百木园-与人分享,
就是让自己快乐。

假期用Python写8个小游戏(附源码)

假期玩嗨了吧,我给你准备了六个小游戏,有胆子来玩一玩吗?我自己是玩了很多遍的,所以想让大家一起玩,独乐乐不如众乐乐。代码放在下面。

1、小恐龙

玩法:上下控制起跳躲避

源码分享:

Python学习交流Q群:906715085###
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

 

在这里插入图片描述

2、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()

 

在这里插入图片描述

3、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 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_())

 

4、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

 

5、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:

在这里插入图片描述

6、平衡木

玩法:也是小时候的经典

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()

 

,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()

 

7、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()

 

8、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()

 

最后
六个小游戏到这里就没有了,不管是放松还是拿来练手,都是很不错滴。看着这密密麻麻的代码,我都要给自己一个大大的赞,你确定不赞我一个?这一章到这里就结束了,下一章见啦。
在这里插入图片描述


来源:https://www.cnblogs.com/123456feng/p/16081805.html
本站部分图文来源于网络,如有侵权请联系删除。

未经允许不得转载:百木园 » 假期用Python写8个小游戏(附源码)

相关推荐

  • 暂无文章