学编程很枯燥?用Python制作3个小游戏,边玩边学(含源码)(1)

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()

2、俄罗斯方块


玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的。

源码分享:

import os

import sys

import random

from modules import *

from PyQt5.QtGui import *

from PyQt5.QtCore import *

from PyQt5.QtWidgets import *

‘’‘定义俄罗斯方块游戏类’‘’

class TetrisGame(QMainWindow):

def init(self, parent=None):

super(TetrisGame, self).init(parent)

是否暂停ing

self.is_paused = False

是否开始ing

self.is_started = False

self.initUI()

‘’‘界面初始化’‘’

def initUI(self):

icon

self.setWindowIcon(QIcon(os.path.join(os.getcwd(), ‘resources/icon.jpg’)))

块大小

self.grid_size = 22

游戏帧率

self.fps = 200

self.timer = QBasicTimer()

焦点

self.setFocusPolicy(Qt.StrongFocus)

水平布局

layout_horizontal = QHBoxLayout()

self.inner_board = InnerBoard()

self.external_board = ExternalBoard(self, self.grid_size, self.inner_board)

layout_horizontal.addWidget(self.external_board)

self.side_panel = SidePanel(self, self.grid_size, self.inner_board)

layout_horizontal.addWidget(self.side_panel)

self.status_bar = self.statusBar()

self.external_board.score_signal[str].connect(self.status_bar.showMessage)

self.start()

self.center()

self.setWindowTitle(‘Tetris —— 九歌’)

self.show()

self.setFixedSize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height())

‘’‘游戏界面移动到屏幕中间’‘’

def center(self):

screen = QDesktopWidget().screenGeometry()

size = self.geometry()

self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)

‘’‘更新界面’‘’

def updateWindow(self):

self.external_board.updateData()

self.side_panel.updateData()

self.update()

‘’‘开始’‘’

def start(self):

if self.is_started:

return

self.is_started = True

self.inner_board.createNewTetris()

self.timer.start(self.fps, self)

‘’‘暂停/不暂停’‘’

def pause(self):

if not self.is_started:

return

self.is_paused = not self.is_paused

if self.is_paused:

self.timer.stop()

self.external_board.score_signal.emit(‘Paused’)

else:

self.timer.start(self.fps, self)

self.updateWindow()

‘’‘计时器事件’‘’

def timerEvent(self, event):

if event.timerId() == self.timer.timerId():

removed_lines = self.inner_board.moveDown()

self.external_board.score += removed_lines

self.updateWindow()

else:

super(TetrisGame, self).timerEvent(event)

‘’‘按键事件’‘’

def keyPressEvent(self, event):

if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty:

super(TetrisGame, self).keyPressEvent(event)

return

key = event.key()

P键暂停

if key == Qt.Key_P:

self.pause()

return

if self.is_paused:

return

向左

elif key == Qt.Key_Left:

self.inner_board.moveLeft()

向右

elif key == Qt.Key_Right:

self.inner_board.moveRight()

旋转

elif key == Qt.Key_Up:

self.inner_board.rotateAnticlockwise()

快速坠落

elif key == Qt.Key_Space:

self.external_board.score += self.inner_board.dropDown()

else:

super(TetrisGame, self).keyPressEvent(event)

self.updateWindow()

‘’‘run’‘’

if name == ‘main’:

app = QApplication([])

tetris = TetrisGame()

sys.exit(app.exec_())

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):

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