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新聞動態(tài)

14 個Python小游戲 源碼分享

發(fā)布日期:2022-01-01 21:37 | 文章來源:gibhub

1、吃金幣

源碼分享:

import os
import cfg
import sys
import pygame
import random
from modules import *
 
 
'''游戲初始化'''
def initGame():
 # 初始化pygame, 設(shè)置展示窗口
 pygame.init()
 screen = pygame.display.set_mode(cfg.SCREENSIZE)
 pygame.display.set_caption('catch coins —— 九歌')
 # 加載必要的游戲素材
 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)
 # 返回初始化數(shù)據(jù)
 return screen, game_images, game_sounds
 
 
'''主函數(shù)'''
def main():
 # 初始化
 screen, game_images, game_sounds = initGame()
 # 播放背景音樂
 pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm'])
 pygame.mixer.music.play(-1, 0.0)
 # 字體加載
 font = pygame.font.Font(cfg.FONT_PATH, 40)
 # 定義hero
 hero = Hero(game_images['hero'], position=(375, 520))
 # 定義食物組
 food_sprites_group = pygame.sprite.Group()
 generate_food_freq = random.randint(10, 20)
 generate_food_count = 0
 # 當前分數(shù)/歷史最高分
 score = 0
 highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())
 # 游戲主循環(huán)
 clock = pygame.time.Clock()
 while True:
  # --填充背景
  screen.fill(0)
  screen.blit(game_images['background'], (0, 0))
  # --倒計時信息
  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)
  # --按鍵檢測
  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')
  # --隨機生成食物
  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)
  # --碰撞檢測
  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
  # --畫hero
  hero.draw(screen)
  # --畫食物
  food_sprites_group.draw(screen)
  # --顯示得分
  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)
  # --判斷游戲是否結(jié)束
  if pygame.time.get_ticks() >= 90000:
break
  # --更新屏幕
  pygame.display.flip()
  clock.tick(cfg.FPS)
 # 游戲結(jié)束, 記錄最高分并顯示游戲結(jié)束畫面
 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

源碼分享:

import sys
import cfg
import pygame
from modules import *
 
 
'''定義按鈕'''
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:
 開始界面
Input:
 --screen: 游戲界面
Return:
 --game_mode: 1(單人模式)/2(雙人模式)
'''
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()
 
 
'''結(jié)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()
 
 
'''運行游戲Demo'''
def runDemo(screen):
 # 加載游戲素材
 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)
 # 開始界面
 game_mode = startInterface(screen)
 # 游戲主循環(huán)
 # --左邊球拍(ws控制, 僅雙人模式時可控制)
 score_left = 0
 racket_left = Racket(cfg.RACKETPICPATH, 'LEFT', cfg)
 # --右邊球拍(↑↓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)
  # 球運動
  scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)
  score_left += scores[0]
  score_right += scores[1]
  # 顯示
  # --分隔線
  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()
 
 
'''主函數(shù)'''
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')
 # 開始游戲
 while True:
  score_left, score_right = runDemo(screen)
  endInterface(screen, score_left, score_right)
 
 
'''run'''
if __name__ == '__main__':
 main()

3、滑雪

源碼分享:

 
import sys
import cfg
import pygame
import random
 
 
'''滑雪者類'''
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]
 '''改變滑雪者的朝向. 負數(shù)為向左,正數(shù)為向右,0為向前'''
 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
 '''移動滑雪者'''
 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)
 '''設(shè)置為摔倒狀態(tài)'''
 def setFall(self):
  self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])
 '''設(shè)置為站立狀態(tài)'''
 def setForward(self):
  self.direction = 0
  self.image = pygame.image.load(self.imagepaths[self.direction])
 
 
'''
Function:
 障礙物類
Input:
 img_path: 障礙物圖片路徑
 location: 障礙物位置
 attribute: 障礙物類別屬性
'''
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
 '''移動'''
 def move(self, num):
  self.rect.centery = self.location[1] - num
 
 
'''創(chuàng)建障礙物'''
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
 
 
'''合并障礙物'''
def AddObstacles(obstacles0, obstacles1):
 obstacles = pygame.sprite.Group()
 for obstacle in obstacles0:
  obstacles.add(obstacle)
 for obstacle in obstacles1:
  obstacles.add(obstacle)
 return obstacles
 
 
'''顯示游戲開始界面'''
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'滑雪游戲', True, (255, 0, 0))
 content = cfont.render(u'按任意鍵開始游戲', 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()
 
 
'''顯示分數(shù)'''
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)
 
 
'''更新當前幀的游戲畫面'''
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():
 # 游戲初始化
 pygame.init()
 pygame.mixer.init()
 pygame.mixer.music.load(cfg.BGMPATH)
 pygame.mixer.music.set_volume(0.4)
 pygame.mixer.music.play(-1)
 # 設(shè)置屏幕
 screen = pygame.display.set_mode(cfg.SCREENSIZE)
 pygame.display.set_caption('滑雪游戲 —— 九歌')
 # 游戲開始界面
 ShowStartInterface(screen, cfg.SCREENSIZE)
 # 實例化游戲精靈
 # --滑雪者
 skier = SkierClass()
 # --創(chuàng)建障礙物
 obstacles0 = createObstacles(20, 29)
 obstacles1 = createObstacles(10, 19)
 obstaclesflag = 0
 obstacles = AddObstacles(obstacles0, obstacles1)
 # 游戲clock
 clock = pygame.time.Clock()
 # 記錄滑雪的距離
 distance = 0
 # 記錄當前的分數(shù)
 score = 0
 # 記錄當前的速度
 speed = [0, 6]
 # 游戲主循環(huán)
 while True:
  # --事件捕獲
  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)
  # --更新當前游戲幀的數(shù)據(jù)
  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)
  # --碰撞檢測
  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、并夕夕版飛機大戰(zhàn)

源碼分享:

 
import sys
import cfg
import pygame
from modules import *
 
 
'''游戲界面'''
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)
 # 游戲背景圖
 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, 子彈和小行星精靈組
 player_group = pygame.sprite.Group()
 bullet_group = pygame.sprite.Group()
 asteroid_group = pygame.sprite.Group()
 # 產(chǎn)生小行星的時間間隔
 asteroid_ticks = 90
 for i in range(num_player):
  player_group.add(Ship(i+1, cfg))
 clock = pygame.time.Clock()
 # 分數(shù)
 score_1, score_2 = 0, 0
 # 游戲主循環(huán)
 while True:
  for event in pygame.event.get():
if event.type == pygame.QUIT:
 pygame.quit()
 sys.exit()
  # --玩家一: ↑↓←→控制, j射擊; 玩家二: wsad控制, 空格射擊
  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
  # --向下移動背景圖實現(xiàn)飛船向上移動的效果
  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
  # --畫飛船
  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)
  # --畫子彈
  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)
  # --畫小行星
  for asteroid in asteroid_group:
asteroid.move()
asteroid.rotate()
asteroid.draw(screen)
  # --顯示分數(shù)
  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)
 
 
'''主函數(shù)'''
def main():
 pygame.init()
 pygame.font.init()
 pygame.mixer.init()
 screen = pygame.display.set_mode(cfg.SCREENSIZE)
 pygame.display.set_caption('飛機大戰(zhàn) —— 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

源碼分享:

import cfg
import sys
import pygame
import random
from modules import *
 
 
'''游戲初始化'''
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
 
 
'''主函數(shù)'''
def main():
 # 初始化
 screen = initGame()
 # 加載背景音樂和其他音效
 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)
 }
 # 加載字體
 font = pygame.font.Font(cfg.FONT_PATH, 40)
 # 加載背景圖片
 bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)
 # 開始界面
 startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)
 # 地鼠改變位置的計時
 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)
 # 錘子
 hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))
 # 時鐘
 clock = pygame.time.Clock()
 # 分數(shù)
 your_score = 0
 flag = False
 # 初始時間
 init_time = pygame.time.get_ticks()
 # 游戲主循環(huán)
 while True:
  # --游戲時間為60s
  time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.)
  # --游戲時間減少, 地鼠變位置速度變快
  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
  # --倒計時音效
  if time_remain == 10:
audios['count_down'].play()
  # --游戲結(jié)束
  if time_remain < 0: break
  count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)
  # --按鍵檢測
  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)
  # --碰撞檢測
  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
  # --分數(shù)
  your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN)
  # --綁定必要的游戲元素到屏幕(注意順序)
  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)
 # 讀取最佳分數(shù)(try塊避免第一次游戲無.rec文件)
 try:
  best_score = int(open(cfg.RECORD_PATH).read())
 except:
  best_score = 0
 # 若當前分數(shù)大于最佳分數(shù)則更新最佳分數(shù)
 if your_score > best_score:
  f = open(cfg.RECORD_PATH, 'w')
  f.write(str(your_score))
  f.close()
 # 結(jié)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、小恐龍

玩法:上下控制起跳躲避

源碼分享:

 
import cfg
import sys
import random
import pygame
from modules import *
 
 
'''main'''
def main(highest_score):
 # 游戲初始化
 pygame.init()
 screen = pygame.display.set_mode(cfg.SCREENSIZE)
 pygame.display.set_caption('九歌')
 # 導(dǎo)入所有聲音文件
 sounds = {}
 for key, value in cfg.AUDIO_PATHS.items():
  sounds[key] = pygame.mixer.Sound(value)
 # 游戲開始界面
 GameStartInterface(screen, sounds, cfg)
 # 定義一些游戲中必要的元素和變量
 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
 # 游戲主循環(huán)
 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)
  # --隨機添加云
  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))))
  # --隨機添加仙人掌/飛龍
  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))))
  # --更新游戲元素
  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
  # --碰撞檢測
  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)
  # --將游戲元素畫到屏幕上
  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)
  # --游戲是否結(jié)束
  if dino.is_dead:
break
 # 游戲結(jié)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、消消樂

玩法:三個相連就能消除

源碼分享:

 
import os
import sys
import cfg
import pygame
from modules import *
 
 
'''游戲主程序'''
def main():
 pygame.init()
 screen = pygame.display.set_mode(cfg.SCREENSIZE)
 pygame.display.set_caption('Gemgem —— 九歌')
 # 加載背景音樂
 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)
 # 加載音效
 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)))
 # 加載字體
 font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25)
 # 圖片加載
 gem_imgs = []
 for i in range(1, 8):
  gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i))
 # 主循環(huán)
 game = gemGame(screen, sounds, font, gem_imgs, cfg)
 while True:
  score = game.start()
  flag = False
  # 一輪游戲結(jié)束后玩家選擇重玩或者退出
  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、俄羅斯方塊

玩法:童年經(jīng)典,普通模式?jīng)]啥意思,小時候我們都是玩加速的。

源碼分享:

 
import os
import sys
import random
from modules import *
from PyQt5.QtGui import *
from PyQt5.QtCore import *
from PyQt5.QtWidgets import *
 
 
'''定義俄羅斯方塊游戲類'''
class TetrisGame(QMainWindow):
 def __init__(self, parent=None):
  super(TetrisGame, self).__init__(parent)
  # 是否暫停ing
  self.is_paused = False
  # 是否開始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')))
  # 塊大小
  self.grid_size = 22
  # 游戲幀率
  self.fps = 200
  self.timer = QBasicTimer()
  # 焦點
  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())
 '''游戲界面移動到屏幕中間'''
 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()
 '''開始'''
 def start(self):
  if self.is_started:
return
  self.is_started = True
  self.inner_board.createNewTetris()
  self.timer.start(self.fps, self)
 '''暫停/不暫停'''
 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()
 '''計時器事件'''
 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)
 '''按鍵事件'''
 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鍵暫停
  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()
  # 旋轉(zhuǎn)
  elif key == Qt.Key_Up:
self.inner_board.rotateAnticlockwise()
  # 快速墜落
  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、貪吃蛇

玩法:童年經(jīng)典,普通魔術(shù)也沒啥意思,小時候玩的也是加速的。

源碼分享:

 
import cfg
import sys
import pygame
from modules import *
 
 
'''主函數(shù)'''
def main(cfg):
 # 游戲初始化
 pygame.init()
 screen = pygame.display.set_mode(cfg.SCREENSIZE)
 pygame.display.set_caption('Greedy Snake —— 九歌')
 clock = pygame.time.Clock()
 # 播放背景音樂
 pygame.mixer.music.load(cfg.BGMPATH)
 pygame.mixer.music.play(-1)
 # 游戲主循環(huán)
 snake = Snake(cfg)
 apple = Apple(cfg, snake.coords)
 score = 0
 while True:
  screen.fill(cfg.BLACK)
  # --按鍵檢測
  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])
  # --更新貪吃蛇和食物
  if snake.update(apple):
apple = Apple(cfg, snake.coords)
score += 1
  # --判斷游戲是否結(jié)束
  if snake.isgameover: break
  # --顯示游戲里必要的元素
  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點小游戲

玩法:通過加減乘除操作,小學生都沒問題的。

源碼分享:

 
import os
import sys
import pygame
from cfg import *
from modules import *
from fractions import Fraction
 
 
'''檢查控件是否被點擊'''
def checkClicked(group, mouse_pos, group_type='NUMBER'):
 selected = []
 # 數(shù)字卡片/運算符卡片
 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_selectednum_selected += 1each.select_order = str(num_selected)
if each.is_selected:
 selected.append(each.attribute)
 # 按鈕卡片
 elif group_type == GROUPTYPES[2]:
  for each in group:
if each.rect.collidepoint(mouse_pos):
 each.is_selected = True
 selected.append(each.attribute)
 # 拋出異常
 else:
  raise ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *GROUPTYPES))
 return selected
 
 
'''獲取數(shù)字精靈組'''
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
 
 
'''獲取運算符精靈組'''
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
 
 
'''獲取按鈕精靈組'''
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
 
 
'''計算'''
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
 
 
'''在屏幕上顯示信息'''
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))
 
 
'''主函數(shù)'''
def main():
 # 初始化, 導(dǎo)入必要的游戲素材
 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點游戲生成器
 game24_gen = game24Generator()
 game24_gen.generate()
 # 精靈組
 # --數(shù)字
 number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
 # --運算符
 operator_sprites_group = getOperatorSpritesGroup(OPREATORS)
 # --按鈕
 button_sprites_group = getButtonSpritesGroup(BUTTONS)
 # 游戲主循環(huán)
 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)
  # 更新數(shù)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)
  # 精靈都畫到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())
  # 游戲勝利
  if is_win:
showInfo('Congratulations', screen)
  # 游戲失敗
  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:也是小時候的經(jīng)典游戲,控制左右就行,到后面才有一點點難度。

源碼分享:

 
import cfg
from modules import breakoutClone
 
 
'''主函數(shù)'''
def main():
 game = breakoutClone(cfg)
 game.run()
 
 
'''run'''
if __name__ == '__main__':
 main()

12、外星人入侵

玩法:這讓我想起了魂斗羅那第幾關(guān)的boss,有點類似,不過魂斗羅那個難度肯定高點。

源碼分享:

 
import os
import sys
import cfg
import random
import pygame
from modules import *
 
 
'''開始游戲'''
def startGame(screen):
 clock = pygame.time.Clock()
 # 加載字體
 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())
 # 敵方
 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()
 # 用于控制敵方位置更新
 # --移動一行
 enemy_move_count = 24
 enemy_move_interval = 24
 enemy_move_flag = False
 # --改變移動方向(改變方向的同時集體下降一次)
 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
 # 用于控制敵方發(fā)射子彈
 enemy_shot_interval = 100
 enemy_shot_count = 0
 enemy_shot_flag = False
 # 游戲進行中
 running = True
 is_win = False
 # 主循環(huán)
 while running:
  screen.fill(cfg.BLACK)
  for event in pygame.event.get():
# --點右上角的X或者按Esc鍵退出游戲
if event.type == pygame.QUIT:
 pygame.quit()
 sys.exit()
if event.type == pygame.KEYDOWN:
 if event.key == pygame.K_ESCAPE:
  pygame.quit()
  sys.exit()
# --射擊
if event.type == pygame.MOUSEBUTTONDOWN:
 my_bullet = myaircraft.shot()
 if my_bullet:
  my_bullets_group.add(my_bullet)
  # --我方子彈與敵方/UFO碰撞檢測
  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
  # --更新并畫敵方
  # ----敵方子彈
  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
  # ----敵方移動
  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
 # ----每次下降提高移動和射擊速度
 enemy_move_interval = max(15, enemy_move_interval-3)
 enemy_shot_interval = max(50, enemy_move_interval-10)
  # ----遍歷更新
  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
  # ----敵方爆炸特效
  for boomed_enemy in boomed_enemies_group:
if boomed_enemy.boom(screen):
 boomed_enemies_group.remove(boomed_enemy)
 del boomed_enemy
  # --敵方子彈與我方飛船碰撞檢測
  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:
# ----更新飛船
myaircraft.update(cfg.SCREENSIZE[0])
# ----畫飛船
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])
# ----畫UFO
ufo.draw(screen)
  # --畫我方飛船子彈
  for bullet in my_bullets_group:
if bullet.update():
 my_bullets_group.remove(bullet)
 del bullet
else:
 bullet.draw(screen)
  # --畫敵方子彈
  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我方飛船增加一條生命
  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)
  # --敵人都死光了的話就勝利了
  if len(enemies_group) < 1:
is_win = True
running = False
  # --顯示文字
  # ----當前得分
  showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8)
  showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)
  # ----敵人數(shù)量
  showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8)
  showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)
  # ----歷史最高分
  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)
  # --顯示剩余生命值
  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
 
 
'''主函數(shù)'''
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、貪心鳥

玩法:有點類似那個炸彈人,控制好走位問題不大。

14、井字棋888‘'

玩法:我打賭大家在課堂上肯定玩過這個,想想當年和同桌玩這個廢了好幾本本子。

源碼分享:

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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