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经常听到有朋友说,学习编程是一件非常枯燥无味的事情。其实,大家有没有认真想过,可能是我们的学习方法不对?
比方说,你有没有想过,可以通过打游戏来学编程?
今天我想跟大家分享几个Python小游戏,教你如何通过边打游戏边学编程!
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
-
-
- ''&#
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