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python游戏代码大全可复制,python基础游戏代码

19 人参与  2024年02月28日 18:26  分类 : 《随便一记》  评论

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本篇文章给大家谈谈python游戏编程入门游戏代码,以及python游戏代码大全可复制,希望对各位有所帮助,不要忘了收藏本站喔。

仅限技术学习参考

分享13个游戏源码,可以自己复现玩玩,研究下里面的编程逻辑,对学习编程(特别是初学者)应该会有很大帮助。

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)        # 加载必要的游戏素材    game_images = {}    for key, value in cfg.IMAGE_PATHS.items():        if isinstance(value, list):            images = []            for item in value: images.append(pygame.image.load(item))            game_images[key] = images        else:            game_images[key] = pygame.image.load(value)    game_sounds = {}    for key, value in cfg.AUDIO_PATHS.items():        if key == 'bgm': continue        game_sounds[key] = pygame.mixer.Sound(value)    # 返回初始化数据    return screen, game_images, game_sounds  '''主函数'''def main():    # 初始化    screen, game_images, game_sounds = initGame()    # 播放背景音乐    pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm'])    pygame.mixer.music.play(-1, 0.0)    # 字体加载    font = pygame.font.Font(cfg.FONT_PATH, 40)    # 定义hero    hero = Hero(game_images['hero'], position=(375, 520))    # 定义食物组    food_sprites_group = pygame.sprite.Group()    generate_food_freq = random.randint(10, 20)    generate_food_count = 0    # 当前分数/历史最高分    score = 0    highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())    # 游戏主循环    clock = pygame.time.Clock()    while True:        # --填充背景        screen.fill(0)        screen.blit(game_images['background'], (0, 0))        # --倒计时信息        countdown_text = 'Count down: ' + str((90000 - pygame.time.get_ticks()) // 60000) + ":" + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2)        countdown_text = font.render(countdown_text, True, (0, 0, 0))        countdown_rect = countdown_text.get_rect()        countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5]        screen.blit(countdown_text, countdown_rect)        # --按键检测        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()        key_pressed = pygame.key.get_pressed()        if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:            hero.move(cfg.SCREENSIZE, 'left')        if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:            hero.move(cfg.SCREENSIZE, 'right')        # --随机生成食物        generate_food_count += 1        if generate_food_count > generate_food_freq:            generate_food_freq = random.randint(10, 20)            generate_food_count = 0            food = Food(game_images, random.choice(['gold',] * 10 + ['apple']), cfg.SCREENSIZE)            food_sprites_group.add(food)        # --更新食物        for food in food_sprites_group:            if food.update(): food_sprites_group.remove(food)        # --碰撞检测        for food in food_sprites_group:            if pygame.sprite.collide_mask(food, hero):                game_sounds['get'].play()                food_sprites_group.remove(food)                score += food.score                if score > highest_score: highest_score = score        # --画hero        hero.draw(screen)        # --画食物        food_sprites_group.draw(screen)        # --显示得分        score_text = f'Score: {score}, Highest: {highest_score}'        score_text = font.render(score_text, True, (0, 0, 0))        score_rect = score_text.get_rect()        score_rect.topleft = [5, 5]        screen.blit(score_text, score_rect)        # --判断游戏是否结束        if pygame.time.get_ticks() >= 90000:            break        # --更新屏幕        pygame.display.flip()        clock.tick(cfg.FPS)    # 游戏结束, 记录最高分并显示游戏结束画面    fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, 'w')    fp.write(str(highest_score))    fp.close()    return showEndGameInterface(screen, cfg, score, highest_score)  '''run'''if __name__ == '__main__':    while main():        pass

2、打乒乓

源码分享:

 import sys  import cfg  import pygame  from modules import *        '''定义按钮'''  def Button(screen, position, text, button_size=(200, 50)):      left, top = position      bwidth, bheight = button_size      pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)      pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)      pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)      pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)      pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))      font = pygame.font.Font(cfg.FONTPATH, 30)      text_render = font.render(text, 1, (255, 235, 205))      return screen.blit(text_render, (left+50, top+10))        '''  Function:      开始界面  Input:      --screen: 游戏界面  Return:      --game_mode: 1(单人模式)/2(双人模式)  '''  def startInterface(screen):      clock = pygame.time.Clock()      while True:          screen.fill((41, 36, 33))          button_1 = Button(screen, (150, 175), '1 Player')          button_2 = Button(screen, (150, 275), '2 Player')          for event in pygame.event.get():              if event.type == pygame.QUIT:                  pygame.quit()                  sys.exit()              if event.type == pygame.MOUSEBUTTONDOWN:                  if button_1.collidepoint(pygame.mouse.get_pos()):                      return 1                  elif button_2.collidepoint(pygame.mouse.get_pos()):                      return 2          clock.tick(10)          pygame.display.update()        '''结束界面'''  def endInterface(screen, score_left, score_right):      clock = pygame.time.Clock()      font1 = pygame.font.Font(cfg.FONTPATH, 30)      font2 = pygame.font.Font(cfg.FONTPATH, 20)      msg = 'Player on left won!' if score_left > score_right else 'Player on right won!'      texts = [font1.render(msg, True, cfg.WHITE),              font2.render('Press ESCAPE to quit.', True, cfg.WHITE),              font2.render('Press ENTER to continue or play again.', True, cfg.WHITE)]      positions = [[120, 200], [155, 270], [80, 300]]      while True:          screen.fill((41, 36, 33))          for event in pygame.event.get():              if event.type == pygame.QUIT:                  pygame.quit()                  sys.exit()              if event.type == pygame.KEYDOWN:                  if event.key == pygame.K_RETURN:                      return                  elif event.key == pygame.K_ESCAPE:                      sys.exit()                      pygame.quit()          for text, pos in zip(texts, positions):              screen.blit(text, pos)          clock.tick(10)          pygame.display.update()        '''运行游戏Demo'''  def runDemo(screen):      # 加载游戏素材      hit_sound = pygame.mixer.Sound(cfg.HITSOUNDPATH)      goal_sound = pygame.mixer.Sound(cfg.GOALSOUNDPATH)      pygame.mixer.music.load(cfg.BGMPATH)      pygame.mixer.music.play(-1, 0.0)      font = pygame.font.Font(cfg.FONTPATH, 50)      # 开始界面      game_mode = startInterface(screen)      # 游戏主循环      # --左边球拍(ws控制, 仅双人模式时可控制)      score_left = 0      racket_left = Racket(cfg.RACKETPICPATH, 'LEFT', cfg)      # --右边球拍(↑↓控制)      score_right = 0      racket_right = Racket(cfg.RACKETPICPATH, 'RIGHT', cfg)      # --球      ball = Ball(cfg.BALLPICPATH, cfg)      clock = pygame.time.Clock()      while True:          for event in pygame.event.get():              if event.type == pygame.QUIT:                  pygame.quit()                  sys.exit(-1)          screen.fill((41, 36, 33))          # 玩家操作          pressed_keys = pygame.key.get_pressed()          if pressed_keys[pygame.K_UP]:              racket_right.move('UP')          elif pressed_keys[pygame.K_DOWN]:              racket_right.move('DOWN')          if game_mode == 2:              if pressed_keys[pygame.K_w]:                  racket_left.move('UP')              elif pressed_keys[pygame.K_s]:                  racket_left.move('DOWN')          else:              racket_left.automove(ball)          # 球运动          scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)          score_left += scores[0]          score_right += scores[1]          # 显示          # --分隔线          pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))          # --球          ball.draw(screen)          # --拍          racket_left.draw(screen)          racket_right.draw(screen)          # --得分          screen.blit(font.render(str(score_left), False, cfg.WHITE), (150, 10))          screen.blit(font.render(str(score_right), False, cfg.WHITE), (300, 10))          if score_left == 11 or score_right == 11:              return score_left, score_right          clock.tick(100)          pygame.display.update()        '''主函数'''  def main():      # 初始化      pygame.init()      pygame.mixer.init()      screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT))      pygame.display.set_caption('pingpong —— 九歌')      # 开始游戏      while True:          score_left, score_right = runDemo(screen)          endInterface(screen, score_left, score_right)        '''run'''  if __name__ == '__main__':      main()

3、滑雪

源码分享:

 import sys  import cfg  import pygame  import random        '''滑雪者类'''  class SkierClass(pygame.sprite.Sprite):      def __init__(self):          pygame.sprite.Sprite.__init__(self)          # 滑雪者的朝向(-2到2)          self.direction = 0          self.imagepaths = cfg.SKIER_IMAGE_PATHS[:-1]          self.image = pygame.image.load(self.imagepaths[self.direction])          self.rect = self.image.get_rect()          self.rect.center = [320, 100]          self.speed = [self.direction, 6-abs(self.direction)*2]      '''改变滑雪者的朝向. 负数为向左,正数为向右,0为向前'''      def turn(self, num):          self.direction += num          self.direction = max(-2, self.direction)          self.direction = min(2, self.direction)          center = self.rect.center          self.image = pygame.image.load(self.imagepaths[self.direction])          self.rect = self.image.get_rect()          self.rect.center = center          self.speed = [self.direction, 6-abs(self.direction)*2]          return self.speed      '''移动滑雪者'''      def move(self):          self.rect.centerx += self.speed[0]          self.rect.centerx = max(20, self.rect.centerx)          self.rect.centerx = min(620, self.rect.centerx)      '''设置为摔倒状态'''      def setFall(self):          self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])      '''设置为站立状态'''      def setForward(self):          self.direction = 0          self.image = pygame.image.load(self.imagepaths[self.direction])        '''  Function:      障碍物类  Input:      img_path: 障碍物图片路径      location: 障碍物位置      attribute: 障碍物类别属性  '''  class ObstacleClass(pygame.sprite.Sprite):      def __init__(self, img_path, location, attribute):          pygame.sprite.Sprite.__init__(self)          self.img_path = img_path          self.image = pygame.image.load(self.img_path)          self.location = location          self.rect = self.image.get_rect()          self.rect.center = self.location          self.attribute = attribute          self.passed = False      '''移动'''      def move(self, num):          self.rect.centery = self.location[1] - num        '''创建障碍物'''  def createObstacles(s, e, num=10):      obstacles = pygame.sprite.Group()      locations = []      for i in range(num):          row = random.randint(s, e)          col = random.randint(0, 9)          location  = [col*64+20, row*64+20]          if location not in locations:              locations.append(location)              attribute = random.choice(list(cfg.OBSTACLE_PATHS.keys()))              img_path = cfg.OBSTACLE_PATHS[attribute]              obstacle = ObstacleClass(img_path, location, attribute)              obstacles.add(obstacle)      return obstacles        '''合并障碍物'''  def AddObstacles(obstacles0, obstacles1):      obstacles = pygame.sprite.Group()      for obstacle in obstacles0:          obstacles.add(obstacle)      for obstacle in obstacles1:          obstacles.add(obstacle)      return obstacles        '''显示游戏开始界面'''  def ShowStartInterface(screen, screensize):      screen.fill((255, 255, 255))      tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5)      cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20)      title = tfont.render(u'滑雪游戏', True, (255, 0, 0))      content = cfont.render(u'按任意键开始游戏', True, (0, 0, 255))      trect = title.get_rect()      trect.midtop = (screensize[0]/2, screensize[1]/5)      crect = content.get_rect()      crect.midtop = (screensize[0]/2, screensize[1]/2)      screen.blit(title, trect)      screen.blit(content, crect)      while True:          for event in pygame.event.get():              if event.type == pygame.QUIT:                  pygame.quit()                  sys.exit()              elif event.type == pygame.KEYDOWN:                  return          pygame.display.update()        '''显示分数'''  def showScore(screen, score, pos=(10, 10)):      font = pygame.font.Font(cfg.FONTPATH, 30)      score_text = font.render("Score: %s" % score, True, (0, 0, 0))      screen.blit(score_text, pos)        '''更新当前帧的游戏画面'''  def updateFrame(screen, obstacles, skier, score):      screen.fill((255, 255, 255))      obstacles.draw(screen)      screen.blit(skier.image, skier.rect)      showScore(screen, score)      pygame.display.update()        '''主程序'''  def main():      # 游戏初始化      pygame.init()      pygame.mixer.init()      pygame.mixer.music.load(cfg.BGMPATH)      pygame.mixer.music.set_volume(0.4)      pygame.mixer.music.play(-1)      # 设置屏幕      screen = pygame.display.set_mode(cfg.SCREENSIZE)      pygame.display.set_caption('滑雪游戏 —— 九歌')      # 游戏开始界面      ShowStartInterface(screen, cfg.SCREENSIZE)      # 实例化游戏精灵      # --滑雪者      skier = SkierClass()      # --创建障碍物      obstacles0 = createObstacles(20, 29)      obstacles1 = createObstacles(10, 19)      obstaclesflag = 0      obstacles = AddObstacles(obstacles0, obstacles1)      # 游戏clock      clock = pygame.time.Clock()      # 记录滑雪的距离      distance = 0      # 记录当前的分数      score = 0      # 记录当前的速度      speed = [0, 6]      # 游戏主循环      while True:          # --事件捕获          for event in pygame.event.get():              if event.type == pygame.QUIT:                  pygame.quit()                  sys.exit()              if event.type == pygame.KEYDOWN:                  if event.key == pygame.K_LEFT or event.key == pygame.K_a:                      speed = skier.turn(-1)                  elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:                      speed = skier.turn(1)          # --更新当前游戏帧的数据          skier.move()          distance += speed[1]          if distance >= 640 and obstaclesflag == 0:              obstaclesflag = 1              obstacles0 = createObstacles(20, 29)              obstacles = AddObstacles(obstacles0, obstacles1)          if distance >= 1280 and obstaclesflag == 1:              obstaclesflag = 0              distance -= 1280              for obstacle in obstacles0:                  obstacle.location[1] = obstacle.location[1] - 1280              obstacles1 = createObstacles(10, 19)              obstacles = AddObstacles(obstacles0, obstacles1)          for obstacle in obstacles:              obstacle.move(distance)          # --碰撞检测          hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False)          if hitted_obstacles:              if hitted_obstacles[0].attribute == "tree" and not hitted_obstacles[0].passed:                  score -= 50                  skier.setFall()                  updateFrame(screen, obstacles, skier, score)                  pygame.time.delay(1000)                  skier.setForward()                  speed = [0, 6]                  hitted_obstacles[0].passed = True              elif hitted_obstacles[0].attribute == "flag" and not hitted_obstacles[0].passed:                  score += 10                  obstacles.remove(hitted_obstacles[0])          # --更新屏幕          updateFrame(screen, obstacles, skier, score)          clock.tick(cfg.FPS)        '''run'''  if __name__ == '__main__':      main();

4、并夕夕版飞机大战

源码分享:

 import sys  import cfg  import pygame  from modules import *        '''游戏界面'''  def GamingInterface(num_player, screen):      # 初始化      pygame.mixer.music.load(cfg.SOUNDPATHS['Cool Space Music'])      pygame.mixer.music.set_volume(0.4)      pygame.mixer.music.play(-1)      explosion_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['boom'])      fire_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['shot'])      font = pygame.font.Font(cfg.FONTPATH, 20)      # 游戏背景图      bg_imgs = [cfg.IMAGEPATHS['bg_big'], cfg.IMAGEPATHS['seamless_space'], cfg.IMAGEPATHS['space3']]      bg_move_dis = 0      bg_1 = pygame.image.load(bg_imgs[0]).convert()      bg_2 = pygame.image.load(bg_imgs[1]).convert()      bg_3 = pygame.image.load(bg_imgs[2]).convert()      # 玩家, 子弹和小行星精灵组      player_group = pygame.sprite.Group()      bullet_group = pygame.sprite.Group()      asteroid_group = pygame.sprite.Group()      # 产生小行星的时间间隔      asteroid_ticks = 90      for i in range(num_player):          player_group.add(Ship(i+1, cfg))      clock = pygame.time.Clock()      # 分数      score_1, score_2 = 0, 0      # 游戏主循环      while True:          for event in pygame.event.get():              if event.type == pygame.QUIT:                  pygame.quit()                  sys.exit()          # --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击          pressed_keys = pygame.key.get_pressed()          for idx, player in enumerate(player_group):              direction = None              if idx == 0:                  if pressed_keys[pygame.K_UP]:                      direction = 'up'                  elif pressed_keys[pygame.K_DOWN]:                      direction = 'down'                  elif pressed_keys[pygame.K_LEFT]:                      direction = 'left'                  elif pressed_keys[pygame.K_RIGHT]:                      direction = 'right'                  if direction:                      player.move(direction)                  if pressed_keys[pygame.K_j]:                      if player.cooling_time == 0:                          fire_sound.play()                          bullet_group.add(player.shot())                          player.cooling_time = 20              elif idx == 1:                  if pressed_keys[pygame.K_w]:                      direction = 'up'                  elif pressed_keys[pygame.K_s]:                      direction = 'down'                  elif pressed_keys[pygame.K_a]:                      direction = 'left'                  elif pressed_keys[pygame.K_d]:                      direction = 'right'                  if direction:                      player.move(direction)                  if pressed_keys[pygame.K_SPACE]:                      if player.cooling_time == 0:                          fire_sound.play()                          bullet_group.add(player.shot())                          player.cooling_time = 20              if player.cooling_time > 0:                  player.cooling_time -= 1          if (score_1 + score_2) < 500:              background = bg_1          elif (score_1 + score_2) < 1500:              background = bg_2          else:              background = bg_3          # --向下移动背景图实现飞船向上移动的效果          screen.blit(background, (0, -background.get_rect().height + bg_move_dis))          screen.blit(background, (0, bg_move_dis))          bg_move_dis = (bg_move_dis + 2) % background.get_rect().height          # --生成小行星          if asteroid_ticks == 0:              asteroid_ticks = 90              asteroid_group.add(Asteroid(cfg))          else:              asteroid_ticks -= 1          # --画飞船          for player in player_group:              if pygame.sprite.spritecollide(player, asteroid_group, True, None):                  player.explode_step = 1                  explosion_sound.play()              elif player.explode_step > 0:                  if player.explode_step > 3:                      player_group.remove(player)                      if len(player_group) == 0:                          return                  else:                      player.explode(screen)              else:                  player.draw(screen)          # --画子弹          for bullet in bullet_group:              bullet.move()              if pygame.sprite.spritecollide(bullet, asteroid_group, True, None):                  bullet_group.remove(bullet)                  if bullet.player_idx == 1:                      score_1 += 1                  else:                      score_2 += 1              else:                  bullet.draw(screen)          # --画小行星          for asteroid in asteroid_group:              asteroid.move()              asteroid.rotate()              asteroid.draw(screen)          # --显示分数          score_1_text = '玩家一得分: %s' % score_1          score_2_text = '玩家二得分: %s' % score_2          text_1 = font.render(score_1_text, True, (0, 0, 255))          text_2 = font.render(score_2_text, True, (255, 0, 0))          screen.blit(text_1, (2, 5))          screen.blit(text_2, (2, 35))          # --屏幕刷新          pygame.display.update()          clock.tick(60)        '''主函数'''  def main():      pygame.init()      pygame.font.init()      pygame.mixer.init()      screen = pygame.display.set_mode(cfg.SCREENSIZE)      pygame.display.set_caption('飞机大战 —— 九歌')      num_player = StartInterface(screen, cfg)      if num_player == 1:          while True:              GamingInterface(num_player=1, screen=screen)              EndInterface(screen, cfg)      else:          while True:              GamingInterface(num_player=2, screen=screen)              EndInterface(screen, cfg)        '''run'''  if __name__ == '__main__':      main()

5、打地鼠

源码分享:

 import cfg  import sys  import pygame  import random  from modules import *        '''游戏初始化'''  def initGame():      pygame.init()      pygame.mixer.init()      screen = pygame.display.set_mode(cfg.SCREENSIZE)      pygame.display.set_caption('打地鼠 —— 九歌')      return screen        '''主函数'''  def main():      # 初始化      screen = initGame()      # 加载背景音乐和其他音效      pygame.mixer.music.load(cfg.BGM_PATH)      pygame.mixer.music.play(-1)      audios = {          'count_down': pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH),          'hammering': pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH)      }      # 加载字体      font = pygame.font.Font(cfg.FONT_PATH, 40)      # 加载背景图片      bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)      # 开始界面      startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)      # 地鼠改变位置的计时      hole_pos = random.choice(cfg.HOLE_POSITIONS)      change_hole_event = pygame.USEREVENT      pygame.time.set_timer(change_hole_event, 800)      # 地鼠      mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)      # 锤子      hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))      # 时钟      clock = pygame.time.Clock()      # 分数      your_score = 0      flag = False      # 初始时间      init_time = pygame.time.get_ticks()      # 游戏主循环      while True:          # --游戏时间为60s          time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.)          # --游戏时间减少, 地鼠变位置速度变快          if time_remain == 40 and not flag:              hole_pos = random.choice(cfg.HOLE_POSITIONS)              mole.reset()              mole.setPosition(hole_pos)              pygame.time.set_timer(change_hole_event, 650)              flag = True          elif time_remain == 20 and flag:              hole_pos = random.choice(cfg.HOLE_POSITIONS)              mole.reset()              mole.setPosition(hole_pos)              pygame.time.set_timer(change_hole_event, 500)              flag = False          # --倒计时音效          if time_remain == 10:              audios['count_down'].play()          # --游戏结束          if time_remain < 0: break          count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)          # --按键检测          for event in pygame.event.get():              if event.type == pygame.QUIT:                  pygame.quit()                  sys.exit()              elif event.type == pygame.MOUSEMOTION:                  hammer.setPosition(pygame.mouse.get_pos())              elif event.type == pygame.MOUSEBUTTONDOWN:                  if event.button == 1:                      hammer.setHammering()              elif event.type == change_hole_event:                  hole_pos = random.choice(cfg.HOLE_POSITIONS)                  mole.reset()                  mole.setPosition(hole_pos)          # --碰撞检测          if hammer.is_hammering and not mole.is_hammer:              is_hammer = pygame.sprite.collide_mask(hammer, mole)              if is_hammer:                  audios['hammering'].play()                  mole.setBeHammered()                  your_score += 10          # --分数          your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN)          # --绑定必要的游戏元素到屏幕(注意顺序)          screen.blit(bg_img, (0, 0))          screen.blit(count_down_text, (875, 8))          screen.blit(your_score_text, (800, 430))          mole.draw(screen)          hammer.draw(screen)          # --更新          pygame.display.flip()          clock.tick(60)      # 读取最佳分数(try块避免第一次游戏无.rec文件)      try:          best_score = int(open(cfg.RECORD_PATH).read())      except:          best_score = 0      # 若当前分数大于最佳分数则更新最佳分数      if your_score > best_score:          f = open(cfg.RECORD_PATH, 'w')          f.write(str(your_score))          f.close()      # 结束界面      score_info = {'your_score': your_score, 'best_score': best_score}      is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE)      return is_restart        '''run'''  if __name__ == '__main__':      while True:          is_restart = main()          if not is_restart:              break

6、小恐龙

玩法:上下控制起跳躲避

源码分享:

 import cfg  import sys  import random  import pygame  from modules import *        '''main'''  def main(highest_score):      # 游戏初始化      pygame.init()      screen = pygame.display.set_mode(cfg.SCREENSIZE)      pygame.display.set_caption('九歌')      # 导入所有声音文件      sounds = {}      for key, value in cfg.AUDIO_PATHS.items():          sounds[key] = pygame.mixer.Sound(value)      # 游戏开始界面      GameStartInterface(screen, sounds, cfg)      # 定义一些游戏中必要的元素和变量      score = 0      score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(534, 15), bg_color=cfg.BACKGROUND_COLOR)      highest_score = highest_score      highest_score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(435, 15), bg_color=cfg.BACKGROUND_COLOR, is_highest=True)      dino = Dinosaur(cfg.IMAGE_PATHS['dino'])      ground = Ground(cfg.IMAGE_PATHS['ground'], position=(0, cfg.SCREENSIZE[1]))      cloud_sprites_group = pygame.sprite.Group()      cactus_sprites_group = pygame.sprite.Group()      ptera_sprites_group = pygame.sprite.Group()      add_obstacle_timer = 0      score_timer = 0      # 游戏主循环      clock = pygame.time.Clock()      while True:          for event in pygame.event.get():              if event.type == pygame.QUIT:                  pygame.quit()                  sys.exit()              elif event.type == pygame.KEYDOWN:                  if event.key == pygame.K_SPACE or event.key == pygame.K_UP:                      dino.jump(sounds)                  elif event.key == pygame.K_DOWN:                      dino.duck()              elif event.type == pygame.KEYUP and event.key == pygame.K_DOWN:                  dino.unduck()          screen.fill(cfg.BACKGROUND_COLOR)          # --随机添加云          if len(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10:              cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS['cloud'], position=(cfg.SCREENSIZE[0], random.randrange(30, 75))))          # --随机添加仙人掌/飞龙          add_obstacle_timer += 1          if add_obstacle_timer > random.randrange(50, 150):              add_obstacle_timer = 0              random_value = random.randrange(0, 10)              if random_value >= 5 and random_value <= 7:                  cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS['cacti']))              else:                  position_ys = [cfg.SCREENSIZE[1]*0.82, cfg.SCREENSIZE[1]*0.75, cfg.SCREENSIZE[1]*0.60, cfg.SCREENSIZE[1]*0.20]                  ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS['ptera'], position=(600, random.choice(position_ys))))          # --更新游戏元素          dino.update()          ground.update()          cloud_sprites_group.update()          cactus_sprites_group.update()          ptera_sprites_group.update()          score_timer += 1          if score_timer > (cfg.FPS//12):              score_timer = 0              score += 1              score = min(score, 99999)              if score > highest_score:                  highest_score = score              if score % 100 == 0:                  sounds['point'].play()              if score % 1000 == 0:                  ground.speed -= 1                  for item in cloud_sprites_group:                      item.speed -= 1                  for item in cactus_sprites_group:                      item.speed -= 1                  for item in ptera_sprites_group:                      item.speed -= 1          # --碰撞检测          for item in cactus_sprites_group:              if pygame.sprite.collide_mask(dino, item):                  dino.die(sounds)          for item in ptera_sprites_group:              if pygame.sprite.collide_mask(dino, item):                  dino.die(sounds)          # --将游戏元素画到屏幕上          dino.draw(screen)          ground.draw(screen)          cloud_sprites_group.draw(screen)          cactus_sprites_group.draw(screen)          ptera_sprites_group.draw(screen)          score_board.set(score)          highest_score_board.set(highest_score)          score_board.draw(screen)          highest_score_board.draw(screen)          # --更新屏幕          pygame.display.update()          clock.tick(cfg.FPS)          # --游戏是否结束          if dino.is_dead:              break      # 游戏结束界面      return GameEndInterface(screen, cfg), highest_score        '''run'''  if __name__ == '__main__':      highest_score = 0      while True:          flag, highest_score = main(highest_score)          if not flag: break

7、消消乐

玩法:三个相连就能消除

源码分享:

 import os  import sys  import cfg  import pygame  from modules import *        '''游戏主程序'''  def main():      pygame.init()      screen = pygame.display.set_mode(cfg.SCREENSIZE)      pygame.display.set_caption('Gemgem —— 九歌')      # 加载背景音乐      pygame.mixer.init()      pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, "resources/audios/bg.mp3"))      pygame.mixer.music.set_volume(0.6)      pygame.mixer.music.play(-1)      # 加载音效      sounds = {}      sounds['mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/badswap.wav'))      sounds['match'] = []      for i in range(6):          sounds['match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/match%s.wav' % i)))      # 加载字体      font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25)      # 图片加载      gem_imgs = []      for i in range(1, 8):          gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i))      # 主循环      game = gemGame(screen, sounds, font, gem_imgs, cfg)      while True:          score = game.start()          flag = False          # 一轮游戏结束后玩家选择重玩或者退出          while True:              for event in pygame.event.get():                  if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE):                      pygame.quit()                      sys.exit()                  elif event.type == pygame.KEYUP and event.key == pygame.K_r:                      flag = True              if flag:                  break              screen.fill((135, 206, 235))              text0 = 'Final score: %s' % score              text1 = 'Press <R> to restart the game.'              text2 = 'Press <Esc> to quit the game.'              y = 150              for idx, text in enumerate([text0, text1, text2]):                  text_render = font.render(text, 1, (85, 65, 0))                  rect = text_render.get_rect()                  if idx == 0:                      rect.left, rect.top = (212, y)                  elif idx == 1:                      rect.left, rect.top = (122.5, y)                  else:                      rect.left, rect.top = (126.5, y)                  y += 100                  screen.blit(text_render, rect)              pygame.display.update()          game.reset()        '''run'''  if __name__ == '__main__':      main()

8、俄罗斯方块

玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的GPT改写。

源码分享:

 import os  import sys  import random  from modules import *  from PyQt5.QtGui import *  from PyQt5.QtCore import *  from PyQt5.QtWidgets import *        '''定义俄罗斯方块游戏类'''  class TetrisGame(QMainWindow):      def __init__(self, parent=None):          super(TetrisGame, self).__init__(parent)          # 是否暂停ing          self.is_paused = False          # 是否开始ing          self.is_started = False          self.initUI()      '''界面初始化'''      def initUI(self):          # icon          self.setWindowIcon(QIcon(os.path.join(os.getcwd(), 'resources/icon.jpg')))          # 块大小          self.grid_size = 22          # 游戏帧率          self.fps = 200          self.timer = QBasicTimer()          # 焦点          self.setFocusPolicy(Qt.StrongFocus)          # 水平布局          layout_horizontal = QHBoxLayout()          self.inner_board = InnerBoard()          self.external_board = ExternalBoard(self, self.grid_size, self.inner_board)          layout_horizontal.addWidget(self.external_board)          self.side_panel = SidePanel(self, self.grid_size, self.inner_board)          layout_horizontal.addWidget(self.side_panel)          self.status_bar = self.statusBar()          self.external_board.score_signal[str].connect(self.status_bar.showMessage)          self.start()          self.center()          self.setWindowTitle('Tetris —— 九歌')          self.show()          self.setFixedSize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height())      '''游戏界面移动到屏幕中间'''      def center(self):          screen = QDesktopWidget().screenGeometry()          size = self.geometry()          self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)      '''更新界面'''      def updateWindow(self):          self.external_board.updateData()          self.side_panel.updateData()          self.update()      '''开始'''      def start(self):          if self.is_started:              return          self.is_started = True          self.inner_board.createNewTetris()          self.timer.start(self.fps, self)      '''暂停/不暂停'''      def pause(self):          if not self.is_started:              return          self.is_paused = not self.is_paused          if self.is_paused:              self.timer.stop()              self.external_board.score_signal.emit('Paused')          else:              self.timer.start(self.fps, self)          self.updateWindow()      '''计时器事件'''      def timerEvent(self, event):          if event.timerId() == self.timer.timerId():              removed_lines = self.inner_board.moveDown()              self.external_board.score += removed_lines              self.updateWindow()          else:              super(TetrisGame, self).timerEvent(event)      '''按键事件'''      def keyPressEvent(self, event):          if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty:              super(TetrisGame, self).keyPressEvent(event)              return          key = event.key()          # P键暂停          if key == Qt.Key_P:              self.pause()              return          if self.is_paused:              return          # 向左          elif key == Qt.Key_Left:              self.inner_board.moveLeft()          # 向右          elif key == Qt.Key_Right:              self.inner_board.moveRight()          # 旋转          elif key == Qt.Key_Up:              self.inner_board.rotateAnticlockwise()          # 快速坠落          elif key == Qt.Key_Space:              self.external_board.score += self.inner_board.dropDown()          else:              super(TetrisGame, self).keyPressEvent(event)          self.updateWindow()        '''run'''  if __name__ == '__main__':      app = QApplication([])      tetris = TetrisGame()      sys.exit(app.exec_())

9、贪吃蛇

玩法:童年经典,普通魔术也没啥意思,小时候玩的也是加速的。

源码分享:

 import cfg  import sys  import pygame  from modules import *        '''主函数'''  def main(cfg):      # 游戏初始化      pygame.init()      screen = pygame.display.set_mode(cfg.SCREENSIZE)      pygame.display.set_caption('Greedy Snake —— 九歌')      clock = pygame.time.Clock()      # 播放背景音乐      pygame.mixer.music.load(cfg.BGMPATH)      pygame.mixer.music.play(-1)      # 游戏主循环      snake = Snake(cfg)      apple = Apple(cfg, snake.coords)      score = 0      while True:          screen.fill(cfg.BLACK)          # --按键检测          for event in pygame.event.get():              if event.type == pygame.QUIT:                  pygame.quit()                  sys.exit()              elif event.type == pygame.KEYDOWN:                  if event.key in [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]:                      snake.setDirection({pygame.K_UP: 'up', pygame.K_DOWN: 'down', pygame.K_LEFT: 'left', pygame.K_RIGHT: 'right'}[event.key])          # --更新贪吃蛇和食物          if snake.update(apple):              apple = Apple(cfg, snake.coords)              score += 1          # --判断游戏是否结束          if snake.isgameover: break          # --显示游戏里必要的元素          drawGameGrid(cfg, screen)          snake.draw(screen)          apple.draw(screen)          showScore(cfg, score, screen)          # --屏幕更新          pygame.display.update()          clock.tick(cfg.FPS)      return endInterface(screen, cfg)        '''run'''  if __name__ == '__main__':      while True:          if not main(cfg):              break

10、24点小游戏

玩法:通过加减乘除操作,小学生都没问题的。

源码分享:

 import os  import sys  import pygame  from cfg import *  from modules import *  from fractions import Fraction        '''检查控件是否被点击'''  def checkClicked(group, mouse_pos, group_type='NUMBER'):      selected = []      # 数字卡片/运算符卡片      if group_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]:          max_selected = 2 if group_type == GROUPTYPES[0] else 1          num_selected = 0          for each in group:              num_selected += int(each.is_selected)          for each in group:              if each.rect.collidepoint(mouse_pos):                  if each.is_selected:                      each.is_selected = not each.is_selected                      num_selected -= 1                      each.select_order = None                  else:                      if num_selected < max_selected:                          each.is_selected = not each.is_selected                          num_selected += 1                          each.select_order = str(num_selected)              if each.is_selected:                  selected.append(each.attribute)      # 按钮卡片      elif group_type == GROUPTYPES[2]:          for each in group:              if each.rect.collidepoint(mouse_pos):                  each.is_selected = True                  selected.append(each.attribute)      # 抛出异常      else:          raise ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *GROUPTYPES))      return selected        '''获取数字精灵组'''  def getNumberSpritesGroup(numbers):      number_sprites_group = pygame.sprite.Group()      for idx, number in enumerate(numbers):          args = (*NUMBERCARD_POSITIONS[idx], str(number), NUMBERFONT, NUMBERFONT_COLORS, NUMBERCARD_COLORS, str(number))          number_sprites_group.add(Card(*args))      return number_sprites_group        '''获取运算符精灵组'''  def getOperatorSpritesGroup(operators):      operator_sprites_group = pygame.sprite.Group()      for idx, operator in enumerate(operators):          args = (*OPERATORCARD_POSITIONS[idx], str(operator), OPERATORFONT, OPREATORFONT_COLORS, OPERATORCARD_COLORS, str(operator))          operator_sprites_group.add(Card(*args))      return operator_sprites_group        '''获取按钮精灵组'''  def getButtonSpritesGroup(buttons):      button_sprites_group = pygame.sprite.Group()      for idx, button in enumerate(buttons):          args = (*BUTTONCARD_POSITIONS[idx], str(button), BUTTONFONT, BUTTONFONT_COLORS, BUTTONCARD_COLORS, str(button))          button_sprites_group.add(Button(*args))      return button_sprites_group        '''计算'''  def calculate(number1, number2, operator):      operator_map = {'+': '+', '-': '-', '×': '*', '÷': '/'}      try:          result = str(eval(number1+operator_map[operator]+number2))          return result if '.' not in result else str(Fraction(number1+operator_map[operator]+number2))      except:          return None        '''在屏幕上显示信息'''  def showInfo(text, screen):      rect = pygame.Rect(200, 180, 400, 200)      pygame.draw.rect(screen, PAPAYAWHIP, rect)      font = pygame.font.Font(FONTPATH, 40)      text_render = font.render(text, True, BLACK)      font_size = font.size(text)      screen.blit(text_render, (rect.x+(rect.width-font_size[0])/2, rect.y+(rect.height-font_size[1])/2))        '''主函数'''  def main():      # 初始化, 导入必要的游戏素材      pygame.init()      pygame.mixer.init()      screen = pygame.display.set_mode(SCREENSIZE)      pygame.display.set_caption('24 point —— 九歌')      win_sound = pygame.mixer.Sound(AUDIOWINPATH)      lose_sound = pygame.mixer.Sound(AUDIOLOSEPATH)      warn_sound = pygame.mixer.Sound(AUDIOWARNPATH)      pygame.mixer.music.load(BGMPATH)      pygame.mixer.music.play(-1, 0.0)      # 24点游戏生成器      game24_gen = game24Generator()      game24_gen.generate()      # 精灵组      # --数字      number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)      # --运算符      operator_sprites_group = getOperatorSpritesGroup(OPREATORS)      # --按钮      button_sprites_group = getButtonSpritesGroup(BUTTONS)      # 游戏主循环      clock = pygame.time.Clock()      selected_numbers = []      selected_operators = []      selected_buttons = []      is_win = False      while True:          for event in pygame.event.get():              if event.type == pygame.QUIT:                  pygame.quit()                  sys.exit(-1)              elif event.type == pygame.MOUSEBUTTONUP:                  mouse_pos = pygame.mouse.get_pos()                  selected_numbers = checkClicked(number_sprites_group, mouse_pos, 'NUMBER')                  selected_operators = checkClicked(operator_sprites_group, mouse_pos, 'OPREATOR')                  selected_buttons = checkClicked(button_sprites_group, mouse_pos, 'BUTTON')          screen.fill(AZURE)          # 更新数字          if len(selected_numbers) == 2 and len(selected_operators) == 1:              noselected_numbers = []              for each in number_sprites_group:                  if each.is_selected:                      if each.select_order == '1':                          selected_number1 = each.attribute                      elif each.select_order == '2':                          selected_number2 = each.attribute                      else:                          raise ValueError('Unknow select_order %s, expect 1 or 2...' % each.select_order)                  else:                      noselected_numbers.append(each.attribute)                  each.is_selected = False              for each in operator_sprites_group:                  each.is_selected = False              result = calculate(selected_number1, selected_number2, *selected_operators)              if result is not None:                  game24_gen.numbers_now = noselected_numbers + [result]                  is_win = game24_gen.check()                  if is_win:                      win_sound.play()                  if not is_win and len(game24_gen.numbers_now) == 1:                      lose_sound.play()              else:                  warn_sound.play()              selected_numbers = []              selected_operators = []              number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)          # 精灵都画到screen上          for each in number_sprites_group:              each.draw(screen, pygame.mouse.get_pos())          for each in operator_sprites_group:              each.draw(screen, pygame.mouse.get_pos())          for each in button_sprites_group:              if selected_buttons and selected_buttons[0] in ['RESET', 'NEXT']:                  is_win = False              if selected_buttons and each.attribute == selected_buttons[0]:                  each.is_selected = False                  number_sprites_group = each.do(game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group)                  selected_buttons = []              each.draw(screen, pygame.mouse.get_pos())          # 游戏胜利          if is_win:              showInfo('Congratulations', screen)          # 游戏失败          if not is_win and len(game24_gen.numbers_now) == 1:              showInfo('Game Over', screen)          pygame.display.flip()          clock.tick(30)        '''run'''  if __name__ == '__main__':      main()

11、平衡木

玩法:也是小时候的经典游戏,控制左右就行,到后面才有一点点难度。

源码分享:

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

12、外星人入侵

玩法:这让我想起了魂斗罗那第几关的boss,有点类似,不过魂斗罗那个难度肯定高点。

源码分享:

 import os  import sys  import cfg  import random  import pygame  from modules import *        '''开始游戏'''  def startGame(screen):      clock = pygame.time.Clock()      # 加载字体      font = pygame.font.SysFont('arial', 18)      if not os.path.isfile('score'):          f = open('score', 'w')          f.write('0')          f.close()      with open('score', 'r') as f:          highest_score = int(f.read().strip())      # 敌方      enemies_group = pygame.sprite.Group()      for i in range(55):          if i < 11:              enemy = enemySprite('small', i, cfg.WHITE, cfg.WHITE)          elif i < 33:              enemy = enemySprite('medium', i, cfg.WHITE, cfg.WHITE)          else:              enemy = enemySprite('large', i, cfg.WHITE, cfg.WHITE)          enemy.rect.x = 85 + (i % 11) * 50          enemy.rect.y = 120 + (i // 11) * 45          enemies_group.add(enemy)      boomed_enemies_group = pygame.sprite.Group()      en_bullets_group = pygame.sprite.Group()      ufo = ufoSprite(color=cfg.RED)      # 我方      myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE)      my_bullets_group = pygame.sprite.Group()      # 用于控制敌方位置更新      # --移动一行      enemy_move_count = 24      enemy_move_interval = 24      enemy_move_flag = False      # --改变移动方向(改变方向的同时集体下降一次)      enemy_change_direction_count = 0      enemy_change_direction_interval = 60      enemy_need_down = False      enemy_move_right = True      enemy_need_move_row = 6      enemy_max_row = 5      # 用于控制敌方发射子弹      enemy_shot_interval = 100      enemy_shot_count = 0      enemy_shot_flag = False      # 游戏进行中      running = True      is_win = False      # 主循环      while running:          screen.fill(cfg.BLACK)          for event in pygame.event.get():              # --点右上角的X或者按Esc键退出游戏              if event.type == pygame.QUIT:                  pygame.quit()                  sys.exit()              if event.type == pygame.KEYDOWN:                  if event.key == pygame.K_ESCAPE:                      pygame.quit()                      sys.exit()              # --射击              if event.type == pygame.MOUSEBUTTONDOWN:                  my_bullet = myaircraft.shot()                  if my_bullet:                      my_bullets_group.add(my_bullet)          # --我方子弹与敌方/UFO碰撞检测          for enemy in enemies_group:              if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None):                  boomed_enemies_group.add(enemy)                  enemies_group.remove(enemy)                  myaircraft.score += enemy.reward          if pygame.sprite.spritecollide(ufo, my_bullets_group, True, None):              ufo.is_dead = True              myaircraft.score += ufo.reward          # --更新并画敌方          # ----敌方子弹          enemy_shot_count += 1          if enemy_shot_count > enemy_shot_interval:              enemy_shot_flag = True              enemies_survive_list = [enemy.number for enemy in enemies_group]              shot_number = random.choice(enemies_survive_list)              enemy_shot_count = 0          # ----敌方移动          enemy_move_count += 1          if enemy_move_count > enemy_move_interval:              enemy_move_count = 0              enemy_move_flag = True              enemy_need_move_row -= 1              if enemy_need_move_row == 0:                  enemy_need_move_row = enemy_max_row              enemy_change_direction_count += 1              if enemy_change_direction_count > enemy_change_direction_interval:                  enemy_change_direction_count = 1                  enemy_move_right = not enemy_move_right                  enemy_need_down = True                  # ----每次下降提高移动和射击速度                  enemy_move_interval = max(15, enemy_move_interval-3)                  enemy_shot_interval = max(50, enemy_move_interval-10)          # ----遍历更新          for enemy in enemies_group:              if enemy_shot_flag:                  if enemy.number == shot_number:                      en_bullet = enemy.shot()                      en_bullets_group.add(en_bullet)              if enemy_move_flag:                  if enemy.number in range((enemy_need_move_row-1)*11, enemy_need_move_row*11):                      if enemy_move_right:                          enemy.update('right', cfg.SCREENSIZE[1])                      else:                          enemy.update('left', cfg.SCREENSIZE[1])              else:                  enemy.update(None, cfg.SCREENSIZE[1])              if enemy_need_down:                  if enemy.update('down', cfg.SCREENSIZE[1]):                      running = False                      is_win = False                  enemy.change_count -= 1              enemy.draw(screen)          enemy_move_flag = False          enemy_need_down = False          enemy_shot_flag = False          # ----敌方爆炸特效          for boomed_enemy in boomed_enemies_group:              if boomed_enemy.boom(screen):                  boomed_enemies_group.remove(boomed_enemy)                  del boomed_enemy          # --敌方子弹与我方飞船碰撞检测          if not myaircraft.one_dead:              if pygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None):                  myaircraft.one_dead = True          if myaircraft.one_dead:              if myaircraft.boom(screen):                  myaircraft.resetBoom()                  myaircraft.num_life -= 1                  if myaircraft.num_life < 1:                      running = False                      is_win = False          else:              # ----更新飞船              myaircraft.update(cfg.SCREENSIZE[0])              # ----画飞船              myaircraft.draw(screen)          if (not ufo.has_boomed) and (ufo.is_dead):              if ufo.boom(screen):                  ufo.has_boomed = True          else:              # ----更新UFO              ufo.update(cfg.SCREENSIZE[0])              # ----画UFO              ufo.draw(screen)          # --画我方飞船子弹          for bullet in my_bullets_group:              if bullet.update():                  my_bullets_group.remove(bullet)                  del bullet              else:                  bullet.draw(screen)          # --画敌方子弹          for bullet in en_bullets_group:              if bullet.update(cfg.SCREENSIZE[1]):                  en_bullets_group.remove(bullet)                  del bullet              else:                  bullet.draw(screen)          if myaircraft.score > highest_score:              highest_score = myaircraft.score          # --得分每增加2000我方飞船增加一条生命          if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score):              myaircraft.old_score = myaircraft.score              myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life)          # --敌人都死光了的话就胜利了          if len(enemies_group) < 1:              is_win = True              running = False          # --显示文字          # ----当前得分          showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8)          showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)          # ----敌人数量          showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8)          showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)          # ----历史最高分          showText(screen, 'HIGHEST: ', cfg.WHITE, font, 540, 8)          showText(screen, str(highest_score), cfg.WHITE, font, 540, 24)          # ----FPS          showText(screen, 'FPS: ' + str(int(clock.get_fps())), cfg.RED, font, 8, 8)          # --显示剩余生命值          showLife(screen, myaircraft.num_life, cfg.GREEN)          pygame.display.update()          clock.tick(cfg.FPS)      with open('score', 'w') as f:          f.write(str(highest_score))      return is_win        '''主函数'''  def main():      # 初始化      pygame.init()      pygame.display.set_caption('外星人入侵 —— 九歌')      screen = pygame.display.set_mode(cfg.SCREENSIZE)      pygame.mixer.init()      pygame.mixer.music.load(cfg.BGMPATH)      pygame.mixer.music.set_volume(0.4)      pygame.mixer.music.play(-1)      while True:          is_win = startGame(screen)          endInterface(screen, cfg.BLACK, is_win)        '''run'''  if __name__ == '__main__':      main()

13、井字棋888

玩法:我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。

源码分享

from tkinter import *  import tkinter.messagebox as msg     root = Tk()  root.title('TIC-TAC-TOE---Project Gurukul')  # labels  Label(root, text="player1 : X", font="times 15").grid(row=0, column=1)  Label(root, text="player2 : O", font="times 15").grid(row=0, column=2)     digits = [1, 2, 3, 4, 5, 6, 7, 8, 9]     # for player1 sign = X and for player2 sign= Y  mark = ''     # counting the no. of click  count = 0     panels = ["panel"] * 10        def win(panels, sign):      return ((panels[1] == panels[2] == panels[3] == sign)              or (panels[1] == panels[4] == panels[7] == sign)              or (panels[1] == panels[5] == panels[9] == sign)              or (panels[2] == panels[5] == panels[8] == sign)              or (panels[3] == panels[6] == panels[9] == sign)              or (panels[3] == panels[5] == panels[7] == sign)              or (panels[4] == panels[5] == panels[6] == sign)              or (panels[7] == panels[8] == panels[9] == sign))        def checker(digit):      global count, mark, digits         # Check which button clicked         if digit == 1 and digit in digits:          digits.remove(digit)          ##player1 will play if the value of count is even and for odd player2 will play          if count % 2 == 0:              mark = 'X'              panels[digit] = mark          elif count % 2 != 0:              mark = 'O'              panels[digit] = mark             button1.config(text=mark)          count = count + 1          sign = mark             if (win(panels, sign) and sign == 'X'):              msg.showinfo("Result", "Player1 wins")              root.destroy()          elif (win(panels, sign) and sign == 'O'):              msg.showinfo("Result", "Player2 wins")              root.destroy()         if digit == 2 and digit in digits:          digits.remove(digit)             if count % 2 == 0:              mark = 'X'              panels[digit] = mark          elif count % 2 != 0:              mark = 'O'              panels[digit] = mark             button2.config(text=mark)          count = count + 1          sign = mark             if (win(panels, sign) and sign == 'X'):              msg.showinfo("Result", "Player1 wins")              root.destroy()          elif (win(panels, sign) and sign == 'O'):              msg.showinfo("Result", "Player2 wins")              root.destroy()         if digit == 3 and digit in digits:          digits.remove(digit)             if count % 2 == 0:              mark = 'X'              panels[digit] = mark          elif count % 2 != 0:              mark = 'O'              panels[digit] = mark             button3.config(text=mark)          count = count + 1          sign = mark             if (win(panels, sign) and sign == 'X'):              msg.showinfo("Result", "Player1 wins")              root.destroy()          elif (win(panels, sign) and sign == 'O'):              msg.showinfo("Result", "Player2 wins")              root.destroy()         if digit == 4 and digit in digits:          digits.remove(digit)             if count % 2 == 0:              mark = 'X'              panels[digit] = mark          elif count % 2 != 0:              mark = 'O'              panels[digit] = mark             button4.config(text=mark)          count = count + 1          sign = mark             if (win(panels, sign) and sign == 'X'):              msg.showinfo("Result", "Player1 wins")              root.destroy()          elif (win(panels, sign) and sign == 'O'):              msg.showinfo("Result", "Player2 wins")              root.destroy()         if digit == 5 and digit in digits:          digits.remove(digit)             if count % 2 == 0:              mark = 'X'              panels[digit] = mark          elif count % 2 != 0:              mark = 'O'              panels[digit] = mark             button5.config(text=mark)          count = count + 1          sign = mark             if (win(panels, sign) and sign == 'X'):              msg.showinfo("Result", "Player1 wins")              root.destroy()          elif (win(panels, sign) and sign == 'O'):              msg.showinfo("Result", "Player2 wins")              root.destroy()         if digit == 6 and digit in digits:          digits.remove(digit)             if count % 2 == 0:              mark = 'X'              panels[digit] = mark          elif count % 2 != 0:              mark = 'O'              panels[digit] = mark             button6.config(text=mark)          count = count + 1          sign = mark             if (win(panels, sign) and sign == 'X'):              msg.showinfo("Result", "Player1 wins")              root.destroy()          elif (win(panels, sign) and sign == 'O'):              msg.showinfo("Result", "Player2 wins")              root.destroy()         if digit == 7 and digit in digits:          digits.remove(digit)             if count % 2 == 0:              mark = 'X'              panels[digit] = mark          elif count % 2 != 0:              mark = 'O'              panels[digit] = mark             button7.config(text=mark)          count = count + 1          sign = mark             if (win(panels, sign) and sign == 'X'):              msg.showinfo("Result", "Player1 wins")              root.destroy()          elif (win(panels, sign) and sign == 'O'):              msg.showinfo("Result", "Player2 wins")              root.destroy()         if digit == 8 and digit in digits:          digits.remove(digit)             if count % 2 == 0:              mark = 'X'              panels[digit] = mark          elif count % 2 != 0:              mark = 'O'              panels[digit] = mark             button8.config(text=mark)          count = count + 1          sign = mark             if (win(panels, sign) and sign == 'X'):              msg.showinfo("Result", "Player1 wins")              root.destroy()          elif (win(panels, sign) and sign == 'O'):              msg.showinfo("Result", "Player2 wins")              root.destroy()         if digit == 9 and digit in digits:          digits.remove(digit)             if count % 2 == 0:              mark = 'X'              panels[digit] = mark          elif count % 2 != 0:              mark = 'O'              panels[digit] = mark             button9.config(text=mark)          count = count + 1          sign = mark             if (win(panels, sign) and sign == 'X'):              msg.showinfo("Result", "Player1 wins")              root.destroy()          elif (win(panels, sign) and sign == 'O'):              msg.showinfo("Result", "Player2 wins")              root.destroy()         ###if count is greater then 8 then the match has been tied      if (count > 8 and win(panels, 'X') == False and win(panels, 'O') == False):          msg.showinfo("Result", "Match Tied")          root.destroy()        ####define buttons  button1 = Button(root, width=15, font=('Times 16 bold'), height=7, command=lambda: checker(1))  button1.grid(row=1, column=1)  button2 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(2))  button2.grid(row=1, column=2)  button3 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(3))  button3.grid(row=1, column=3)  button4 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(4))  button4.grid(row=2, column=1)  button5 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(5))  button5.grid(row=2, column=2)  button6 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(6))  button6.grid(row=2, column=3)  button7 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(7))  button7.grid(row=3, column=1)  button8 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(8))  button8.grid(row=3, column=2)  button9 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(9))  button9.grid(row=3, column=3)     root.mainloop()  

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