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          一口氣用Python寫了13個小游戲 (附源碼)

          共 137386字,需瀏覽 275分鐘

           ·

          2022-04-17 23:19

          大家好,今天給大家分享13個游戲源碼,可以自己復(fù)現(xiàn)玩玩,研究下里面的編程邏輯,對學(xué)習(xí)編程(特別是初學(xué)者)應(yīng)該會有很大幫助。

          由于文章較長,大家記得滑到文末點個贊哈~

          1、吃金幣

          源碼分享:

          import os
          import cfg
          import sys
          import pygame
          import random
          from modules import *
           
           
          '''游戲初始化'''
          def initGame():
              # 初始化pygame, 設(shè)置展示窗口
              pygame.init()
              screen = pygame.display.set_mode(cfg.SCREENSIZE)
              



              # 加載必要的游戲素材
              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)
              # 返回初始化數(shù)據(jù)
              return screen, game_images, game_sounds
           
           
          '''主函數(shù)'''
          def main():
              # 初始化
              screen, game_images, game_sounds = initGame()
              # 播放背景音樂
              pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm'])
              pygame.mixer.music.play(-1, 0.0)
              # 字體加載
              font = pygame.font.Font(cfg.FONT_PATH, 40)
              # 定義hero
              hero = Hero(game_images['hero'], position=(375, 520))
              # 定義食物組
              food_sprites_group = pygame.sprite.Group()
              generate_food_freq = random.randint(10, 20)
              generate_food_count = 0
              # 當前分數(shù)/歷史最高分
              score = 0
              highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())
              # 游戲主循環(huán)
              clock = pygame.time.Clock()
              while True:
                  # --填充背景
                  screen.fill(0)
                  screen.blit(game_images['background'], (0, 0))
                  # --倒計時信息
                  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)
                  # --按鍵檢測
                  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')
                  # --隨機生成食物
                  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)
                  # --碰撞檢測
                  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
                  # --畫hero
                  hero.draw(screen)
                  # --畫食物
                  food_sprites_group.draw(screen)
                  # --顯示得分
                  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)
                  # --判斷游戲是否結(jié)束
                  if pygame.time.get_ticks() >= 90000:
                      break
                  # --更新屏幕
                  pygame.display.flip()
                  clock.tick(cfg.FPS)
              # 游戲結(jié)束, 記錄最高分并顯示游戲結(jié)束畫面
              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

          源碼分享:

          import sys
          import cfg
          import pygame
          from modules import *


          '''定義按鈕'''
          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:
             開始界面
          Input:
             --screen: 游戲界面
          Return:
             --game_mode: 1(單人模式)/2(雙人模式)
          '''

          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()


          '''結(jié)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()


          '''運行游戲Demo'''
          def runDemo(screen):
             # 加載游戲素材
             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)
             # 開始界面
             game_mode = startInterface(screen)
             # 游戲主循環(huán)
             # --左邊球拍(ws控制, 僅雙人模式時可控制)
             score_left = 0
             racket_left = Racket(cfg.RACKETPICPATH, 'LEFT', cfg)
             # --右邊球拍(↑↓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)
                 # 球運動
                 scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)
                 score_left += scores[0]
                 score_right += scores[1]
                 # 顯示
                 # --分隔線
                 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()


          '''主函數(shù)'''
          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')
             # 開始游戲
             while True:
                 score_left, score_right = runDemo(screen)
                 endInterface(screen, score_left, score_right)


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

          3、滑雪

          源碼分享:

           
          import sys
          import cfg
          import pygame
          import random
           
           
          '''滑雪者類'''
          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]
              '''改變滑雪者的朝向. 負數(shù)為向左,正數(shù)為向右,0為向前'''
              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
              '''移動滑雪者'''
              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)
              '''設(shè)置為摔倒狀態(tài)'''
              def setFall(self):
                  self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])
              '''設(shè)置為站立狀態(tài)'''
              def setForward(self):
                  self.direction = 0
                  self.image = pygame.image.load(self.imagepaths[self.direction])
           
           
          '''
          Function:
              障礙物類
          Input:
              img_path: 障礙物圖片路徑
              location: 障礙物位置
              attribute: 障礙物類別屬性
          '''

          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
              '''移動'''
              def move(self, num):
                  self.rect.centery = self.location[1] - num
           
           
          '''創(chuàng)建障礙物'''
          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
           
           
          '''合并障礙物'''
          def AddObstacles(obstacles0, obstacles1):
              obstacles = pygame.sprite.Group()
              for obstacle in obstacles0:
                  obstacles.add(obstacle)
              for obstacle in obstacles1:
                  obstacles.add(obstacle)
              return obstacles
           
           
          '''顯示游戲開始界面'''
          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'滑雪游戲', True, (255, 0, 0))
              content = cfont.render(u'按任意鍵開始游戲', 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()
           
           
          '''顯示分數(shù)'''
          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)
           
           
          '''更新當前幀的游戲畫面'''
          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():
              # 游戲初始化
              pygame.init()
              pygame.mixer.init()
              pygame.mixer.music.load(cfg.BGMPATH)
              pygame.mixer.music.set_volume(0.4)
              pygame.mixer.music.play(-1)
              # 設(shè)置屏幕
              screen = pygame.display.set_mode(cfg.SCREENSIZE)
              pygame.display.set_caption('滑雪游戲 —— 九歌')
              # 游戲開始界面
              ShowStartInterface(screen, cfg.SCREENSIZE)
              # 實例化游戲精靈
              # --滑雪者
              skier = SkierClass()
              # --創(chuàng)建障礙物
              obstacles0 = createObstacles(20, 29)
              obstacles1 = createObstacles(10, 19)
              obstaclesflag = 0
              obstacles = AddObstacles(obstacles0, obstacles1)
              # 游戲clock
              clock = pygame.time.Clock()
              # 記錄滑雪的距離
              distance = 0
              # 記錄當前的分數(shù)
              score = 0
              # 記錄當前的速度
              speed = [0, 6]
              # 游戲主循環(huán)
              while True:
                  # --事件捕獲
                  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)
                  # --更新當前游戲幀的數(shù)據(jù)
                  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)
                  # --碰撞檢測
                  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、并夕夕版飛機大戰(zhàn)

          源碼分享:

          import sys
          import cfg
          import pygame
          from modules import *
           
           
          '''游戲界面'''
          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)
              # 游戲背景圖
              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, 子彈和小行星精靈組
              player_group = pygame.sprite.Group()
              bullet_group = pygame.sprite.Group()
              asteroid_group = pygame.sprite.Group()
              # 產(chǎn)生小行星的時間間隔
              asteroid_ticks = 90
              for i in range(num_player):
                  player_group.add(Ship(i+1, cfg))
              clock = pygame.time.Clock()
              # 分數(shù)
              score_1, score_2 = 0, 0
              # 游戲主循環(huán)
              while True:
                  for event in pygame.event.get():
                      if event.type == pygame.QUIT:
                          pygame.quit()
                          sys.exit()
                  # --玩家一: ↑↓←→控制, j射擊; 玩家二: wsad控制, 空格射擊
                  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
                  # --向下移動背景圖實現(xiàn)飛船向上移動的效果
                  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
                  # --畫飛船
                  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)
                  # --畫子彈
                  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)
                  # --畫小行星
                  for asteroid in asteroid_group:
                      asteroid.move()
                      asteroid.rotate()
                      asteroid.draw(screen)
                  # --顯示分數(shù)
                  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)
           
           
          '''主函數(shù)'''
          def main():
              pygame.init()
              pygame.font.init()
              pygame.mixer.init()
              screen = pygame.display.set_mode(cfg.SCREENSIZE)
              pygame.display.set_caption('飛機大戰(zhàn) —— 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

          源碼分享:

          import cfg
          import sys
          import pygame
          import random
          from modules import *
           
           
          '''游戲初始化'''
          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
           
           
          '''主函數(shù)'''
          def main():
              # 初始化
              screen = initGame()
              # 加載背景音樂和其他音效
              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)
              }
              # 加載字體
              font = pygame.font.Font(cfg.FONT_PATH, 40)
              # 加載背景圖片
              bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)
              # 開始界面
              startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)
              # 地鼠改變位置的計時
              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)
              # 錘子
              hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))
              # 時鐘
              clock = pygame.time.Clock()
              # 分數(shù)
              your_score = 0
              flag = False
              # 初始時間
              init_time = pygame.time.get_ticks()
              # 游戲主循環(huán)
              while True:
                  # --游戲時間為60s
                  time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.)
                  # --游戲時間減少, 地鼠變位置速度變快
                  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
                  # --倒計時音效
                  if time_remain == 10:
                      audios['count_down'].play()
                  # --游戲結(jié)束
                  if time_remain < 0: break
                  count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)
                  # --按鍵檢測
                  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)
                  # --碰撞檢測
                  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
                  # --分數(shù)
                  your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN)
                  # --綁定必要的游戲元素到屏幕(注意順序)
                  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)
              # 讀取最佳分數(shù)(try塊避免第一次游戲無.rec文件)
              try:
                  best_score = int(open(cfg.RECORD_PATH).read())
              except:
                  best_score = 0
              # 若當前分數(shù)大于最佳分數(shù)則更新最佳分數(shù)
              if your_score > best_score:
                  f = open(cfg.RECORD_PATH, 'w')
                  f.write(str(your_score))
                  f.close()
              # 結(jié)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、小恐龍

          玩法:上下控制起跳躲避

          源碼分享:

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


          '''main'''
          def main(highest_score):
             # 游戲初始化
             pygame.init()
             screen = pygame.display.set_mode(cfg.SCREENSIZE)
             pygame.display.set_caption('九歌')
             # 導(dǎo)入所有聲音文件
             sounds = {}
             for key, value in cfg.AUDIO_PATHS.items():
                 sounds[key] = pygame.mixer.Sound(value)
             # 游戲開始界面
             GameStartInterface(screen, sounds, cfg)
             # 定義一些游戲中必要的元素和變量
             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
             # 游戲主循環(huán)
             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)
                 # --隨機添加云
                 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))))
                 # --隨機添加仙人掌/飛龍
                 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))))
                 # --更新游戲元素
                 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
                 # --碰撞檢測
                 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)
                 # --將游戲元素畫到屏幕上
                 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)
                 # --游戲是否結(jié)束
                 if dino.is_dead:
                     break
             # 游戲結(jié)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、消消樂 玩法:三個相連就能消除

          源碼分享:

          import os
          import sys
          import cfg
          import pygame
          from modules import *
           
           
          '''游戲主程序'''
          def main():
              pygame.init()
              screen = pygame.display.set_mode(cfg.SCREENSIZE)
              pygame.display.set_caption('Gemgem —— 九歌')
              # 加載背景音樂
              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)
              # 加載音效
              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)))
              # 加載字體
              font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25)
              # 圖片加載
              gem_imgs = []
              for i in range(1, 8):
                  gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i))
              # 主循環(huán)
              game = gemGame(screen, sounds, font, gem_imgs, cfg)
              while True:
                  score = game.start()
                  flag = False
                  # 一輪游戲結(jié)束后玩家選擇重玩或者退出
                  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、俄羅斯方塊

          玩法:童年經(jīng)典,普通模式?jīng)]啥意思,小時候我們都是玩加速的。

          源碼分享:

          import os
          import sys
          import random
          from modules import *
          from PyQt5.QtGui import *
          from PyQt5.QtCore import *
          from PyQt5.QtWidgets import *
           
           
          '''定義俄羅斯方塊游戲類'''
          class TetrisGame(QMainWindow):
              def __init__(self, parent=None):
                  super(TetrisGame, self).__init__(parent)
                  # 是否暫停ing
                  self.is_paused = False
                  # 是否開始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')))
                  # 塊大小
                  self.grid_size = 22
                  # 游戲幀率
                  self.fps = 200
                  self.timer = QBasicTimer()
                  # 焦點
                  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())
              '''游戲界面移動到屏幕中間'''
              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()
              '''開始'''
              def start(self):
                  if self.is_started:
                      return
                  self.is_started = True
                  self.inner_board.createNewTetris()
                  self.timer.start(self.fps, self)
              '''暫停/不暫停'''
              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()
              '''計時器事件'''
              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)
              '''按鍵事件'''
              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鍵暫停
                  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()
                  # 旋轉(zhuǎn)
                  elif key == Qt.Key_Up:
                      self.inner_board.rotateAnticlockwise()
                  # 快速墜落
                  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、貪吃蛇

          玩法:童年經(jīng)典,普通魔術(shù)也沒啥意思,小時候玩的也是加速的。

          源碼分享:

          import cfg
          import sys
          import pygame
          from modules import *
           
           
          '''主函數(shù)'''
          def main(cfg):
              # 游戲初始化
              pygame.init()
              screen = pygame.display.set_mode(cfg.SCREENSIZE)
              pygame.display.set_caption('Greedy Snake —— 九歌')
              clock = pygame.time.Clock()
              # 播放背景音樂
              pygame.mixer.music.load(cfg.BGMPATH)
              pygame.mixer.music.play(-1)
              # 游戲主循環(huán)
              snake = Snake(cfg)
              apple = Apple(cfg, snake.coords)
              score = 0
              while True:
                  screen.fill(cfg.BLACK)
                  # --按鍵檢測
                  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])
                  # --更新貪吃蛇和食物
                  if snake.update(apple):
                      apple = Apple(cfg, snake.coords)
                      score += 1
                  # --判斷游戲是否結(jié)束
                  if snake.isgameover: break
                  # --顯示游戲里必要的元素
                  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點小游戲

          玩法:通過加減乘除操作,小學(xué)生都沒問題的。

          源碼分享:

          import os
          import sys
          import pygame
          from cfg import *
          from modules import *
          from fractions import Fraction


          '''檢查控件是否被點擊'''
          def checkClicked(group, mouse_pos, group_type='NUMBER'):
             selected = []
             # 數(shù)字卡片/運算符卡片
             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)
             # 按鈕卡片
             elif group_type == GROUPTYPES[2]:
                 for each in group:
                     if each.rect.collidepoint(mouse_pos):
                         each.is_selected = True
                         selected.append(each.attribute)
             # 拋出異常
             else:
                 raise ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *GROUPTYPES))
             return selected


          '''獲取數(shù)字精靈組'''
          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


          '''獲取運算符精靈組'''
          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


          '''獲取按鈕精靈組'''
          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


          '''計算'''
          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


          '''在屏幕上顯示信息'''
          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))


          '''主函數(shù)'''
          def main():
             # 初始化, 導(dǎo)入必要的游戲素材
             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點游戲生成器
             game24_gen = game24Generator()
             game24_gen.generate()
             # 精靈組
             # --數(shù)字
             number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
             # --運算符
             operator_sprites_group = getOperatorSpritesGroup(OPREATORS)
             # --按鈕
             button_sprites_group = getButtonSpritesGroup(BUTTONS)
             # 游戲主循環(huán)
             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)
                 # 更新數(shù)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)
                 # 精靈都畫到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())
                 # 游戲勝利
                 if is_win:
                     showInfo('Congratulations', screen)
                 # 游戲失敗
                 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:也是小時候的經(jīng)典游戲,控制左右就行,到后面才有一點點難度。

          源碼分享:

          import cfg
          from modules import breakoutClone


          '''主函數(shù)'''
          def main():
             game = breakoutClone(cfg)
             game.run()


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

          12、外星人入侵

          玩法:這讓我想起了魂斗羅那第幾關(guān)的boss,有點類似,不過魂斗羅那個難度肯定高點。

          源碼分享:

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


          '''開始游戲'''
          def startGame(screen):
             clock = pygame.time.Clock()
             # 加載字體
             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())
             # 敵方
             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()
             # 用于控制敵方位置更新
             # --移動一行
             enemy_move_count = 24
             enemy_move_interval = 24
             enemy_move_flag = False
             # --改變移動方向(改變方向的同時集體下降一次)
             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
             # 用于控制敵方發(fā)射子彈
             enemy_shot_interval = 100
             enemy_shot_count = 0
             enemy_shot_flag = False
             # 游戲進行中
             running = True
             is_win = False
             # 主循環(huán)
             while running:
                 screen.fill(cfg.BLACK)
                 for event in pygame.event.get():
                     # --點右上角的X或者按Esc鍵退出游戲
                     if event.type == pygame.QUIT:
                         pygame.quit()
                         sys.exit()
                     if event.type == pygame.KEYDOWN:
                         if event.key == pygame.K_ESCAPE:
                             pygame.quit()
                             sys.exit()
                     # --射擊
                     if event.type == pygame.MOUSEBUTTONDOWN:
                         my_bullet = myaircraft.shot()
                         if my_bullet:
                             my_bullets_group.add(my_bullet)
                 # --我方子彈與敵方/UFO碰撞檢測
                 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
                 # --更新并畫敵方
                 # ----敵方子彈
                 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
                 # ----敵方移動
                 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
                         # ----每次下降提高移動和射擊速度
                         enemy_move_interval = max(15, enemy_move_interval-3)
                         enemy_shot_interval = max(50, enemy_move_interval-10)
                 # ----遍歷更新
                 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
                 # ----敵方爆炸特效
                 for boomed_enemy in boomed_enemies_group:
                     if boomed_enemy.boom(screen):
                         boomed_enemies_group.remove(boomed_enemy)
                         del boomed_enemy
                 # --敵方子彈與我方飛船碰撞檢測
                 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:
                     # ----更新飛船
                     myaircraft.update(cfg.SCREENSIZE[0])
                     # ----畫飛船
                     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])
                     # ----畫UFO
                     ufo.draw(screen)
                 # --畫我方飛船子彈
                 for bullet in my_bullets_group:
                     if bullet.update():
                         my_bullets_group.remove(bullet)
                         del bullet
                     else:
                         bullet.draw(screen)
                 # --畫敵方子彈
                 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我方飛船增加一條生命
                 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)
                 # --敵人都死光了的話就勝利了
                 if len(enemies_group) < 1:
                     is_win = True
                     running = False
                 # --顯示文字
                 # ----當前得分
                 showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8)
                 showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)
                 # ----敵人數(shù)量
                 showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8)
                 showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)
                 # ----歷史最高分
                 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)
                 # --顯示剩余生命值
                 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


          '''主函數(shù)'''
          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:我打賭大家在課堂上肯定玩過這個,想想當年和同桌玩這個廢了好幾本本子。

          源碼分享

          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()

          來源:Python 人工智能編程
          -END-

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