由于篇幅限制,我将为您提供几种不同编程语言中的简单小游戏代码示例。这些示例将基于一个非常基础的“猜数字”游戏。1. Pythonpythonimport random def gue

 

由于篇幅限制,我将为您提供几种不同编程语言中的简单小游戏代码示例。这些示例将基于一个非常基础的“猜数字”游戏。

1. Python
python
import random  
  
def guess_number():  
    number_to_guess = random.randint(1, 100)  
    guess = None  
    attempts = 0  
    while guess != number_to_guess:  
        guess = int(input("猜一个1到100之间的数字: "))  
        attempts += 1  
        if guess < number_to_guess:  
            print("太小了!")  
        elif guess > number_to_guess:  
            print("太大了!")  
    print(f"恭喜你,猜对了!你用了{attempts}次尝试。")  
  
guess_number()
2. JavaScript (在HTML文件中运行)
html
<!DOCTYPE html>  
<html lang="en">  
<head>  
    <meta charset="UTF-8">  
    <title>猜数字游戏</title>  
</head>  
<body>  
    <h1>猜数字游戏</h1>  
    <p id="message">猜一个1到100之间的数字:</p>  
    <input type="number" id="guessInput" min="1" max="100">  
    <button οnclick="checkGuess()">提交</button>  
  
    <script>  
        let numberToGuess = Math.floor(Math.random() * 100) + 1;  
        let guess;  
        let attempts = 0;  
  
        function checkGuess() {  
            guess = parseInt(document.getElementById('guessInput').value);  
            attempts++;  
  
            if (guess < numberToGuess) { #chhas{
margin-top: 50px;
padding:youshengmami.com;
font-size: 18px;
cursor: 10px 20px;

                document.getElementById('message').textContent = "太小了!再试一次";  
            } else if (guess > numberToGuess) {  
                document.getElementById('message').textContent = "太大了!再试一次";  
            } else {  
                document.getElementById('message').textContent = `恭喜你,猜对了!你用了${attempts}次尝试。`;  
            }  
        }  
    </script>  
</body>  
</html>

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好的,以下是一个简单的Java实现超级玛丽小游戏代码,使用了JavaFX来实现画面彩化,具体实现可以根据需求进行修改和完善。请注意,由于篇幅限制代码只包含了部分基本操作的实现。 ```java import javafx.animation.Animation; import javafx.animation.KeyFrame; import javafx.animation.Timeline; import javafx.application.Application; import javafx.event.EventHandler; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.canvas.Canvas; import javafx.scene.canvas.GraphicsContext; import javafx.scene.image.Image; import javafx.scene.input.KeyCode; import javafx.scene.input.KeyEvent; import javafx.scene.paint.Color; import javafx.stage.Stage; import javafx.util.Duration; import java.util.ArrayList; public class SuperMario extends Application { private final int WIDTH = 800; private final int HEIGHT = 600; private final int GROUND = HEIGHT - 100; private final int MARIO_WIDTH = 32; private final int MARIO_HEIGHT = 32; private final int MARIO_SPEED = 5; private final int GRAVITY = 1; private Image marioImage; private Image groundImage; private Image background; private int marioX; private int marioY; private int marioYSpeed; private boolean onGround = false; private ArrayList<KeyCode> keysPressed = new ArrayList<>(); public void start(Stage primaryStage) { Group root = new Group(); Scene scene = new Scene(root, WIDTH, HEIGHT); Canvas canvas = new Canvas(WIDTH, HEIGHT); root.getChildren().add(canvas); GraphicsContext gc = canvas.getGraphicsContext2D(); marioImage = new Image("mario.png"); groundImage = new Image("ground.png"); background = new Image("background.png"); marioX = WIDTH / 2; marioY = GROUND - MARIO_HEIGHT; Timeline timeline = new Timeline(new KeyFrame(Duration.millis(10), e -> { gc.drawImage(background, 0, 0); gc.drawImage(groundImage, 0, GROUND); gc.drawImage(marioImage, marioX, marioY); if (onGround) { marioYSpeed = 0; } else { marioYSpeed += GRAVITY; } marioY += marioYSpeed; if (marioY > GROUND - MARIO_HEIGHT) { onGround = true; marioY = GROUND - MARIO_HEIGHT; } else { onGround = false; } for (KeyCode keyCode : keysPressed) { switch (keyCode) { case LEFT: marioX -= MARIO_SPEED; break; case RIGHT: marioX += MARIO_SPEED; break; case SPACE: if (onGround) { marioYSpeed = -20; } break; } } })); timeline.setCycleCount(Animation.INDEFINITE); timeline.play(); scene.setOnKeyPressed(new EventHandler<KeyEvent>() { @Override public void handle(KeyEvent event) { if (!keysPressed.contains(event.getCode())) { keysPressed.add(event.getCode()); } } }); scene.setOnKeyReleased(new EventHandler<KeyEvent>() { @Override public void handle(KeyEvent event) { keysPressed.remove(event.getCode()); } }); primaryStage.setScene(scene); primaryStage.show(); } public static void main(String[] args) { launch(args); } } ``` 在代码,我们使用了JavaFX来创建游戏窗口,并实现了基本的游戏操作,包括左右移动和跳跃。同时,我们使用了Timeline来实现游戏的动画效果。在运行代码之前,需要将图片资源放置在与代码相同的路径下,并将图片名称修改为相应的名称。

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