python趣味编程比赛题目,python创意编程大赛作品

大家好,给大家分享一下青少年python创意编程趣味课堂,很多人还不知道这一点。下面详细解释一下。现在让我们来看看!

大家好,小编来为大家解答以下问题,python创意小作品100行代码左右,python创意编程大赛作品,现在让我们一起来看看吧!

本篇文章给大家谈谈python200行有趣小程序,以及python简单小游戏代码,希望对各位有所帮助,不要忘了收藏本站喔。

来源丨网络

经常听到有朋友说,学习编程是一件非常枯燥无味的事情python创意turtle作品。其实,大家有没有认真想过,可能是我们的学习方法不对?

比方说,你有没有想过,可以通过打游戏来学编程?

今天我想跟大家分享几个Python小游戏,教你如何通过边打游戏边学编程!

1、吃金币

源码分享:

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

3、滑雪

源码分享:

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

4、并夕夕版飞机大战

源码分享:

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

5、打地鼠

源码分享:

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

6、小恐龙

玩法:上下控制起跳躲避

源码分享:

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

7、消消乐

玩法:三个相连就能消除

源码分享:

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

8、俄罗斯方块

玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的AI同义句转换好用的句子同义替换软件。

源码分享:

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

9、贪吃蛇

玩法:童年经典,普通魔术也没啥意思,小时候玩的也是加速的。

源码分享:

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

10、24点小游戏

玩法:通过加减乘除操作,小学生都没问题的。

源码分享:

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

11、平衡木

玩法:也是小时候的经典游戏,控制左右就行,到后面才有一点点难度。

源码分享:

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

12、外星人入侵

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

源码分享:

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

13、井字棋888

玩法:我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。

源码分享

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

万水千山总是情,点个 👍 行不行。

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