文章目录
- 1、吃金币
- 2、打乒乓
- 3、滑雪
- 4、并夕夕版飞机大战
- 5、打地鼠
- 6、小恐龙
- 7、消消乐
- 8、俄罗斯方块
- 9、贪吃蛇
- 10、24点小游戏
- 11、平衡木
- 12、外星人入侵
- 13、贪心鸟
- 14、井字棋888‘'
- 关于Python技术储备
- 一、Python所有方向的学习路线
- 二、Python基础学习视频
- 三、精品Python学习书籍
- 四、Python工具包+项目源码合集
- ①Python工具包
- ②Python实战案例
- ③Python小游戏源码
- 五、面试资料
- 六、Python兼职渠道
今天给大家带来14个py小游戏如:吃金币、打乒乓、滑雪、并夕夕版飞机大战、打地鼠、小恐龙、消消乐、俄罗斯方块、贪吃蛇、24点小游戏、平衡木、外星人入侵、贪心鸟、井字棋888‘’,文章都带了源码,感兴趣的小伙伴感快收藏起来吧
1、吃金币
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
2、打乒乓
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()
3、滑雪
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();
4、并夕夕版飞机大战
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()
5、打地鼠
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
6、小恐龙
**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
7、消消乐
**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()
8、俄罗斯方块
**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。
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\_())
9、贪吃蛇
**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
10、24点小游戏
**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()
11、平衡木
**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()
12、外星人入侵
**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()
13、贪心鸟
**玩法:**有点类似那个炸弹人,控制好走位问题不大。
14、井字棋888‘’
**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()
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