2024年30个Python小游戏,上班摸鱼我能玩一天【内附源码】,2024年最新蚂蚁金服Python面试有几轮

做了那么多年开发,自学了很多门编程语言,我很明白学习资源对于学一门新语言的重要性,这些年也收藏了不少的Python干货,对我来说这些东西确实已经用不到了,但对于准备自学Python的人来说,或许它就是一个宝藏,可以给你省去很多的时间和精力。

别在网上瞎学了,我最近也做了一些资源的更新,只要你是我的粉丝,这期福利你都可拿走。

我先来介绍一下这些东西怎么用,文末抱走。


(1)Python所有方向的学习路线(新版)

这是我花了几天的时间去把Python所有方向的技术点做的整理,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。

最近我才对这些路线做了一下新的更新,知识体系更全面了。

在这里插入图片描述

(2)Python学习视频

包含了Python入门、爬虫、数据分析和web开发的学习视频,总共100多个,虽然没有那么全面,但是对于入门来说是没问题的,学完这些之后,你可以按照我上面的学习路线去网上找其他的知识资源进行进阶。

在这里插入图片描述

(3)100多个练手项目

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,只是里面的项目比较多,水平也是参差不齐,大家可以挑自己能做的项目去练练。

在这里插入图片描述

(4)200多本电子书

这些年我也收藏了很多电子书,大概200多本,有时候带实体书不方便的话,我就会去打开电子书看看,书籍可不一定比视频教程差,尤其是权威的技术书籍。

基本上主流的和经典的都有,这里我就不放图了,版权问题,个人看看是没有问题的。

(5)Python知识点汇总

知识点汇总有点像学习路线,但与学习路线不同的点就在于,知识点汇总更为细致,里面包含了对具体知识点的简单说明,而我们的学习路线则更为抽象和简单,只是为了方便大家只是某个领域你应该学习哪些技术栈。

在这里插入图片描述

(6)其他资料

还有其他的一些东西,比如说我自己出的Python入门图文类教程,没有电脑的时候用手机也可以学习知识,学会了理论之后再去敲代码实践验证,还有Python中文版的库资料、MySQL和HTML标签大全等等,这些都是可以送给粉丝们的东西。

在这里插入图片描述

这些都不是什么非常值钱的东西,但对于没有资源或者资源不是很好的学习者来说确实很不错,你要是用得到的话都可以直接抱走,关注过我的人都知道,这些都是可以拿到的。

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。

需要这份系统化学习资料的朋友,可以戳这里获取

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!

–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 = [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

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

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

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 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。

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

普普通通


【玩法详细介绍+源码】

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()

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。

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

现在能在网上找到很多很多的学习资源,有免费的也有收费的,当我拿到1套比较全的学习资源之前,我并没着急去看第1节,我而是去审视这套资源是否值得学习,有时候也会去问一些学长的意见,如果可以之后,我会对这套学习资源做1个学习计划,我的学习计划主要包括规划图和学习进度表。

分享给大家这份我薅到的免费视频资料,质量还不错,大家可以跟着学习

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。

需要这份系统化学习资料的朋友,可以戳这里获取

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!

  • 15
    点赞
  • 25
    收藏
    觉得还不错? 一键收藏
  • 1
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值