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大家好,给大家分享一下python代码可以编写的小游戏有哪些,很多人还不知道这一点。下面详细解释一下。现在让我们来看看!
大家好,我是辣条。
今天给大家带来30个py小游戏,一定要收藏!
目录
【有手就行系列不介绍玩法了+附源码】
源码分享:
- import os
- import cfg
- import sys
- import pygame
- import random
- from modules import *
-
-
- '''游戏初始化'''
- def initGame():
- # 初始化pygame, 设置展示窗口
- pygame.init()
- screen = pygame.display.set_mode(cfg.SCREENSIZE)
- pygame.display.set_caption('catch coins —— 九歌')
- # 加载必要的游戏素材
- game_images = {}
- for key, value in cfg.IMAGE_PATHS.items():
- if isinstance(value, list):
- images = []
- for item in value: images.append(pygame.image.load(item))
- game_images[key] = images
- else:
- game_images[key] = pygame.image.load(value)
- game_sounds = {}
- for key, value in cfg.AUDIO_PATHS.items():
- if key == 'bgm': continue
- game_sounds[key] = pygame.mixer.Sound(value)
- # 返回初始化数据
- return screen, game_images, game_sounds
-
-
- '''主函数'''
- def main():
- # 初始化
- screen, game_images, game_sounds = initGame()
- # 播放背景音乐
- pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm'])
- pygame.mixer.music.play(-1, 0.0)
- # 字体加载
- font = pygame.font.Font(cfg.FONT_PATH, 40)
- # 定义hero
- hero = Hero(game_images['hero'], position=(375, 520))
- # 定义食物组
- food_sprites_group = pygame.sprite.Group()
- generate_food_freq = random.randint(10, 20)
- generate_food_count = 0
- # 当前分数/历史最高分
- score = 0
- highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())
- # 游戏主循环
- clock = pygame.time.Clock()
- while True:
- # --填充背景
- screen.fill(0)
- screen.blit(game_images['background'], (0, 0))
- # --倒计时信息
- countdown_text = 'Count down: ' + str((90000 - pygame.time.get_ticks()) // 60000) + ":" + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2)
- countdown_text = font.render(countdown_text, True, (0, 0, 0))
- countdown_rect = countdown_text.get_rect()
- countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5]
- screen.blit(countdown_text, countdown_rect)
- # --按键检测
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit()
- key_pressed = pygame.key.get_pressed()
- if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:
- hero.move(cfg.SCREENSIZE, 'left')
- if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:
- hero.move(cfg.SCREENSIZE, 'right')
- # --随机生成食物
- generate_food_count += 1
- if generate_food_count > generate_food_freq:
- generate_food_freq = random.randint(10, 20)
- generate_food_count = 0
- food = Food(game_images, random.choice(['gold',] * 10 + ['apple']), cfg.SCREENSIZE)
- food_sprites_group.add(food)
- # --更新食物
- for food in food_sprites_group:
- if food.update(): food_sprites_group.remove(food)
- # --碰撞检测
- for food in food_sprites_group:
- if pygame.sprite.collide_mask(food, hero):
- game_sounds['get'].play()
- food_sprites_group.remove(food)
- score += food.score
- if score > highest_score: highest_score = score
- # --画hero
- hero.draw(screen)
- # --画食物
- food_sprites_group.draw(screen)
- # --显示得分
- score_text = f'Score: {score}, Highest: {highest_score}'
- score_text = font.render(score_text, True, (0, 0, 0))
- score_rect = score_text.get_rect()
- score_rect.topleft = [5, 5]
- screen.blit(score_text, score_rect)
- # --判断游戏是否结束
- if pygame.time.get_ticks() >= 90000:
- break
- # --更新屏幕
- pygame.display.flip()
- clock.tick(cfg.FPS)
- # 游戏结束, 记录最高分并显示游戏结束画面
- fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, 'w')
- fp.write(str(highest_score))
- fp.close()
- return showEndGameInterface(screen, cfg, score, highest_score)
-
-
- '''run'''
- if __name__ == '__main__':
- while main():
- pass
源码分享:
-
- import sys
- import cfg
- import pygame
- from modules import *
-
-
- '''定义按钮'''
- def Button(screen, position, text, button_size=(200, 50)):
- left, top = position
- bwidth, bheight = button_size
- pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)
- pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)
- pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)
- pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)
- pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))
- font = pygame.font.Font(cfg.FONTPATH, 30)
- text_render = font.render(text, 1, (255, 235, 205))
- return screen.blit(text_render, (left+50, top+10))
-
-
- '''
- Function:
- 开始界面
- Input:
- --screen: 游戏界面
- Return:
- --game_mode: 1(单人模式)/2(双人模式)
- '''
- def startInterface(screen):
- clock = pygame.time.Clock()
- while True:
- screen.fill((41, 36, 33))
- button_1 = Button(screen, (150, 175), '1 Player')
- button_2 = Button(screen, (150, 275), '2 Player')
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit()
- if event.type == pygame.MOUSEBUTTONDOWN:
- if button_1.collidepoint(pygame.mouse.get_pos()):
- return 1
- elif button_2.collidepoint(pygame.mouse.get_pos()):
- return 2
- clock.tick(10)
- pygame.display.update()
-
-
- '''结束界面'''
- def endInterface(screen, score_left, score_right):
- clock = pygame.time.Clock()
- font1 = pygame.font.Font(cfg.FONTPATH, 30)
- font2 = pygame.font.Font(cfg.FONTPATH, 20)
- msg = 'Player on left won!' if score_left > score_right else 'Player on right won!'
- texts = [font1.render(msg, True, cfg.WHITE),
- font2.render('Press ESCAPE to quit.', True, cfg.WHITE),
- font2.render('Press ENTER to continue or play again.', True, cfg.WHITE)]
- positions = [[120, 200], [155, 270], [80, 300]]
- while True:
- screen.fill((41, 36, 33))
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit()
- if event.type == pygame.KEYDOWN:
- if event.key == pygame.K_RETURN:
- return
- elif event.key == pygame.K_ESCAPE:
- sys.exit()
- pygame.quit()
- for text, pos in zip(texts, positions):
- screen.blit(text, pos)
- clock.tick(10)
- pygame.display.update()
-
-
- '''运行游戏Demo'''
- def runDemo(screen):
- # 加载游戏素材
- hit_sound = pygame.mixer.Sound(cfg.HITSOUNDPATH)
- goal_sound = pygame.mixer.Sound(cfg.GOALSOUNDPATH)
- pygame.mixer.music.load(cfg.BGMPATH)
- pygame.mixer.music.play(-1, 0.0)
- font = pygame.font.Font(cfg.FONTPATH, 50)
- # 开始界面
- game_mode = startInterface(screen)
- # 游戏主循环
- # --左边球拍(ws控制, 仅双人模式时可控制)
- score_left = 0
- racket_left = Racket(cfg.RACKETPICPATH, 'LEFT', cfg)
- # --右边球拍(↑↓控制)
- score_right = 0
- racket_right = Racket(cfg.RACKETPICPATH, 'RIGHT', cfg)
- # --球
- ball = Ball(cfg.BALLPICPATH, cfg)
- clock = pygame.time.Clock()
- while True:
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit(-1)
- screen.fill((41, 36, 33))
- # 玩家操作
- pressed_keys = pygame.key.get_pressed()
- if pressed_keys[pygame.K_UP]:
- racket_right.move('UP')
- elif pressed_keys[pygame.K_DOWN]:
- racket_right.move('DOWN')
- if game_mode == 2:
- if pressed_keys[pygame.K_w]:
- racket_left.move('UP')
- elif pressed_keys[pygame.K_s]:
- racket_left.move('DOWN')
- else:
- racket_left.automove(ball)
- # 球运动
- scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)
- score_left += scores[0]
- score_right += scores[1]
- # 显示
- # --分隔线
- pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))
- # --球
- ball.draw(screen)
- # --拍
- racket_left.draw(screen)
- racket_right.draw(screen)
- # --得分
- screen.blit(font.render(str(score_left), False, cfg.WHITE), (150, 10))
- screen.blit(font.render(str(score_right), False, cfg.WHITE), (300, 10))
- if score_left == 11 or score_right == 11:
- return score_left, score_right
- clock.tick(100)
- pygame.display.update()
-
-
- '''主函数'''
- def main():
- # 初始化
- pygame.init()
- pygame.mixer.init()
- screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT))
- pygame.display.set_caption('pingpong —— 九歌')
- # 开始游戏
- while True:
- score_left, score_right = runDemo(screen)
- endInterface(screen, score_left, score_right)
-
-
- '''run'''
- if __name__ == '__main__':
- main()
源码分享:
-
- import sys
- import cfg
- import pygame
- import random
-
-
- '''滑雪者类'''
- class SkierClass(pygame.sprite.Sprite):
- def __init__(self):
- pygame.sprite.Sprite.__init__(self)
- # 滑雪者的朝向(-2到2)
- self.direction = 0
- self.imagepaths = cfg.SKIER_IMAGE_PATHS[:-1]
- self.image = pygame.image.load(self.imagepaths[self.direction])
- self.rect = self.image.get_rect()
- self.rect.center = [320, 100]
- self.speed = [self.direction, 6-abs(self.direction)*2]
- '''改变滑雪者的朝向. 负数为向左,正数为向右,0为向前'''
- def turn(self, num):
- self.direction += num
- self.direction = max(-2, self.direction)
- self.direction = min(2, self.direction)
- center = self.rect.center
- self.image = pygame.image.load(self.imagepaths[self.direction])
- self.rect = self.image.get_rect()
- self.rect.center = center
- self.speed = [self.direction, 6-abs(self.direction)*2]
- return self.speed
- '''移动滑雪者'''
- def move(self):
- self.rect.centerx += self.speed[0]
- self.rect.centerx = max(20, self.rect.centerx)
- self.rect.centerx = min(620, self.rect.centerx)
- '''设置为摔倒状态'''
- def setFall(self):
- self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])
- '''设置为站立状态'''
- def setForward(self):
- self.direction = 0
- self.image = pygame.image.load(self.imagepaths[self.direction])
-
-
- '''
- Function:
- 障碍物类
- Input:
- img_path: 障碍物图片路径
- location: 障碍物位置
- attribute: 障碍物类别属性
- '''
- class ObstacleClass(pygame.sprite.Sprite):
- def __init__(self, img_path, location, attribute):
- pygame.sprite.Sprite.__init__(self)
- self.img_path = img_path
- self.image = pygame.image.load(self.img_path)
- self.location = location
- self.rect = self.image.get_rect()
- self.rect.center = self.location
- self.attribute = attribute
- self.passed = False
- '''移动'''
- def move(self, num):
- self.rect.centery = self.location[1] - num
-
-
- '''创建障碍物'''
- def createObstacles(s, e, num=10):
- obstacles = pygame.sprite.Group()
- locations = []
- for i in range(num):
- row = random.randint(s, e)
- col = random.randint(0, 9)
- location = [col*64+20, row*64+20]
- if location not in locations:
- locations.append(location)
- attribute = random.choice(list(cfg.OBSTACLE_PATHS.keys()))
- img_path = cfg.OBSTACLE_PATHS[attribute]
- obstacle = ObstacleClass(img_path, location, attribute)
- obstacles.add(obstacle)
- return obstacles
-
-
- '''合并障碍物'''
- def AddObstacles(obstacles0, obstacles1):
- obstacles = pygame.sprite.Group()
- for obstacle in obstacles0:
- obstacles.add(obstacle)
- for obstacle in obstacles1:
- obstacles.add(obstacle)
- return obstacles
-
-
- '''显示游戏开始界面'''
- def ShowStartInterface(screen, screensize):
- screen.fill((255, 255, 255))
- tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5)
- cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20)
- title = tfont.render(u'滑雪游戏', True, (255, 0, 0))
- content = cfont.render(u'按任意键开始游戏', True, (0, 0, 255))
- trect = title.get_rect()
- trect.midtop = (screensize[0]/2, screensize[1]/5)
- crect = content.get_rect()
- crect.midtop = (screensize[0]/2, screensize[1]/2)
- screen.blit(title, trect)
- screen.blit(content, crect)
- while True:
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit()
- elif event.type == pygame.KEYDOWN:
- return
- pygame.display.update()
-
-
- '''显示分数'''
- def showScore(screen, score, pos=(10, 10)):
- font = pygame.font.Font(cfg.FONTPATH, 30)
- score_text = font.render("Score: %s" % score, True, (0, 0, 0))
- screen.blit(score_text, pos)
-
-
- '''更新当前帧的游戏画面'''
- def updateFrame(screen, obstacles, skier, score):
- screen.fill((255, 255, 255))
- obstacles.draw(screen)
- screen.blit(skier.image, skier.rect)
- showScore(screen, score)
- pygame.display.update()
-
-
- '''主程序'''
- def main():
- # 游戏初始化
- pygame.init()
- pygame.mixer.init()
- pygame.mixer.music.load(cfg.BGMPATH)
- pygame.mixer.music.set_volume(0.4)
- pygame.mixer.music.play(-1)
- # 设置屏幕
- screen = pygame.display.set_mode(cfg.SCREENSIZE)
- pygame.display.set_caption('滑雪游戏 —— 九歌')
- # 游戏开始界面
- ShowStartInterface(screen, cfg.SCREENSIZE)
- # 实例化游戏精灵
- # --滑雪者
- skier = SkierClass()
- # --创建障碍物
- obstacles0 = createObstacles(20, 29)
- obstacles1 = createObstacles(10, 19)
- obstaclesflag = 0
- obstacles = AddObstacles(obstacles0, obstacles1)
- # 游戏clock
- clock = pygame.time.Clock()
- # 记录滑雪的距离
- distance = 0
- # 记录当前的分数
- score = 0
- # 记录当前的速度
- speed = [0, 6]
- # 游戏主循环
- while True:
- # --事件捕获
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit()
- if event.type == pygame.KEYDOWN:
- if event.key == pygame.K_LEFT or event.key == pygame.K_a:
- speed = skier.turn(-1)
- elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:
- speed = skier.turn(1)
- # --更新当前游戏帧的数据
- skier.move()
- distance += speed[1]
- if distance >= 640 and obstaclesflag == 0:
- obstaclesflag = 1
- obstacles0 = createObstacles(20, 29)
- obstacles = AddObstacles(obstacles0, obstacles1)
- if distance >= 1280 and obstaclesflag == 1:
- obstaclesflag = 0
- distance -= 1280
- for obstacle in obstacles0:
- obstacle.location[1] = obstacle.location[1] - 1280
- obstacles1 = createObstacles(10, 19)
- obstacles = AddObstacles(obstacles0, obstacles1)
- for obstacle in obstacles:
- obstacle.move(distance)
- # --碰撞检测
- hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False)
- if hitted_obstacles:
- if hitted_obstacles[0].attribute == "tree" and not hitted_obstacles[0].passed:
- score -= 50
- skier.setFall()
- updateFrame(screen, obstacles, skier, score)
- pygame.time.delay(1000)
- skier.setForward()
- speed = [0, 6]
- hitted_obstacles[0].passed = True
- elif hitted_obstacles[0].attribute == "flag" and not hitted_obstacles[0].passed:
- score += 10
- obstacles.remove(hitted_obstacles[0])
- # --更新屏幕
- updateFrame(screen, obstacles, skier, score)
- clock.tick(cfg.FPS)
-
-
- '''run'''
- if __name__ == '__main__':
- main();
源码分享:
-
- import sys
- import cfg
- import pygame
- from modules import *
-
-
- '''游戏界面'''
- def GamingInterface(num_player, screen):
- # 初始化
- pygame.mixer.music.load(cfg.SOUNDPATHS['Cool Space Music'])
- pygame.mixer.music.set_volume(0.4)
- pygame.mixer.music.play(-1)
- explosion_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['boom'])
- fire_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['shot'])
- font = pygame.font.Font(cfg.FONTPATH, 20)
- # 游戏背景图
- bg_imgs = [cfg.IMAGEPATHS['bg_big'], cfg.IMAGEPATHS['seamless_space'], cfg.IMAGEPATHS['space3']]
- bg_move_dis = 0
- bg_1 = pygame.image.load(bg_imgs[0]).convert()
- bg_2 = pygame.image.load(bg_imgs[1]).convert()
- bg_3 = pygame.image.load(bg_imgs[2]).convert()
- # 玩家, 子弹和小行星精灵组
- player_group = pygame.sprite.Group()
- bullet_group = pygame.sprite.Group()
- asteroid_group = pygame.sprite.Group()
- # 产生小行星的时间间隔
- asteroid_ticks = 90
- for i in range(num_player):
- player_group.add(Ship(i+1, cfg))
- clock = pygame.time.Clock()
- # 分数
- score_1, score_2 = 0, 0
- # 游戏主循环
- while True:
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit()
- # --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击
- pressed_keys = pygame.key.get_pressed()
- for idx, player in enumerate(player_group):
- direction = None
- if idx == 0:
- if pressed_keys[pygame.K_UP]:
- direction = 'up'
- elif pressed_keys[pygame.K_DOWN]:
- direction = 'down'
- elif pressed_keys[pygame.K_LEFT]:
- direction = 'left'
- elif pressed_keys[pygame.K_RIGHT]:
- direction = 'right'
- if direction:
- player.move(direction)
- if pressed_keys[pygame.K_j]:
- if player.cooling_time == 0:
- fire_sound.play()
- bullet_group.add(player.shot())
- player.cooling_time = 20
- elif idx == 1:
- if pressed_keys[pygame.K_w]:
- direction = 'up'
- elif pressed_keys[pygame.K_s]:
- direction = 'down'
- elif pressed_keys[pygame.K_a]:
- direction = 'left'
- elif pressed_keys[pygame.K_d]:
- direction = 'right'
- if direction:
- player.move(direction)
- if pressed_keys[pygame.K_SPACE]:
- if player.cooling_time == 0:
- fire_sound.play()
- bullet_group.add(player.shot())
- player.cooling_time = 20
- if player.cooling_time > 0:
- player.cooling_time -= 1
- if (score_1 + score_2) < 500:
- background = bg_1
- elif (score_1 + score_2) < 1500:
- background = bg_2
- else:
- background = bg_3
- # --向下移动背景图实现飞船向上移动的效果
- screen.blit(background, (0, -background.get_rect().height + bg_move_dis))
- screen.blit(background, (0, bg_move_dis))
- bg_move_dis = (bg_move_dis + 2) % background.get_rect().height
- # --生成小行星
- if asteroid_ticks == 0:
- asteroid_ticks = 90
- asteroid_group.add(Asteroid(cfg))
- else:
- asteroid_ticks -= 1
- # --画飞船
- for player in player_group:
- if pygame.sprite.spritecollide(player, asteroid_group, True, None):
- player.explode_step = 1
- explosion_sound.play()
- elif player.explode_step > 0:
- if player.explode_step > 3:
- player_group.remove(player)
- if len(player_group) == 0:
- return
- else:
- player.explode(screen)
- else:
- player.draw(screen)
- # --画子弹
- for bullet in bullet_group:
- bullet.move()
- if pygame.sprite.spritecollide(bullet, asteroid_group, True, None):
- bullet_group.remove(bullet)
- if bullet.player_idx == 1:
- score_1 += 1
- else:
- score_2 += 1
- else:
- bullet.draw(screen)
- # --画小行星
- for asteroid in asteroid_group:
- asteroid.move()
- asteroid.rotate()
- asteroid.draw(screen)
- # --显示分数
- score_1_text = '玩家一得分: %s' % score_1
- score_2_text = '玩家二得分: %s' % score_2
- text_1 = font.render(score_1_text, True, (0, 0, 255))
- text_2 = font.render(score_2_text, True, (255, 0, 0))
- screen.blit(text_1, (2, 5))
- screen.blit(text_2, (2, 35))
- # --屏幕刷新
- pygame.display.update()
- clock.tick(60)
-
-
- '''主函数'''
- def main():
- pygame.init()
- pygame.font.init()
- pygame.mixer.init()
- screen = pygame.display.set_mode(cfg.SCREENSIZE)
- pygame.display.set_caption('飞机大战 —— 九歌')
- num_player = StartInterface(screen, cfg)
- if num_player == 1:
- while True:
- GamingInterface(num_player=1, screen=screen)
- EndInterface(screen, cfg)
- else:
- while True:
- GamingInterface(num_player=2, screen=screen)
- EndInterface(screen, cfg)
-
-
- '''run'''
- if __name__ == '__main__':
- main()
源码分享:
-
- import cfg
- import sys
- import pygame
- import random
- from modules import *
-
-
- '''游戏初始化'''
- def initGame():
- pygame.init()
- pygame.mixer.init()
- screen = pygame.display.set_mode(cfg.SCREENSIZE)
- pygame.display.set_caption('打地鼠 —— 九歌')
- return screen
-
-
- '''主函数'''
- def main():
- # 初始化
- screen = initGame()
- # 加载背景音乐和其他音效
- pygame.mixer.music.load(cfg.BGM_PATH)
- pygame.mixer.music.play(-1)
- audios = {
- 'count_down': pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH),
- 'hammering': pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH)
- }
- # 加载字体
- font = pygame.font.Font(cfg.FONT_PATH, 40)
- # 加载背景图片
- bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)
- # 开始界面
- startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)
- # 地鼠改变位置的计时
- hole_pos = random.choice(cfg.HOLE_POSITIONS)
- change_hole_event = pygame.USEREVENT
- pygame.time.set_timer(change_hole_event, 800)
- # 地鼠
- mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)
- # 锤子
- hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))
- # 时钟
- clock = pygame.time.Clock()
- # 分数
- your_score = 0
- flag = False
- # 初始时间
- init_time = pygame.time.get_ticks()
- # 游戏主循环
- while True:
- # --游戏时间为60s
- time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.)
- # --游戏时间减少, 地鼠变位置速度变快
- if time_remain == 40 and not flag:
- hole_pos = random.choice(cfg.HOLE_POSITIONS)
- mole.reset()
- mole.setPosition(hole_pos)
- pygame.time.set_timer(change_hole_event, 650)
- flag = True
- elif time_remain == 20 and flag:
- hole_pos = random.choice(cfg.HOLE_POSITIONS)
- mole.reset()
- mole.setPosition(hole_pos)
- pygame.time.set_timer(change_hole_event, 500)
- flag = False
- # --倒计时音效
- if time_remain == 10:
- audios['count_down'].play()
- # --游戏结束
- if time_remain < 0: break
- count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)
- # --按键检测
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit()
- elif event.type == pygame.MOUSEMOTION:
- hammer.setPosition(pygame.mouse.get_pos())
- elif event.type == pygame.MOUSEBUTTONDOWN:
- if event.button == 1:
- hammer.setHammering()
- elif event.type == change_hole_event:
- hole_pos = random.choice(cfg.HOLE_POSITIONS)
- mole.reset()
- mole.setPosition(hole_pos)
- # --碰撞检测
- if hammer.is_hammering and not mole.is_hammer:
- is_hammer = pygame.sprite.collide_mask(hammer, mole)
- if is_hammer:
- audios['hammering'].play()
- mole.setBeHammered()
- your_score += 10
- # --分数
- your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN)
- # --绑定必要的游戏元素到屏幕(注意顺序)
- screen.blit(bg_img, (0, 0))
- screen.blit(count_down_text, (875, 8))
- screen.blit(your_score_text, (800, 430))
- mole.draw(screen)
- hammer.draw(screen)
- # --更新
- pygame.display.flip()
- clock.tick(60)
- # 读取最佳分数(try块避免第一次游戏无.rec文件)
- try:
- best_score = int(open(cfg.RECORD_PATH).read())
- except:
- best_score = 0
- # 若当前分数大于最佳分数则更新最佳分数
- if your_score > best_score:
- f = open(cfg.RECORD_PATH, 'w')
- f.write(str(your_score))
- f.close()
- # 结束界面
- score_info = {'your_score': your_score, 'best_score': best_score}
- is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE)
- return is_restart
-
-
- '''run'''
- if __name__ == '__main__':
- while True:
- is_restart = main()
- if not is_restart:
- break
【简单介绍一下玩法+附源码】
玩法:上下控制起跳躲避
源码分享:
-
- import cfg
- import sys
- import random
- import pygame
- from modules import *
-
-
- '''main'''
- def main(highest_score):
- # 游戏初始化
- pygame.init()
- screen = pygame.display.set_mode(cfg.SCREENSIZE)
- pygame.display.set_caption('九歌')
- # 导入所有声音文件
- sounds = {}
- for key, value in cfg.AUDIO_PATHS.items():
- sounds[key] = pygame.mixer.Sound(value)
- # 游戏开始界面
- GameStartInterface(screen, sounds, cfg)
- # 定义一些游戏中必要的元素和变量
- score = 0
- score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(534, 15), bg_color=cfg.BACKGROUND_COLOR)
- highest_score = highest_score
- highest_score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(435, 15), bg_color=cfg.BACKGROUND_COLOR, is_highest=True)
- dino = Dinosaur(cfg.IMAGE_PATHS['dino'])
- ground = Ground(cfg.IMAGE_PATHS['ground'], position=(0, cfg.SCREENSIZE[1]))
- cloud_sprites_group = pygame.sprite.Group()
- cactus_sprites_group = pygame.sprite.Group()
- ptera_sprites_group = pygame.sprite.Group()
- add_obstacle_timer = 0
- score_timer = 0
- # 游戏主循环
- clock = pygame.time.Clock()
- while True:
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit()
- elif event.type == pygame.KEYDOWN:
- if event.key == pygame.K_SPACE or event.key == pygame.K_UP:
- dino.jump(sounds)
- elif event.key == pygame.K_DOWN:
- dino.duck()
- elif event.type == pygame.KEYUP and event.key == pygame.K_DOWN:
- dino.unduck()
- screen.fill(cfg.BACKGROUND_COLOR)
- # --随机添加云
- if len(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10:
- cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS['cloud'], position=(cfg.SCREENSIZE[0], random.randrange(30, 75))))
- # --随机添加仙人掌/飞龙
- add_obstacle_timer += 1
- if add_obstacle_timer > random.randrange(50, 150):
- add_obstacle_timer = 0
- random_value = random.randrange(0, 10)
- if random_value >= 5 and random_value <= 7:
- cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS['cacti']))
- else:
- position_ys = [cfg.SCREENSIZE[1]*0.82, cfg.SCREENSIZE[1]*0.75, cfg.SCREENSIZE[1]*0.60, cfg.SCREENSIZE[1]*0.20]
- ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS['ptera'], position=(600, random.choice(position_ys))))
- # --更新游戏元素
- dino.update()
- ground.update()
- cloud_sprites_group.update()
- cactus_sprites_group.update()
- ptera_sprites_group.update()
- score_timer += 1
- if score_timer > (cfg.FPS//12):
- score_timer = 0
- score += 1
- score = min(score, 99999)
- if score > highest_score:
- highest_score = score
- if score % 100 == 0:
- sounds['point'].play()
- if score % 1000 == 0:
- ground.speed -= 1
- for item in cloud_sprites_group:
- item.speed -= 1
- for item in cactus_sprites_group:
- item.speed -= 1
- for item in ptera_sprites_group:
- item.speed -= 1
- # --碰撞检测
- for item in cactus_sprites_group:
- if pygame.sprite.collide_mask(dino, item):
- dino.die(sounds)
- for item in ptera_sprites_group:
- if pygame.sprite.collide_mask(dino, item):
- dino.die(sounds)
- # --将游戏元素画到屏幕上
- dino.draw(screen)
- ground.draw(screen)
- cloud_sprites_group.draw(screen)
- cactus_sprites_group.draw(screen)
- ptera_sprites_group.draw(screen)
- score_board.set(score)
- highest_score_board.set(highest_score)
- score_board.draw(screen)
- highest_score_board.draw(screen)
- # --更新屏幕
- pygame.display.update()
- clock.tick(cfg.FPS)
- # --游戏是否结束
- if dino.is_dead:
- break
- # 游戏结束界面
- return GameEndInterface(screen, cfg), highest_score
-
-
- '''run'''
- if __name__ == '__main__':
- highest_score = 0
- while True:
- flag, highest_score = main(highest_score)
- if not flag: break
玩法:三个相连就能消除
源码分享:
-
- import os
- import sys
- import cfg
- import pygame
- from modules import *
-
-
- '''游戏主程序'''
- def main():
- pygame.init()
- screen = pygame.display.set_mode(cfg.SCREENSIZE)
- pygame.display.set_caption('Gemgem —— 九歌')
- # 加载背景音乐
- pygame.mixer.init()
- pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, "resources/audios/bg.mp3"))
- pygame.mixer.music.set_volume(0.6)
- pygame.mixer.music.play(-1)
- # 加载音效
- sounds = {}
- sounds['mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/badswap.wav'))
- sounds['match'] = []
- for i in range(6):
- sounds['match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/match%s.wav' % i)))
- # 加载字体
- font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25)
- # 图片加载
- gem_imgs = []
- for i in range(1, 8):
- gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i))
- # 主循环
- game = gemGame(screen, sounds, font, gem_imgs, cfg)
- while True:
- score = game.start()
- flag = False
- # 一轮游戏结束后玩家选择重玩或者退出
- while True:
- for event in pygame.event.get():
- if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE):
- pygame.quit()
- sys.exit()
- elif event.type == pygame.KEYUP and event.key == pygame.K_r:
- flag = True
- if flag:
- break
- screen.fill((135, 206, 235))
- text0 = 'Final score: %s' % score
- text1 = 'Press <R> to restart the game.'
- text2 = 'Press <Esc> to quit the game.'
- y = 150
- for idx, text in enumerate([text0, text1, text2]):
- text_render = font.render(text, 1, (85, 65, 0))
- rect = text_render.get_rect()
- if idx == 0:
- rect.left, rect.top = (212, y)
- elif idx == 1:
- rect.left, rect.top = (122.5, y)
- else:
- rect.left, rect.top = (126.5, y)
- y += 100
- screen.blit(text_render, rect)
- pygame.display.update()
- game.reset()
-
-
- '''run'''
- if __name__ == '__main__':
- main()
玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的python爱心代码英文。
源码分享:
-
- import os
- import sys
- import random
- from modules import *
- from PyQt5.QtGui import *
- from PyQt5.QtCore import *
- from PyQt5.QtWidgets import *
-
-
- '''定义俄罗斯方块游戏类'''
- class TetrisGame(QMainWindow):
- def __init__(self, parent=None):
- super(TetrisGame, self).__init__(parent)
- # 是否暂停ing
- self.is_paused = False
- # 是否开始ing
- self.is_started = False
- self.initUI()
- '''界面初始化'''
- def initUI(self):
- # icon
- self.setWindowIcon(QIcon(os.path.join(os.getcwd(), 'resources/icon.jpg')))
- # 块大小
- self.grid_size = 22
- # 游戏帧率
- self.fps = 200
- self.timer = QBasicTimer()
- # 焦点
- self.setFocusPolicy(Qt.StrongFocus)
- # 水平布局
- layout_horizontal = QHBoxLayout()
- self.inner_board = InnerBoard()
- self.external_board = ExternalBoard(self, self.grid_size, self.inner_board)
- layout_horizontal.addWidget(self.external_board)
- self.side_panel = SidePanel(self, self.grid_size, self.inner_board)
- layout_horizontal.addWidget(self.side_panel)
- self.status_bar = self.statusBar()
- self.external_board.score_signal[str].connect(self.status_bar.showMessage)
- self.start()
- self.center()
- self.setWindowTitle('Tetris —— 九歌')
- self.show()
- self.setFixedSize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height())
- '''游戏界面移动到屏幕中间'''
- def center(self):
- screen = QDesktopWidget().screenGeometry()
- size = self.geometry()
- self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)
- '''更新界面'''
- def updateWindow(self):
- self.external_board.updateData()
- self.side_panel.updateData()
- self.update()
- '''开始'''
- def start(self):
- if self.is_started:
- return
- self.is_started = True
- self.inner_board.createNewTetris()
- self.timer.start(self.fps, self)
- '''暂停/不暂停'''
- def pause(self):
- if not self.is_started:
- return
- self.is_paused = not self.is_paused
- if self.is_paused:
- self.timer.stop()
- self.external_board.score_signal.emit('Paused')
- else:
- self.timer.start(self.fps, self)
- self.updateWindow()
- '''计时器事件'''
- def timerEvent(self, event):
- if event.timerId() == self.timer.timerId():
- removed_lines = self.inner_board.moveDown()
- self.external_board.score += removed_lines
- self.updateWindow()
- else:
- super(TetrisGame, self).timerEvent(event)
- '''按键事件'''
- def keyPressEvent(self, event):
- if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty:
- super(TetrisGame, self).keyPressEvent(event)
- return
- key = event.key()
- # P键暂停
- if key == Qt.Key_P:
- self.pause()
- return
- if self.is_paused:
- return
- # 向左
- elif key == Qt.Key_Left:
- self.inner_board.moveLeft()
- # 向右
- elif key == Qt.Key_Right:
- self.inner_board.moveRight()
- # 旋转
- elif key == Qt.Key_Up:
- self.inner_board.rotateAnticlockwise()
- # 快速坠落
- elif key == Qt.Key_Space:
- self.external_board.score += self.inner_board.dropDown()
- else:
- super(TetrisGame, self).keyPressEvent(event)
- self.updateWindow()
-
-
- '''run'''
- if __name__ == '__main__':
- app = QApplication([])
- tetris = TetrisGame()
- sys.exit(app.exec_())
玩法:童年经典,普通魔术也没啥意思,小时候玩的也是加速的。
源码分享:
-
- import cfg
- import sys
- import pygame
- from modules import *
-
-
- '''主函数'''
- def main(cfg):
- # 游戏初始化
- pygame.init()
- screen = pygame.display.set_mode(cfg.SCREENSIZE)
- pygame.display.set_caption('Greedy Snake —— 九歌')
- clock = pygame.time.Clock()
- # 播放背景音乐
- pygame.mixer.music.load(cfg.BGMPATH)
- pygame.mixer.music.play(-1)
- # 游戏主循环
- snake = Snake(cfg)
- apple = Apple(cfg, snake.coords)
- score = 0
- while True:
- screen.fill(cfg.BLACK)
- # --按键检测
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit()
- elif event.type == pygame.KEYDOWN:
- if event.key in [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]:
- snake.setDirection({pygame.K_UP: 'up', pygame.K_DOWN: 'down', pygame.K_LEFT: 'left', pygame.K_RIGHT: 'right'}[event.key])
- # --更新贪吃蛇和食物
- if snake.update(apple):
- apple = Apple(cfg, snake.coords)
- score += 1
- # --判断游戏是否结束
- if snake.isgameover: break
- # --显示游戏里必要的元素
- drawGameGrid(cfg, screen)
- snake.draw(screen)
- apple.draw(screen)
- showScore(cfg, score, screen)
- # --屏幕更新
- pygame.display.update()
- clock.tick(cfg.FPS)
- return endInterface(screen, cfg)
-
-
- '''run'''
- if __name__ == '__main__':
- while True:
- if not main(cfg):
- break
【玩法详细介绍+源码】
CFG配置文件就在文末
玩法:通过加减乘除操作,小学生都没问题的。
源码分享:
-
- import os
- import sys
- import pygame
- from cfg import *
- from modules import *
- from fractions import Fraction
-
-
- '''检查控件是否被点击'''
- def checkClicked(group, mouse_pos, group_type='NUMBER'):
- selected = []
- # 数字卡片/运算符卡片
- if group_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]:
- max_selected = 2 if group_type == GROUPTYPES[0] else 1
- num_selected = 0
- for each in group:
- num_selected += int(each.is_selected)
- for each in group:
- if each.rect.collidepoint(mouse_pos):
- if each.is_selected:
- each.is_selected = not each.is_selected
- num_selected -= 1
- each.select_order = None
- else:
- if num_selected < max_selected:
- each.is_selected = not each.is_selected
- num_selected += 1
- each.select_order = str(num_selected)
- if each.is_selected:
- selected.append(each.attribute)
- # 按钮卡片
- elif group_type == GROUPTYPES[2]:
- for each in group:
- if each.rect.collidepoint(mouse_pos):
- each.is_selected = True
- selected.append(each.attribute)
- # 抛出异常
- else:
- raise ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *GROUPTYPES))
- return selected
-
-
- '''获取数字精灵组'''
- def getNumberSpritesGroup(numbers):
- number_sprites_group = pygame.sprite.Group()
- for idx, number in enumerate(numbers):
- args = (*NUMBERCARD_POSITIONS[idx], str(number), NUMBERFONT, NUMBERFONT_COLORS, NUMBERCARD_COLORS, str(number))
- number_sprites_group.add(Card(*args))
- return number_sprites_group
-
-
- '''获取运算符精灵组'''
- def getOperatorSpritesGroup(operators):
- operator_sprites_group = pygame.sprite.Group()
- for idx, operator in enumerate(operators):
- args = (*OPERATORCARD_POSITIONS[idx], str(operator), OPERATORFONT, OPREATORFONT_COLORS, OPERATORCARD_COLORS, str(operator))
- operator_sprites_group.add(Card(*args))
- return operator_sprites_group
-
-
- '''获取按钮精灵组'''
- def getButtonSpritesGroup(buttons):
- button_sprites_group = pygame.sprite.Group()
- for idx, button in enumerate(buttons):
- args = (*BUTTONCARD_POSITIONS[idx], str(button), BUTTONFONT, BUTTONFONT_COLORS, BUTTONCARD_COLORS, str(button))
- button_sprites_group.add(Button(*args))
- return button_sprites_group
-
-
- '''计算'''
- def calculate(number1, number2, operator):
- operator_map = {'+': '+', '-': '-', '×': '*', '÷': '/'}
- try:
- result = str(eval(number1+operator_map[operator]+number2))
- return result if '.' not in result else str(Fraction(number1+operator_map[operator]+number2))
- except:
- return None
-
-
- '''在屏幕上显示信息'''
- def showInfo(text, screen):
- rect = pygame.Rect(200, 180, 400, 200)
- pygame.draw.rect(screen, PAPAYAWHIP, rect)
- font = pygame.font.Font(FONTPATH, 40)
- text_render = font.render(text, True, BLACK)
- font_size = font.size(text)
- screen.blit(text_render, (rect.x+(rect.width-font_size[0])/2, rect.y+(rect.height-font_size[1])/2))
-
-
- '''主函数'''
- def main():
- # 初始化, 导入必要的游戏素材
- pygame.init()
- pygame.mixer.init()
- screen = pygame.display.set_mode(SCREENSIZE)
- pygame.display.set_caption('24 point —— 九歌')
- win_sound = pygame.mixer.Sound(AUDIOWINPATH)
- lose_sound = pygame.mixer.Sound(AUDIOLOSEPATH)
- warn_sound = pygame.mixer.Sound(AUDIOWARNPATH)
- pygame.mixer.music.load(BGMPATH)
- pygame.mixer.music.play(-1, 0.0)
- # 24点游戏生成器
- game24_gen = game24Generator()
- game24_gen.generate()
- # 精灵组
- # --数字
- number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
- # --运算符
- operator_sprites_group = getOperatorSpritesGroup(OPREATORS)
- # --按钮
- button_sprites_group = getButtonSpritesGroup(BUTTONS)
- # 游戏主循环
- clock = pygame.time.Clock()
- selected_numbers = []
- selected_operators = []
- selected_buttons = []
- is_win = False
- while True:
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit(-1)
- elif event.type == pygame.MOUSEBUTTONUP:
- mouse_pos = pygame.mouse.get_pos()
- selected_numbers = checkClicked(number_sprites_group, mouse_pos, 'NUMBER')
- selected_operators = checkClicked(operator_sprites_group, mouse_pos, 'OPREATOR')
- selected_buttons = checkClicked(button_sprites_group, mouse_pos, 'BUTTON')
- screen.fill(AZURE)
- # 更新数字
- if len(selected_numbers) == 2 and len(selected_operators) == 1:
- noselected_numbers = []
- for each in number_sprites_group:
- if each.is_selected:
- if each.select_order == '1':
- selected_number1 = each.attribute
- elif each.select_order == '2':
- selected_number2 = each.attribute
- else:
- raise ValueError('Unknow select_order %s, expect 1 or 2...' % each.select_order)
- else:
- noselected_numbers.append(each.attribute)
- each.is_selected = False
- for each in operator_sprites_group:
- each.is_selected = False
- result = calculate(selected_number1, selected_number2, *selected_operators)
- if result is not None:
- game24_gen.numbers_now = noselected_numbers + [result]
- is_win = game24_gen.check()
- if is_win:
- win_sound.play()
- if not is_win and len(game24_gen.numbers_now) == 1:
- lose_sound.play()
- else:
- warn_sound.play()
- selected_numbers = []
- selected_operators = []
- number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
- # 精灵都画到screen上
- for each in number_sprites_group:
- each.draw(screen, pygame.mouse.get_pos())
- for each in operator_sprites_group:
- each.draw(screen, pygame.mouse.get_pos())
- for each in button_sprites_group:
- if selected_buttons and selected_buttons[0] in ['RESET', 'NEXT']:
- is_win = False
- if selected_buttons and each.attribute == selected_buttons[0]:
- each.is_selected = False
- number_sprites_group = each.do(game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group)
- selected_buttons = []
- each.draw(screen, pygame.mouse.get_pos())
- # 游戏胜利
- if is_win:
- showInfo('Congratulations', screen)
- # 游戏失败
- if not is_win and len(game24_gen.numbers_now) == 1:
- showInfo('Game Over', screen)
- pygame.display.flip()
- clock.tick(30)
-
-
- '''run'''
- if __name__ == '__main__':
- main()
玩法:也是小时候的经典游戏,控制左右就行,到后面才有一点点难度。
源码分享:
-
- import cfg
- from modules import breakoutClone
-
-
- '''主函数'''
- def main():
- game = breakoutClone(cfg)
- game.run()
-
-
- '''run'''
- if __name__ == '__main__':
- main()
【还有配置文件】
玩法:这让我想起了魂斗罗那第几关的boss,有点类似,不过魂斗罗那个难度肯定高点。
源码分享:
-
- import os
- import sys
- import cfg
- import random
- import pygame
- from modules import *
-
-
- '''开始游戏'''
- def startGame(screen):
- clock = pygame.time.Clock()
- # 加载字体
- font = pygame.font.SysFont('arial', 18)
- if not os.path.isfile('score'):
- f = open('score', 'w')
- f.write('0')
- f.close()
- with open('score', 'r') as f:
- highest_score = int(f.read().strip())
- # 敌方
- enemies_group = pygame.sprite.Group()
- for i in range(55):
- if i < 11:
- enemy = enemySprite('small', i, cfg.WHITE, cfg.WHITE)
- elif i < 33:
- enemy = enemySprite('medium', i, cfg.WHITE, cfg.WHITE)
- else:
- enemy = enemySprite('large', i, cfg.WHITE, cfg.WHITE)
- enemy.rect.x = 85 + (i % 11) * 50
- enemy.rect.y = 120 + (i // 11) * 45
- enemies_group.add(enemy)
- boomed_enemies_group = pygame.sprite.Group()
- en_bullets_group = pygame.sprite.Group()
- ufo = ufoSprite(color=cfg.RED)
- # 我方
- myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE)
- my_bullets_group = pygame.sprite.Group()
- # 用于控制敌方位置更新
- # --移动一行
- enemy_move_count = 24
- enemy_move_interval = 24
- enemy_move_flag = False
- # --改变移动方向(改变方向的同时集体下降一次)
- enemy_change_direction_count = 0
- enemy_change_direction_interval = 60
- enemy_need_down = False
- enemy_move_right = True
- enemy_need_move_row = 6
- enemy_max_row = 5
- # 用于控制敌方发射子弹
- enemy_shot_interval = 100
- enemy_shot_count = 0
- enemy_shot_flag = False
- # 游戏进行中
- running = True
- is_win = False
- # 主循环
- while running:
- screen.fill(cfg.BLACK)
- for event in pygame.event.get():
- # --点右上角的X或者按Esc键退出游戏
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit()
- if event.type == pygame.KEYDOWN:
- if event.key == pygame.K_ESCAPE:
- pygame.quit()
- sys.exit()
- # --射击
- if event.type == pygame.MOUSEBUTTONDOWN:
- my_bullet = myaircraft.shot()
- if my_bullet:
- my_bullets_group.add(my_bullet)
- # --我方子弹与敌方/UFO碰撞检测
- for enemy in enemies_group:
- if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None):
- boomed_enemies_group.add(enemy)
- enemies_group.remove(enemy)
- myaircraft.score += enemy.reward
- if pygame.sprite.spritecollide(ufo, my_bullets_group, True, None):
- ufo.is_dead = True
- myaircraft.score += ufo.reward
- # --更新并画敌方
- # ----敌方子弹
- enemy_shot_count += 1
- if enemy_shot_count > enemy_shot_interval:
- enemy_shot_flag = True
- enemies_survive_list = [enemy.number for enemy in enemies_group]
- shot_number = random.choice(enemies_survive_list)
- enemy_shot_count = 0
- # ----敌方移动
- enemy_move_count += 1
- if enemy_move_count > enemy_move_interval:
- enemy_move_count = 0
- enemy_move_flag = True
- enemy_need_move_row -= 1
- if enemy_need_move_row == 0:
- enemy_need_move_row = enemy_max_row
- enemy_change_direction_count += 1
- if enemy_change_direction_count > enemy_change_direction_interval:
- enemy_change_direction_count = 1
- enemy_move_right = not enemy_move_right
- enemy_need_down = True
- # ----每次下降提高移动和射击速度
- enemy_move_interval = max(15, enemy_move_interval-3)
- enemy_shot_interval = max(50, enemy_move_interval-10)
- # ----遍历更新
- for enemy in enemies_group:
- if enemy_shot_flag:
- if enemy.number == shot_number:
- en_bullet = enemy.shot()
- en_bullets_group.add(en_bullet)
- if enemy_move_flag:
- if enemy.number in range((enemy_need_move_row-1)*11, enemy_need_move_row*11):
- if enemy_move_right:
- enemy.update('right', cfg.SCREENSIZE[1])
- else:
- enemy.update('left', cfg.SCREENSIZE[1])
- else:
- enemy.update(None, cfg.SCREENSIZE[1])
- if enemy_need_down:
- if enemy.update('down', cfg.SCREENSIZE[1]):
- running = False
- is_win = False
- enemy.change_count -= 1
- enemy.draw(screen)
- enemy_move_flag = False
- enemy_need_down = False
- enemy_shot_flag = False
- # ----敌方爆炸特效
- for boomed_enemy in boomed_enemies_group:
- if boomed_enemy.boom(screen):
- boomed_enemies_group.remove(boomed_enemy)
- del boomed_enemy
- # --敌方子弹与我方飞船碰撞检测
- if not myaircraft.one_dead:
- if pygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None):
- myaircraft.one_dead = True
- if myaircraft.one_dead:
- if myaircraft.boom(screen):
- myaircraft.resetBoom()
- myaircraft.num_life -= 1
- if myaircraft.num_life < 1:
- running = False
- is_win = False
- else:
- # ----更新飞船
- myaircraft.update(cfg.SCREENSIZE[0])
- # ----画飞船
- myaircraft.draw(screen)
- if (not ufo.has_boomed) and (ufo.is_dead):
- if ufo.boom(screen):
- ufo.has_boomed = True
- else:
- # ----更新UFO
- ufo.update(cfg.SCREENSIZE[0])
- # ----画UFO
- ufo.draw(screen)
- # --画我方飞船子弹
- for bullet in my_bullets_group:
- if bullet.update():
- my_bullets_group.remove(bullet)
- del bullet
- else:
- bullet.draw(screen)
- # --画敌方子弹
- for bullet in en_bullets_group:
- if bullet.update(cfg.SCREENSIZE[1]):
- en_bullets_group.remove(bullet)
- del bullet
- else:
- bullet.draw(screen)
- if myaircraft.score > highest_score:
- highest_score = myaircraft.score
- # --得分每增加2000我方飞船增加一条生命
- if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score):
- myaircraft.old_score = myaircraft.score
- myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life)
- # --敌人都死光了的话就胜利了
- if len(enemies_group) < 1:
- is_win = True
- running = False
- # --显示文字
- # ----当前得分
- showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8)
- showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)
- # ----敌人数量
- showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8)
- showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)
- # ----历史最高分
- showText(screen, 'HIGHEST: ', cfg.WHITE, font, 540, 8)
- showText(screen, str(highest_score), cfg.WHITE, font, 540, 24)
- # ----FPS
- showText(screen, 'FPS: ' + str(int(clock.get_fps())), cfg.RED, font, 8, 8)
- # --显示剩余生命值
- showLife(screen, myaircraft.num_life, cfg.GREEN)
- pygame.display.update()
- clock.tick(cfg.FPS)
- with open('score', 'w') as f:
- f.write(str(highest_score))
- return is_win
-
-
- '''主函数'''
- def main():
- # 初始化
- pygame.init()
- pygame.display.set_caption('外星人入侵 —— 九歌')
- screen = pygame.display.set_mode(cfg.SCREENSIZE)
- pygame.mixer.init()
- pygame.mixer.music.load(cfg.BGMPATH)
- pygame.mixer.music.set_volume(0.4)
- pygame.mixer.music.play(-1)
- while True:
- is_win = startGame(screen)
- endInterface(screen, cfg.BLACK, is_win)
-
-
- '''run'''
- if __name__ == '__main__':
- main()
玩法:有点类似那个炸弹人,控制好走位问题不大。
玩法:我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。
源码分享
- 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):
- global count, mark, digits
-
- # Check which button clicked
-
- 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()
-
-
- ####define buttons
- 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)
-
- root.mainloop()
【玩法详解+源码获取看底部】
玩法详解:小时候的又一经典游戏,小时候很多次都被自己炸死了。
玩法详解:类似保卫萝卜,塔防类的小游戏,布局一定要合理,考虑射程属性等等
玩法详解:小时候很爱玩,先出是有必胜方法的,后面才知道会有禁手这个规则,就比较复杂了,大家可以学一下先出必胜的开局,有浦月、流星、丘月、游星、慧星等等。
玩法详解:考验手速和操作和走位,我不喜欢玩这类跑来跑去的。
玩法详解:这是经典中的经典,我喜欢玩双人模式,后面有一些改版的模式,这是我觉得少数几个现在玩都不过时的游戏。
玩法详解:经典中的经典,小时候玩觉得可难了,操作不必介绍了吧。
玩法详解:切水果风靡一时的游戏,不知道为啥总是切刀炸掉,挺解压的游戏。
【攻略大全+源码获取看底部】
攻略大全:从这里开始的游戏,真正算的上有难度了,这个飞机大战跟童年玩的比起来还是差一点。
攻略大全:也是曾经风靡一时的,越到后面越难,合成的时候一定要大数放在角落。
攻略大全:以前的那个手机上都有的游戏,越推到后面的关卡越难,我好像是玩到二十多关就玩不下去了。
攻略大全:又是一种塔防类的游戏,有点意思,就是速度太快了,反应不过来。
攻略大全:最经典的植物大战僵尸,操作不用介绍了,不过可以自己玩玩看。
玩法详解:扫雷还是挺有意思的,技能玩又考验推理
【太难了。。源码领取看文章底部】
游戏体验:三个终极挑战,能完成一个就算你厉害,拼图是我最烦的,太难了。
游戏体验:我反正没走出去,大家能走出去吗
游戏体验:可太难控制了。。
行业资料:添加即可领取PPT模板、简历模板、行业经典书籍PDF。
面试题库:历年经典,热乎的大厂面试真题,持续更新中,添加获取。
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交流加群:大佬指点迷津,你的问题往往有人遇到过,技术互助交流。
其他源码以及cfg配置文件等领取
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