python简单小游戏代码200行,用python写小游戏源代码

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前言

在学习Python的过程中,不妨给自己增添一点乐趣,博主分享了几个小游戏的代码,欢迎大家边学边玩~
在这里插入图片描述


1.愤怒的墙

在这里插入图片描述

代码如下(示例):

import pygame
import random

from objects import Player, Bar, Ball, Block, ScoreCard, Message, Particle, generate_particles

pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512

info = pygame.display.Info()
width = info.current_w
height = info.current_h

if width >= height:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
else:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME | pygame.SCALED | pygame.FULLSCREEN)

clock = pygame.time.Clock()
FPS = 45

# COLORS

RED = (255, 0, 0)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GRAY = (54, 69, 79)
c_list = [RED, BLACK, WHITE]

# Fonts

pygame.font.init()
score_font = pygame.font.Font('Fonts/BubblegumSans-Regular.ttf', 50)

# Sounds

coin_fx = pygame.mixer.Sound('Sounds/coin.mp3')
death_fx = pygame.mixer.Sound('Sounds/death.mp3')
move_fx = pygame.mixer.Sound('Sounds/move.mp3')

# backgrounds

bg_list = []
for i in range(1,5):
    if i == 2:
        ext = "jpeg"
    else:
        ext = "jpg"
    img = pygame.image.load(f"Assets/Backgrounds/bg{i}.{ext}")
    img = pygame.transform.scale(img, (WIDTH, HEIGHT))
    bg_list.append(img)

home_bg = pygame.image.load(f"Assets/Backgrounds/home.jpeg")

bg = home_bg

# objects
bar_group = pygame.sprite.Group()
ball_group = pygame.sprite.Group()
block_group = pygame.sprite.Group()
destruct_group = pygame.sprite.Group()
win_particle_group = pygame.sprite.Group()
bar_gap = 120

particles = []

p = Player(win)
score_card = ScoreCard(140, 40, win)

# Functions

def destroy_bird():
    x, y = p.rect.center
    for i in range (50):
        c = random.choice(c_list)
        particle = Particle(x,y, 1,c, win)
        destruct_group.add(particle)

def win_particles():
    for x,y in [(40, 120), (WIDTH - 20, 240), (15, HEIGHT - 30)]:
        for i in range(10):
            particle = Particle (x,y, 2, WHITE, win)
            win_particle_group.add(particle)

# Messages
title_font = "Fonts/Robus-BWqOd.otf"
dodgy = Message(134, 90, 100, "Angry",title_font, WHITE, win)
walls = Message(164, 145, 80, "Walls",title_font, WHITE, win)

tap_to_play_font = "Fonts/DebugFreeTrial-MVdYB.otf"
tap_to_play = Message(144, 400, 32, "TAP TO PLAY",tap_to_play_font, WHITE, win)
tap_to_replay = Message(144, 400, 30, "Tap to Replay",tap_to_play_font, WHITE, win)

# Variables

bar_width_list = [i for i in range (40,150,10)]
bar_frequency = 1200
bar_speed = 4
touched = False
pos = None
home_page = True
score_page = False
bird_dead = False
score = 0
high_score = 0
move_left = False
move_right = True
prev_x = 0
p_count = 0

running = True
while running:
    win.blit(bg, (0,0))

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                running = False

        if event.type == pygame.MOUSEBUTTONDOWN and (home_page or score_page):
            home_page = False
            score_page = False
            win_particle_group.empty()

            bg = random.choice(bg_list)

            particles = []
            last_bar = pygame.time.get_ticks() - bar_frequency
            next_bar = 0
            bar_speed = 4
            bar_frequency = 1200
            bird_dead = False
            score = 0
            p_count = 0
            score_list = []

            for _ in range(15):
                x = random.randint(30, WIDTH - 30)
                y = random.randint(60, HEIGHT - 60)
                max = random.randint(8,16)
                b = Block(x,y,max, win)
                block_group.add(b)

        if event.type == pygame.MOUSEBUTTONDOWN and not home_page:
            if p.rect.collidepoint(event.pos):
                touched = True
                x, y = event.pos
                offset_x = p.rect.x - x

        if event.type == pygame.MOUSEBUTTONUP and not home_page:
            touched = False

        if event.type == pygame.MOUSEMOTION and not home_page:
            if touched:
                x, y = event.pos
                if move_right and prev_x > x:
                    move_right = False
                    move_left = True
                    move_fx.play()
                if move_left and  prev_x < x:
                    move_right = True
                    move_left = False
                    move_fx.play()

                prev_x = x
                p.rect.x =  x + offset_x

    if home_page:
        bg = home_bg
        particles = generate_particles(p, particles, WHITE, win)
        dodgy.update()
        walls.update()
        tap_to_play.update()
        p.update()

    elif score_page:
        bg = home_bg
        particles = generate_particles(p, particles, WHITE, win)
        tap_to_replay.update()
        p.update()
        score_msg.update()
        score_point.update()
        if p_count % 5 == 0:
            win_particles()
        p_count += 1
        win_particle_group.update()

    else:

        next_bar = pygame.time.get_ticks()
        if next_bar - last_bar >= bar_frequency and not bird_dead:
            bwidth = random.choice(bar_width_list)

            b1prime = Bar(0,0,bwidth+3,GRAY, win)
            b1 = Bar(0,-3,bwidth,WHITE,win)

            b2prime = Bar(bwidth+bar_gap+3, 0, WIDTH - bwidth - bar_gap, GRAY, win)
            b2 = Bar(bwidth+bar_gap, -3, WIDTH - bwidth - bar_gap, WHITE, win)

            bar_group.add(b1prime)
            bar_group.add(b1)
            bar_group.add(b2prime)
            bar_group.add(b2)

            color = random.choice(["red", "white"])
            pos = random.choice([0,1])
            if pos == 0:
                x = bwidth + 12
            elif pos == 1:
                x = bwidth + bar_gap - 12
            ball = Ball(x, 10, 1, color, win)

            ball_group.add(ball)
            last_bar = next_bar

        for ball in ball_group:
            if ball.rect.colliderect(p):
                if ball.color == "white":
                    ball.kill()
                    coin_fx.play()
                    score += 1
                    if score > high_score:
                        high_score += 1
                    score_card.animate = True
                elif ball.color == "red":
                    if not bird_dead:
                        death_fx.play()
                        destroy_bird()

                    bird_dead = True
                    bar_speed = 0

        if pygame.sprite.spritecollide(p, bar_group, False):
            if not bird_dead:
                death_fx.play()
                destroy_bird()

            bird_dead = True
            bar_speed = 0

        block_group.update()
        bar_group.update(bar_speed)
        ball_group.update(bar_speed)

        if bird_dead:
                destruct_group.update()

        score_card.update(score)

        if not bird_dead:
            particles = generate_particles(p, particles, WHITE, win)
            p.update()

        if score and score % 10 == 0:
            rem = score // 10
            if rem not in score_list:
                score_list.append(rem)
                bar_speed += 1
                bar_frequency -= 200

        if bird_dead and len(destruct_group) == 0:
            score_page = True
            font =  "Fonts/BubblegumSans-Regular.ttf"
            if score < high_score:
                score_msg = Message(144, 60, 55, "Score",font, WHITE, win)
            else:
                score_msg = Message(144, 60, 55, "New High",font, WHITE, win)

            score_point = Message(144, 110, 45, f"{score}", font, WHITE, win)

        if score_page:
            block_group.empty()
            bar_group.empty()
            ball_group.empty()

            p.reset()

    clock.tick(FPS)
    pygame.display.update()

pygame.quit()

2.弹跳的球

在这里插入图片描述

代码如下(示例):

import pygame
import random

from objects import Player, Bar, Ball, Block, ScoreCard, Message, Particle, generate_particles

pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512

info = pygame.display.Info()
width = info.current_w
height = info.current_h

if width >= height:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
else:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME | pygame.SCALED | pygame.FULLSCREEN)

clock = pygame.time.Clock()
FPS = 45

# COLORS

RED = (255, 0, 0)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GRAY = (54, 69, 79)
c_list = [RED, BLACK, WHITE]

# Fonts

pygame.font.init()
score_font = pygame.font.Font('Fonts/BubblegumSans-Regular.ttf', 50)

# Sounds

coin_fx = pygame.mixer.Sound('Sounds/coin.mp3')
death_fx = pygame.mixer.Sound('Sounds/death.mp3')
move_fx = pygame.mixer.Sound('Sounds/move.mp3')

# backgrounds

bg_list = []
for i in range(1,5):
    if i == 2:
        ext = "jpeg"
    else:
        ext = "jpg"
    img = pygame.image.load(f"Assets/Backgrounds/bg{i}.{ext}")
    img = pygame.transform.scale(img, (WIDTH, HEIGHT))
    bg_list.append(img)

home_bg = pygame.image.load(f"Assets/Backgrounds/home.jpeg")

bg = home_bg

# objects
bar_group = pygame.sprite.Group()
ball_group = pygame.sprite.Group()
block_group = pygame.sprite.Group()
destruct_group = pygame.sprite.Group()
win_particle_group = pygame.sprite.Group()
bar_gap = 120

particles = []

p = Player(win)
score_card = ScoreCard(140, 40, win)

# Functions

def destroy_bird():
    x, y = p.rect.center
    for i in range (50):
        c = random.choice(c_list)
        particle = Particle(x,y, 1,c, win)
        destruct_group.add(particle)

def win_particles():
    for x,y in [(40, 120), (WIDTH - 20, 240), (15, HEIGHT - 30)]:
        for i in range(10):
            particle = Particle (x,y, 2, WHITE, win)
            win_particle_group.add(particle)

# Messages
title_font = "Fonts/Robus-BWqOd.otf"
dodgy = Message(134, 90, 100, "Angry",title_font, WHITE, win)
walls = Message(164, 145, 80, "Walls",title_font, WHITE, win)

tap_to_play_font = "Fonts/DebugFreeTrial-MVdYB.otf"
tap_to_play = Message(144, 400, 32, "TAP TO PLAY",tap_to_play_font, WHITE, win)
tap_to_replay = Message(144, 400, 30, "Tap to Replay",tap_to_play_font, WHITE, win)

# Variables

bar_width_list = [i for i in range (40,150,10)]
bar_frequency = 1200
bar_speed = 4
touched = False
pos = None
home_page = True
score_page = False
bird_dead = False
score = 0
high_score = 0
move_left = False
move_right = True
prev_x = 0
p_count = 0

running = True
while running:
    win.blit(bg, (0,0))

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                running = False

        if event.type == pygame.MOUSEBUTTONDOWN and (home_page or score_page):
            home_page = False
            score_page = False
            win_particle_group.empty()

            bg = random.choice(bg_list)

            particles = []
            last_bar = pygame.time.get_ticks() - bar_frequency
            next_bar = 0
            bar_speed = 4
            bar_frequency = 1200
            bird_dead = False
            score = 0
            p_count = 0
            score_list = []

            for _ in range(15):
                x = random.randint(30, WIDTH - 30)
                y = random.randint(60, HEIGHT - 60)
                max = random.randint(8,16)
                b = Block(x,y,max, win)
                block_group.add(b)

        if event.type == pygame.MOUSEBUTTONDOWN and not home_page:
            if p.rect.collidepoint(event.pos):
                touched = True
                x, y = event.pos
                offset_x = p.rect.x - x

        if event.type == pygame.MOUSEBUTTONUP and not home_page:
            touched = False

        if event.type == pygame.MOUSEMOTION and not home_page:
            if touched:
                x, y = event.pos
                if move_right and prev_x > x:
                    move_right = False
                    move_left = True
                    move_fx.play()
                if move_left and  prev_x < x:
                    move_right = True
                    move_left = False
                    move_fx.play()

                prev_x = x
                p.rect.x =  x + offset_x

    if home_page:
        bg = home_bg
        particles = generate_particles(p, particles, WHITE, win)
        dodgy.update()
        walls.update()
        tap_to_play.update()
        p.update()

    elif score_page:
        bg = home_bg
        particles = generate_particles(p, particles, WHITE, win)
        tap_to_replay.update()
        p.update()
        score_msg.update()
        score_point.update()
        if p_count % 5 == 0:
            win_particles()
        p_count += 1
        win_particle_group.update()

    else:

        next_bar = pygame.time.get_ticks()
        if next_bar - last_bar >= bar_frequency and not bird_dead:
            bwidth = random.choice(bar_width_list)

            b1prime = Bar(0,0,bwidth+3,GRAY, win)
            b1 = Bar(0,-3,bwidth,WHITE,win)

            b2prime = Bar(bwidth+bar_gap+3, 0, WIDTH - bwidth - bar_gap, GRAY, win)
            b2 = Bar(bwidth+bar_gap, -3, WIDTH - bwidth - bar_gap, WHITE, win)

            bar_group.add(b1prime)
            bar_group.add(b1)
            bar_group.add(b2prime)
            bar_group.add(b2)

            color = random.choice(["red", "white"])
            pos = random.choice([0,1])
            if pos == 0:
                x = bwidth + 12
            elif pos == 1:
                x = bwidth + bar_gap - 12
            ball = Ball(x, 10, 1, color, win)

            ball_group.add(ball)
            last_bar = next_bar

        for ball in ball_group:
            if ball.rect.colliderect(p):
                if ball.color == "white":
                    ball.kill()
                    coin_fx.play()
                    score += 1
                    if score > high_score:
                        high_score += 1
                    score_card.animate = True
                elif ball.color == "red":
                    if not bird_dead:
                        death_fx.play()
                        destroy_bird()

                    bird_dead = True
                    bar_speed = 0

        if pygame.sprite.spritecollide(p, bar_group, False):
            if not bird_dead:
                death_fx.play()
                destroy_bird()

            bird_dead = True
            bar_speed = 0

        block_group.update()
        bar_group.update(bar_speed)
        ball_group.update(bar_speed)

        if bird_dead:
                destruct_group.update()

        score_card.update(score)

        if not bird_dead:
            particles = generate_particles(p, particles, WHITE, win)
            p.update()

        if score and score % 10 == 0:
            rem = score // 10
            if rem not in score_list:
                score_list.append(rem)
                bar_speed += 1
                bar_frequency -= 200

        if bird_dead and len(destruct_group) == 0:
            score_page = True
            font =  "Fonts/BubblegumSans-Regular.ttf"
            if score < high_score:
                score_msg = Message(144, 60, 55, "Score",font, WHITE, win)
            else:
                score_msg = Message(144, 60, 55, "New High",font, WHITE, win)

            score_point = Message(144, 110, 45, f"{score}", font, WHITE, win)

        if score_page:
            block_group.empty()
            bar_group.empty()
            ball_group.empty()

            p.reset()

    clock.tick(FPS)
    pygame.display.update()

pygame.quit()

3.行星游戏

在这里插入图片描述

代码如下(示例):

import random
import pygame
from pygame.locals import KEYDOWN, QUIT, K_ESCAPE, K_SPACE, K_q, K_e

from objects import Rocket, Asteroid, Bullet, Explosion


### SETUP *********************************************************************
SIZE = SCREEN_WIDTH, SCREEN_HEIGHT = 500, 500

pygame.mixer.init()
pygame.init()
clock = pygame.time.Clock()
win = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('Asteroids')

gunshot_sound = pygame.mixer.Sound("music/laser.wav")
explosion_sound = pygame.mixer.Sound("music/explosion.mp3")

font = pygame.font.Font('freesansbold.ttf', 32)
# text = font.render('', True, green, blue)


### Objects & Events **********************************************************
ADDAST1 = pygame.USEREVENT + 1
ADDAST2 = pygame.USEREVENT + 2
ADDAST3 = pygame.USEREVENT + 3
ADDAST4 = pygame.USEREVENT + 4
ADDAST5 = pygame.USEREVENT + 5
pygame.time.set_timer(ADDAST1, 2000)
pygame.time.set_timer(ADDAST2, 6000)
pygame.time.set_timer(ADDAST3, 10000)
pygame.time.set_timer(ADDAST4, 15000)
pygame.time.set_timer(ADDAST5, 20000)

rocket = Rocket(SIZE)

asteroids = pygame.sprite.Group()
bullets = pygame.sprite.Group()
explosions = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(rocket)

backgrounds = [f'assets/background/bg{i}s.png' for i in range(1,5)]
bg = pygame.image.load(random.choice(backgrounds))

startbg = pygame.image.load('assets/start.jpg')

### Game **********************************************************************
if __name__ == '__main__':
    score = 0
    running = True
    gameStarted = False
    musicStarted = False
    while running:
        if not gameStarted:
            if not musicStarted:
                pygame.mixer.music.load('music/Apoxode_-_Electric_1.mp3')
                pygame.mixer.music.play(loops=-1)
                musicStarted = True
            for event in pygame.event.get():
                if event.type == QUIT:
                    running = False

                if event.type == KEYDOWN:
                    if event.key == K_SPACE:
                        gameStarted = True
                        musicStarted = False

                win.blit(startbg, (0,0))        
        else:
            if not musicStarted:
                pygame.mixer.music.load('music/rpg_ambience_-_exploration.ogg')
                pygame.mixer.music.play(loops=-1)
                musicStarted = True
            for event in pygame.event.get():
                if event.type == QUIT:
                    running = False

                if event.type == KEYDOWN:
                    if event.key == K_ESCAPE:
                        running = False
                    if event.key == K_SPACE:
                        pos = rocket.rect[:2]
                        bullet = Bullet(pos, rocket.dir, SIZE)
                        bullets.add(bullet)
                        all_sprites.add(bullet)
                        gunshot_sound.play()
                    if event.key == K_q:
                        rocket.rotate_left()
                    if event.key == K_e:
                        rocket.rotate_right()

                elif event.type == ADDAST1:
                    ast = Asteroid(1, SIZE)
                    asteroids.add(ast)
                    all_sprites.add(ast)
                elif event.type == ADDAST2:
                    ast = Asteroid(2, SIZE)
                    asteroids.add(ast)
                    all_sprites.add(ast)
                elif event.type == ADDAST3:
                    ast = Asteroid(3, SIZE)
                    asteroids.add(ast)
                    all_sprites.add(ast)
                elif event.type == ADDAST4:
                    ast = Asteroid(4, SIZE)
                    asteroids.add(ast)
                    all_sprites.add(ast)
                elif event.type == ADDAST5:
                    ast = Asteroid(5, SIZE)
                    asteroids.add(ast)
                    all_sprites.add(ast)


            pressed_keys = pygame.key.get_pressed()
            rocket.update(pressed_keys)

            asteroids.update()
            bullets.update()
            explosions.update()

            win.blit(bg, (0,0))
            explosions.draw(win)

            for sprite in all_sprites:
                win.blit(sprite.surf, sprite.rect)
            win.blit(rocket.surf, rocket.rect)

            if pygame.sprite.spritecollideany(rocket, asteroids):
                rocket.kill()
                score = 0
                for sprite in all_sprites:
                    sprite.kill()
                all_sprites.empty()
                rocket = Rocket(SIZE)
                all_sprites.add(rocket)
                gameStarted = False
                musicStarted = False

            for bullet in bullets:
                collision = pygame.sprite.spritecollide(bullet, asteroids, True)
                if collision:
                    pos = bullet.rect[:2]
                    explosion = Explosion(pos)
                    explosions.add(explosion)
                    score += 1
                    explosion_sound.play()

                    bullet.kill()
                    bullets.remove(bullet)

            text = font.render('Score : ' + str(score), 1, (200,255,0))
            win.blit(text, (340, 10))

        pygame.display.flip()
        clock.tick(30)

    pygame.quit()

4.汽车避障

在这里插入图片描述

import pygame
import random
from objects import Road, Player, Nitro, Tree, Button, \
                    Obstacle, Coins, Fuel

pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512

info = pygame.display.Info()
width = info.current_w
height = info.current_h

if width >= height:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
else:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME | pygame.SCALED | pygame.FULLSCREEN)

clock = pygame.time.Clock()
FPS = 30

lane_pos = [50, 95, 142, 190]

# COLORS **********************************************************************

WHITE = (255, 255, 255)
BLUE = (30, 144,255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLACK = (0, 0, 20)

# FONTS ***********************************************************************

font = pygame.font.SysFont('cursive', 32)

select_car = font.render('Select Car', True, WHITE)

# IMAGES **********************************************************************

bg = pygame.image.load('Assets/bg.png')

home_img = pygame.image.load('Assets/home.png')
play_img = pygame.image.load('Assets/buttons/play.png')
end_img = pygame.image.load('Assets/end.jpg')
end_img = pygame.transform.scale(end_img, (WIDTH, HEIGHT))
game_over_img = pygame.image.load('Assets/game_over.png')
game_over_img = pygame.transform.scale(game_over_img, (220, 220))
coin_img = pygame.image.load('Assets/coins/1.png')
dodge_img = pygame.image.load('Assets/car_dodge.png')

left_arrow = pygame.image.load('Assets/buttons/arrow.png')
right_arrow = pygame.transform.flip(left_arrow, True, False)

home_btn_img = pygame.image.load('Assets/buttons/home.png')
replay_img = pygame.image.load('Assets/buttons/replay.png')
sound_off_img = pygame.image.load("Assets/buttons/soundOff.png")
sound_on_img = pygame.image.load("Assets/buttons/soundOn.png")

cars = []
car_type = 0
for i in range(1, 9):
    img = pygame.image.load(f'Assets/cars/{i}.png')
    img = pygame.transform.scale(img, (59, 101))
    cars.append(img)

nitro_frames = []
nitro_counter = 0
for i in range(6):
    img = pygame.image.load(f'Assets/nitro/{i}.gif')
    img = pygame.transform.flip(img, False, True)
    img = pygame.transform.scale(img, (18, 36))
    nitro_frames.append(img)

# FUNCTIONS *******************************************************************
def center(image):
    return (WIDTH // 2) - image.get_width() // 2

# BUTTONS *********************************************************************
play_btn = Button(play_img, (100, 34), center(play_img)+10, HEIGHT-80)
la_btn = Button(left_arrow, (32, 42), 40, 180)
ra_btn = Button(right_arrow, (32, 42), WIDTH-60, 180)

home_btn = Button(home_btn_img, (24, 24), WIDTH // 4 - 18, HEIGHT - 80)
replay_btn = Button(replay_img, (36,36), WIDTH // 2  - 18, HEIGHT - 86)
sound_btn = Button(sound_on_img, (24, 24), WIDTH - WIDTH // 4 - 18, HEIGHT - 80)

# SOUNDS **********************************************************************

click_fx = pygame.mixer.Sound('Sounds/click.mp3')
fuel_fx = pygame.mixer.Sound('Sounds/fuel.wav')
start_fx = pygame.mixer.Sound('Sounds/start.mp3')
restart_fx = pygame.mixer.Sound('Sounds/restart.mp3')
coin_fx = pygame.mixer.Sound('Sounds/coin.mp3')

pygame.mixer.music.load('Sounds/mixkit-tech-house-vibes-130.mp3')
pygame.mixer.music.play(loops=-1)
pygame.mixer.music.set_volume(0.6)

# OBJECTS *********************************************************************
road = Road()
nitro = Nitro(WIDTH-80, HEIGHT-80)
p = Player(100, HEIGHT-120, car_type)

tree_group = pygame.sprite.Group()
coin_group = pygame.sprite.Group()
fuel_group = pygame.sprite.Group()
obstacle_group = pygame.sprite.Group()

# VARIABLES *******************************************************************
home_page = True
car_page = False
game_page = False
over_page = False

move_left = False
move_right = False
nitro_on = False
sound_on = True

counter = 0
counter_inc = 1
# speed = 3
speed = 10
dodged = 0
coins = 0
cfuel = 100

endx, enddx = 0, 0.5
gameovery = -50

running = True
while running:
    win.fill(BLACK)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE or event.key == pygame.K_q:
                running = False

            if event.key == pygame.K_LEFT:
                move_left = True

            if event.key == pygame.K_RIGHT:
                move_right = True

            if event.key == pygame.K_n:
                nitro_on = True

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT:
                move_left = False

            if event.key == pygame.K_RIGHT:
                move_right = False

            if event.key == pygame.K_n:
                nitro_on = False
                speed = 3
                counter_inc = 1

        if event.type == pygame.MOUSEBUTTONDOWN:
            x, y = event.pos

            if nitro.rect.collidepoint((x, y)):
                nitro_on = True
            else:
                if x <= WIDTH // 2:
                    move_left = True
                else:
                    move_right = True

        if event.type == pygame.MOUSEBUTTONUP:
            move_left = False
            move_right = False
            nitro_on = False
            speed = 3
            counter_inc = 1

    if home_page:
        win.blit(home_img, (0,0))
        counter += 1
        if counter % 60 == 0:
            home_page = False
            car_page = True

    if car_page:
        win.blit(select_car, (center(select_car), 80))

        win.blit(cars[car_type], (WIDTH//2-30, 150))
        if la_btn.draw(win):
            car_type -= 1
            click_fx.play()
            if car_type < 0:
                car_type = len(cars) - 1

        if ra_btn.draw(win):
            car_type += 1
            click_fx.play()
            if car_type >= len(cars):
                car_type = 0

        if play_btn.draw(win):
            car_page = False
            game_page = True

            start_fx.play()

            p = Player(100, HEIGHT-120, car_type)
            counter = 0

    if over_page:
        win.blit(end_img, (endx, 0))
        endx += enddx
        if endx >= 10 or endx<=-10:
            enddx *= -1

        win.blit(game_over_img, (center(game_over_img), gameovery))
        if gameovery < 16:
            gameovery += 1

        num_coin_img = font.render(f'{coins}', True, WHITE)
        num_dodge_img = font.render(f'{dodged}', True, WHITE)
        distance_img = font.render(f'Distance : {counter/1000:.2f} km', True, WHITE)

        win.blit(coin_img, (80, 240))
        win.blit(dodge_img, (50, 280))
        win.blit(num_coin_img, (180, 250))
        win.blit(num_dodge_img, (180, 300))
        win.blit(distance_img, (center(distance_img), (350)))

        if home_btn.draw(win):
            over_page = False
            home_page = True

            coins = 0
            dodged = 0
            counter = 0
            nitro.gas = 0
            cfuel = 100

            endx, enddx = 0, 0.5
            gameovery = -50

        if replay_btn.draw(win):
            over_page = False
            game_page = True

            coins = 0
            dodged = 0
            counter = 0
            nitro.gas = 0
            cfuel = 100

            endx, enddx = 0, 0.5
            gameovery = -50

            restart_fx.play()

        if sound_btn.draw(win):
            sound_on = not sound_on

            if sound_on:
                sound_btn.update_image(sound_on_img)
                pygame.mixer.music.play(loops=-1)
            else:
                sound_btn.update_image(sound_off_img)
                pygame.mixer.music.stop()

    if game_page:
        win.blit(bg, (0,0))
        road.update(speed)
        road.draw(win)

        counter += counter_inc
        if counter % 60 == 0:
            tree = Tree(random.choice([-5, WIDTH-35]), -20)
            tree_group.add(tree)

        if counter % 270 == 0:
            type = random.choices([1, 2], weights=[6, 4], k=1)[0]
            x = random.choice(lane_pos)+10
            if type == 1:
                count = random.randint(1, 3)
                for i in range(count):
                    coin = Coins(x,-100 - (25 * i))
                    coin_group.add(coin)
            elif type == 2:
                fuel = Fuel(x, -100)
                fuel_group.add(fuel)
        elif counter % 90 == 0:
            obs = random.choices([1, 2, 3], weights=[6,2,2], k=1)[0]
            obstacle = Obstacle(obs)
            obstacle_group.add(obstacle)

        if nitro_on and nitro.gas > 0:
            x, y = p.rect.centerx - 8, p.rect.bottom - 10
            win.blit(nitro_frames[nitro_counter], (x, y))
            nitro_counter = (nitro_counter + 1) % len(nitro_frames)

            speed = 10
            if counter_inc == 1:
                counter = 0
                counter_inc = 5

        if nitro.gas <= 0:
            speed = 3
            counter_inc = 1

        nitro.update(nitro_on)
        nitro.draw(win)
        obstacle_group.update(speed)
        obstacle_group.draw(win)
        tree_group.update(speed)
        tree_group.draw(win)
        coin_group.update(speed)
        coin_group.draw(win)
        fuel_group.update(speed)
        fuel_group.draw(win)

        p.update(move_left, move_right)
        p.draw(win)

        if cfuel > 0:
            pygame.draw.rect(win, GREEN, (20, 20, cfuel, 15), border_radius=5)
        pygame.draw.rect(win, WHITE, (20, 20, 100, 15), 2, border_radius=5)
        cfuel -= 0.05

        # COLLISION DETECTION & KILLS
        for obstacle in obstacle_group:
            if obstacle.rect.y >= HEIGHT:
                if obstacle.type == 1:
                    dodged += 1
                obstacle.kill() 

            if pygame.sprite.collide_mask(p, obstacle):
                pygame.draw.rect(win, RED, p.rect, 1)
                speed = 0

                game_page = False
                over_page = True

                tree_group.empty()
                coin_group.empty()
                fuel_group.empty()
                obstacle_group.empty()

        if pygame.sprite.spritecollide(p, coin_group, True):
            coins += 1
            coin_fx.play()

        if pygame.sprite.spritecollide(p, fuel_group, True):
            cfuel += 25
            fuel_fx.play()
            if cfuel >= 100:
                cfuel = 100

    pygame.draw.rect(win, BLUE, (0, 0, WIDTH, HEIGHT), 3)
    clock.tick(FPS)
    pygame.display.update()

pygame.quit()


5.洞窟物语

在这里插入图片描述

import pygame
import pickle

from objects import World, load_level, Button, Player, Portal, game_data

pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512
win = pygame.display.set_mode(SCREEN, pygame.SCALED | pygame.FULLSCREEN)
clock = pygame.time.Clock()
FPS = 45

tile_size = 16

# Images

bg = pygame.image.load("Assets/bg.png")

cave_story = pygame.transform.rotate(pygame.image.load("Assets/cave_story.png"), 90)
cave_story = pygame.transform.scale(cave_story, (150,300))

game_won_img = pygame.transform.rotate(pygame.image.load("Assets/win.png"), -90)
game_won_img = pygame.transform.scale(game_won_img, (150,300))

# Sounds
pygame.mixer.music.load('Sounds/goodbyte_sad-rpg-town.mp3')
pygame.mixer.music.play(loops=-1)

replay_fx =  pygame.mixer.Sound('Sounds/replay.wav')

# Buttons

move_btn = pygame.image.load("Assets/movement.jpeg")
move_btn = pygame.transform.rotate(move_btn, -90)
move_btn = pygame.transform.scale(move_btn, (42, HEIGHT))

play_img = pygame.transform.rotate(pygame.image.load("Assets/play.png"), -90)
play_btn = Button(play_img, (60, 150), 30, 170)

quit_img = pygame.transform.rotate(pygame.image.load("Assets/quit.png"), -90)
quit_btn = Button(quit_img, (60, 150), 140, 170)

replay_img = pygame.transform.rotate(pygame.image.load("Assets/replay.png"), -90)
replay_btn = Button(replay_img, (40, 40), 100, 190)

sound_off_img = pygame.transform.rotate(pygame.image.load("Assets/sound_off.png"), -90)
sound_on_img = pygame.transform.rotate(pygame.image.load("Assets/sound_on.png"), -90)
sound_btn = Button(sound_on_img, (40, 40), 100, 260)

# Variables

current_level = 1
MAX_LEVEL = 3
show_keys = True
pressed_keys = [False, False, False, False]

dir_dict = {
    'Up' : pygame.Rect(5, 27, 35, 50),
    'Down' : pygame.Rect(5, 160, 35, 50),
    'Left' :  pygame.Rect(5, 320, 35, 50),
    'Right' : pygame.Rect(5, 450, 35, 50)
}

# groups 
diamond_group = pygame.sprite.Group()
spike_group = pygame.sprite.Group()
plant_group = pygame.sprite.Group()
board_group = pygame.sprite.Group()
chain_group = pygame.sprite.Group()
groups = [diamond_group, spike_group, plant_group, board_group, chain_group]

data = load_level(current_level)
(player_x, player_y), (portal_x, portal_y) = game_data(current_level)

world = World(win, data, groups)
player = Player(win, (player_x,player_y), world, groups)
portal = Portal(portal_x, portal_y, win)

game_started = False
game_over = False
game_won = False
replay_menu = False
sound_on = True

bgx = 0
bgcounter = 0
bgdx = 1

running = True
while running:
    win.blit(bg, (bgx, 0))
    for group in groups:
        group.draw(win)
    world.draw()

    if not game_started:
        win.blit(cave_story, (100,100))
        if play_btn.draw(win):
            game_started = True
    elif game_won:
        win.blit(game_won_img, (100,100))
    else:
        if show_keys:
            win.blit(move_btn, (0,0))
            bgcounter += 1
            if bgcounter >= 15:
                bgcounter = 0
                bgx += bgdx
                if bgx < 0 or bgx >5 :
                    bgdx *= -1

    #   for rect in dir_dict:
    #       pygame.draw.rect(win, (255, 0, 0), dir_dict[rect])

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False

            if event.type == pygame.MOUSEBUTTONDOWN:
                pos = event.pos
                if show_keys:
                    if dir_dict["Up"].collidepoint(pos):
                        pressed_keys[0] = True
                    if dir_dict["Down"].collidepoint(pos):
                        pressed_keys[1] = True
                    if dir_dict["Left"].collidepoint(pos):
                        pressed_keys[2] = True
                    if dir_dict["Right"].collidepoint(pos):
                        pressed_keys[3] = True

            if event.type == pygame.MOUSEBUTTONUP:
                pressed_keys = [False, False, False, False]

        portal.update()

        if not game_over:
            game_over = player.update(pressed_keys, game_over)
            if game_over:
                show_keys = False
                replay_menu = True

        if player.rect.colliderect(portal) and player.rect.top > portal.rect.top and player.rect.bottom < portal.rect.bottom:
            if current_level < MAX_LEVEL:
                current_level += 1
                for group in groups:
                    group.empty()

                data = load_level(current_level)
                (player_x, player_y), (portal_x, portal_y) = game_data(current_level)

                world = World(win, data, groups)
                player = Player(win, (player_x,player_y), world, groups)
                portal = Portal(portal_x, portal_y, win)
            else:
                show_keys = False
                game_won = True

        if replay_menu:
            if quit_btn.draw(win):
                running = False

            if sound_btn.draw(win):
                sound_on = not sound_on

                if sound_on:
                    sound_btn.update_image(sound_on_img)
                    pygame.mixer.music.play(loops=-1)
                else:
                    sound_btn.update_image(sound_off_img)
                    pygame.mixer.music.stop()

            if replay_btn.draw(win):
                show_keys = True
                replay_menu = False
                game_over = False
                replay_fx.play()

                for group in groups:
                    group.empty()

                data = load_level(current_level)
                (player_x, player_y), (portal_x, portal_y) = game_data(current_level)

                world = World(win, data, groups)
                player = Player(win, (player_x,player_y), world, groups)
                portal = Portal(portal_x, portal_y, win)

    clock.tick(FPS)
    pygame.display.update()

pygame.quit()

总结

祝大家边学边玩,游玩愉快~
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