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Python游戏代码怎么写

发表于:2024-11-23 作者:千家信息网编辑
千家信息网最后更新 2024年11月23日,这篇文章主要介绍"Python游戏代码怎么写"的相关知识,小编通过实际案例向大家展示操作过程,操作方法简单快捷,实用性强,希望这篇"Python游戏代码怎么写"文章能帮助大家解决问题。1、吃金币源码分
千家信息网最后更新 2024年11月23日Python游戏代码怎么写

这篇文章主要介绍"Python游戏代码怎么写"的相关知识,小编通过实际案例向大家展示操作过程,操作方法简单快捷,实用性强,希望这篇"Python游戏代码怎么写"文章能帮助大家解决问题。

1、吃金币

源码分享:

import osimport cfgimport sysimport pygameimport randomfrom 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 sysimport cfgimport pygamefrom 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 sysimport cfgimport pygameimport 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 sysimport cfgimport pygamefrom 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 cfgimport sysimport pygameimport randomfrom 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 cfgimport sysimport randomimport pygamefrom 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 osimport sysimport cfgimport pygamefrom 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  to restart the game.'            text2 = 'Press  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 osimport sysimport randomfrom 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 cfgimport sysimport pygamefrom 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 osimport sysimport pygamefrom 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 cfgfrom 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 osimport sysimport cfgimport randomimport pygamefrom 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、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')# labelsLabel(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= Ymark = '' # counting the no. of clickcount = 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 buttonsbutton1 = 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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