以game2048.py脚本为例,实现打包生成可执行文件

本文介绍将python文件打包成exe可执行文件的方法。


关键库:

提示:pyinstaller安装,使用实践。

1、 安装pyinstaller
anaconda大环境下安装运行:conda install pyinstaller
没有conda就在命令行中运行:pip install pyinstaller

2、 打包python文件实例
将编写的2048游戏程序脚本保存在game2048.py中;
把它打包成exe需要在同一文件夹中打开命令行并输入:
pyinstaller -F ./game2048.py
回车后运行,如果一切顺利,文件夹中会多出一个后缀为spec的文件,以及两个名为dist和build的文件夹。
打开dist,可以找到game2048.exe,这就是生成的可执行文件。

3、pyinstaller的其他的选项,参数:
-i: 后接图标文件名,表示用自定义图标生成exe程序
-w: 生成的exe程序不带窗口执行
如果想只运行tkinter 页面,去掉dos窗口需要在打包的时候 加上 -w 参数

eg. pyinstaller -F calc.py -w

注意:

  1. pyinstaller需安装在脚本所依赖环境env里,或者打包时保证你的脚本运行和所依赖的env一致。比如,用命令行打包有默认python环境,而调试代码用的是另一个环境。
  2. 生成的exe文件可复制到电脑上的任何地方单独使用。

实践:

游戏脚本game2048.py
注意:游戏界面引入了curses库,Windows下使用该库的注意事项和安装

# !/usr/bin/env python
# -*- coding: utf-8 -*-
# @Time    : 2021/8/6 15:15
# @Author  : Haiyan T
# @Email   : 893190391@qq.com 
# @File    : game2048.py

# Begin to show your code!
import curses  # 绘制在下的用户界面和漂亮的图形
from random import randrange, choice
from collections import defaultdict

letter_codes = [ord(ch) for ch in 'WASDRQwasdrq']  # 上左下右,ord函数是把字符转换成对应的数字
actions = ['Up', 'Left', 'Down', 'Right', 'Restart', 'Exit']  # 上,左,下,右,重启,退出
actions_dict = dict(zip(letter_codes, actions * 2))  # 把字母与动作对应起来。 zip是把元组中的值对应起来。
# print(actions_dict)


def get_user_action(keyboard):
    char = "N"  # char的初始值为N
    while char not in actions_dict:
        char = keyboard.getch()
    return actions_dict[char]  # 阻塞+循环,直到获得用户有效输入才返回对应行为


# 行列转置
def transpose(field):
    return [list(row) for row in zip(*field)]  # zip函数里边加*号,是把行变列,列变行。


# 列表前后颠倒
def invert(field):
    return [row[::-1] for row in field]


# 创建棋盘
class GameField(object):
    def __init__(self, height=4, width=4, win=2048):
        self.height = height  # 高
        self.width = width  # 宽
        self.win_value = win  # 过关分数
        self.score = 0  # 当前分数
        self.highscore = 0  # 最高分
        self.reset()  # 重置棋盘

    def reset(self):  # 定义一个reset函数
        if self.score > self.highscore:  # 如果当前分数大于最高分,那么把当前分数赋值给最高分
            self.highscore = self.score
        self.score = 0  # 当前分数恢复到0分
        self.field = [[0 for i in range(self.width)] for j in range(self.height)]  # 横纵坐标恢复到(0,0)
        self.spawn()  # 调用spawn这个函数
        self.spawn()

    def move(self, direction):  # 定义move函数
        def move_row_left(row):  # 向左移
            def tighten(row):  # squeese non-zero elements together 把零散的非零单元挤到一块
                new_row = [i for i in row if i != 0]  # 如果i不等于零,把他们赋值到new_row这个元组中
                new_row += [0 for i in range(len(row) - len(new_row))]  # 其余位置用0补充
                return new_row  # 返回这个元组

            def merge(row):  # 定义merge函数,用来合并单元
                pair = False  # pair初始值为假
                new_row = []  # new_row初始值为空
                for i in range(len(row)):  # 让i在格子里循环
                    if pair:  # 如果pair为真
                        new_row.append(2 * row[i])  # 那么把把row【i】的值乘以2,追加到new_row后边
                        self.score += 2 * row[i]  # 并且得分为row【i】的值乘以2
                        pair = False  # pair重新赋值为假
                    else:  # 如果pair为真
                        if i + 1 < len(row) and row[i] == row[i + 1]:  # 如果i+1还没到边界,并且此时的row【i】=row【i+1】
                            pair = True  # 那么pair为真
                            new_row.append(0)  # new_row后追加零
                        else:
                            new_row.append(row[i])  # 否则追加row【i】
                assert len(new_row) == len(row)  # 提醒两者长度一致
                return new_row
            return tighten(merge(tighten(row)))  # 反复合并,知道不能合并为止

        moves = {}
        moves['Left'] = lambda field:                              \
                [move_row_left(row) for row in field]  # 做移动
        moves['Right'] = lambda field:                              \
                invert(moves['Left'](invert(field)))  # invert是逆转
        moves['Up']    = lambda field:                              \
                transpose(moves['Left'](transpose(field)))  # transpose是转置
        moves['Down']  = lambda field:                              \
                transpose(moves['Right'](transpose(field)))

        if direction in moves:
            if self.move_is_possible(direction):  # 如果移动方向在四个方向上,
                self.field = moves[direction](self.field)  # 那么调用moves函数
                self.spawn()  # 产生随机数
                return True
            else:
                return False

    def is_win(self):
        return any(any(i >= self.win_value for i in row) for row in self.field)

    def is_gameover(self):
        return not any(self.move_is_possible(move) for move in actions)

    def draw(self, screen):
        help_string1 = '(W)Up (S)Down (A)Left (D)Right'
        help_string2 = '     (R)Restart (Q)Exit'
        gameover_string = '           GAME OVER'
        win_string = '          YOU WIN!'
        def cast(string):
            screen.addstr(string + '\n')

        def draw_hor_separator():
            line = '+' + ('+------' * self.width + '+')[1:]
            separator = defaultdict(lambda: line)
            if not hasattr(draw_hor_separator, "counter"):
                draw_hor_separator.counter = 0
            cast(separator[draw_hor_separator.counter])
            draw_hor_separator.counter += 1

        def draw_row(row):
            cast(''.join('|{: ^5} '.format(num) if num > 0 else '|      ' for num in row) + '|')

        screen.clear()
        cast('SCORE: ' + str(self.score))
        if 0 != self.highscore:
            cast('HGHSCORE: ' + str(self.highscore))
        for row in self.field:
            draw_hor_separator()
            draw_row(row)
        draw_hor_separator()
        if self.is_win():
            cast(win_string)
        else:
            if self.is_gameover():
                cast(gameover_string)
            else:
                cast(help_string1)
        cast(help_string2)

    def spawn(self):
        new_element = 4 if randrange(100) > 89 else 2
        (i, j) = choice([(i, j) for i in range(self.width) for j in range(self.height) if self.field[i][j] == 0])
        self.field[i][j] = new_element

    def move_is_possible(self, direction):
        def row_is_left_movable(row):
            def change(i): # true if there'll be change in i-th tile
                if row[i] == 0 and row[i + 1] != 0:  # Move
                    return True
                if row[i] != 0 and row[i + 1] == row[i]:  # Merge
                    return True
                return False
            return any(change(i) for i in range(len(row) - 1))

        check = {}
        check['Left']  = lambda field:                              \
                any(row_is_left_movable(row) for row in field)

        check['Right'] = lambda field:                              \
                 check['Left'](invert(field))

        check['Up']    = lambda field:                              \
                check['Left'](transpose(field))

        check['Down']  = lambda field:                              \
                check['Right'](transpose(field))

        if direction in check:
            return check[direction](self.field)
        else:
            return False


def main(stdscr):
    def init():
        # 重置游戏棋盘
        game_field.reset()
        return 'Game'

    def not_game(state):
        # 画出 GameOver 或者 Win 的界面
        game_field.draw(stdscr)
        # 读取用户输入得到action,判断是重启游戏还是结束游戏
        action = get_user_action(stdscr)
        responses = defaultdict(lambda: state)  # 默认是当前状态,没有行为就会一直在当前界面循环
        responses['Restart'], responses['Exit'] = 'Init', 'Exit'  # 对应不同的行为转换到不同的状态
        return responses[action]

    def game():
        # 画出当前棋盘状态
        game_field.draw(stdscr)
        # 读取用户输入得到action
        action = get_user_action(stdscr)

        if action == 'Restart':
            return 'Init'
        if action == 'Exit':
            return 'Exit'
        if game_field.move(action):  # move successful
            if game_field.is_win():
                return 'Win'
            if game_field.is_gameover():
                return 'Gameover'
        return 'Game'

    state_actions = {
            'Init': init,
            'Win': lambda: not_game('Win'),
            'Gameover': lambda: not_game('Gameover'),
            'Game': game
        }

    curses.use_default_colors()
    game_field = GameField(win=2048)

    state = 'Init'

    # 状态机开始循环
    while state != 'Exit':
        state = state_actions[state]()


curses.wrapper(main)

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223

anaconda prompt下运行打包:
(DeepLearningSlideCaptcha) C:\Users\Administrator>pyinstaller -F E:\structure_learning\0304t\2048\game2048.py

  1. (DeepLearningSlideCaptcha) 环境,可使用activate切换。
  2. pyinstaller -F E:\structure_learning\0304t\2048\game2048.py 命令。
  3. 结果
......
7280 INFO: checking EXE
7281 INFO: Building EXE because EXE-00.toc is non existent
7281 INFO: Building EXE from EXE-00.toc
7281 INFO: Appending archive to EXE C:\Users\Administrator\dist\game2048.exe
7286 INFO: Building EXE from EXE-00.toc completed successfully.
123456

测试:

  1. 直接打包

生成的exe程序如下:

双击运行

\2. 带图标打包
pyinstaller -F -i 图标地址 脚本地址
回车,打包完成

pyinstaller -F -i E:\TanhaiyanLearn\structure_learning\0304t\2048\2048.ico  E:\TanhaiyanLearn\structure_learning\0304t\2048\game2048.pyE:\TanhaiyanLearn\structure_learning\0304t\2048\2048.ico  E:\TanhaiyanLearn\structure_learning\0304t\2048\game2048.py
1


来源:irrationality

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