python创意编程作品集,python创意小作品代码

这篇文章主要介绍了python创意小作品100行代码左右,具有一定借鉴价值,需要的朋友可以参考下。希望大家阅读完这篇文章后大有收获,下面让小编带着大家一起了解一下。

仅限技术学习参考

分享13个游戏源码,可以自己复现玩玩,研究下里面的编程逻辑,对学习编程(特别是初学者)应该会有很大帮助。

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)
    



    # 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python自动化运维工资

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()  

如果本文对你有帮助的话,请不要吝啬你的赞,谢谢!(需要Python入门全套学习路线以及学习资料视频的戳下方小卡片)

评论
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