x in range(GRID_LENGTH):
                number = self.grid[(x, row)]
                rowNumbers.append(number)
            if not self._isCompleteSetOfNumbers(rowNumbers):
                return False

        # Check each column:
        for column in range(GRID_LENGTH):
            columnNumbers = []
            for y in range(GRID_LENGTH):
                number = self.grid[(column, y)]
                columnNumbers.append(number)
            if not self._isCompleteSetOfNumbers(columnNumbers):
                return False

        # Check each box:
        for boxx in (0, 3, 6):
            for boxy in (0, 3, 6):
                boxNumbers = []
                for x in range(BOX_LENGTH):
                    for y in range(BOX_LENGTH):
                        number = self.grid[(boxx + x, boxy + y)]
                        boxNumbers.append(number)
                if not self._isCompleteSetOfNumbers(boxNumbers):
                    return False

        return True


print('''Sudoku Puzzle, by Al Sweigart email@protected

Sudoku is a number placement logic puzzle game. A Sudoku grid is a 9x9
grid of numbers. Try to place numbers in the grid such that every row,
column, and 3x3 box has the numbers 1 through 9 once and only once.

For example, here is a starting Sudoku grid and its solved form:

    5 3 . | . 7 . | . . .     5 3 4 | 6 7 8 | 9 1 2
    6 . . | 1 9 5 | . . .     6 7 2 | 1 9 5 | 3 4 8
    . 9 8 | . . . | . 6 .     1 9 8 | 3 4 2 | 5 6 7
    ------+-------+------     ------+-------+------
    8 . . | . 6 . | . . 3     8 5 9 | 7 6 1 | 4 2 3
    4 . . | 8 . 3 | . . 1 --> 4 2 6 | 8 5 3 | 7 9 1
    7 . . | . 2 . | . . 6     7 1 3 | 9 2 4 | 8 5 6
    ------+-------+------     ------+-------+------
    . 6 . | . . . | 2 8 .     9 6 1 | 5 3 7 | 2 8 4
    . . . | 4 1 9 | . . 5     2 8 7 | 4 1 9 | 6 3 5
    . . . | . 8 . | . 7 9     3 4 5 | 2 8 6 | 1 7 9
''')
input('Press Enter to begin...')


# Load the sudokupuzzles.txt file:
with open('sudokupuzzles.txt') as puzzleFile:
    puzzles = puzzleFile.readlines()

# Remove the newlines at the end of each puzzle:
for i, puzzle in enumerate(puzzles):
    puzzles[i] = puzzle.strip()

grid = SudokuGrid(random.choice(puzzles))

while True:  # Main game loop.
    grid.display()

    # Check if the puzzle is solved.
    if grid.isSolved():
        print('Congratulations! You solved the puzzle!')
        print('Thanks for playing!')
        sys.exit()

    # Get the player's action:
    while True:  # Keep asking until the player enters a valid action.
        print()  # Print a newline.
        print('Enter a move, or RESET, NEW, UNDO, ORIGINAL, or QUIT:')
        print('(For example, a move looks like "B4 9".)')

        action = input('> ').upper().strip()

        if len(action) > 0 and action[0] in ('R', 'N', 'U', 'O', 'Q'):
            # Player entered a valid action.
            break

        if len(action.split()) == 2:
            space, number = action.split()
            if len(space) != 2:
                continue

            column, row = space
            if column not in list('ABCDEFGHI'):
                print('There is no column', column)
                continue
            if not row.isdecimal() or not (1 <= int(row) <= 9):
                print('There is no row', row)
                continue
            if not (1 <= int(number) <= 9):
                print('Select a number from 1 to 9, not ', number)
                continue
            break  # Player entered a valid move.

    print()  # Print a newline.

    if action.startswith('R'):
        # Reset the grid:
        grid.resetGrid()
        continue

    if action.startswith('N'):
        # Get a new puzzle:
        grid = SudokuGrid(random.choice(puzzles))
        continue

    if action.startswith('U'):
        # Undo the last move:
        grid.undo()
        continue

    if action.startswith('O'):
        # View the original numbers:
        originalGrid = SudokuGrid(grid.originalSetup)
        print('The original grid looked like this:')
        originalGrid.display()
        input('Press Enter to continue...')

    if action.startswith('Q'):
        # Quit the game.
        print('Thanks for playing!')
        sys.exit()

    # Handle the move the player selected.
    if grid.makeMove(column, row, number) == False:
        print('You cannot overwrite the original grid\'s numbers.')
        print('Enter ORIGINAL to view the original grid.')
        input('Press Enter to continue...') 

探索程序

试着找出下列问题的答案。尝试对代码进行一些修改,然后重新运行程序,看看这些修改有什么影响。

  1. 删除或重命名sudokuzicks.txt文件并运行程序会出现什么错误?
  2. 如果把第 91 行的str(y + 1)改成str(y)会怎么样?
  3. 如果把第 99 行的if y == 2 or y == 5:改成if y == 1 or y == 6:会怎么样?

七十四、文本到语音转换器

原文:http://inventwithpython.com/bigbookpython/project74.html

Python 小型项目大全 71~75

这个程序演示了第三方模块pyttsx3的使用。您输入的任何消息都会被操作系统的文本到语音转换功能大声朗读出来。虽然计算机生成的语音是计算机科学的一个极其复杂的分支,但pyttsx3模块为它提供了一个简单的接口,使这个小程序适合初学者。一旦你学会了如何使用这个模块,你就可以把生成的语音添加到你自己的程序中。

关于pyttsx3模块的更多信息可以在pypi.org/project/pyttsx3找到。

运行示例

当您运行texttospeechtalker.py时,输出如下:

Text To Speech Talker, by Al Sweigart email@protected
Text-to-speech using the pyttsx3 module, which in turn uses
the NSSpeechSynthesizer (on macOS), SAPI5 (on Windows), or
eSpeak (on Linux) speech engines.

Enter the text to speak, or QUIT to quit.
> Hello. My name is Guido van Robot.
`<computer speaks text out loud>`
> quit
Thanks for playing!

工作原理

这个程序很短,因为pyttsx3模块处理所有的文本到语音代码。要使用该模块,请按照本书介绍中的说明进行安装。一旦你这样做了,你的 Python 脚本可以用import pyttsx3导入它并调用pyttsc3.init()函数。这将返回一个代表文本到语音转换引擎的Engine对象。这个对象有一个say()方法,当您运行runAndWait()方法时,您可以将一个文本字符串传递给它,以便计算机朗读。

"""Text To Speech Talker, by Al Sweigart email@protected
An example program using the text-to-speech features of the pyttsx3
module.
View this code at https://nostarch.com/big-book-small-python-projects
Tags: tiny, beginner"""

import sys

try:
    import pyttsx3
except ImportError:
    print('The pyttsx3 module needs to be installed to run this')
    print('program. On Windows, open a Command Prompt and run:')
    print('pip install pyttsx3')
    print('On macOS and Linux, open a Terminal and run:')
    print('pip3 install pyttsx3')
    sys.exit()

tts = pyttsx3.init()  # Initialize the TTS engine.

print('Text To Speech Talker, by Al Sweigart email@protected')
print('Text-to-speech using the pyttsx3 module, which in turn uses')
print('the NSSpeechSynthesizer (on macOS), SAPI5 (on Windows), or')
print('eSpeak (on Linux) speech engines.')
print()
print('Enter the text to speak, or QUIT to quit.')
while True:
    text = input('> ')

    if text.upper() == 'QUIT':
        print('Thanks for playing!')
        sys.exit()

    tts.say(text)  # Add some text for the TTS engine to say.
    tts.runAndWait()  # Make the TTS engine say it. 

探索程序

这是一个基础程序,所以没有太多的选项来定制它。相反,考虑一下你的其他程序会从文本到语音转换中受益。

七十五、三卡蒙特

原文:http://inventwithpython.com/bigbookpython/project75.html

Python 小型项目大全 71~75

三卡蒙特是一个常见的骗局,对轻信的游客和其他容易的标志。三张扑克牌,其中一张是红心皇后,正面朝下放在一个纸板盒上。庄家迅速重新排列纸牌,然后让马克挑选红心皇后。但是庄家可以使用各种各样的伎俩来隐藏卡片或欺骗,保证受害者永远不会赢。庄家还经常在人群中找到一些骗子,他们与庄家秘密合作,但假装赢了游戏(让受害者认为他们也能赢)或故意输得很惨(让受害者认为他们能做得更好)。

这个程序展示了三张牌,然后快速描述了一系列的交换。最后,它清空屏幕,玩家必须选择一张牌。你能跟上“红娘”吗?对于真正的三卡蒙特体验,您可以启用作弊功能,这将导致玩家总是输,即使他们选择了正确的卡。

运行示例

当您运行threecardmonte.py时,输出将如下所示:

Three-Card Monte, by Al Sweigart email@protected

Find the red lady (the Queen of Hearts)! Keep an eye on how
the cards move.

Here are the cards:
 ___   ___   ___
|J  | |Q  | |8  |
|| || ||
|__J| |__Q| |__8|
Press Enter when you are ready to begin...
swapping left and middle...
swapping right and middle...
swapping middle and left...
swapping right and left...
swapping left and middle...
`--snip--`
`<screen clears>`
Which card has the Queen of Hearts? (LEFT MIDDLE RIGHT)
> middle
 ___   ___   ___
|Q  | |8  | |J  |
|| || ||
|__Q| |__8| |__J|
You lost!
Thanks for playing, sucker!

工作原理

在这个程序中,我们用一个(rank, suit)元组来表示一张扑克牌。等级是代表卡号的字符串,如'2''10''Q''K',花色是心形、梅花、黑桃或菱形表情符号的字符串。因为你不能用键盘输入表情符号,我们将在第 16 到 19 行使用chr()函数调用来产生它们。元组('9', '♦')代表方块 9。

第 28 到 43 行的displayCards()函数解释这些元组并在屏幕上显示 ASCII 艺术画表示,而不是直接打印出来,就像项目 4“21 点”一样。这个函数的cards参数是扑克牌元组的列表,允许在一行中显示多张牌。

"""Three-Card Monte, by Al Sweigart email@protected
Find the Queen of Hearts after cards have been swapped around.
(In the real-life version, the scammer palms the Queen of Hearts so you
always lose.)
More info at https://en.wikipedia.org/wiki/Three-card_Monte
This code is available at https://nostarch.com/big-book-small-python-programming
Tags: large, card game, game"""

import random, time

# Set up the constants:
NUM_SWAPS = 16   # (!) Try changing this to 30 or 100.
DELAY     = 0.8  # (!) Try changing this 2.0 or 0.0.

# The card suit characters:
HEARTS   = chr(9829)  # Character 9829 is '♥'
DIAMONDS = chr(9830)  # Character 9830 is '♦'
SPADES   = chr(9824)  # Character 9824 is '♠'
CLUBS    = chr(9827)  # Character 9827 is '♣'
# A list of chr() codes is at https://inventwithpython.com/chr

# The indexes of a 3-card list:
LEFT   = 0
MIDDLE = 1
RIGHT  = 2


def displayCards(cards):
   """Display the cards in "cards", which is a list of (rank, suit)
   tuples."""
   rows = ['', '', '', '', '']  # Stores the text to display.

   for i, card in enumerate(cards):
       rank, suit = card  # The card is a tuple data structure.
       rows[0] += ' ___  '  # Print the top line of the card.
       rows[1] += '|{} | '.format(rank.ljust(2))
       rows[2] += '| {} | '.format(suit)
       rows[3] += '|_{}| '.format(rank.rjust(2, '_'))


   # Print each row on the screen:
   for i in range(5):
       print(rows[i])


def getRandomCard():
   """Returns a random card that is NOT the Queen of Hearts."""
   while True:  # Make cards until you get a non-Queen of hearts.
       rank = random.choice(list('23456789JQKA') + ['10'])
       suit = random.choice([HEARTS, DIAMONDS, SPADES, CLUBS])

       # Return the card as long as it's not the Queen of Hearts:
       if rank != 'Q' and suit != HEARTS:
           return (rank, suit)


print('Three-Card Monte, by Al Sweigart email@protected')
print()
print('Find the red lady (the Queen of Hearts)! Keep an eye on how')
print('the cards move.')
print()

# Show the original arrangement:
cards = [('Q', HEARTS), getRandomCard(), getRandomCard()]
random.shuffle(cards)  # Put the Queen of Hearts in a random place.
print('Here are the cards:')
displayCards(cards)
input('Press Enter when you are ready to begin...')

# Print the swaps:
for i in range(NUM_SWAPS):
   swap = random.choice(['l-m', 'm-r', 'l-r', 'm-l', 'r-m', 'r-l'])

   if swap == 'l-m':
       print('swapping left and middle...')
       cards[LEFT], cards[MIDDLE] = cards[MIDDLE], cards[LEFT]
   elif swap == 'm-r':
       print('swapping middle and right...')
       cards[MIDDLE], cards[RIGHT] = cards[RIGHT], cards[MIDDLE]
   elif swap == 'l-r':
       print('swapping left and right...')
       cards[LEFT], cards[RIGHT] = cards[RIGHT], cards[LEFT]
   elif swap == 'm-l':
       print('swapping middle and left...')
       cards[MIDDLE], cards[LEFT] = cards[LEFT], cards[MIDDLE]
   elif swap == 'r-m':
       print('swapping right and middle...')
       cards[RIGHT], cards[MIDDLE] = cards[MIDDLE], cards[RIGHT]
   elif swap == 'r-l':
       print('swapping right and left...')
       cards[RIGHT], cards[LEFT] = cards[LEFT], cards[RIGHT]

   time.sleep(DELAY)

# Print several new lines to hide the swaps.
print('\n' * 60)

# Ask the user to find the red lady:
while True:  # Keep asking until LEFT, MIDDLE, or RIGHT is entered.
    print('Which card has the Queen of Hearts? (LEFT MIDDLE RIGHT)')
    guess = input('> ').upper()

    # Get the index in cards for the position that the player entered:
    if guess in ['LEFT', 'MIDDLE', 'RIGHT']:
        if guess == 'LEFT':
            guessIndex = 0
        elif guess == 'MIDDLE':
            guessIndex = 1
        elif guess == 'RIGHT':
            guessIndex = 2
        break

# (!) Uncomment this code to make the player always lose:
#if cards[guessIndex] == ('Q', HEARTS):
#    # Player has won, so let's move the queen.
#    possibleNewIndexes = [0, 1, 2]
#    possibleNewIndexes.remove(guessIndex)  # Remove the queen's index.
#    newInd = random.choice(possibleNewIndexes)  # Choose a new index.
#    # Place the queen at the new index:
#    cards[guessIndex], cards[newInd] = cards[newInd], cards[guessIndex]

displayCards(cards)  # Show all the cards.

# Check if the player won:
if cards[guessIndex] == ('Q', HEARTS):
    print('You won!')
    print('Thanks for playing!')
else:
    print('You lost!')
    print('Thanks for playing, sucker!') 

在输入源代码并运行几次之后,尝试对其进行实验性的修改。标有(!)的注释对你可以做的小改变有建议。你也可以自己想办法做到以下几点:

  • 使用项目 57“进度条”中的退格打印技术,简单显示每条交换信息,然后打印\b字符,在打印下一条信息之前将其删除。
  • 创建一个增加难度的四卡蒙特游戏。

探索程序

试着找出下列问题的答案。尝试对代码进行一些修改,然后重新运行程序,看看这些修改有什么影响。

  1. 如果把第 64 行的[('Q', HEARTS), getRandomCard(), getRandomCard()]改成[('Q', HEARTS), ('Q', HEARTS), ('Q', HEARTS)]会怎么样?
  2. 如果把第 49 行的list('23456789JQKA')改成list('ABCDEFGHIJK')会怎么样?
  3. 如果删除或注释掉第 93 行的time.sleep(DELAY)会怎么样?

到了这里,关于Python 小型项目大全 71~75的文章就介绍完了。如果您还想了解更多内容,请在右上角搜索TOY模板网以前的文章或继续浏览下面的相关文章,希望大家以后多多支持TOY模板网!

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处: 如若内容造成侵权/违法违规/事实不符,请点击违法举报进行投诉反馈,一经查实,立即删除!

领支付宝红包 赞助服务器费用

相关文章

  • 大数据Flink(七十一):SQL的时间属性

    文章目录 SQL的时间属性 一、Flink三种时间属性简介

    2024年02月10日
    浏览(41)
  • PCL点云处理之VFH特征计算与直方图显示(七十一)

    视点特征直方图VFH(Viewpoint Feature Histogram)描述子,它是一种新的特征表示形式,应用在点云聚类识别和六自由度位姿估计问题。视点特征直方图(或VFH)是源于FPFH描述子.由于它的获取速度和识别力,我们决定利用FPFH强大的识别力,但是为了使构造的特征保持缩放不变性的性

    2024年02月13日
    浏览(36)
  • 【100天精通Python】Day75:Python机器学习-第一个机器学习小项目_鸾尾花分类项目(上)

    目录 1 机器学习中的Helloworld _鸾尾花分类项目 2 导入项目所需类库和鸾尾花数据集 2.1 导入类库 2.2 scikit-learn 库介绍  (1)主要特点: (2)常见的子模块: 3 导入鸾尾花数据集 3.1 概述数据 3.2 数据维度 3.3 查看数据自身 3.4 统计描述数据 3.5 数据分类分布 4 数据可视化 4.1 单

    2024年02月04日
    浏览(47)
  • 【LeetCode75】第四十一题 二叉搜索树中的搜索

    目录 题目: 示例: 分析: 代码: 题目给我们一个搜索二叉树,让我们找出节点值等于目标的节点并返回出去。 首先我们可以直接遍历整棵二叉树,找到值相同的节点就返回出去,不过这样就没有用到二叉搜索数的特性了。 二叉搜索数的特性就是,每一个节点的左子树上所

    2024年02月10日
    浏览(44)
  • nginx(七十一)root、alias、index、try_files关系指令再探

    一   root、alias、index、try_files辨析 ①  前言回顾 章神的博客 try_files基础知识  配置try_files实现内容重定向 root和alias指令辨析   index和autoindex指令回顾 absolute_redirect  absolute_redirect port_in_redirect 响应Location形式 try_files的语法规则 nginx 301重定向踩坑记录   深度硬核文:nginx的

    2024年01月17日
    浏览(40)
  • 小型架构实验模拟

    22 机器 : 做nginx 反向代理  做静态资源服务器 装 nginx  keepalived filebeat 44机器:  做22 机器的备胎 装nginx  keepalived  99机器 :做mysql的主 装mysqld   装node 装filebeat 77机器 :做mysql从    做tomcat动态资源服务器 装mysqld node tomcat 88机器 : 做mysql从  做tomcat 动态资源服务

    2024年04月22日
    浏览(18)
  • 中小型企业网网络搭建ensp模拟

    本期模拟中小型企业的万能组网,该场景为总部与分部之间的跨运营商互访,如果拆开来,就是小型企业的内网环境,技术可以任意搭配 场景1:总部部署STPRSTPVRRPOSPF静态,基于防火墙的GRE VPNIPSEC VPN、NAT 场景2:总部部署STPMSTPVRRP负载OSPF静态,基于防火墙的GRE VPNIPSEC

    2024年02月07日
    浏览(44)
  • 记一次思科模拟器小型网络搭建练习

    可以实现不同网络之间主机的通信 (若使用交换机实现不同网络之间的主机通讯,则数据包是以广播方式发出,一是没有数据安全性,二是大量广播包会消耗主机资源) 网络互联:主要用于互联局域网和广域网,实现不同网络间互相通信。 数据处理:提供包括分组过滤、分组

    2024年02月09日
    浏览(52)
  • 实验四 利用cisco 模拟器配置小型局域网(LAN)

    安装思科模拟器PacketTracer。 在文件夹“思科模拟PT5.3”中,包含模拟器的安装程序和汉化程序。按照“安装及使用方法.txt”中的引导,完成模拟器的安装。 一般的机器上应该已经安装过模拟器的软件了。直接找到位置,打开就可以。 模拟器界面 模拟器在桌面上的图标:  

    2024年02月05日
    浏览(45)
  • 第二十一篇、基于Arduino uno,控制有源蜂鸣器和无源蜂鸣器发出声音——结果导向

    说明:有源蜂鸣器按照一定的频率报警,无源蜂鸣器则是一直报警,都采用非阻塞方式编写,如果是你想要的,可以接着往下看。 说明:有源蜂鸣器和无源蜂鸣器看上去一样,但是背面不一样,第一张图是有源蜂鸣器,第二张图是无源蜂鸣器。也有三个引脚的,其实都是一样

    2024年02月07日
    浏览(46)

觉得文章有用就打赏一下文章作者

支付宝扫一扫打赏

博客赞助

微信扫一扫打赏

请作者喝杯咖啡吧~博客赞助

支付宝扫一扫领取红包,优惠每天领

二维码1

领取红包

二维码2

领红包