大家好,今天给大家带来30个 Python 小游戏,喜欢记得点赞、一定要收藏,完整版代码,文末获取
文章目录
有手就行1、吃金币2、打乒乓3、滑雪4、并夕夕版飞机大战5、打地鼠 简简单单6、小恐龙7、消消乐8、俄罗斯方块9、贪吃蛇 普普通通10、24点小游戏11、平衡木12、外星人入侵13、贪心鸟14、井字棋888 有点困难15、炸弹人16、保卫森林17、五子棋18、吃豆豆19、坦克大战20、超级玛丽21、水果忍者 极度困难22、飞机大战23、204824、推箱子25、塔防26、植物大战僵尸27、扫雷 终极挑战28、拼图29、走迷宫30、最强游戏
有手就行
1、吃金币
源码分享:
screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('catch coins —— 九歌') for key, value in cfg.IMAGE_PATHS.items(): if isinstance(value, list): for item in value: images.append(pygame.image.load(item)) game_images[key] = images game_images[key] = pygame.image.load(value) for key, value in cfg.AUDIO_PATHS.items(): if key == 'bgm': continue game_sounds[key] = pygame.mixer.Sound(value) return screen, game_images, game_sounds screen, game_images, game_sounds = initGame() pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm']) pygame.mixer.music.play(-1, 0.0) font = pygame.font.Font(cfg.FONT_PATH, 40) hero = Hero(game_images['hero'], position=(375, 520)) food_sprites_group = pygame.sprite.Group() generate_food_freq = random.randint(10, 20) generate_food_count = 0 highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read()) clock = pygame.time.Clock() screen.blit(game_images['background'], (0, 0)) 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) 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') 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) for food in food_sprites_group: if food.update(): food_sprites_group.remove(food) 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 hero.draw(screen) food_sprites_group.draw(screen) 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) if pygame.time.get_ticks() >= 90000: 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)) return showEndGameInterface(screen, cfg, score, highest_score)if __name__ == '__main__':
2、打乒乓
源码分享:
def Button(screen, position, text, button_size=(200, 50)): 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)) --game_mode: 1(单人模式)/2(双人模式)def startInterface(screen): clock = pygame.time.Clock() 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 pygame.display.update()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]] 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) pygame.display.update() 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) game_mode = startInterface(screen) # --左边球拍(ws控制, 仅双人模式时可控制) racket_left = Racket(cfg.RACKETPICPATH, 'LEFT', cfg) racket_right = Racket(cfg.RACKETPICPATH, 'RIGHT', cfg) ball = Ball(cfg.BALLPICPATH, cfg) clock = pygame.time.Clock() for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(-1) screen.fill((41, 36, 33)) 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') racket_left.automove(ball) scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound) score_left += scores[0] score_right += scores[1] pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500)) ball.draw(screen) racket_left.draw(screen) racket_right.draw(screen) 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 pygame.display.update() screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT)) pygame.display.set_caption('pingpong —— 九歌') score_left, score_right = runDemo(screen) endInterface(screen, score_left, score_right)if __name__ == '__main__':
3、滑雪
源码分享:
class SkierClass(pygame.sprite.Sprite): pygame.sprite.Sprite.__init__(self) 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''' 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 self.rect.centerx += self.speed[0] self.rect.centerx = max(20, self.rect.centerx) self.rect.centerx = min(620, self.rect.centerx) self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1]) def setForward(self): self.direction = 0 self.image = pygame.image.load(self.imagepaths[self.direction])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 self.rect.centery = self.location[1] - numdef createObstacles(s, e, num=10): obstacles = pygame.sprite.Group() 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)def AddObstacles(obstacles0, obstacles1): obstacles = pygame.sprite.Group() for obstacle in obstacles0: obstacles.add(obstacle) for obstacle in obstacles1: obstacles.add(obstacle)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) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: pygame.display.update()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)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() pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1) screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('滑雪游戏 —— 九歌') ShowStartInterface(screen, cfg.SCREENSIZE) obstacles0 = createObstacles(20, 29) obstacles1 = createObstacles(10, 19) obstacles = AddObstacles(obstacles0, obstacles1) clock = pygame.time.Clock() 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) 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) 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]) updateFrame(screen, obstacles, skier, score) clock.tick(cfg.FPS)if __name__ == '__main__':
4、并夕夕版飞机大战
源码分享:
def GamingInterface(num_player, screen): 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) bg_imgs = [cfg.IMAGEPATHS['bg_big'], cfg.IMAGEPATHS['seamless_space'], cfg.IMAGEPATHS['space3']] 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() player_group = pygame.sprite.Group() bullet_group = pygame.sprite.Group() asteroid_group = pygame.sprite.Group() for i in range(num_player): player_group.add(Ship(i+1, cfg)) clock = pygame.time.Clock() score_1, score_2 = 0, 0 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 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 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 if asteroid_ticks == 0: asteroid_ticks = 90 asteroid_group.add(Asteroid(cfg)) asteroid_ticks -= 1 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 player.explode(screen) player.draw(screen) 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 score_2 += 1 bullet.draw(screen) for asteroid in asteroid_group: asteroid.move() asteroid.rotate() asteroid.draw(screen) 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)) pygame.display.update() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('飞机大战 —— 九歌') num_player = StartInterface(screen, cfg) GamingInterface(num_player=1, screen=screen) EndInterface(screen, cfg) GamingInterface(num_player=2, screen=screen) EndInterface(screen, cfg)if __name__ == '__main__':
5、打地鼠
源码分享:
screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('打地鼠 —— 九歌') pygame.mixer.music.load(cfg.BGM_PATH) pygame.mixer.music.play(-1) 'count_down': pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH), 'hammering': pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH) font = pygame.font.Font(cfg.FONT_PATH, 40) bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH) startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS) hole_pos = random.choice(cfg.HOLE_POSITIONS) change_hole_event = pygame.USEREVENT pygame.time.set_timer(change_hole_event, 800) mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos) hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250)) clock = pygame.time.Clock() init_time = pygame.time.get_ticks() 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.setPosition(hole_pos) pygame.time.set_timer(change_hole_event, 650) elif time_remain == 20 and flag: hole_pos = random.choice(cfg.HOLE_POSITIONS) mole.setPosition(hole_pos) pygame.time.set_timer(change_hole_event, 500) if time_remain == 10: audios['count_down'].play() if time_remain < 0: break count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE) 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) 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 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) pygame.display.flip() # 读取最佳分数(try块避免第一次游戏无.rec文件) best_score = int(open(cfg.RECORD_PATH).read()) if your_score > best_score: f = open(cfg.RECORD_PATH, 'w') f.write(str(your_score)) 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)if __name__ == '__main__': is_restart = main() if not is_restart:
简简单单
6、小恐龙
玩法:上下控制起跳躲避
源码分享:
screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('九歌') for key, value in cfg.AUDIO_PATHS.items(): sounds[key] = pygame.mixer.Sound(value) GameStartInterface(screen, sounds, cfg) 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 clock = pygame.time.Clock() 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) 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)))) 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'])) 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)))) cloud_sprites_group.update() cactus_sprites_group.update() ptera_sprites_group.update() if score_timer > (cfg.FPS//12): score_timer = 0 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 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) 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) pygame.display.update() clock.tick(cfg.FPS) return GameEndInterface(screen, cfg), highest_scoreif __name__ == '__main__': 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:
screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('Gemgem —— 九歌') 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) sounds['mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/badswap.wav')) sounds['match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/match%s.wav' % i))) font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25) for i in range(1, 8): gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i)) game = gemGame(screen, sounds, font, gem_imgs, cfg) score = game.start() # 一轮游戏结束后玩家选择重玩或者退出 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 screen.fill((135, 206, 235)) text0 = 'Final score: %s' % score text1 = 'Press <R> to restart the game.' text2 = 'Press <Esc> to quit the game.' 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) rect.left, rect.top = (126.5, y) screen.blit(text_render, rect) pygame.display.update()if __name__ == '__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:
from PyQt5.QtGui import *from PyQt5.QtCore import *from PyQt5.QtWidgets import *class TetrisGame(QMainWindow): def __init__(self, parent=None): super(TetrisGame, self).__init__(parent) self.is_paused = False self.is_started = False self.setWindowIcon(QIcon(os.path.join(os.getcwd(), 'resources/icon.jpg'))) self.grid_size = 22 self.timer = QBasicTimer() self.setFocusPolicy(Qt.StrongFocus) 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.setWindowTitle('Tetris —— 九歌') self.setFixedSize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height()) screen = QDesktopWidget().screenGeometry() size = self.geometry() self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2) def updateWindow(self): self.external_board.updateData() self.side_panel.updateData() if self.is_started: self.is_started = True self.inner_board.createNewTetris() self.timer.start(self.fps, self) if not self.is_started: self.is_paused = not self.is_paused if self.is_paused: self.timer.stop() self.external_board.score_signal.emit('Paused') self.timer.start(self.fps, self) self.updateWindow() def timerEvent(self, event): if event.timerId() == self.timer.timerId(): removed_lines = self.inner_board.moveDown() self.external_board.score += removed_lines self.updateWindow() super(TetrisGame, self).timerEvent(event) def keyPressEvent(self, event): if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty: super(TetrisGame, self).keyPressEvent(event) key = event.key() if key == Qt.Key_P: if self.is_paused: elif key == Qt.Key_Left: self.inner_board.moveLeft() elif key == Qt.Key_Right: self.inner_board.moveRight() elif key == Qt.Key_Up: self.inner_board.rotateAnticlockwise() elif key == Qt.Key_Space: self.external_board.score += self.inner_board.dropDown() super(TetrisGame, self).keyPressEvent(event) self.updateWindow()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:
screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('Greedy Snake —— 九歌') clock = pygame.time.Clock() pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.play(-1) apple = Apple(cfg, snake.coords) screen.fill(cfg.BLACK) 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]) if snake.update(apple): apple = Apple(cfg, snake.coords) if snake.isgameover: break drawGameGrid(cfg, screen) snake.draw(screen) apple.draw(screen) showScore(cfg, score, screen) pygame.display.update() clock.tick(cfg.FPS) return endInterface(screen, cfg)if __name__ == '__main__': if not main(cfg):
普普通通
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:
from fractions import Fractiondef checkClicked(group, mouse_pos, group_type='NUMBER'): if group_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]: max_selected = 2 if group_type == GROUPTYPES[0] else 1 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 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) elif group_type == GROUPTYPES[2]: for each in group: if each.rect.collidepoint(mouse_pos): each.is_selected = True selected.append(each.attribute) raise ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *GROUPTYPES))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_groupdef 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_groupdef 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_groupdef calculate(number1, number2, operator): operator_map = {'+': '+', '-': '-', '×': '*', '÷': '/'} result = str(eval(number1+operator_map[operator]+number2)) return result if '.' not in result else str(Fraction(number1+operator_map[operator]+number2))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)) 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) game24_gen = game24Generator() game24_gen.generate() number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now) operator_sprites_group = getOperatorSpritesGroup(OPREATORS) button_sprites_group = getButtonSpritesGroup(BUTTONS) clock = pygame.time.Clock() selected_numbers = [] selected_operators = [] selected_buttons = [] 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) 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) 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() warn_sound.play() selected_numbers = [] selected_operators = [] number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now) 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()) showInfo('Congratulations', screen) if not is_win and len(game24_gen.numbers_now) == 1: showInfo('Game Over', screen) pygame.display.flip()if __name__ == '__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:
from modules import breakoutClone game = breakoutClone(cfg)if __name__ == '__main__':
【还有配置文件】
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:
clock = pygame.time.Clock() font = pygame.font.SysFont('arial', 18) if not os.path.isfile('score'): f = open('score', 'w') with open('score', 'r') as f: highest_score = int(f.read().strip()) enemies_group = pygame.sprite.Group() enemy = enemySprite('small', i, cfg.WHITE, cfg.WHITE) enemy = enemySprite('medium', i, cfg.WHITE, cfg.WHITE) 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) myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE) my_bullets_group = pygame.sprite.Group() 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_shot_interval = 100 enemy_shot_flag = False 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() 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 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 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) 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]) 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 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 myaircraft.update(cfg.SCREENSIZE[0]) myaircraft.draw(screen) if (not ufo.has_boomed) and (ufo.is_dead): if ufo.boom(screen): ufo.has_boomed = True ufo.update(cfg.SCREENSIZE[0]) ufo.draw(screen) for bullet in my_bullets_group: if bullet.update(): my_bullets_group.remove(bullet) del bullet bullet.draw(screen) for bullet in en_bullets_group: if bullet.update(cfg.SCREENSIZE[1]): en_bullets_group.remove(bullet) del bullet 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) if len(enemies_group) < 1: is_win = True running = False showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8) showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24) showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8) showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24) showText(screen, 'HIGHEST: ', cfg.WHITE, font, 540, 8) showText(screen, str(highest_score), cfg.WHITE, font, 540, 24) showText(screen, 'FPS: ' + str(int(clock.get_fps())), cfg.RED, font, 8, 8) 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)) pygame.display.set_caption('外星人入侵 —— 九歌') screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1) is_win = startGame(screen) endInterface(screen, cfg.BLACK, is_win)if __name__ == '__main__':
13、贪心鸟
玩法:有点类似那个炸弹人,控制好走位问题不大。
14、井字棋888
玩法:我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。
源码分享
import tkinter.messagebox as msgroot.title('TIC-TAC-TOE---Project Gurukul')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# counting the no. of click 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)) 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: panels[digit] = mark elif count % 2 != 0: panels[digit] = mark button1.config(text=mark) count = count + 1 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: panels[digit] = mark elif count % 2 != 0: panels[digit] = mark button2.config(text=mark) count = count + 1 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: panels[digit] = mark elif count % 2 != 0: panels[digit] = mark button3.config(text=mark) count = count + 1 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: panels[digit] = mark elif count % 2 != 0: panels[digit] = mark button4.config(text=mark) count = count + 1 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: panels[digit] = mark elif count % 2 != 0: panels[digit] = mark button5.config(text=mark) count = count + 1 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: panels[digit] = mark elif count % 2 != 0: panels[digit] = mark button6.config(text=mark) count = count + 1 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: panels[digit] = mark elif count % 2 != 0: panels[digit] = mark button7.config(text=mark) count = count + 1 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: panels[digit] = mark elif count % 2 != 0: panels[digit] = mark button8.config(text=mark) count = count + 1 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: panels[digit] = mark elif count % 2 != 0: panels[digit] = mark button9.config(text=mark) count = count + 1 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")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)
有点困难
15、炸弹人
玩法详解:小时候的又一经典游戏,小时候很多次都被自己炸死了。
16、保卫森林
玩法详解:类似保卫萝卜,塔防类的小游戏,布局一定要合理,考虑射程属性等等
17、五子棋
玩法详解:小时候很爱玩,先出是有必胜方法的,后面才知道会有禁手这个规则,就比较复杂了,大家可以学一下先出必胜的开局,有浦月、流星、丘月、游星、慧星等等。
18、吃豆豆
玩法详解:考验手速和操作和走位,我不喜欢玩这类跑来跑去的。
19、坦克大战
玩法详解:这是经典中的经典,我喜欢玩双人模式,后面有一些改版的模式,这是我觉得少数几个现在玩都不过时的游戏。
20、超级玛丽
玩法详解:经典中的经典,小时候玩觉得可难了,操作不必介绍了吧。
21、水果忍者
玩法详解:切水果风靡一时的游戏,不知道为啥总是切刀炸掉,挺解压的游戏。
极度困难
22、飞机大战
攻略大全:从这里开始的游戏,真正算的上有难度了,这个飞机大战跟童年玩的比起来还是差一点。
23、2048
攻略大全:也是曾经风靡一时的,越到后面越难,合成的时候一定要大数放在角落。
24、推箱子
攻略大全:以前的那个手机上都有的游戏,越推到后面的关卡越难,我好像是玩到二十多关就玩不下去了。
25、塔防
攻略大全:又是一种塔防类的游戏,有点意思,就是速度太快了,反应不过来。
26、植物大战僵尸
攻略大全:最经典的植物大战僵尸,操作不用介绍了,不过可以自己玩玩看。
27、扫雷
玩法详解:扫雷还是挺有意思的,技能玩又考验推理
终极挑战
28、拼图
游戏体验:三个终极挑战,能完成一个就算你厉害,拼图是我最烦的,太难了。
29、走迷宫
游戏体验:我反正没走出去,大家能走出去吗
30、最强游戏
游戏体验:可太难控制了。。