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正文

# --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


![](https://img-blog.csdnimg.cn/20210720152235178.gif)


**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 = [col64+20, row64+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


![](https://img-blog.csdnimg.cn/20210720153524788.gif)


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


![](https://img-blog.csdnimg.cn/20210912222544564.gif)


**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



### 简简单单


**【简单介绍一下玩法+附源码】**


#### **6、小恐龙**


**玩法:上下控制起跳躲避**


![](https://img-blog.csdnimg.cn/20210912223133477.gif)


**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**


![](https://img-blog.csdnimg.cn/20210720153302315.gif)


**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 to restart the game.’
text2 = ‘Press 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。**


![](https://img-blog.csdnimg.cn/20210720152807521.gif)


**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。**


![](https://img-blog.csdnimg.cn/2021091222291341.gif)


**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


### 普普通通


**【玩法详细介绍+源码】**


**CFG配置文件就在文末**


#### **10、24点小游戏**


**玩法:通过加减乘除操作,小学生都没问题的。**


![](https://img-blog.csdnimg.cn/20210720153554830.gif)


**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。**


![](https://img-blog.csdnimg.cn/2021091222274785.gif)


**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()


【**还有配置文件**】


#### **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。**


![](https://img-blog.csdnimg.cn/20210720153612153.gif)


**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_row11):
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:

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书籍的好处就在于权威和体系健全,刚开始学习的时候你可以只看视频或者听某个人讲课,但等你学完之后,你觉得你掌握了,这时候建议还是得去看一下书籍,看权威技术书籍也是每个程序员必经之路。

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我们在看视频学习的时候,不能光动眼动脑不动手,比较科学的学习方法是在理解之后运用它们,这时候练手项目就很适合了。

四、实战案例

光学理论是没用的,要学会跟着一起敲,要动手实操,才能将自己的所学运用到实际当中去,这时候可以搞点实战案例来学习。

五、面试资料

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

成为一个Python程序员专家或许需要花费数年时间,但是打下坚实的基础只要几周就可以,如果你按照我提供的学习路线以及资料有意识地去实践,你就有很大可能成功!
最后祝你好运!!!

网上学习资料一大堆,但如果学到的知识不成体系,遇到问题时只是浅尝辄止,不再深入研究,那么很难做到真正的技术提升。

需要这份系统化的资料的朋友,可以添加V获取:vip1024c (备注python)
img

一个人可以走的很快,但一群人才能走的更远!不论你是正从事IT行业的老鸟或是对IT行业感兴趣的新人,都欢迎加入我们的的圈子(技术交流、学习资源、职场吐槽、大厂内推、面试辅导),让我们一起学习成长!
就是把Python常用的技术点做整理,形成各个领域的知识点汇总,它的用处就在于,你可以按照上面的知识点去找对应的学习资源,保证自己学得较为全面。

二、学习软件

工欲善其必先利其器。学习Python常用的开发软件都在这里了,给大家节省了很多时间。

三、全套PDF电子书

书籍的好处就在于权威和体系健全,刚开始学习的时候你可以只看视频或者听某个人讲课,但等你学完之后,你觉得你掌握了,这时候建议还是得去看一下书籍,看权威技术书籍也是每个程序员必经之路。

四、入门学习视频

我们在看视频学习的时候,不能光动眼动脑不动手,比较科学的学习方法是在理解之后运用它们,这时候练手项目就很适合了。

四、实战案例

光学理论是没用的,要学会跟着一起敲,要动手实操,才能将自己的所学运用到实际当中去,这时候可以搞点实战案例来学习。

五、面试资料

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

成为一个Python程序员专家或许需要花费数年时间,但是打下坚实的基础只要几周就可以,如果你按照我提供的学习路线以及资料有意识地去实践,你就有很大可能成功!
最后祝你好运!!!

网上学习资料一大堆,但如果学到的知识不成体系,遇到问题时只是浅尝辄止,不再深入研究,那么很难做到真正的技术提升。

需要这份系统化的资料的朋友,可以添加V获取:vip1024c (备注python)
[外链图片转存中…(img-taExlSop-1713119939095)]

一个人可以走的很快,但一群人才能走的更远!不论你是正从事IT行业的老鸟或是对IT行业感兴趣的新人,都欢迎加入我们的的圈子(技术交流、学习资源、职场吐槽、大厂内推、面试辅导),让我们一起学习成长!

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