当前位置:首页 » 《关于电脑》 » 正文

可以自己实现的Python小游戏,共十四个可收藏可直接拿走~

13 人参与  2024年03月27日 10:05  分类 : 《关于电脑》  评论

点击全文阅读


文章目录

1、吃金币2、打乒乓3、滑雪4、并夕夕版飞机大战5、打地鼠6、小恐龙7、消消乐8、俄罗斯方块9、贪吃蛇10、24点小游戏11、平衡木12、外星人入侵13、贪心鸟14、井字棋888‘'关于Python技术储备一、Python所有方向的学习路线二、Python基础学习视频三、精品Python学习书籍四、Python工具包+项目源码合集①Python工具包②Python实战案例③Python小游戏源码五、面试资料六、Python兼职渠道

今天给大家带来14个py小游戏如:吃金币、打乒乓、滑雪、并夕夕版飞机大战、打地鼠、小恐龙、消消乐、俄罗斯方块、贪吃蛇、24点小游戏、平衡木、外星人入侵、贪心鸟、井字棋888‘’,文章都带了源码,感兴趣的小伙伴感快收藏起来吧
在这里插入图片描述

1、吃金币

源码分享:

import osimport cfgimport sysimport pygameimport randomfrom modules import \*  '''游戏初始化'''def initGame():    # 初始化pygame, 设置展示窗口    pygame.init()    screen = pygame.display.set\_mode(cfg.SCREENSIZE)    pygame.display.set\_caption('catch coins —— 九歌')    # 加载必要的游戏素材    game\_images = {}    for key, value in cfg.IMAGE\_PATHS.items():        if isinstance(value, list):            images = \[\]            for item in value: images.append(pygame.image.load(item))            game\_images\[key\] = images        else:            game\_images\[key\] = pygame.image.load(value)    game\_sounds = {}    for key, value in cfg.AUDIO\_PATHS.items():        if key == 'bgm': continue        game\_sounds\[key\] = pygame.mixer.Sound(value)    # 返回初始化数据    return screen, game\_images, game\_sounds  '''主函数'''def main():    # 初始化    screen, game\_images, game\_sounds = initGame()    # 播放背景音乐    pygame.mixer.music.load(cfg.AUDIO\_PATHS\['bgm'\])    pygame.mixer.music.play(-1, 0.0)    # 字体加载    font = pygame.font.Font(cfg.FONT\_PATH, 40)    # 定义hero    hero = Hero(game\_images\['hero'\], position=(375, 520))    # 定义食物组    food\_sprites\_group = pygame.sprite.Group()    generate\_food\_freq = random.randint(10, 20)    generate\_food\_count = 0    # 当前分数/历史最高分    score = 0    highest\_score = 0 if not os.path.exists(cfg.HIGHEST\_SCORE\_RECORD\_FILEPATH) else int(open(cfg.HIGHEST\_SCORE\_RECORD\_FILEPATH).read())    # 游戏主循环    clock = pygame.time.Clock()    while True:        # --填充背景        screen.fill(0)        screen.blit(game\_images\['background'\], (0, 0))        # --倒计时信息        countdown\_text = 'Count down: ' + str((90000 - pygame.time.get\_ticks()) // 60000) + ":" + str((90000 - pygame.time.get\_ticks()) // 1000 % 60).zfill(2)        countdown\_text = font.render(countdown\_text, True, (0, 0, 0))        countdown\_rect = countdown\_text.get\_rect()        countdown\_rect.topright = \[cfg.SCREENSIZE\[0\]-30, 5\]        screen.blit(countdown\_text, countdown\_rect)        # --按键检测        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()        key\_pressed = pygame.key.get\_pressed()        if key\_pressed\[pygame.K\_a\] or key\_pressed\[pygame.K\_LEFT\]:            hero.move(cfg.SCREENSIZE, 'left')        if key\_pressed\[pygame.K\_d\] or key\_pressed\[pygame.K\_RIGHT\]:            hero.move(cfg.SCREENSIZE, 'right')        # --随机生成食物        generate\_food\_count += 1        if generate\_food\_count > generate\_food\_freq:            generate\_food\_freq = random.randint(10, 20)            generate\_food\_count = 0            food = Food(game\_images, random.choice(\['gold',\] \* 10 + \['apple'\]), cfg.SCREENSIZE)            food\_sprites\_group.add(food)        # --更新食物        for food in food\_sprites\_group:            if food.update(): food\_sprites\_group.remove(food)        # --碰撞检测        for food in food\_sprites\_group:            if pygame.sprite.collide\_mask(food, hero):                game\_sounds\['get'\].play()                food\_sprites\_group.remove(food)                score += food.score                if score > highest\_score: highest\_score = score        # --画hero        hero.draw(screen)        # --画食物        food\_sprites\_group.draw(screen)        # --显示得分        score\_text = f'Score: {score}, Highest: {highest\_score}'        score\_text = font.render(score\_text, True, (0, 0, 0))        score\_rect = score\_text.get\_rect()        score\_rect.topleft = \[5, 5\]        screen.blit(score\_text, score\_rect)        # --判断游戏是否结束        if pygame.time.get\_ticks() >= 90000:            break        # --更新屏幕        pygame.display.flip()        clock.tick(cfg.FPS)    # 游戏结束, 记录最高分并显示游戏结束画面    fp = open(cfg.HIGHEST\_SCORE\_RECORD\_FILEPATH, 'w')    fp.write(str(highest\_score))    fp.close()    return showEndGameInterface(screen, cfg, score, highest\_score)  '''run'''if \_\_name\_\_ == '\_\_main\_\_':    while main():        pass

2、打乒乓

源码分享:

import sysimport cfgimport pygamefrom modules import \*  '''定义按钮'''def Button(screen, position, text, button\_size=(200, 50)):    left, top = position    bwidth, bheight = button\_size    pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)    pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)    pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)    pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)    pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))    font = pygame.font.Font(cfg.FONTPATH, 30)    text\_render = font.render(text, 1, (255, 235, 205))    return screen.blit(text\_render, (left+50, top+10))  '''Function:    开始界面Input:    --screen: 游戏界面Return:    --game\_mode: 1(单人模式)/2(双人模式)'''def startInterface(screen):    clock = pygame.time.Clock()    while True:        screen.fill((41, 36, 33))        button\_1 = Button(screen, (150, 175), '1 Player')        button\_2 = Button(screen, (150, 275), '2 Player')        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()            if event.type == pygame.MOUSEBUTTONDOWN:                if button\_1.collidepoint(pygame.mouse.get\_pos()):                    return 1                elif button\_2.collidepoint(pygame.mouse.get\_pos()):                    return 2        clock.tick(10)        pygame.display.update()  '''结束界面'''def endInterface(screen, score\_left, score\_right):    clock = pygame.time.Clock()    font1 = pygame.font.Font(cfg.FONTPATH, 30)    font2 = pygame.font.Font(cfg.FONTPATH, 20)    msg = 'Player on left won!' if score\_left > score\_right else 'Player on right won!'    texts = \[font1.render(msg, True, cfg.WHITE),            font2.render('Press ESCAPE to quit.', True, cfg.WHITE),            font2.render('Press ENTER to continue or play again.', True, cfg.WHITE)\]    positions = \[\[120, 200\], \[155, 270\], \[80, 300\]\]    while True:        screen.fill((41, 36, 33))        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()            if event.type == pygame.KEYDOWN:                if event.key == pygame.K\_RETURN:                    return                elif event.key == pygame.K\_ESCAPE:                    sys.exit()                    pygame.quit()        for text, pos in zip(texts, positions):            screen.blit(text, pos)        clock.tick(10)        pygame.display.update()  '''运行游戏Demo'''def runDemo(screen):    # 加载游戏素材    hit\_sound = pygame.mixer.Sound(cfg.HITSOUNDPATH)    goal\_sound = pygame.mixer.Sound(cfg.GOALSOUNDPATH)    pygame.mixer.music.load(cfg.BGMPATH)    pygame.mixer.music.play(-1, 0.0)    font = pygame.font.Font(cfg.FONTPATH, 50)    # 开始界面    game\_mode = startInterface(screen)    # 游戏主循环    # --左边球拍(ws控制, 仅双人模式时可控制)    score\_left = 0    racket\_left = Racket(cfg.RACKETPICPATH, 'LEFT', cfg)    # --右边球拍(↑↓控制)    score\_right = 0    racket\_right = Racket(cfg.RACKETPICPATH, 'RIGHT', cfg)    # --球    ball = Ball(cfg.BALLPICPATH, cfg)    clock = pygame.time.Clock()    while True:        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit(-1)        screen.fill((41, 36, 33))        # 玩家操作        pressed\_keys = pygame.key.get\_pressed()        if pressed\_keys\[pygame.K\_UP\]:            racket\_right.move('UP')        elif pressed\_keys\[pygame.K\_DOWN\]:            racket\_right.move('DOWN')        if game\_mode == 2:            if pressed\_keys\[pygame.K\_w\]:                racket\_left.move('UP')            elif pressed\_keys\[pygame.K\_s\]:                racket\_left.move('DOWN')        else:            racket\_left.automove(ball)        # 球运动        scores = ball.move(ball, racket\_left, racket\_right, hit\_sound, goal\_sound)        score\_left += scores\[0\]        score\_right += scores\[1\]        # 显示        # --分隔线        pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))        # --球        ball.draw(screen)        # --拍        racket\_left.draw(screen)        racket\_right.draw(screen)        # --得分        screen.blit(font.render(str(score\_left), False, cfg.WHITE), (150, 10))        screen.blit(font.render(str(score\_right), False, cfg.WHITE), (300, 10))        if score\_left == 11 or score\_right == 11:            return score\_left, score\_right        clock.tick(100)        pygame.display.update()  '''主函数'''def main():    # 初始化    pygame.init()    pygame.mixer.init()    screen = pygame.display.set\_mode((cfg.WIDTH, cfg.HEIGHT))    pygame.display.set\_caption('pingpong —— 九歌')    # 开始游戏    while True:        score\_left, score\_right = runDemo(screen)        endInterface(screen, score\_left, score\_right)  '''run'''if \_\_name\_\_ == '\_\_main\_\_':    main()

3、滑雪

源码分享:

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

4、并夕夕版飞机大战

源码分享:

 import sysimport cfgimport pygamefrom modules import \*  '''游戏界面'''def GamingInterface(num\_player, screen):    # 初始化    pygame.mixer.music.load(cfg.SOUNDPATHS\['Cool Space Music'\])    pygame.mixer.music.set\_volume(0.4)    pygame.mixer.music.play(-1)    explosion\_sound = pygame.mixer.Sound(cfg.SOUNDPATHS\['boom'\])    fire\_sound = pygame.mixer.Sound(cfg.SOUNDPATHS\['shot'\])    font = pygame.font.Font(cfg.FONTPATH, 20)    # 游戏背景图    bg\_imgs = \[cfg.IMAGEPATHS\['bg\_big'\], cfg.IMAGEPATHS\['seamless\_space'\], cfg.IMAGEPATHS\['space3'\]\]    bg\_move\_dis = 0    bg\_1 = pygame.image.load(bg\_imgs\[0\]).convert()    bg\_2 = pygame.image.load(bg\_imgs\[1\]).convert()    bg\_3 = pygame.image.load(bg\_imgs\[2\]).convert()    # 玩家, 子弹和小行星精灵组    player\_group = pygame.sprite.Group()    bullet\_group = pygame.sprite.Group()    asteroid\_group = pygame.sprite.Group()    # 产生小行星的时间间隔    asteroid\_ticks = 90    for i in range(num\_player):        player\_group.add(Ship(i+1, cfg))    clock = pygame.time.Clock()    # 分数    score\_1, score\_2 = 0, 0    # 游戏主循环    while True:        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()        # --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击        pressed\_keys = pygame.key.get\_pressed()        for idx, player in enumerate(player\_group):            direction = None            if idx == 0:                if pressed\_keys\[pygame.K\_UP\]:                    direction = 'up'                elif pressed\_keys\[pygame.K\_DOWN\]:                    direction = 'down'                elif pressed\_keys\[pygame.K\_LEFT\]:                    direction = 'left'                elif pressed\_keys\[pygame.K\_RIGHT\]:                    direction = 'right'                if direction:                    player.move(direction)                if pressed\_keys\[pygame.K\_j\]:                    if player.cooling\_time == 0:                        fire\_sound.play()                        bullet\_group.add(player.shot())                        player.cooling\_time = 20            elif idx == 1:                if pressed\_keys\[pygame.K\_w\]:                    direction = 'up'                elif pressed\_keys\[pygame.K\_s\]:                    direction = 'down'                elif pressed\_keys\[pygame.K\_a\]:                    direction = 'left'                elif pressed\_keys\[pygame.K\_d\]:                    direction = 'right'                if direction:                    player.move(direction)                if pressed\_keys\[pygame.K\_SPACE\]:                    if player.cooling\_time == 0:                        fire\_sound.play()                        bullet\_group.add(player.shot())                        player.cooling\_time = 20            if player.cooling\_time > 0:                player.cooling\_time -= 1        if (score\_1 + score\_2) < 500:            background = bg\_1        elif (score\_1 + score\_2) < 1500:            background = bg\_2        else:            background = bg\_3        # --向下移动背景图实现飞船向上移动的效果        screen.blit(background, (0, -background.get\_rect().height + bg\_move\_dis))        screen.blit(background, (0, bg\_move\_dis))        bg\_move\_dis = (bg\_move\_dis + 2) % background.get\_rect().height        # --生成小行星        if asteroid\_ticks == 0:            asteroid\_ticks = 90            asteroid\_group.add(Asteroid(cfg))        else:            asteroid\_ticks -= 1        # --画飞船        for player in player\_group:            if pygame.sprite.spritecollide(player, asteroid\_group, True, None):                player.explode\_step = 1                explosion\_sound.play()            elif player.explode\_step > 0:                if player.explode\_step > 3:                    player\_group.remove(player)                    if len(player\_group) == 0:                        return                else:                    player.explode(screen)            else:                player.draw(screen)        # --画子弹        for bullet in bullet\_group:            bullet.move()            if pygame.sprite.spritecollide(bullet, asteroid\_group, True, None):                bullet\_group.remove(bullet)                if bullet.player\_idx == 1:                    score\_1 += 1                else:                    score\_2 += 1            else:                bullet.draw(screen)        # --画小行星        for asteroid in asteroid\_group:            asteroid.move()            asteroid.rotate()            asteroid.draw(screen)        # --显示分数        score\_1\_text = '玩家一得分: %s' % score\_1        score\_2\_text = '玩家二得分: %s' % score\_2        text\_1 = font.render(score\_1\_text, True, (0, 0, 255))        text\_2 = font.render(score\_2\_text, True, (255, 0, 0))        screen.blit(text\_1, (2, 5))        screen.blit(text\_2, (2, 35))        # --屏幕刷新        pygame.display.update()        clock.tick(60)  '''主函数'''def main():    pygame.init()    pygame.font.init()    pygame.mixer.init()    screen = pygame.display.set\_mode(cfg.SCREENSIZE)    pygame.display.set\_caption('飞机大战 —— 九歌')    num\_player = StartInterface(screen, cfg)    if num\_player == 1:        while True:            GamingInterface(num\_player=1, screen=screen)            EndInterface(screen, cfg)    else:        while True:            GamingInterface(num\_player=2, screen=screen)            EndInterface(screen, cfg)  '''run'''if \_\_name\_\_ == '\_\_main\_\_':    main()

5、打地鼠

源码分享:

import cfgimport sysimport pygameimport randomfrom modules import \*  '''游戏初始化'''def initGame():    pygame.init()    pygame.mixer.init()    screen = pygame.display.set\_mode(cfg.SCREENSIZE)    pygame.display.set\_caption('打地鼠 —— 九歌')    return screen  '''主函数'''def main():    # 初始化    screen = initGame()    # 加载背景音乐和其他音效    pygame.mixer.music.load(cfg.BGM\_PATH)    pygame.mixer.music.play(-1)    audios = {        'count\_down': pygame.mixer.Sound(cfg.COUNT\_DOWN\_SOUND\_PATH),        'hammering': pygame.mixer.Sound(cfg.HAMMERING\_SOUND\_PATH)    }    # 加载字体    font = pygame.font.Font(cfg.FONT\_PATH, 40)    # 加载背景图片    bg\_img = pygame.image.load(cfg.GAME\_BG\_IMAGEPATH)    # 开始界面    startInterface(screen, cfg.GAME\_BEGIN\_IMAGEPATHS)    # 地鼠改变位置的计时    hole\_pos = random.choice(cfg.HOLE\_POSITIONS)    change\_hole\_event = pygame.USEREVENT    pygame.time.set\_timer(change\_hole\_event, 800)    # 地鼠    mole = Mole(cfg.MOLE\_IMAGEPATHS, hole\_pos)    # 锤子    hammer = Hammer(cfg.HAMMER\_IMAGEPATHS, (500, 250))    # 时钟    clock = pygame.time.Clock()    # 分数    your\_score = 0    flag = False    # 初始时间    init\_time = pygame.time.get\_ticks()    # 游戏主循环    while True:        # --游戏时间为60s        time\_remain = round((61000 - (pygame.time.get\_ticks() - init\_time)) / 1000.)        # --游戏时间减少, 地鼠变位置速度变快        if time\_remain == 40 and not flag:            hole\_pos = random.choice(cfg.HOLE\_POSITIONS)            mole.reset()            mole.setPosition(hole\_pos)            pygame.time.set\_timer(change\_hole\_event, 650)            flag = True        elif time\_remain == 20 and flag:            hole\_pos = random.choice(cfg.HOLE\_POSITIONS)            mole.reset()            mole.setPosition(hole\_pos)            pygame.time.set\_timer(change\_hole\_event, 500)            flag = False        # --倒计时音效        if time\_remain == 10:            audios\['count\_down'\].play()        # --游戏结束        if time\_remain < 0: break        count\_down\_text = font.render('Time: '+str(time\_remain), True, cfg.WHITE)        # --按键检测        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()            elif event.type == pygame.MOUSEMOTION:                hammer.setPosition(pygame.mouse.get\_pos())            elif event.type == pygame.MOUSEBUTTONDOWN:                if event.button == 1:                    hammer.setHammering()            elif event.type == change\_hole\_event:                hole\_pos = random.choice(cfg.HOLE\_POSITIONS)                mole.reset()                mole.setPosition(hole\_pos)        # --碰撞检测        if hammer.is\_hammering and not mole.is\_hammer:            is\_hammer = pygame.sprite.collide\_mask(hammer, mole)            if is\_hammer:                audios\['hammering'\].play()                mole.setBeHammered()                your\_score += 10        # --分数        your\_score\_text = font.render('Score: '+str(your\_score), True, cfg.BROWN)        # --绑定必要的游戏元素到屏幕(注意顺序)        screen.blit(bg\_img, (0, 0))        screen.blit(count\_down\_text, (875, 8))        screen.blit(your\_score\_text, (800, 430))        mole.draw(screen)        hammer.draw(screen)        # --更新        pygame.display.flip()        clock.tick(60)    # 读取最佳分数(try块避免第一次游戏无.rec文件)    try:        best\_score = int(open(cfg.RECORD\_PATH).read())    except:        best\_score = 0    # 若当前分数大于最佳分数则更新最佳分数    if your\_score > best\_score:        f = open(cfg.RECORD\_PATH, 'w')        f.write(str(your\_score))        f.close()    # 结束界面    score\_info = {'your\_score': your\_score, 'best\_score': best\_score}    is\_restart = endInterface(screen, cfg.GAME\_END\_IMAGEPATH, cfg.GAME\_AGAIN\_IMAGEPATHS, score\_info, cfg.FONT\_PATH, \[cfg.WHITE, cfg.RED\], cfg.SCREENSIZE)    return is\_restart  '''run'''if \_\_name\_\_ == '\_\_main\_\_':    while True:        is\_restart = main()        if not is\_restart:            break

6、小恐龙


**玩法:**上下控制起跳躲避

源码分享:

 import cfgimport sysimport randomimport pygamefrom modules import \*  '''main'''def main(highest\_score):    # 游戏初始化    pygame.init()    screen = pygame.display.set\_mode(cfg.SCREENSIZE)    pygame.display.set\_caption('九歌')    # 导入所有声音文件    sounds = {}    for key, value in cfg.AUDIO\_PATHS.items():        sounds\[key\] = pygame.mixer.Sound(value)    # 游戏开始界面    GameStartInterface(screen, sounds, cfg)    # 定义一些游戏中必要的元素和变量    score = 0    score\_board = Scoreboard(cfg.IMAGE\_PATHS\['numbers'\], position=(534, 15), bg\_color=cfg.BACKGROUND\_COLOR)    highest\_score = highest\_score    highest\_score\_board = Scoreboard(cfg.IMAGE\_PATHS\['numbers'\], position=(435, 15), bg\_color=cfg.BACKGROUND\_COLOR, is\_highest=True)    dino = Dinosaur(cfg.IMAGE\_PATHS\['dino'\])    ground = Ground(cfg.IMAGE\_PATHS\['ground'\], position=(0, cfg.SCREENSIZE\[1\]))    cloud\_sprites\_group = pygame.sprite.Group()    cactus\_sprites\_group = pygame.sprite.Group()    ptera\_sprites\_group = pygame.sprite.Group()    add\_obstacle\_timer = 0    score\_timer = 0    # 游戏主循环    clock = pygame.time.Clock()    while True:        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()            elif event.type == pygame.KEYDOWN:                if event.key == pygame.K\_SPACE or event.key == pygame.K\_UP:                    dino.jump(sounds)                elif event.key == pygame.K\_DOWN:                    dino.duck()            elif event.type == pygame.KEYUP and event.key == pygame.K\_DOWN:                dino.unduck()        screen.fill(cfg.BACKGROUND\_COLOR)        # --随机添加云        if len(cloud\_sprites\_group) < 5 and random.randrange(0, 300) == 10:            cloud\_sprites\_group.add(Cloud(cfg.IMAGE\_PATHS\['cloud'\], position=(cfg.SCREENSIZE\[0\], random.randrange(30, 75))))        # --随机添加仙人掌/飞龙        add\_obstacle\_timer += 1        if add\_obstacle\_timer > random.randrange(50, 150):            add\_obstacle\_timer = 0            random\_value = random.randrange(0, 10)            if random\_value >= 5 and random\_value <= 7:                cactus\_sprites\_group.add(Cactus(cfg.IMAGE\_PATHS\['cacti'\]))            else:                position\_ys = \[cfg.SCREENSIZE\[1\]\*0.82, cfg.SCREENSIZE\[1\]\*0.75, cfg.SCREENSIZE\[1\]\*0.60, cfg.SCREENSIZE\[1\]\*0.20\]                ptera\_sprites\_group.add(Ptera(cfg.IMAGE\_PATHS\['ptera'\], position=(600, random.choice(position\_ys))))        # --更新游戏元素        dino.update()        ground.update()        cloud\_sprites\_group.update()        cactus\_sprites\_group.update()        ptera\_sprites\_group.update()        score\_timer += 1        if score\_timer > (cfg.FPS//12):            score\_timer = 0            score += 1            score = min(score, 99999)            if score > highest\_score:                highest\_score = score            if score % 100 == 0:                sounds\['point'\].play()            if score % 1000 == 0:                ground.speed -= 1                for item in cloud\_sprites\_group:                    item.speed -= 1                for item in cactus\_sprites\_group:                    item.speed -= 1                for item in ptera\_sprites\_group:                    item.speed -= 1        # --碰撞检测        for item in cactus\_sprites\_group:            if pygame.sprite.collide\_mask(dino, item):                dino.die(sounds)        for item in ptera\_sprites\_group:            if pygame.sprite.collide\_mask(dino, item):                dino.die(sounds)        # --将游戏元素画到屏幕上        dino.draw(screen)        ground.draw(screen)        cloud\_sprites\_group.draw(screen)        cactus\_sprites\_group.draw(screen)        ptera\_sprites\_group.draw(screen)        score\_board.set(score)        highest\_score\_board.set(highest\_score)        score\_board.draw(screen)        highest\_score\_board.draw(screen)        # --更新屏幕        pygame.display.update()        clock.tick(cfg.FPS)        # --游戏是否结束        if dino.is\_dead:            break    # 游戏结束界面    return GameEndInterface(screen, cfg), highest\_score  '''run'''if \_\_name\_\_ == '\_\_main\_\_':    highest\_score = 0    while True:        flag, highest\_score = main(highest\_score)        if not flag: break

7、消消乐


**玩法:**三个相连就能消除

源码分享:

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

8、俄罗斯方块


**玩法:**童年经典,普通模式没啥意思,小时候我们都是玩加速的。

源码分享:

 import osimport sysimport randomfrom modules import \*from PyQt5.QtGui import \*from PyQt5.QtCore import \*from PyQt5.QtWidgets import \*  '''定义俄罗斯方块游戏类'''class TetrisGame(QMainWindow):    def \_\_init\_\_(self, parent=None):        super(TetrisGame, self).\_\_init\_\_(parent)        # 是否暂停ing        self.is\_paused = False        # 是否开始ing        self.is\_started = False        self.initUI()    '''界面初始化'''    def initUI(self):        # icon        self.setWindowIcon(QIcon(os.path.join(os.getcwd(), 'resources/icon.jpg')))        # 块大小        self.grid\_size = 22        # 游戏帧率        self.fps = 200        self.timer = QBasicTimer()        # 焦点        self.setFocusPolicy(Qt.StrongFocus)        # 水平布局        layout\_horizontal = QHBoxLayout()        self.inner\_board = InnerBoard()        self.external\_board = ExternalBoard(self, self.grid\_size, self.inner\_board)        layout\_horizontal.addWidget(self.external\_board)        self.side\_panel = SidePanel(self, self.grid\_size, self.inner\_board)        layout\_horizontal.addWidget(self.side\_panel)        self.status\_bar = self.statusBar()        self.external\_board.score\_signal\[str\].connect(self.status\_bar.showMessage)        self.start()        self.center()        self.setWindowTitle('Tetris —— 九歌')        self.show()        self.setFixedSize(self.external\_board.width() + self.side\_panel.width(), self.side\_panel.height() + self.status\_bar.height())    '''游戏界面移动到屏幕中间'''    def center(self):        screen = QDesktopWidget().screenGeometry()        size = self.geometry()        self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)    '''更新界面'''    def updateWindow(self):        self.external\_board.updateData()        self.side\_panel.updateData()        self.update()    '''开始'''    def start(self):        if self.is\_started:            return        self.is\_started = True        self.inner\_board.createNewTetris()        self.timer.start(self.fps, self)    '''暂停/不暂停'''    def pause(self):        if not self.is\_started:            return        self.is\_paused = not self.is\_paused        if self.is\_paused:            self.timer.stop()            self.external\_board.score\_signal.emit('Paused')        else:            self.timer.start(self.fps, self)        self.updateWindow()    '''计时器事件'''    def timerEvent(self, event):        if event.timerId() == self.timer.timerId():            removed\_lines = self.inner\_board.moveDown()            self.external\_board.score += removed\_lines            self.updateWindow()        else:            super(TetrisGame, self).timerEvent(event)    '''按键事件'''    def keyPressEvent(self, event):        if not self.is\_started or self.inner\_board.current\_tetris == tetrisShape().shape\_empty:            super(TetrisGame, self).keyPressEvent(event)            return        key = event.key()        # P键暂停        if key == Qt.Key\_P:            self.pause()            return        if self.is\_paused:            return        # 向左        elif key == Qt.Key\_Left:            self.inner\_board.moveLeft()        # 向右        elif key == Qt.Key\_Right:            self.inner\_board.moveRight()        # 旋转        elif key == Qt.Key\_Up:            self.inner\_board.rotateAnticlockwise()        # 快速坠落        elif key == Qt.Key\_Space:            self.external\_board.score += self.inner\_board.dropDown()        else:            super(TetrisGame, self).keyPressEvent(event)        self.updateWindow()  '''run'''if \_\_name\_\_ == '\_\_main\_\_':    app = QApplication(\[\])    tetris = TetrisGame()    sys.exit(app.exec\_())

9、贪吃蛇


**玩法:**童年经典,普通魔术也没啥意思,小时候玩的也是加速的。

源码分享:

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

10、24点小游戏


**玩法:**通过加减乘除操作,小学生都没问题的。

源码分享:

 import osimport sysimport pygamefrom cfg import \*from modules import \*from fractions import Fraction  '''检查控件是否被点击'''def checkClicked(group, mouse\_pos, group\_type='NUMBER'):    selected = \[\]    # 数字卡片/运算符卡片    if group\_type == GROUPTYPES\[0\] or group\_type == GROUPTYPES\[1\]:        max\_selected = 2 if group\_type == GROUPTYPES\[0\] else 1        num\_selected = 0        for each in group:            num\_selected += int(each.is\_selected)        for each in group:            if each.rect.collidepoint(mouse\_pos):                if each.is\_selected:                    each.is\_selected = not each.is\_selected                    num\_selected -= 1                    each.select\_order = None                else:                    if num\_selected < max\_selected:                        each.is\_selected = not each.is\_selected                        num\_selected += 1                        each.select\_order = str(num\_selected)            if each.is\_selected:                selected.append(each.attribute)    # 按钮卡片    elif group\_type == GROUPTYPES\[2\]:        for each in group:            if each.rect.collidepoint(mouse\_pos):                each.is\_selected = True                selected.append(each.attribute)    # 抛出异常    else:        raise ValueError('checkClicked.group\_type unsupport %s, expect %s, %s or %s...' % (group\_type, \*GROUPTYPES))    return selected  '''获取数字精灵组'''def getNumberSpritesGroup(numbers):    number\_sprites\_group = pygame.sprite.Group()    for idx, number in enumerate(numbers):        args = (\*NUMBERCARD\_POSITIONS\[idx\], str(number), NUMBERFONT, NUMBERFONT\_COLORS, NUMBERCARD\_COLORS, str(number))        number\_sprites\_group.add(Card(\*args))    return number\_sprites\_group  '''获取运算符精灵组'''def getOperatorSpritesGroup(operators):    operator\_sprites\_group = pygame.sprite.Group()    for idx, operator in enumerate(operators):        args = (\*OPERATORCARD\_POSITIONS\[idx\], str(operator), OPERATORFONT, OPREATORFONT\_COLORS, OPERATORCARD\_COLORS, str(operator))        operator\_sprites\_group.add(Card(\*args))    return operator\_sprites\_group  '''获取按钮精灵组'''def getButtonSpritesGroup(buttons):    button\_sprites\_group = pygame.sprite.Group()    for idx, button in enumerate(buttons):        args = (\*BUTTONCARD\_POSITIONS\[idx\], str(button), BUTTONFONT, BUTTONFONT\_COLORS, BUTTONCARD\_COLORS, str(button))        button\_sprites\_group.add(Button(\*args))    return button\_sprites\_group  '''计算'''def calculate(number1, number2, operator):    operator\_map = {'+': '+', '-': '-', '×': '\*', '÷': '/'}    try:        result = str(eval(number1+operator\_map\[operator\]+number2))        return result if '.' not in result else str(Fraction(number1+operator\_map\[operator\]+number2))    except:        return None  '''在屏幕上显示信息'''def showInfo(text, screen):    rect = pygame.Rect(200, 180, 400, 200)    pygame.draw.rect(screen, PAPAYAWHIP, rect)    font = pygame.font.Font(FONTPATH, 40)    text\_render = font.render(text, True, BLACK)    font\_size = font.size(text)    screen.blit(text\_render, (rect.x+(rect.width-font\_size\[0\])/2, rect.y+(rect.height-font\_size\[1\])/2))  '''主函数'''def main():    # 初始化, 导入必要的游戏素材    pygame.init()    pygame.mixer.init()    screen = pygame.display.set\_mode(SCREENSIZE)    pygame.display.set\_caption('24 point —— 九歌')    win\_sound = pygame.mixer.Sound(AUDIOWINPATH)    lose\_sound = pygame.mixer.Sound(AUDIOLOSEPATH)    warn\_sound = pygame.mixer.Sound(AUDIOWARNPATH)    pygame.mixer.music.load(BGMPATH)    pygame.mixer.music.play(-1, 0.0)    # 24点游戏生成器    game24\_gen = game24Generator()    game24\_gen.generate()    # 精灵组    # --数字    number\_sprites\_group = getNumberSpritesGroup(game24\_gen.numbers\_now)    # --运算符    operator\_sprites\_group = getOperatorSpritesGroup(OPREATORS)    # --按钮    button\_sprites\_group = getButtonSpritesGroup(BUTTONS)    # 游戏主循环    clock = pygame.time.Clock()    selected\_numbers = \[\]    selected\_operators = \[\]    selected\_buttons = \[\]    is\_win = False    while True:        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit(-1)            elif event.type == pygame.MOUSEBUTTONUP:                mouse\_pos = pygame.mouse.get\_pos()                selected\_numbers = checkClicked(number\_sprites\_group, mouse\_pos, 'NUMBER')                selected\_operators = checkClicked(operator\_sprites\_group, mouse\_pos, 'OPREATOR')                selected\_buttons = checkClicked(button\_sprites\_group, mouse\_pos, 'BUTTON')        screen.fill(AZURE)        # 更新数字        if len(selected\_numbers) == 2 and len(selected\_operators) == 1:            noselected\_numbers = \[\]            for each in number\_sprites\_group:                if each.is\_selected:                    if each.select\_order == '1':                        selected\_number1 = each.attribute                    elif each.select\_order == '2':                        selected\_number2 = each.attribute                    else:                        raise ValueError('Unknow select\_order %s, expect 1 or 2...' % each.select\_order)                else:                    noselected\_numbers.append(each.attribute)                each.is\_selected = False            for each in operator\_sprites\_group:                each.is\_selected = False            result = calculate(selected\_number1, selected\_number2, \*selected\_operators)            if result is not None:                game24\_gen.numbers\_now = noselected\_numbers + \[result\]                is\_win = game24\_gen.check()                if is\_win:                    win\_sound.play()                if not is\_win and len(game24\_gen.numbers\_now) == 1:                    lose\_sound.play()            else:                warn\_sound.play()            selected\_numbers = \[\]            selected\_operators = \[\]            number\_sprites\_group = getNumberSpritesGroup(game24\_gen.numbers\_now)        # 精灵都画到screen上        for each in number\_sprites\_group:            each.draw(screen, pygame.mouse.get\_pos())        for each in operator\_sprites\_group:            each.draw(screen, pygame.mouse.get\_pos())        for each in button\_sprites\_group:            if selected\_buttons and selected\_buttons\[0\] in \['RESET', 'NEXT'\]:                is\_win = False            if selected\_buttons and each.attribute == selected\_buttons\[0\]:                each.is\_selected = False                number\_sprites\_group = each.do(game24\_gen, getNumberSpritesGroup, number\_sprites\_group, button\_sprites\_group)                selected\_buttons = \[\]            each.draw(screen, pygame.mouse.get\_pos())        # 游戏胜利        if is\_win:            showInfo('Congratulations', screen)        # 游戏失败        if not is\_win and len(game24\_gen.numbers\_now) == 1:            showInfo('Game Over', screen)        pygame.display.flip()        clock.tick(30)  '''run'''if \_\_name\_\_ == '\_\_main\_\_':    main()

11、平衡木


**玩法:**也是小时候的经典游戏,控制左右就行,到后面才有一点点难度。

源码分享:

 import cfgfrom modules import breakoutClone  '''主函数'''def main():    game = breakoutClone(cfg)    game.run()  '''run'''if \_\_name\_\_ == '\_\_main\_\_':    main()

12、外星人入侵


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

源码分享:

 import osimport sysimport cfgimport randomimport pygamefrom modules import \*  '''开始游戏'''def startGame(screen):    clock = pygame.time.Clock()    # 加载字体    font = pygame.font.SysFont('arial', 18)    if not os.path.isfile('score'):        f = open('score', 'w')        f.write('0')        f.close()    with open('score', 'r') as f:        highest\_score = int(f.read().strip())    # 敌方    enemies\_group = pygame.sprite.Group()    for i in range(55):        if i < 11:            enemy = enemySprite('small', i, cfg.WHITE, cfg.WHITE)        elif i < 33:            enemy = enemySprite('medium', i, cfg.WHITE, cfg.WHITE)        else:            enemy = enemySprite('large', i, cfg.WHITE, cfg.WHITE)        enemy.rect.x = 85 + (i % 11) \* 50        enemy.rect.y = 120 + (i // 11) \* 45        enemies\_group.add(enemy)    boomed\_enemies\_group = pygame.sprite.Group()    en\_bullets\_group = pygame.sprite.Group()    ufo = ufoSprite(color=cfg.RED)    # 我方    myaircraft = aircraftSprite(color=cfg.GREEN, bullet\_color=cfg.WHITE)    my\_bullets\_group = pygame.sprite.Group()    # 用于控制敌方位置更新    # --移动一行    enemy\_move\_count = 24    enemy\_move\_interval = 24    enemy\_move\_flag = False    # --改变移动方向(改变方向的同时集体下降一次)    enemy\_change\_direction\_count = 0    enemy\_change\_direction\_interval = 60    enemy\_need\_down = False    enemy\_move\_right = True    enemy\_need\_move\_row = 6    enemy\_max\_row = 5    # 用于控制敌方发射子弹    enemy\_shot\_interval = 100    enemy\_shot\_count = 0    enemy\_shot\_flag = False    # 游戏进行中    running = True    is\_win = False    # 主循环    while running:        screen.fill(cfg.BLACK)        for event in pygame.event.get():            # --点右上角的X或者按Esc键退出游戏            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()            if event.type == pygame.KEYDOWN:                if event.key == pygame.K\_ESCAPE:                    pygame.quit()                    sys.exit()            # --射击            if event.type == pygame.MOUSEBUTTONDOWN:                my\_bullet = myaircraft.shot()                if my\_bullet:                    my\_bullets\_group.add(my\_bullet)        # --我方子弹与敌方/UFO碰撞检测        for enemy in enemies\_group:            if pygame.sprite.spritecollide(enemy, my\_bullets\_group, True, None):                boomed\_enemies\_group.add(enemy)                enemies\_group.remove(enemy)                myaircraft.score += enemy.reward        if pygame.sprite.spritecollide(ufo, my\_bullets\_group, True, None):            ufo.is\_dead = True            myaircraft.score += ufo.reward        # --更新并画敌方        # ----敌方子弹        enemy\_shot\_count += 1        if enemy\_shot\_count > enemy\_shot\_interval:            enemy\_shot\_flag = True            enemies\_survive\_list = \[enemy.number for enemy in enemies\_group\]            shot\_number = random.choice(enemies\_survive\_list)            enemy\_shot\_count = 0        # ----敌方移动        enemy\_move\_count += 1        if enemy\_move\_count > enemy\_move\_interval:            enemy\_move\_count = 0            enemy\_move\_flag = True            enemy\_need\_move\_row -= 1            if enemy\_need\_move\_row == 0:                enemy\_need\_move\_row = enemy\_max\_row            enemy\_change\_direction\_count += 1            if enemy\_change\_direction\_count > enemy\_change\_direction\_interval:                enemy\_change\_direction\_count = 1                enemy\_move\_right = not enemy\_move\_right                enemy\_need\_down = True                # ----每次下降提高移动和射击速度                enemy\_move\_interval = max(15, enemy\_move\_interval-3)                enemy\_shot\_interval = max(50, enemy\_move\_interval-10)        # ----遍历更新        for enemy in enemies\_group:            if enemy\_shot\_flag:                if enemy.number == shot\_number:                    en\_bullet = enemy.shot()                    en\_bullets\_group.add(en\_bullet)            if enemy\_move\_flag:                if enemy.number in range((enemy\_need\_move\_row-1)\*11, enemy\_need\_move\_row\*11):                    if enemy\_move\_right:                        enemy.update('right', cfg.SCREENSIZE\[1\])                    else:                        enemy.update('left', cfg.SCREENSIZE\[1\])            else:                enemy.update(None, cfg.SCREENSIZE\[1\])            if enemy\_need\_down:                if enemy.update('down', cfg.SCREENSIZE\[1\]):                    running = False                    is\_win = False                enemy.change\_count -= 1            enemy.draw(screen)        enemy\_move\_flag = False        enemy\_need\_down = False        enemy\_shot\_flag = False        # ----敌方爆炸特效        for boomed\_enemy in boomed\_enemies\_group:            if boomed\_enemy.boom(screen):                boomed\_enemies\_group.remove(boomed\_enemy)                del boomed\_enemy        # --敌方子弹与我方飞船碰撞检测        if not myaircraft.one\_dead:            if pygame.sprite.spritecollide(myaircraft, en\_bullets\_group, True, None):                myaircraft.one\_dead = True        if myaircraft.one\_dead:            if myaircraft.boom(screen):                myaircraft.resetBoom()                myaircraft.num\_life -= 1                if myaircraft.num\_life < 1:                    running = False                    is\_win = False        else:            # ----更新飞船            myaircraft.update(cfg.SCREENSIZE\[0\])            # ----画飞船            myaircraft.draw(screen)        if (not ufo.has\_boomed) and (ufo.is\_dead):            if ufo.boom(screen):                ufo.has\_boomed = True        else:            # ----更新UFO            ufo.update(cfg.SCREENSIZE\[0\])            # ----画UFO            ufo.draw(screen)        # --画我方飞船子弹        for bullet in my\_bullets\_group:            if bullet.update():                my\_bullets\_group.remove(bullet)                del bullet            else:                bullet.draw(screen)        # --画敌方子弹        for bullet in en\_bullets\_group:            if bullet.update(cfg.SCREENSIZE\[1\]):                en\_bullets\_group.remove(bullet)                del bullet            else:                bullet.draw(screen)        if myaircraft.score > highest\_score:            highest\_score = myaircraft.score        # --得分每增加2000我方飞船增加一条生命        if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old\_score):            myaircraft.old\_score = myaircraft.score            myaircraft.num\_life = min(myaircraft.num\_life + 1, myaircraft.max\_num\_life)        # --敌人都死光了的话就胜利了        if len(enemies\_group) < 1:            is\_win = True            running = False        # --显示文字        # ----当前得分        showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8)        showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)        # ----敌人数量        showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8)        showText(screen, str(len(enemies\_group)), cfg.WHITE, font, 370, 24)        # ----历史最高分        showText(screen, 'HIGHEST: ', cfg.WHITE, font, 540, 8)        showText(screen, str(highest\_score), cfg.WHITE, font, 540, 24)        # ----FPS        showText(screen, 'FPS: ' + str(int(clock.get\_fps())), cfg.RED, font, 8, 8)        # --显示剩余生命值        showLife(screen, myaircraft.num\_life, cfg.GREEN)        pygame.display.update()        clock.tick(cfg.FPS)    with open('score', 'w') as f:        f.write(str(highest\_score))    return is\_win  '''主函数'''def main():    # 初始化    pygame.init()    pygame.display.set\_caption('外星人入侵 —— 九歌')    screen = pygame.display.set\_mode(cfg.SCREENSIZE)    pygame.mixer.init()    pygame.mixer.music.load(cfg.BGMPATH)    pygame.mixer.music.set\_volume(0.4)    pygame.mixer.music.play(-1)    while True:        is\_win = startGame(screen)        endInterface(screen, cfg.BLACK, is\_win)  '''run'''if \_\_name\_\_ == '\_\_main\_\_':    main()

13、贪心鸟


**玩法:**有点类似那个炸弹人,控制好走位问题不大。

14、井字棋888‘’


**玩法:**我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。

源码分享:

from tkinter import \*import tkinter.messagebox as msg root = Tk()root.title('TIC-TAC-TOE---Project Gurukul')# labelsLabel(root, text="player1 : X", font="times 15").grid(row=0, column=1)Label(root, text="player2 : O", font="times 15").grid(row=0, column=2) digits = \[1, 2, 3, 4, 5, 6, 7, 8, 9\] # for player1 sign = X and for player2 sign= Ymark = '' # counting the no. of clickcount = 0 panels = \["panel"\] \* 10  def win(panels, sign):    return ((panels\[1\] == panels\[2\] == panels\[3\] == sign)            or (panels\[1\] == panels\[4\] == panels\[7\] == sign)            or (panels\[1\] == panels\[5\] == panels\[9\] == sign)            or (panels\[2\] == panels\[5\] == panels\[8\] == sign)            or (panels\[3\] == panels\[6\] == panels\[9\] == sign)            or (panels\[3\] == panels\[5\] == panels\[7\] == sign)            or (panels\[4\] == panels\[5\] == panels\[6\] == sign)            or (panels\[7\] == panels\[8\] == panels\[9\] == sign))  def checker(digit):    global count, mark, digits     # Check which button clicked     if digit == 1 and digit in digits:        digits.remove(digit)        ##player1 will play if the value of count is even and for odd player2 will play        if count % 2 == 0:            mark = 'X'            panels\[digit\] = mark        elif count % 2 != 0:            mark = 'O'            panels\[digit\] = mark         button1.config(text=mark)        count = count + 1        sign = mark         if (win(panels, sign) and sign == 'X'):            msg.showinfo("Result", "Player1 wins")            root.destroy()        elif (win(panels, sign) and sign == 'O'):            msg.showinfo("Result", "Player2 wins")            root.destroy()     if digit == 2 and digit in digits:        digits.remove(digit)         if count % 2 == 0:            mark = 'X'            panels\[digit\] = mark        elif count % 2 != 0:            mark = 'O'            panels\[digit\] = mark         button2.config(text=mark)        count = count + 1        sign = mark         if (win(panels, sign) and sign == 'X'):            msg.showinfo("Result", "Player1 wins")            root.destroy()        elif (win(panels, sign) and sign == 'O'):            msg.showinfo("Result", "Player2 wins")            root.destroy()     if digit == 3 and digit in digits:        digits.remove(digit)         if count % 2 == 0:            mark = 'X'            panels\[digit\] = mark        elif count % 2 != 0:            mark = 'O'            panels\[digit\] = mark         button3.config(text=mark)        count = count + 1        sign = mark         if (win(panels, sign) and sign == 'X'):            msg.showinfo("Result", "Player1 wins")            root.destroy()        elif (win(panels, sign) and sign == 'O'):            msg.showinfo("Result", "Player2 wins")            root.destroy()     if digit == 4 and digit in digits:        digits.remove(digit)         if count % 2 == 0:            mark = 'X'            panels\[digit\] = mark        elif count % 2 != 0:            mark = 'O'            panels\[digit\] = mark         button4.config(text=mark)        count = count + 1        sign = mark         if (win(panels, sign) and sign == 'X'):            msg.showinfo("Result", "Player1 wins")            root.destroy()        elif (win(panels, sign) and sign == 'O'):            msg.showinfo("Result", "Player2 wins")            root.destroy()     if digit == 5 and digit in digits:        digits.remove(digit)         if count % 2 == 0:            mark = 'X'            panels\[digit\] = mark        elif count % 2 != 0:            mark = 'O'            panels\[digit\] = mark         button5.config(text=mark)        count = count + 1        sign = mark         if (win(panels, sign) and sign == 'X'):            msg.showinfo("Result", "Player1 wins")            root.destroy()        elif (win(panels, sign) and sign == 'O'):            msg.showinfo("Result", "Player2 wins")            root.destroy()     if digit == 6 and digit in digits:        digits.remove(digit)         if count % 2 == 0:            mark = 'X'            panels\[digit\] = mark        elif count % 2 != 0:            mark = 'O'            panels\[digit\] = mark         button6.config(text=mark)        count = count + 1        sign = mark         if (win(panels, sign) and sign == 'X'):            msg.showinfo("Result", "Player1 wins")            root.destroy()        elif (win(panels, sign) and sign == 'O'):            msg.showinfo("Result", "Player2 wins")            root.destroy()     if digit == 7 and digit in digits:        digits.remove(digit)         if count % 2 == 0:            mark = 'X'            panels\[digit\] = mark        elif count % 2 != 0:            mark = 'O'            panels\[digit\] = mark         button7.config(text=mark)        count = count + 1        sign = mark         if (win(panels, sign) and sign == 'X'):            msg.showinfo("Result", "Player1 wins")            root.destroy()        elif (win(panels, sign) and sign == 'O'):            msg.showinfo("Result", "Player2 wins")            root.destroy()     if digit == 8 and digit in digits:        digits.remove(digit)         if count % 2 == 0:            mark = 'X'            panels\[digit\] = mark        elif count % 2 != 0:            mark = 'O'            panels\[digit\] = mark         button8.config(text=mark)        count = count + 1        sign = mark         if (win(panels, sign) and sign == 'X'):            msg.showinfo("Result", "Player1 wins")            root.destroy()        elif (win(panels, sign) and sign == 'O'):            msg.showinfo("Result", "Player2 wins")            root.destroy()     if digit == 9 and digit in digits:        digits.remove(digit)         if count % 2 == 0:            mark = 'X'            panels\[digit\] = mark        elif count % 2 != 0:            mark = 'O'            panels\[digit\] = mark         button9.config(text=mark)        count = count + 1        sign = mark         if (win(panels, sign) and sign == 'X'):            msg.showinfo("Result", "Player1 wins")            root.destroy()        elif (win(panels, sign) and sign == 'O'):            msg.showinfo("Result", "Player2 wins")            root.destroy()     ###if count is greater then 8 then the match has been tied    if (count > 8 and win(panels, 'X') == False and win(panels, 'O') == False):        msg.showinfo("Result", "Match Tied")        root.destroy()  ####define buttonsbutton1 = Button(root, width=15, font=('Times 16 bold'), height=7, command=lambda: checker(1))button1.grid(row=1, column=1)button2 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(2))button2.grid(row=1, column=2)button3 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(3))button3.grid(row=1, column=3)button4 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(4))button4.grid(row=2, column=1)button5 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(5))button5.grid(row=2, column=2)button6 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(6))button6.grid(row=2, column=3)button7 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(7))button7.grid(row=3, column=1)button8 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(8))button8.grid(row=3, column=2)button9 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(9))button9.grid(row=3, column=3) root.mainloop()

关于Python技术储备

学好 Python 不论是就业还是做副业赚钱都不错,但要学会 Python 还是要有一个学习规划。最后大家分享一份全套的 Python 学习资料,给那些想学习 Python 的小伙伴们一点帮助!

?CSDN大礼包:《Python入门资料&实战源码&安装工具】免费领取(安全链接,放心点击

一、Python所有方向的学习路线

Python所有方向的技术点做的整理,形成各个领域的知识点汇总,它的用处就在于,你可以按照上面的知识点去找对应的学习资源,保证自己学得较为全面。
在这里插入图片描述

二、Python基础学习视频

② 路线对应学习视频

还有很多适合0基础入门的学习视频,有了这些视频,轻轻松松上手Python~在这里插入图片描述
在这里插入图片描述

③练习题

每节视频课后,都有对应的练习题哦,可以检验学习成果哈哈!
在这里插入图片描述
因篇幅有限,仅展示部分资料

三、精品Python学习书籍

当我学到一定基础,有自己的理解能力的时候,会去阅读一些前辈整理的书籍或者手写的笔记资料,这些笔记详细记载了他们对一些技术点的理解,这些理解是比较独到,可以学到不一样的思路。
在这里插入图片描述

四、Python工具包+项目源码合集
①Python工具包

学习Python常用的开发软件都在这里了!每个都有详细的安装教程,保证你可以安装成功哦!
在这里插入图片描述

②Python实战案例

光学理论是没用的,要学会跟着一起敲代码,动手实操,才能将自己的所学运用到实际当中去,这时候可以搞点实战案例来学习。100+实战案例源码等你来拿!
在这里插入图片描述

③Python小游戏源码

如果觉得上面的实战案例有点枯燥,可以试试自己用Python编写小游戏,让你的学习过程中增添一点趣味!
在这里插入图片描述

五、面试资料

我们学习Python必然是为了找到高薪的工作,下面这些面试题是来自阿里、腾讯、字节等一线互联网大厂最新的面试资料,并且有阿里大佬给出了权威的解答,刷完这一套面试资料相信大家都能找到满意的工作。
在这里插入图片描述
在这里插入图片描述

六、Python兼职渠道

而且学会Python以后,还可以在各大兼职平台接单赚钱,各种兼职渠道+兼职注意事项+如何和客户沟通,我都整理成文档了。
在这里插入图片描述
在这里插入图片描述
这份完整版的Python全套学习资料已经上传CSDN,朋友们如果需要可以微信扫描下方CSDN官方认证二维码免费领取【保证100%免费


点击全文阅读


本文链接:http://zhangshiyu.com/post/86360.html

<< 上一篇 下一篇 >>

  • 评论(0)
  • 赞助本站

◎欢迎参与讨论,请在这里发表您的看法、交流您的观点。

关于我们 | 我要投稿 | 免责申明

Copyright © 2020-2022 ZhangShiYu.com Rights Reserved.豫ICP备2022013469号-1