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分享上班摸鱼的10个Python小游戏,看看你能摸鱼几天不被发现😏

具体项目源码,实现效果

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1丶坤坤打篮球

实现效果

源码分享

  import pygame
  import sys
  import traceback
  import CXK
  import enemy
  import bullet
  import supply
  form pygame.locals import *
  form random import *

  # 初始化pygame
  pygame.init()
  # 初始化pygame的音频模块
  pygame.mixer.init()

  # 定义背景尺寸宽和高
  bg_size = wigth,height = 480,700
  # 初始化窗口
  screen = pygame.display.set_mode(bg_size)
  # 设置显示在窗口上的名称
  pygame.display.set_caption(''CXK打篮球'')

  # 初始化背景图片
  background = pygame.image.load(''images/backgroud.png'').convert()

  # 定义RGB颜色
  BLACK = (0,0,0)
  GREEN = (0,255,0)
  RED = (255,0,0)

  # 载入背景音乐
  pygame.mixer.music.load(''sound/game_music.ogg'')
  pygame.mixer.music.set_volume(0.2)

  # 载入游戏音效
  background_sound = pygame.mixer.sound(''sound/background_sound.wav'')
  background_sound.set_volume(0.1)
  enemy3_fly_sound = pygame.mixer.sound(''sound/organic Rhythm Assault.wav'')
  background_sound.set_volume(0.2)
  enemy3_fly_sound = pygame.mixer.sound(''sound/爆炸.wav'')
  background_sound.set_volume(0.2)
  bomb_sound = pygame.mixer.sound(''sound/bomb_sound.wav'')
  bomb_sound.set_volume(0.2)
  get_supply_sound = pygame.mixer.sound(''sound/get_bullet_sound.wav'')
  get_supply_sound.set_volume(0.2)

  # 定义增加小型敌人的函数
  def add_small_enemies(group1,group2,num):
      for i in range(num)
          e1 = enemy.SmallEnemy(bg_size)
          group1.add(e1)
          group2.add(e1)

  #  定义增加中型敌人的函数
  def add_mid_enemies(group1,group2,num):
      for i in range(num)
          e2 = enemy.MidEnemy(bg_size)
          group1.add(e2)
          group2.add(e2)

  #  定义增加大型敌人的函数
  def add_mid_enemies(group1,group2,num):
      for i in range(num)
          e3 = enemy.BigEnemy(bg_size)
          group1.add(e3)
          group2.add(e3)
  # 定义增加敌人移动速度的函数
  def inc_speed(target,inc):
      for each in tatget:
          each.speed+=inc

  # 游戏主界面
  def ui():
      # 循环播放背景音乐
      pygame.mixer.music.play(-1)

      # 初始化界面按键图片并获取图片的矩形位置
      start_game_image = pygame.image.load(''images/start_game.png'').convert_alpha()
      start_game_image_rect = start_game_image.get_rect()
      game_rules_image = pygame.image.load(''images/game_rules.png'').convert_alpha()
      game_rules_image_rect = game_rules_image.get.rect()
      game_quit_image = pygame.image.load(''image/game_quit.png'').convert_alpha()
      game_quit_image_rect = game_quit_image.get_rect()
      
      # 初始化游戏规则图片并获取图片的矩形位置
      rules_image = pygame.image.load(''images/游戏玩法.png'').conver_talpha()
      back_image = pygame.image.load(''image/back.png'').convert_alpha()
      back_image_rect = back_image.get_rect()
     
      # 标志是否在主界面
      is_ui = True
  
      # 帧率
      clock = pygame.time.Clock()
   
      # 主界面循环
      while True:
          # 获取事件信息
          for event in pygame.event.get():
              # 如果点击右上角退出
              if event.type = = QUTT:
                 # 退出程序
                 pygame.quit()
                 sys.exit()

          # 如果是主界面
          if is_ui:
             # 绘制背景
             screen.blit(background,(0,0))
             
             # 更改主界面按键图片的矩形位置并绘制主界面按键
             start_game_image_rect.left,start_game_image_rect.top = (width - statr_game_image_rect.width)//2,height
             screen.blit(start_game_image,start_game_image_rect)

             game_rules_image_rect = game_rules_image.get_rect()
             game_rules_image_rect.left,game_rules_image_rect.top = (width - game_rules_image_rect.width)//2,start_game
             screen.blit(game_rules_image,game_rules_image_rect)

             game_quit_image_rect.left,game_quit_image_rect.top = (width - game_quit_image_rect.width)//2,game_rules
             screen.blit(game_quit_image,game_quit_image_rect)

             # 检测用户的鼠标操作
             # 如果用户按下鼠标左键
             if pygame.mouse.get_pressed()[0]:
                # 获取鼠标坐标
                pos = pygame.mouse.get_pos()
                # 如果用户点击''开始游戏''
                if start_game_image_rect.left < pos[0] < start_game_image_rect.right and start_game_image_rect.top < pos[0]
                   # 调用主函数
                   main()
                # 如果用户点击''退出游戏''
                if game_quit_image_rect.left <pos[0] <game_quit_image_rect.right and game_quit_image_rect.top < pos[0]
                   pygame.quit()
                   sys.exit()
                # 如果用户点击''游戏规则''
                if game_rules_image_rect.left < pos[0] <game_rules_image_rect.right and game_rules_image_rect.top< pos[0]
                    # 李凯主界面
                    if_ui = False
 
          # 进入游戏规则界面
          else:
               # 绘制游戏规则图片
               screen.blit(rulse_image,(0,0))
          
               # 停止播放背景音乐
               pygame.mixer.music.stop()
               # 循环播放游戏规则音效
               background_sound.play(-1)

               # 更改返回键的矩形位置并绘制返回按键
               back_image_rect.left,game_quit_image_rect.top = width - back_image_rect.width - 10,10
               screen.blit(back_image,(width - back_image_rect.width - 10,10))
 
               if pygame.mouse.get_pressed()[0]:
                  # 获取鼠标坐标
                  pos = pygame.mouse.get_pos()
                  # 如果用户点击返回图片
                  pygame.mixer.stop()
                  ui()
          # 刷新屏幕
          pygame.display.flip()
          ....
          代码省略部分
  if_ _name_ _ = =''_ _main_ _'':
       try:
           ui()
       except systemExit:
           pass
       # 异常处理
       except:
           traceback.print_exc()
           pygame.quit()
           os.system(''pause'')

2丶俄罗斯方块

实现效果

源码分享

import sys
import random,copy
import pygame as pg
from pygame.locals import *

# 常量声明
EMPTY_CELL = 0 # 空区标识,表示没有方块
FALLING_BLOCK = 1 # 下落中的方块标识,也就是活动方块
STATIC_BLOCK = 2 # 固体方块标识

' ' '
全局变量声明
变量值以sysInit函数中初始化后的结果为准
' ' '
defaultFont = None # 默认字体
screen = None # 屏幕输出对象
backsurface = None #  图像输出缓冲画板
score = 0 # 玩家得分记录
clearLinescore = 0 # 玩家清除的方块行数
level = 1 # 关卡等级
clock = None # 游戏始终
nowBlock = None # 当前下落中的方块
nextblock = None # 下一个将出现的方块
fallspeed = 10 # 当前方块下落速度
beginFallspeed = fallspeed # 游戏初始时方块下落速度
speedBuff = 0 # 下落速度缓冲变量
keyBuff = None # 上一次按键记录
maxBlockwidth = 10 # 舞台堆叠区X轴最大可容纳基础方块数
maxBlockHeight = 18 # 舞台堆叠区Y轴最大可容纳基础方块数
blockwidth = 30 # 以像素为单位的基础方块宽度
blockHeight = 30 # 以像素为单位的基础方块高度
blocks = [] # 方块形状矩形四维列表。第一维为不同的方块形状,第二维为每个方块形状不同的方向(以0标起始,一共四个方向),第三维为Y轴方块形状占用情况,第四维为X轴方块形状占用情况
stage = [] # 舞台堆叠去矩形二维列表,第一维为Y轴方块占用情况,第二维为X轴方块占用情况仿写文章软件。矩阵中0表示没有方块,1表示有固实方块,2表示有活动方块。
gameover = False # 游戏结束标志
pause = False # 游戏暂停标志

def printTxt(content,x,y,font,screen,color=(255,255,255)):
    '''显示文本
    args:
         content:待显示文本内容
         x,y:显示坐标
         font:字体
         screen:输出的screen
         color:颜色
     '''
     imgTxt = font.render(content,True,color)
     screen.blit(imgTxt,(x,y))

class point(object):
     '''平面坐标点类
     attributes:
        x,y:坐标值
     '''
     def _ _init _ _(self,x,y):
         self._ _x = x
         self._ _y = y
     
     def getx(self):
         return self. _ _x

     def setx(self,x)
         self._ _x = x
   
     x = property(getx,setx)

     def gety(self):
         ruturn self. _ _y
    
     def sety(self,y):
         self. _ _y = y
     
     y = property(gety,sety)

     def _ _str_ _(self):
         rutunrn ''{x:'' + ''{:.of}''.format(self._ _x) + '',y:''{:.of}''.format(self._ _y) + '' }''
 
class blocksprite(object):
      '''
      方块形状精灵类
      下落方块的定义全靠它了。
      attributes:
          shape:方块形状编号
          direction:方块方向编号
          xy,方块形状左上角方块坐标
          block:方块形状矩形
      '''
      def _ _init_ _(self,shape,direction,xy):
          self.shape = shape
          self.direction = direction 
          self.xy = xy

      def chgDirection(self,direction):
          '''
          改变方块的方向
          args:
               direction:1为向右转,0为向左转
          '''
          dirNumb = len(block[self.shape]) - 1
          if direction = = 1:
             self.direction + =1
             if self.dirction > dirNumb:
                self.direction = dirNumb
      
      def clone(self):
          '''
          克隆本体
          return:
                返回自身的克隆
          '''
          return blocksprite(self.shape,self.direction,point(self.xy.x,self.xy.y)) 
    
      def _getBlock(self):
          return blocks[self.shape][self.direction]
   
      block = property(_getBlock)

def getconf(fileName):
    '''
    从配置文件中读取方块形状数据
     每个方块以4*4矩阵表示形状,配置文件每行代表一个方块,用分号分隔矩阵行,用逗号分隔矩列阵,0表示没有方块,1表示有方块
     因为此程序只针对俄罗斯方块的经典版,所以方块矩阵大小以硬编码的形式写为4*4
     args:
           fileName:配置文件名
     '''
     global blocks # blocks记录方块形状
     with open(fileName,'rt')as fp:
          for temp in fp.readlines()
              blocks.append([])
              blocksNumb = len(blocks) - 1 
              ....
              省略部分
if _ _name_ _ = ='' _ _main_ _'':
    main()

3.猜数字

实现效果

源码分享

import random

# 模拟电脑随机生成1~100的整数
computer = random.randint(1,101)

while True:
    number = int(input(''请输入100以内的整数:‘’))
    if (number > computer):
         print(''你猜大了'')
    elif (number < computer) :
         print(''你猜小了'')
    else:
         print(''恭喜你赢了'')
         break

4丶开心消消乐

实现效果

源码分享

import os
import pygame
from utils import *
from config import *

'''游戏主程序'''
def main()
    pygame.init()
    screen = pygame.display.set_mode(WIDTH,HEIGHT))
    pygame.display.set_caption('游戏-python版开心消消乐‘)
    # 加载背景音乐
    pygame.mixer.init()
    pygame.mixer.music.load(os.path.join(ROOTDIR,''resources/audios/bg.mp3''))
    pygame.mixer.music.set_volume(0.6)
    pygame.mixer.music.play(-1)
    # 加载音效
    sound = {}
    sound['mismatch'] = pygame.mixer.sound(os.path.join(ROOTDIR,resources/audios/badswap.wav'))
    sound['match'] = []
    for i in range(6)
        sound['match'].append(pygame.mixer.sound(os.path.join(ROOEDIR,'resources/audios/match%s.wav' % i)))
# 加载字体
font = pygame.font.Font(os.path.join(ROOTDIR,'resoureces/font.TTF'),25)
# 图片加载
gem_imgs = []
for i in range(1,8):
    gem_imgs.append(os.path.join(ROOTDIR,'resoureces/images/gem%s.png' % i))
# 主循环
game = gamGame(screen,sounds,font,gem_imgs)
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()

if __name__ == '__main__':
     main()

5丶接金币,苹果游戏

实现效果

源码分享

import os 
import sys
import random
import pygame

'''获取历史最高分'''
def getscore():
    if os.path.isfile('score'):
       with open('score','r') as f:
           score = f.readline().strip()
           if not score:
              score = 0
    else:
        score = 0
    return score

'''保存分数(仅当超过历史最高分时)'''
def savescore(score):
    with open('score','w') as f:
        f.write(score)

'''定义接苹果/金币的人类精灵'''
class Farmersprite(pygame.sprite.sprite):
    def__init__(self,WIDTH,HEIGHT):
        pygame.sprite.sprite.__init__(self)
        self.imgs = [ './imgs/farmer.png']
        self.farmer = pygame.image.load(self.imgs[0]).convert_alpha()
        self.direction_dict = {
                               'top': [0,(0, -1)],
                               'rigttop': [1,(1,-1)]
                               'right' : [2,(1,0)],
                               'rightbottom' : [3,(1,1)],
                               'bottom' : [4,(0,1)],
                               'left' : [6,(-1,0)],
                               'lefttop' :[7,(-1,-1)]
                                }

        # 当前农民方向
        self.direction = 'left'
        # 实现农民行走的效果
        self.farmerIdx = 0
        self.farmerIdxNum = 8
        # 农民的位置
        self.x,self.y = WIDTH/2,HEIGHT/1.1
        # 速度
        self.speed = 10
        self.WIDTH,self.HEIGHT =WIDTH,HEIGHT
        # 激活一下
        self.move()
 '''移动'''
  def move(self,direction = 'left'):
      if direction ! = self.direction:
         self.direction = direction
         self.farmerIdx = 0
      else:
         self.farmerIdx += 1
         self.farmerIdx = self.farmerIdx % self.farmerIdxNum
      farmerpos = self.farmerIdx *96,self.direction_dict[seld.direction][0]*96
      self.image = self.farmer.subsurface(farmerpos,(96,96))
      self.rect = self.image.get_rect()
      self.x = self.x + self.direction_dict[self.direction][1][0]* self.speed
      self.y = self.y + self.direction_dict[self.direction][1][1]* self.speed
      self.rect.left,self.rect.top = self.x,self.y
      # 避免农民走出游戏界面
      self.rect.right = self.WIDTH if self.rect.right >self.WIDTH else self.rect.right
      self.rect.left = 0 if self.rect.left <0 else self.rect.left
      self.rect.top = 0 if self.top < 0 else self.rect.top
      self.rect.bottom = self.HEIGHT if self.rect.bottom > self.HEIGHT else self.rect.bottom
  '''画上去'''
  def draw(self,screen):
      screen.blit(self.image,self.rect)

'''掉落的食物类'''
class foodsprite(pygame.sprite.sprite):
   def __init__(self,WIDTH,HEIGHT):
      pygame.sprite.sprite.__init__(self)
      self.imgs = ['./imgs/apple.png','./imgs/gold.png']
      # 食物种类
      self.kind = random.randint(0,1)
      # 食物价值
      self.value = 10 if self.kind ==0 else 100    
      # 下落速度
      self.speed = 3 if self.kind == 0 else 6
      self.image = pygame.image.load(self.imgs[]self.kind]).convert_alpha()
      self.rect = self.image.get_rect()
      self.x = random.randint(0,WIDTH-self.rect.width)
      self.y = -50
      self.rect.left,self.rect.top = self.x,self.y
  '''移动'''
  def move(self):
      self.y += self.speed
      self.rect.top = self.y
  '''画到屏幕上'''
  def draw(self,screen):
      screen.blit(self.image, self.rect)

'''显示游戏结束界面'''
def Gameover(screen,width,height,score,highest):
      screen.fill((255,255,255))
      tfont = pygame.font.Font('./font/simkai.ttf',width//10)
      cfont = pygame.font.Font('./font/simkai.ttf',width//20)
      title = tfont.render('Gameover',True,(255,0,0))
      content = cfont.render('score:%s,Highest:%s' %(score,highest),True,(0,0,255))
      trect = title.get_rect()
      trect.midtop = (width/2,height/4)
      crect = content.get_rect()
      crect.midtop =(width/2,height/2)
      screen.blit(title,trect)
      screen.blit(content,crect)
      pygame.display.update()
      while True:
          for event in pygame.event.get():
              if event.type ==pygame.QUIT:
                   sys.exit()
              elif event.type == pygame.KEYDOWN:
                   return

'''主函数'''
def main():
     # 初始化
     pygame.init()
     WIDTH = 800
     HEIGHT = 600
     screen = pygame.display.set_mode([WIDTH,HEIGHT])
     pygame.display.set_caption('初级入门游戏')
     pygame.mixer.init()
     pygame.mixer.music.load(''./audios/DasBeste.map'')
     pygame.mixer.music.set_volume(0.4)
     pygame.mixer.music.play(-1)
     get_sound = pygame.mixer.sound(''./audios/get.wav'')
     get_sound.set_volume(6)
     clock = pygame.time.clock()
     # 定义一些必要的参数并实例化农民
     farmer = Farmersprite(WIDTH,HEIGHT)
     foodGroup = pygame.sprite.Group()
     foodInterval = 100
     foodcount = 0
     direction = 'left'
     font = pygame.font.Font('./font/simkai.ttf',20)
     score = 0
     # 如果20个食物没接住的话就Game over
     maxDown = 20
     while True:  
         if maxDown < 0:
            highest = getscore()
            if int(highest) <score:
              savescore(str(score))
            GameOver(screen,WIDTH,HEIGHT,score,highest)
         screen.fill([0,160,233])
         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_LEFT] or key_pressed[pygame.k_a]:
            if direction in ['top','bottom','right']:
              direction = 'left'
            elif direction =='left':
               farmer.move(direction)
         elif key pressed[pygame.K_RIGHT] or key_pressed[pygame.k_d]:
            if direction in['top','bottom','left']:
               direction = 'reght'
            elif direction == 'right':
               farmer.move(direction)
         elif key_pressed[pygame.K_UP] or key_pressed[pygame.K_w]:
             if direction in ['right','left','bottom']:
               direction = 'top
             elif direction == 'top'
               farmer.move(direction)
         elif key_pressed[pygame.K_DOWN] or key_pressed[pygame.K_s]:
             if direction in ['right','left','top']:
               direction = 'bottom'
             elif direction == 'bottom':
               farmer.move(direction)
         farmer.draw(screen)
         foodcount += 1
         if foodcount > foodInterval:
             food = foodsprite(WIDTH,HEIGHT)
             foodGroup.add(food)
             foodcount = 0
         for food on foodGroup:
             food.move()
             if pygame.sprite.collide_rect(food,farmer):
               foodGroup.remove(food)
               score += food.value
               get_sound.play()
               continue
             if food.rect.top > HEIGHT:
               foodGroup.remove(food)
               if food.kind == 0:
                   maxDown -= 1
               continue
             food.draw(screen)
     life_text = font.render(''life: ''+str(maxDown),1,(0,0,0))
     score_text = font.render(''score: ''+str(score),1,(0,0,0))
     screen.blit(score_text,[10,10])
     screen.blit(life_text,[10,35])
     pygame.display.flip()
     clock.tick(60)

'''run'''
if__name__ == '__main__':
    main()

6丶简易五子棋

实现效果

源码分享

finish = False # 游戏是否结束
flagNum = 1 # 当前下棋者标记
flagch = '*' # 当前下棋者棋子
x = 0 # 当前棋子的横坐标
y = 0 # 当前棋子的纵坐标
print('---------五子棋游戏(控制台版)---------')
# 棋盘初始化
checkerboard = []
for i in range(10):
    checkerboard.append([])
    for j in range(10):
        checkerboard[i].append('-')

def mas():
    # 输出最后胜利的棋盘
    print(''\033[1;37;44m-----------'')
    print('' 1 2 3 4 5 6 7 8 9 10'')
    for i in range(len(checkerboard)):
        print(chr(i +ord('A')) + ''.'',end='')
        for j in range(len(checkerboard[i])):
            print(checkerboard[i][j] + '' '',end='')
        print()
    print(''------------------------------\033[0m'')
    # 输出赢家
    if(flagNum ==1):
        print('\033[32m*棋胜利!***\033[0m')
    else:
        print('\033[32mo棋胜利! ***\033[0m')

while not finish:
    # 打印棋盘
    print(''\033[1;30;46m-----------------'')
    print('' 1 2 3 4 5 6 7 8 9 10'')
    for i in range(len(checkerboard)):
        print(chr(i + ord('A')) + '' '',end='');
        for j in range(len(checkerboard[i])):
            print(checkerboard[i][j] + '' '',end='')
        print()
    print('' -----------------------------\033[0m'')
    # 判断当前下棋者
    if flagNum == 1:
        flagch = '*'
        print('\033[1;37;40m请*输入棋子坐标(例如A1)):\033[0m,end='') # 白字黑底
    else: 
        flagch = 'o'
        print('\033[1;30;42m请o输入棋子坐标(例如J5)):\033[0m',end'') # 黑子绿底
    # 输入棋子坐标
    str = input()
    ch = str[0] # 获取第一个字符的大写形式
    x = ord(ch) -65
    y = int(str[1]) - 1
    # 判断坐标是不在棋盘之中
    if(x<0 or x>9 or y<0 or y>9):
        print('\033[31m***您输入的坐标有误请重新输入! ***\033[0m')
        continue
    # 判断坐标上是否有棋子
    if(checkerboard[x][y] == '-'):
        if(flagNum == 1):
           checkerboard[x][y] = '*'
        else:
           checkerboard[x][y] = 'o'
    else:
        print('\033[31m******您输入位置已经有其他棋子,请重新输入!\033[0m']
        continue
    # 判断棋子左侧
    if(y - 4 >= 0):
        if(checkerboard[x][y - 1] == flagch
               and checkerboard[x][y - 2] == flagch
               and checkerboard[x][y - 3] == flagch
               and checkerboard[x][y - 4] == flagch):
           finish = Ture
           msg()

    # 判断棋子右上方向
    if(x - 4 >= 0 and y - 4 >= 0):
        if(checkerboard[x - 1][y - 1] == flagch
               and checkerboard[x - 2][y - 2] == flagch
               and checkerboard[x - 3][y - 3] == flagch
               and checkerboard[x - 4][y - 4] == flagch):
           finish = True
           mag()

    # 判断棋子右下方向
    if(x + 4 <= 9 and y - 4 >= 0):
        if(checkerboard[x +1][y - 1] == flagch
               and checkerboard[x + 2][y - 2] == flagch
               and checkerboard[x + 3][y - 3] == flagch
               and checkerboard[x + 4][y - 4] == flagch):
           finish = True
           mag()

    # 判断棋子左上方向
    if(x - 4 >= 0 and y + 4 <= 9):
        if(checkerboard[x +1][y +1] == flagch
               and checkerboard[x + 2][y + 2] == flagch
               and checkerboard[x + 3][y +3] == flagch
               and checkerboard[x + 4][y + 4] == flagch):
           finish = True
           mag()
    flagNum *= -1; #更换下棋者标记

7丶热血足球

实现效果:


源码分享

# -*- coding: utf-8 -*-

from __future__ import unicode_literals
import itertools,sys,time,random,math,pygame
from pygame.locals import *
from Mylibrary import *
from football import *
from I0 import *

def bias(x,y):
    x = x + 16
    y = y + 24
    x_cent = 0
    y_cent = 0
    if(x >= 100 and x<= 700):
       x_cent = -1 * x + 100
    elif(x > 700):
       x_cent = -600
    else:
       x_cent = 0
    if(y >=75 and y <=525):
       y_cent = -1 * y + 75
    elif(y > 525):
       y_cent = -450
    else:
       y_cent = 0
    return x_cent,y_cent

def draw_background(screen):
    rc = (255,255,255)
    rp = (600,400)
    rr = 80
    width = 5
    screen.fill((0,100,0))
    pygame.draw.circle(screen,rc,rr,width)
    pygame.draw.rect(screen,(255,255,255),(10,10,600,790),5)
    pygame.draw.rect(screen,(255,255,255),(600,10,590,790),5)
    pygame.draw.rect(screen,(255,255,255),(10,150,300,500),5)
    pygame.draw.rect(screen,(255,255,255),(890,150,300,500),5)

def draw_ball_goal(screen):
    goal1 = pygame.image.load(''goal1.bmp'').convert()
    goal2 = pygame.image.load(''goal2.bmp'').convert()
    screen.blit(goal1,(8,305))
    screen.blit(goal2,1121,305))

def begin_a_game(n1,n2):
    nn = 0
    filename = 'p2.png'
    filename2 = 'p1.png'
    size_of_player = (32,47.5)
    size_of_action = 4
    size_of_playground = (1920,1080)
    dict_ = {(-1,0):3,(1,0):0(0,1):2,(0,-1):1,(-1,1):3,(-1,-1):1,(1,-1):0,(1,1):2};
    x_bias = 0
    y_bias = 0
    kick_off = 0
    player_group = pygame.sprite.Group()
    player_group1 = pygame.sprite.Group() 
    player_group2 = pygame.sprite.Group()
    player = Mysprite()
    x,y = random.randint(250,250),randint(350-25,450-25)
    # x_bias,y_bias = bias(x,y);
    player.load(filename,size_of_player[0],size_of_player[1],size_of_action)
    player.position = X + x_bias,Y +y_bias
    player.direction = 1,0
    player.tag =1
    player_group.add(player)
    player_group1.add(player)
   
    player2 = Mysprite()
    x2,y2 = random,randint(700,950),random.randint(350-25,450-25)
    player2.load(filename2,size_of_player[0],size_of_player[1],size_of_action)
    player2.position = X2 + x_bias, Y2 + y_bias
    player2.direction = 1,0
    player2.tag =2
    player_group.add(player2)
    player_group2.add(player2)

    b_x,b_y = 1200/2,800/2;
    ball_group = pygame.sprite.Group()
    myball = ball()
    myball.load()
    myball.position = b_X+x_bias,b_Y+y_bias
    ball_group.add(myball)

    p1 = robot()
    p1.X,p1.Y = random.randint(250,500),random.randint(50-25,350-25)
    p1.direction = 1,0
    player_group1.add(p1)
    player_group.add(p1)

    pp2 = robot_B()
    pp2.leader = p1
    pp2.ball = myball
    pp2.goal_pos = [892,399]
    pp2.goal = [1120,405]
    pp2.tag = 1
    pp2.wonder = 300;
    pp2.other_group = player_group2
    pp2.load(''p3.png'',size_of_player[0],size_of_player[1],size_of_action)
    pp2.X,pp2.Y = random.randint(250,500),random.randint(450-25,750-25)
    pp2.direction = 1,0
    player_group1.add(pp20)
    player_group.add(pp2)

    d1 =defence()
    d1.leader = player
    d1.ball = myball
    d1.wonder = 85
    d1.tag = 1
    d1.other_group = player_group2
    d1.load(''p3.png'',size_of_player[0],size_of_player[1],size_of_action)
    d1.x,d1.Y = 85,390
    d1.direction = 1,0
    player_group1.add(d1)
    player_group.add(d1)

    t = robot()
    t.leader = player2
    t.ball = myball
    t.tag = 2
    t.other_group = player_group1
    t.goal_pos = [309,389]
    t.goal = [70,405]
    t.load(''p4.png'',size_of_player[0],size_of_player[1],size_of_action)
  
    t.X,t.Y = random.randint(700,950),random.randint(50-25,350-25)
    t.direction = 1,0
    player_group2.add(t)
    player_group.add(t)

    d2 = defence2()
    d2.leader = player2
    d2.ball = myball
    d2.wonder = 1070
    d2.tag = 2
    d2.other_group = player_group1
    d2.load(''p4.png'',size_of_player[0],size_of_player[1],size_of_action)
    d2.X,d2.Y = 1070,390
    d2.direction = 1,0
    player_group2.add(d2)
    player_group.add(d2)
   
    game_over = False
    player_moving = False
    player2_moving = False
    while True:
        timer.tick(50)
        ticks = pygame.time.get_ticks()
        myball.call +=1;
        for event in pygame.event.get():
            if event.type == QUTI:
               pygame.quit()
               sys.exit()
        if nn == 0.00001:
            keys = pygame.key.get_pressed()
            if keys[K_ESCAPE]:sys.exit()
            if keys[K_SPACE]:nn+=0.00001
            continue
      
        nn+0.00001
        mx,my = pygame.mouse.get_pos()
        # print(str(mx)+'' ''+str(my))
        # print(myball.position)
        Reference = [x_bias,y_bias,X,Y]
        player1_AI(myball,player,game_over,player_moving,Reference)
        x_bias,y_bias,X,Y = Reference
        reference = [x_bias,y_bias,X2,Y2]
        player2_AI(myball,player2,game_over,player2_moving,Reference)
        x_bias,y_bias,X2,Y2 = Reference 
        # print(d1.shoot)
        if d1.shoot ==True of d2.shoot == True:
            p1.state = ''back''
            pp2.state = ''back''
            r.state = ~~~''back''
            t.state = ~~~''back''
        player_group.update(ticks,30)

        if mayball.cal > 10:
            the_player = None
            if myball.player == None:
               the_player = pygame.sprite.spritecollideany(myball,player_group);
               if~~~the_player ! = None:
                    if pygame.sprite.collide_circle_ratin(1)(teh_player,myball):
                       myball.fetched(the_player;
                       the_player.state = ''catch''
                       if the_player == d1 or the_player == d2:
                           the_player.shoot = True;
            else myball.player.tag ==1:
               the_player = pygame.sprite.spritecollideany(myball,player_group2);
               if~~~the_player ! = None:
                    if pygame.sprite.collide_circle_ratio(1)(the_player,myball):
                       if the_player ! = d1 and the_player ! = d2:
                           mybal.player.state = ''chase''
                           the_player.state = ''catch''
                           myball.fetched(the_player)
                           ......省略部分......
if __name__ == '__main__'
    pygame.init()
    screen = pygame.display.set_mode((1200,800))
    pygame.display.set_caption(''简单足球'’)
    font = pygame.font.Font(None,36)
    myinit()
    timer = pygame.time.clock()
    n1 = 0
    n2 = 0
    screen = pygame.display.set_mode((1200,800))
    for x in range(10000):
        t = begin_a_game(n1,n2);
        if t == 1:
            n1 +=1
        else:
            n2 += 1

敲了一天有点脑子糊了(キ`゚Д゚´)!!

8丶打兵乓球

实现效果:


源码分享

import sys
import config
import pygame
from sprites 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+bheigth),5) 
    pygame.draw.Line(screen,50,50,50),(left,top+bheight),(left,+bwidth,top+bheigth),5) 
    pygame.draw.Line(screen,50,50,50),(left+bwidth,top+bheight),(left+bwidth,top),5) 
    ......省略部分.....
'''run'''
if __name__ =='__main__':
   main()

9丶全民大战飞机

实现效果

源码分享

import pygame

# 敌方子弹
class Small_n1s(pygame.sprite.Sprite):
    def __init__(self,position,size):
         pygame.sprite.Sprite.__init__(self)

         # 设置子弹对象
         self.image = pygame.image.load(r'image\aircraft_inage\small_n1s.png).convert_alpha()
         self.rect = self.image.get_rect()
         self.rect.left,self.rect.top = position[0] - 7,position[1]
         self.speed = 15
         self.action = True
         self.width,self.height = size[0],size[1]

         self.mask = pygame.mask.from_surface(self.image)
         ...省略部分...

  def reset(self):
          self.action = True
          self.hit = False
          self.energy =30
          self.rect.left,self.rect.top = randint(0,self.width - self.rect.width),\
                                  randint(-15*self.heightm-self.height)

10丶一站到底

实现效果

源码分享

import easygui as 界面

用户名称 = 界面.enterbox('请输入您的姓名:','小明一站到底')
界面.msgbox('欢迎登陆:'+用户名称,
                                 '小明一站到底!')

成绩 = 0
第一答案 = 界面.enterbpc('''第一题:‘铁观音’茶的原产发源地在中国哪个省份?
                           1.浙江 2.湖北 3.湖南 4.福建''',''风俗相关'')

if 第一题答案 == '4':
    界面.msgbox('恭喜你,答对了');
    成绩 +=25
elif 第一题答案 in(''1'',''2'',''3''):
    界面.msgbox(''你确定吗?'')
else:
    界面.msgbox(''输入错误'')
    ....第二题目(依次类推).....
    ....第N题目.........................
if 成绩 < 60:
    界面.msgbox(''您的成绩为:'' + str(成绩) + ',不用一站到底了,站不住了!',''不及格'')
elif 成绩 <80:
    界面.msgbox(''您的成绩为:'' + str(成绩) + ',凑合还能站住,继续加油!',''勉强'')
else:
    界面.msgbox(''您的成绩为:'' + str(成绩) + ',游戏一站到底,金鸡独立!',''优秀'')

这样的小游戏,上班摸鱼岂不是美哉😜
具体项目源码,实现效果

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