python网站开发模板,python网站模板采集

大家好,本文将围绕python网站开发模板展开说明,python网站模板采集是一个很多人都想弄明白的事情,想搞清楚python网站模板下载需要先了解以下几个事情。

大家好,小编为大家解答python编写的入门简单小游戏代码大全的问题。很多人还不知道python编写的入门简单小游戏代码,现在让我们一起来看看吧!

1、小恐龙

玩法:上下控制起跳躲避

import cfg
import sys
import random
import pygame
from modules import *


'''main'''
def main(highest_score):
   # 游戏初始化
   ()
   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 = .Clock()
   while True:
       for event in ():
           if  == :
               ()
               ()
           elif  == pygame.KEYDOWN:
               if  == pygame.K_SPACE or  == pygame.K_UP:
                   (sounds)
               elif  == pygame.K_DOWN:
                   ()
           elif  == pygame.KEYUP and  == pygame.K_DOWN:
               dino.unduck()
       (cfg.BACKGROUND_COLOR)
       # --随机添加云
       if len(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10:
           (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(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(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 > ():
           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):
               (sounds)
       for item in ptera_sprites_group:
           if pygame.sprite.collide_mask(dino, item):
               (sounds)
       # --将游戏元素画到屏幕上
       (screen)
       (screen)
       (screen)
       (screen)
       (screen)
       (score)
       (highest_score)
       (screen)
       (screen)
       # --更新屏幕
       pygame.display.update()
       ()
       # --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

2、消消乐

玩法:三个相连就能消除

import os
import sys
import cfg
import pygame
from modules import *
 
 
'''游戏主程序'''
def main():
    ()
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption('Gemgem —— 九歌')
    # 加载背景音乐
    ()
    ((cfg.ROOTDIR, "resources/audios/bg.mp3"))
    pygame.mixer.music.set_volume(0.6)
    (-1)
    # 加载音效
    sounds = {}
    sounds['mismatch'] = pygame.mixer.Sound((cfg.ROOTDIR, ''))
    sounds['match'] = []
    for i in range(6):
        sounds['match'].append(pygame.mixer.Sound((cfg.ROOTDIR, '' % i)))
    # 加载字体
    font = ((cfg.ROOTDIR, ''), 25)
    # 图片加载
    gem_imgs = []
    for i in range(1, 8):
        gem_imgs.append((cfg.ROOTDIR, '' % 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 ():
                if  ==  or ( == pygame.KEYUP and  == pygame.K_ESCAPE):
                    ()
                    ()
                elif  == pygame.KEYUP and  == pygame.K_r:
                    flag = True
            if flag:
                break
            ((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:
                    ,  = (212, y)
                elif idx == 1:
                    ,  = (122.5, y)
                else:
                    ,  = (126.5, y)
                y += 100
                (text_render, rect)
            pygame.display.update()
        game.reset()
 
 
'''run'''
if __name__ == '__main__':
    main()

3、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。

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.getcwd(), '')))
        # 块大小
        self.grid_size = 22
        # 游戏帧率
         = 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.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()
        ((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)
    '''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:
            ()
            ('Paused')
        else:
            self.timer.start(, 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 = ()
        # 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()
    (app.exec_())

 4、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学习通的论文如何降重。

import cfg
import sys
import pygame
from modules import *
 
 
'''主函数'''
def main(cfg):
    # 游戏初始化
    ()
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption('Greedy Snake —— 九歌')
    clock = .Clock()
    # 播放背景音乐
    (cfg.BGMPATH)
    (-1)
    # 游戏主循环
    snake = Snake(cfg)
    apple = Apple(cfg, snake.coords)
    score = 0
    while True:
        (cfg.BLACK)
        # --按键检测
        for event in ():
            if  == :
                ()
                ()
            elif  == pygame.KEYDOWN:
                if  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'}[])
        # --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)
        (screen)
        (screen)
        showScore(cfg, score, screen)
        # --屏幕更新
        pygame.display.update()
        ()
    return endInterface(screen, cfg)
 
 
'''run'''
if __name__ == '__main__':
    while True:
        if not main(cfg):
            break

5、平衡木

玩法:也是小时候的经典

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 .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 .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))
       (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))
       (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(*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 = (200, 180, 400, 200)
   (screen, PAPAYAWHIP, rect)
   font = (FONTPATH, 40)
   text_render = font.render(text, True, BLACK)
   font_size = (text)
   (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
   ()
   ()
   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)
   (BGMPATH)
   (-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 = .Clock()
   selected_numbers = []
   selected_operators = []
   selected_buttons = []
   is_win = False
   while True:
       for event in ():
           if  == :
               ()
               (-1)
           elif  == 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')
       (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:
                   ()
               if not is_win and len(game24_gen.numbers_now) == 1:
                   ()
           else:
               ()
           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:
           (screen, pygame.mouse.get_pos())
       for each in operator_sprites_group:
           (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 = (game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group)
               selected_buttons = []
           (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)
       ()
       (30)


'''run'''
if __name__ == '__main__':
   main()

6、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。

import os
import sys
import cfg
import random
import pygame
from modules import *


'''开始游戏'''
def startGame(screen):
   clock = .Clock()
   # 加载字体
   font = .SysFont('arial', 18)
   if not .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)
       .x = 85 + (i % 11) * 50
       .y = 120 + (i // 11) * 45
       (enemy)
   boomed_enemies_group = pygame.sprite.Group()
   en_bullets_group = pygame.sprite.Group()
   ufo = ufoSprite()
   # 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:
       (cfg.BLACK)
       for event in ():
           # --点右上角的X或者按Esc键退出游戏
           if  == :
               ()
               ()
           if  == pygame.KEYDOWN:
               if  == pygame.K_ESCAPE:
                   ()
                   ()
           # --射击
           if  == pygame.MOUSEBUTTONDOWN:
               my_bullet = ()
               if my_bullet:
                   (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):
               (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 = ()
                   (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
           (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 (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 (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
           (screen)
       if (not ufo.has_boomed) and (ufo.is_dead):
           if (screen):
               ufo.has_boomed = True
       else:
           # ----更新UFO
           ufo.update(cfg.SCREENSIZE[0])
           # ----画UFO
           (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:
               (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:
               (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())), , font, 8, 8)
       # --显示剩余生命值
       showLife(screen, myaircraft.num_life, cfg.GREEN)
       pygame.display.update()
       ()
   with open('score', 'w') as f:
       f.write(str(highest_score))
   return is_win


'''主函数'''
def main():
   # 初始化
   ()
   pygame.display.set_caption('外星人入侵 —— 九歌')
   screen = pygame.display.set_mode(cfg.SCREENSIZE)
   ()
   (cfg.BGMPATH)
   pygame.mixer.music.set_volume(0.4)
   (-1)
   while True:
       is_win = startGame(screen)
       endInterface(screen, cfg.BLACK, is_win)


'''run'''
if __name__ == '__main__':
   main()

7、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。

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))
(row=1, column=1)
button2 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(2))
(row=1, column=2)
button3 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(3))
(row=1, column=3)
button4 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(4))
(row=2, column=1)
button5 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(5))
(row=2, column=2)
button6 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(6))
(row=2, column=3)
button7 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(7))
(row=3, column=1)
button8 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(8))
(row=3, column=2)
button9 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(9))
(row=3, column=3)
 
root.mainloop()

最后,七个小游戏到这里就没有了,不管是放松还是拿来练手,都是很不错滴。看着这密密麻麻的代码,我都要给自己一个大大的赞,你确定不赞我一个?

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