边玩边学,13个Python小游戏(含源码)

2023-05-27 0 522

原副标题:玩格斗游戏拼布,13个Python迷你格斗游戏(含源代码)

边玩边学,13个Python小游戏(含源码)

时常听见有好友说,自学程式设计是两件十分乏味的事。只不过,他们是不是深入细致Dharmapuri,可能将是他们的自学方式不对?

比如说,你是不是Dharmapuri,能透过打游戏要学程式设计?

那时我想跟他们撷取两个Python迷你格斗游戏,教你怎样透过边玩格斗游戏拼布程式设计

1、吃银币

边玩边学,13个Python小游戏(含源码)

源代码撷取:

import os

import cfg

import sys

import pygame

import random

from modules import *

格斗游戏调用

def initGame:

# 调用pygame, 设置展示窗口

pygame.init

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption( catch coins —— 九歌)

# 加载必要的格斗游戏素材

game_images = {}

forkey, valueincfg.IMAGE_PATHS.items:

ifisinstance(value, list):

images = []

foritem invalue: images.append(pygame.image.load(item))

game_images[key] = images

else:

game_images[key] = pygame.image.load(value)

game_sounds = {}

forkey, value incfg.AUDIO_PATHS.items:

ifkey == bgm: continue

game_sounds[key] = pygame.mixer.Sound(value)

# 返回调用数据

returnscreen, game_images, game_sounds

主函数

def main:

# 调用

screen, game_images, game_sounds = initGame

# 播放背景音乐

pygame.mixer.music.load(cfg.AUDIO_PATHS[ bgm])

pygame.mixer.music.play(-1, 0.0)

# 字体加载

font = pygame.font.Font(cfg.FONT_PATH, 40)

# 定义hero

hero = Hero(game_images[ hero], position=(375, 520))

# 定义食物组

food_sprites_group = pygame.sprite.Group

generate_food_freq = random.randint(10, 20)

generate_food_count = 0

# 当前分数/历史最高分

score = 0

highest_score = 0 ifnot os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH)elseint(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH). read)

# 格斗游戏主循环

clock = pygame.time.Clock

whileTrue:

# –填充背景

screen.fill(0)

screen.blit(game_images[ background], (0, 0))

# –倒计时信息

countdown_text =Count down: + str((90000 – pygame.time.get_ticks) // 60000) + “:”+ str((90000 – pygame.time.get_ticks) // 1000 % 60).zfill(2)

countdown_text = font.render(countdown_text, True, (0, 0, 0))

countdown_rect = countdown_text.get_rect

countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5]

screen.blit(countdown_text, countdown_rect)

# –按键检测

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

key_pressed = pygame.key.get_pressed

ifkey_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:

hero.move(cfg.SCREENSIZE,left)

ifkey_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:

hero.move(cfg.SCREENSIZE,right)

# –随机生成食物

generate_food_count += 1

ifgenerate_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

forfood infood_sprites_group:

iffood.update: food_sprites_group.remove(food)

# –碰撞检测

forfood infood_sprites_group:

ifpygame.sprite.collide_mask(food, hero):

game_sounds[ get].play

food_sprites_group.remove(food)

score += food.score

ifscore > highest_score: highest_score = score

# –画hero

hero.draw(screen)

# –画食物

food_sprites_group.draw(screen)

# –显示得分

score_text = f Score: {score}, Highest: {highest_score}

score_text = font.render(score_text, True, (0, 0, 0))

score_rect = score_text.get_rect

score_rect.topleft = [5, 5]

screen.blit(score_text, score_rect)

# –判断格斗游戏是否结束

ifpygame.time.get_ticks >= 90000:

break

# –更新屏幕

pygame.display.flip

clock.tick(cfg.FPS)

# 格斗游戏结束, 记录最高分并显示格斗游戏结束画面

fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, w)

fp.write(str(highest_score))

fp.close

returnshowEndGameInterface(screen, cfg, score, highest_score)

run

if__name__ == __main__:

whilemain:

pass

2、打乒乓

边玩边学,13个Python小游戏(含源码)

源代码撷取:

import sys

import cfg

import pygame

from modules import *

定义按钮

def Button(screen, position, text, button_size=(200, 50)):

left, top = position

bwidth, bheight = button_size

pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)

pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)

pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)

pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)

pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))

font = pygame.font.Font(cfg.FONTPATH, 30)

text_render = font.render(text, 1, (255, 235, 205))

returnscreen.blit(text_render, (left+50, top+10))

Function:

开始界面

Input:

–screen: 格斗游戏界面

Return:

–game_mode: 1(单人模式)/2(双人模式)

def startInterface(screen):

clock = pygame.time.Clock

whileTrue:

screen.fill((41, 36, 33))

button_1 = Button(screen, (150, 175),1 Player)

button_2 = Button(screen, (150, 275), 2 Player)

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

ifevent.type == pygame.MOUSEBUTTONDOWN:

ifbutton_1.collidepoint(pygame.mouse.get_pos):

return1

elifbutton_2.collidepoint(pygame.mouse.get_pos):

return2

clock.tick(10)

pygame.display.update

结束界面

def endInterface(screen, score_left, score_right):

clock = pygame.time.Clock

font1 = pygame.font.Font(cfg.FONTPATH, 30)

font2 = pygame.font.Font(cfg.FONTPATH, 20)

msg = Player on left won!ifscore_left > score_right elsePlayer 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]]

whileTrue:

screen.fill((41, 36, 33))

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

ifevent.type == pygame.KEYDOWN:

ifevent.key == pygame.K_RETURN:

return

elifevent.key == pygame.K_ESCAPE:

sys.exit

pygame.quit

fortext, pos inzip(texts, positions):

screen.blit(text, pos)

clock.tick(10)

pygame.display.update

运行格斗游戏Demo

def runDemo(screen):

# 加载格斗游戏素材

hit_sound = pygame.mixer.Sound(cfg.HITSOUNDPATH)

goal_sound = pygame.mixer.Sound(cfg.GOALSOUNDPATH)

pygame.mixer.music.load(cfg.BGMPATH)

pygame.mixer.music.play(-1, 0.0)

font = pygame.font.Font(cfg.FONTPATH, 50)

# 开始界面

game_mode = startInterface(screen)

# 格斗游戏主循环

# –左边球拍(ws控制, 仅双人模式时可控制)

score_left = 0

racket_left = Racket(cfg.RACKETPICPATH, LEFT, cfg)

# –右边球拍(↑↓控制)

score_right = 0

racket_right = Racket(cfg.RACKETPICPATH, RIGHT, cfg)

# –球

ball = Ball(cfg.BALLPICPATH, cfg)

clock = pygame.time.Clock

whileTrue:

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit(-1)

screen.fill((41, 36, 33))

# 玩家操作

pressed_keys = pygame.key.get_pressed

ifpressed_keys[pygame.K_UP]:

racket_right.move( UP)

elifpressed_keys[pygame.K_DOWN]:

racket_right.move( DOWN)

ifgame_mode == 2:

ifpressed_keys[pygame.K_w]:

racket_left.move( UP)

elifpressed_keys[pygame.K_s]:

racket_left.move(DOWN)

else:

racket_left.automove(ball)

# 球运动

scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)

score_left += scores[0]

score_right += scores[1]

# 显示

# –分隔线

pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))

# –球

ball.draw(screen)

# –拍

racket_left.draw(screen)

racket_right.draw(screen)

# –得分

screen.blit(font.render(str(score_left), False, cfg.WHITE), (150, 10))

screen.blit(font.render(str(score_right), False, cfg.WHITE), (300, 10))

ifscore_left == 11 or score_right == 11:

returnscore_left, score_right

clock.tick(100)

pygame.display.update

主函数

def main:

# 调用

pygame.init

pygame.mixer.init

screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT))

pygame.display.set_caption( pingpong —— 九歌)

# 开始格斗游戏

whileTrue:

score_left, score_right = runDemo(screen)

endInterface(screen, score_left, score_right)

run

if__name__ == __main__:

main

3、滑雪

源代码撷取:

import sys

import cfg

import pygame

import random

滑雪者类

class SkierClass(pygame.sprite.Sprite):

def __init__(self):

pygame.sprite.Sprite.__init__(self)

# 滑雪者的朝向(-2到2)

self.direction = 0

self.imagepaths = cfg.SKIER_IMAGE_PATHS[:-1]

self.image = pygame.image.load(self.imagepaths[self.direction])

self.rect = self.image.get_rect

self.rect.center = [320, 100]

self.speed = [self.direction, 6-abs(self.direction)*2]

改变滑雪者的朝向. 负数为向左,正数为向右,0为向前

def turn(self, num):

self.direction += num

self.direction = max(-2, self.direction)

self.direction = min(2, self.direction)

center = self.rect.center

self.image = pygame.image.load(self.imagepaths[self.direction])

self.rect = self.image.get_rect

self.rect.center = center

self.speed = [self.direction, 6-abs(self.direction)*2]

returnself.speed

移动滑雪者

def move(self):

self.rect.centerx += self.speed[0]

self.rect.centerx = max(20, self.rect.centerx)

self.rect.centerx = min(620, self.rect.centerx)

设置为摔倒状态

def setFall(self):

self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])

设置为站立状态

def setForward(self):

self.direction = 0

self.image = pygame.image.load(self.imagepaths[self.direction])

Function:

障碍物类

Input:

img_path: 障碍物图片路径

location: 障碍物位置

attribute: 障碍物类别属性

class ObstacleClass(pygame.sprite.Sprite):

def __init__(self, img_path, location, attribute):

pygame.sprite.Sprite.__init__(self)

self.img_path = img_path

self.image = pygame.image.load(self.img_path)

self.location = location

self.rect = self.image.get_rect

self.rect.center = self.location

self.attribute = attribute

self.passed = False

移动

def move(self, num):

self.rect.centery = self.location[1] – num

创建障碍物

def createObstacles(s, e, num=10):

obstacles = pygame.sprite.Group

locations = []

fori inrange(num):

row = random.randint(s, e)

col = random.randint(0, 9)

location = [col*64+20, row*64+20]

iflocation not inlocations:

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)

returnobstacles

合并障碍物

def AddObstacles(obstacles0, obstacles1):

obstacles = pygame.sprite.Group

forobstacle inobstacles0:

obstacles.add(obstacle)

forobstacle inobstacles1:

obstacles.add(obstacle)

returnobstacles

显示格斗游戏开始界面

def ShowStartInterface(screen, screensize):

screen.fill((255, 255, 255))

tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5)

cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20)

title = tfont.render(u 滑雪格斗游戏, True, (255, 0, 0))

content = cfont.render(u 按任意键开始格斗游戏, True, (0, 0, 255))

trect = title.get_rect

trect.midtop = (screensize[0]/2, screensize[1]/5)

crect = content.get_rect

crect.midtop = (screensize[0]/2, screensize[1]/2)

screen.blit(title, trect)

screen.blit(content, crect)

whileTrue:

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

elifevent.type == pygame.KEYDOWN:

return

pygame.display.update

显示分数

def showScore(screen, score, pos=(10, 10)):

font = pygame.font.Font(cfg.FONTPATH, 30)

score_text = font.render( “Score: %s”% score, True, (0, 0, 0))

screen.blit(score_text, pos)

更新当前帧的格斗游戏画面

def updateFrame(screen, obstacles, skier, score):

screen.fill((255, 255, 255))

obstacles.draw(screen)

screen.blit(skier.image, skier.rect)

showScore(screen, score)

pygame.display.update

主程序

def main:

# 格斗游戏调用

pygame.init

pygame.mixer.init

pygame.mixer.music.load(cfg.BGMPATH)

pygame.mixer.music.set_volume(0.4)

pygame.mixer.music.play(-1)

# 设置屏幕

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption( 滑雪格斗游戏 —— 九歌)

# 格斗游戏开始界面

ShowStartInterface(screen, cfg.SCREENSIZE)

# 实例化格斗游戏精灵

# –滑雪者

skier = SkierClass

# –创建障碍物

obstacles0 = createObstacles(20, 29)

obstacles1 = createObstacles(10, 19)

obstaclesflag = 0

obstacles = AddObstacles(obstacles0, obstacles1)

# 格斗游戏clock

clock = pygame.time.Clock

# 记录滑雪的距离

distance = 0

# 记录当前的分数

score = 0

# 记录当前的速度

speed = [0, 6]

# 格斗游戏主循环

whileTrue:

# –事件捕获

foreventinpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

ifevent.type == pygame.KEYDOWN:

ifevent.key == pygame.K_LEFT or event.key == pygame.K_a:

speed = skier.turn(-1)

elifevent.key == pygame.K_RIGHT or event.key == pygame.K_d:

speed = skier.turn(1)

# –更新当前格斗游戏帧的数据

skier.move

distance += speed[1]

ifdistance >= 640 and obstaclesflag == 0:

obstaclesflag = 1

obstacles0 = createObstacles(20, 29)

obstacles = AddObstacles(obstacles0, obstacles1)

ifdistance >= 1280 and obstaclesflag == 1:

obstaclesflag = 0

distance -= 1280

forobstacle inobstacles0:

obstacle.location[1] = obstacle.location[1] – 1280

obstacles1 = createObstacles(10, 19)

obstacles = AddObstacles(obstacles0, obstacles1)

forobstacle inobstacles:

obstacle.move(distance)

# –碰撞检测

hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False)

ifhitted_obstacles:

ifhitted_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

elifhitted_obstacles[0].attribute == “flag”and not hitted_obstacles[0].passed:

score += 10

obstacles.remove(hitted_obstacles[0])

# –更新屏幕

updateFrame(screen, obstacles, skier, score)

clock.tick(cfg.FPS)

run

if__name__ == __main__:

main;

4、并夕夕版飞机大战

源代码撷取:

import sys

import cfg

import pygame

from modules import *

格斗游戏界面

def GamingInterface(num_player, screen):

# 调用

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)

# 格斗游戏背景图

bg_imgs = [cfg.IMAGEPATHS[ bg_big], cfg.IMAGEPATHS[ seamless_space], cfg.IMAGEPATHS[ space3]]

bg_move_dis = 0

bg_1 = pygame.image.load(bg_imgs[0]).convert

bg_2 = pygame.image.load(bg_imgs[1]).convert

bg_3 = pygame.image.load(bg_imgs[2]).convert

# 玩家, 子弹和小行星精灵组

player_group = pygame.sprite.Group

bullet_group = pygame.sprite.Group

asteroid_group = pygame.sprite.Group

# 产生小行星的时间间隔

asteroid_ticks = 90

fori inrange(num_player):

player_group.add(Ship(i+1, cfg))

clock = pygame.time.Clock

# 分数

score_1, score_2 = 0, 0

# 格斗游戏主循环

whileTrue:

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

# –玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击

pressed_keys = pygame.key.get_pressed

foridx, player inenumerate(player_group):

direction = None

ifidx == 0:

ifpressed_keys[pygame.K_UP]:

direction = up

elifpressed_keys[pygame.K_DOWN]:

direction = down

elifpressed_keys[pygame.K_LEFT]:

direction = left

elifpressed_keys[pygame.K_RIGHT]:

direction = right

ifdirection:

player.move(direction)

ifpressed_keys[pygame.K_j]:

ifplayer.cooling_time == 0:

fire_sound.play

bullet_group.add(player.shot)

player.cooling_time = 20

elifidx == 1:

ifpressed_keys[pygame.K_w]:

direction = up

elifpressed_keys[pygame.K_s]:

direction = down

elifpressed_keys[pygame.K_a]:

direction = left

elifpressed_keys[pygame.K_d]:

direction = right

ifdirection:

player.move(direction)

ifpressed_keys[pygame.K_SPACE]:

ifplayer.cooling_time == 0:

fire_sound.play

bullet_group.add(player.shot)

player.cooling_time = 20

ifplayer.cooling_time > 0:

player.cooling_time -= 1

if(score_1 + score_2) < 500:

background = bg_1

elif(score_1 + score_2) < 1500:

background = bg_2

else:

background = bg_3

# –向下移动背景图实现飞船向上移动的效果

screen.blit(background, (0, -background.get_rect.height + bg_move_dis))

screen.blit(background, (0, bg_move_dis))

bg_move_dis = (bg_move_dis + 2) % background.get_rect.height

# –生成小行星

ifasteroid_ticks == 0:

asteroid_ticks = 90

asteroid_group.add(Asteroid(cfg))

else:

asteroid_ticks -= 1

# –画飞船

forplayer inplayer_group:

ifpygame.sprite.spritecollide(player, asteroid_group, True, None):

player.explode_step = 1

explosion_sound.play

elifplayer.explode_step > 0:

ifplayer.explode_step > 3:

player_group.remove(player)

iflen(player_group) == 0:

return

else:

player.explode(screen)

else:

player.draw(screen)

# –画子弹

forbullet inbullet_group:

bullet.move

ifpygame.sprite.spritecollide(bullet, asteroid_group, True, None):

bullet_group.remove(bullet)

ifbullet.player_idx == 1:

score_1 += 1

else:

score_2 += 1

else:

bullet.draw(screen)

# –画小行星

forasteroid inasteroid_group:

asteroid.move

asteroid.rotate

asteroid.draw(screen)

# –显示分数

score_1_text = 玩家一得分: %s% score_1

score_2_text =玩家二得分: %s% score_2

text_1 = font.render(score_1_text, True, (0, 0, 255))

text_2 = font.render(score_2_text, True, (255, 0, 0))

screen.blit(text_1, (2, 5))

screen.blit(text_2, (2, 35))

# –屏幕刷新

pygame.display.update

clock.tick(60)

主函数

def main:

pygame.init

pygame.font.init

pygame.mixer.init

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption( 飞机大战 —— 九歌)

num_player = StartInterface(screen, cfg)

ifnum_player == 1:

whileTrue:

GamingInterface(num_player=1, screen=screen)

EndInterface(screen, cfg)

else:

whileTrue:

GamingInterface(num_player=2, screen=screen)

EndInterface(screen, cfg)

run

if__name__ ==__main__:

main

5、打地鼠

源代码撷取:

import cfg

import sys

import pygame

import random

from modules import *

格斗游戏初始化

def initGame:

pygame.init

pygame.mixer.init

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption(打地鼠 —— 九歌)

returnscreen

主函数

def main:

# 调用

screen = initGame

# 加载背景音乐和其他音效

pygame.mixer.music.load(cfg.BGM_PATH)

pygame.mixer.music.play(-1)

audios = {

count_down: pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH),

hammering: pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH)

}

# 加载字体

font = pygame.font.Font(cfg.FONT_PATH, 40)

# 加载背景图片

bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)

# 开始界面

startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)

# 地鼠改变位置的计时

hole_pos = random.choice(cfg.HOLE_POSITIONS)

change_hole_event = pygame.USEREVENT

pygame.time.set_timer(change_hole_event, 800)

# 地鼠

mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)

# 锤子

hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))

# 时钟

clock = pygame.time.Clock

# 分数

your_score = 0

flag = False

# 初始时间

init_time = pygame.time.get_ticks

# 格斗游戏主循环

whileTrue:

# –格斗游戏时间为60s

time_remain = round((61000 – (pygame.time.get_ticks – init_time)) / 1000.)

# –格斗游戏时间减少, 地鼠变位置速度变快

iftime_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

eliftime_remain == 20 and flag:

hole_pos = random.choice(cfg.HOLE_POSITIONS)

mole.reset

mole.setPosition(hole_pos)

pygame.time.set_timer(change_hole_event, 500)

flag = False

# –倒计时音效

iftime_remain == 10:

audios[ count_down].play

# –格斗游戏结束

iftime_remain < 0:break

count_down_text = font.render( Time: +str(time_remain), True, cfg.WHITE)

# –按键检测

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

elifevent.type == pygame.MOUSEMOTION:

hammer.setPosition(pygame.mouse.get_pos)

elifevent.type == pygame.MOUSEBUTTONDOWN:

ifevent.button == 1:

hammer.setHammering

elifevent.type == change_hole_event:

hole_pos = random.choice(cfg.HOLE_POSITIONS)

mole.reset

mole.setPosition(hole_pos)

# –碰撞检测

ifhammer.is_hammering and not mole.is_hammer:

is_hammer = pygame.sprite.collide_mask(hammer, mole)

ifis_hammer:

audios[ hammering].play

mole.setBeHammered

your_score += 10

# –分数

your_score_text = font.render( Score: +str(your_score), True, cfg.BROWN)

# –绑定必要的格斗游戏元素到屏幕(注意顺序)

screen.blit(bg_img, (0, 0))

screen.blit(count_down_text, (875, 8))

screen.blit(your_score_text, (800, 430))

mole.draw(screen)

hammer.draw(screen)

# –更新

pygame.display.flip

clock.tick(60)

# 读取最佳分数(try块避免第一次格斗游戏无.rec文件)

try:

best_score = int(open(cfg.RECORD_PATH). read)

except:

best_score = 0

# 若当前分数大于最佳分数则更新最佳分数

ifyour_score > best_score:

f = open(cfg.RECORD_PATH, w)

f.write(str(your_score))

f.close

# 结束界面

score_info = {your_score: your_score, best_score: best_score}

is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE)

returnis_restart

run

if__name__ == __main__:

whileTrue:

is_restart = main

ifnot is_restart:

break

6、小恐龙

玩法:上下控制起跳躲避

源代码撷取:

import cfg

import sys

import random

import pygame

from modules import *

main

def main(highest_score):

# 格斗游戏调用

pygame.init

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption(九歌)

# 导入所有声音文件

sounds = {}

forkey, value incfg.AUDIO_PATHS.items:

sounds[key] = pygame.mixer.Sound(value)

# 格斗游戏开始界面

GameStartInterface(screen, sounds, cfg)

# 定义一些格斗游戏中必要的元素和变量

score = 0

score_board = Scoreboard(cfg.IMAGE_PATHS[numbers], position=(534, 15), bg_color=cfg.BACKGROUND_COLOR)

highest_score = highest_score

highest_score_board = Scoreboard(cfg.IMAGE_PATHS[ numbers], position=(435, 15), bg_color=cfg.BACKGROUND_COLOR, is_highest=True)

dino = Dinosaur(cfg.IMAGE_PATHS[ dino])

ground = Ground(cfg.IMAGE_PATHS[ground], position=(0, cfg.SCREENSIZE[1]))

cloud_sprites_group = pygame.sprite.Group

cactus_sprites_group = pygame.sprite.Group

ptera_sprites_group = pygame.sprite.Group

add_obstacle_timer = 0

score_timer = 0

# 格斗游戏主循环

clock = pygame.time.Clock

whileTrue:

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

elifevent.type == pygame.KEYDOWN:

ifevent.key == pygame.K_SPACE or event.key == pygame.K_UP:

dino.jump(sounds)

elifevent.key == pygame.K_DOWN:

dino.duck

elifevent.type == pygame.KEYUP and event.key == pygame.K_DOWN:

dino.unduck

screen.fill(cfg.BACKGROUND_COLOR)

# –随机添加云

iflen(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10:

cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS[ cloud], position=(cfg.SCREENSIZE[0], random.randrange(30, 75))))

# –随机添加仙人掌/飞龙

add_obstacle_timer += 1

ifadd_obstacle_timer > random.randrange(50, 150):

add_obstacle_timer = 0

random_value = random.randrange(0, 10)

ifrandom_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))))

# –更新格斗游戏元素

dino.update

ground.update

cloud_sprites_group.update

cactus_sprites_group.update

ptera_sprites_group.update

score_timer += 1

ifscore_timer > (cfg.FPS//12):

score_timer = 0

score += 1

score = min(score, 99999)

ifscore > highest_score:

highest_score = score

ifscore % 100 == 0:

sounds[ point].play

ifscore % 1000 == 0:

ground.speed -= 1

foritem incloud_sprites_group:

item.speed -= 1

foritem incactus_sprites_group:

item.speed -= 1

foritem inptera_sprites_group:

item.speed -= 1

# –碰撞检测

foritem incactus_sprites_group:

ifpygame.sprite.collide_mask(dino, item):

dino.die(sounds)

foritem inptera_sprites_group:

ifpygame.sprite.collide_mask(dino, item):

dino.die(sounds)

# –将格斗游戏元素画到屏幕上

dino.draw(screen)

ground.draw(screen)

cloud_sprites_group.draw(screen)

cactus_sprites_group.draw(screen)

ptera_sprites_group.draw(screen)

score_board.set(score)

highest_score_board.set(highest_score)

score_board.draw(screen)

highest_score_board.draw(screen)

# –更新屏幕

pygame.display.update

clock.tick(cfg.FPS)

# –格斗游戏是否结束

ifdino.is_dead:

break

# 格斗游戏结束界面

returnGameEndInterface(screen, cfg), highest_score

run

if__name__ == __main__:

highest_score = 0

whileTrue:

flag, highest_score = main(highest_score)

ifnot flag: break

7、消消乐

玩法:三个相连就能消除

源代码撷取:

import os

import sys

import cfg

import pygame

from modules import *

格斗游戏主程序

def main:

pygame.init

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption( Gemgem —— 九歌)

# 加载背景音乐

pygame.mixer.init

pygame.mixer.music.load(os.path.join(cfg.ROOTDIR,“resources/audios/bg.mp3”))

pygame.mixer.music.set_volume(0.6)

pygame.mixer.music.play(-1)

# 加载音效

sounds = {}

sounds[ mismatch] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR,resources/audios/badswap.wav))

sounds[ match] = []

fori inrange(6):

sounds[ match].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR,resources/audios/match%s.wav% i)))

# 加载字体

font = pygame.font.Font(os.path.join(cfg.ROOTDIR,resources/font/font.TTF), 25)

# 图片加载

gem_imgs = []

fori inrange(1, 8):

gem_imgs.append(os.path.join(cfg.ROOTDIR,resources/images/gem%s.png% i))

# 主循环

game = gemGame(screen, sounds, font, gem_imgs, cfg)

whileTrue:

score = game.start

flag = False

# 一轮格斗游戏结束后玩家选择重玩或者退出

whileTrue:

forevent inpygame.event.get:

ifevent.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE):

pygame.quit

sys.exit

elifevent.type == pygame.KEYUP and event.key == pygame.K_r:

flag = True

ifflag:

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

foridx, text inenumerate([text0, text1, text2]):

text_render = font.render(text, 1, (85, 65, 0))

rect = text_render.get_rect

ifidx == 0:

rect.left, rect.top = (212, y)

elifidx == 1:

rect.left, rect.top = (122.5, y)

else:

rect.left, rect.top = (126.5, y)

y += 100

screen.blit(text_render, rect)

pygame.display.update

game.reset

run

if__name__ == __main__:

main

8、俄罗斯方块

玩法:童年经典,普通模式没啥意思,小时候他们都是玩加速的。

源代码撷取:

import os

import sys

import random

from modules import *

from PyQt5.QtGui import *

from PyQt5.QtCore import *

from PyQt5.QtWidgets import *

定义俄罗斯方块格斗游戏类

class TetrisGame(QMainWindow):

def __init__(self, parent=None):

super(TetrisGame, self).__init__(parent)

# 是否暂停ing

self.is_paused = False

# 是否开始ing

self.is_started = False

self.initUI

界面调用

def initUI(self):

# icon

self.setWindowIcon(QIcon(os.path.join(os.getcwd,resources/icon.jpg)))

# 块大小

self.grid_size = 22

# 格斗游戏帧率

self.fps = 200

self.timer = QBasicTimer

# 焦点

self.setFocusPolicy(Qt.StrongFocus)

# 水平布局

layout_horizontal = QHBoxLayout

self.inner_board = InnerBoard

self.external_board = ExternalBoard(self, self.grid_size, self.inner_board)

layout_horizontal.addWidget(self.external_board)

self.side_panel = SidePanel(self, self.grid_size, self.inner_board)

layout_horizontal.addWidget(self.side_panel)

self.status_bar = self.statusBar

self.external_board.score_signal[str].connect(self.status_bar.showMessage)

self.start

self.center

self.setWindowTitle( Tetris —— 九歌)

self.show

self.setFixedSize(self.external_board.width + self.side_panel.width, self.side_panel.height + self.status_bar.height)

格斗游戏界面移动到屏幕中间

def center(self):

screen = QDesktopWidget.screenGeometry

size = self.geometry

self.move((screen.width – size.width) // 2, (screen.height – size.height) // 2)

更新界面

def updateWindow(self):

self.external_board.updateData

self.side_panel.updateData

self.update

开始

def start(self):

ifself.is_started:

return

self.is_started = True

self.inner_board.createNewTetris

self.timer.start(self.fps, self)

暂停/不暂停

def pause(self):

ifnot self.is_started:

return

self.is_paused = not self.is_paused

ifself.is_paused:

self.timer.stop

self.external_board.score_signal.emit( Paused)

else:

self.timer.start(self.fps, self)

self.updateWindow

计时器事件

def timerEvent(self, event):

ifevent.timerId == self.timer.timerId:

removed_lines = self.inner_board.moveDown

self.external_board.score += removed_lines

self.updateWindow

else:

super(TetrisGame, self).timerEvent(event)

按键事件

def keyPressEvent(self, event):

ifnot self.is_started or self.inner_board.current_tetris == tetrisShape.shape_empty:

super(TetrisGame, self).keyPressEvent(event)

return

key = event.key

# P键暂停

ifkey == Qt.Key_P:

self.pause

return

ifself.is_paused:

return

# 向左

elifkey == Qt.Key_Left:

self.inner_board.moveLeft

# 向右

elifkey == Qt.Key_Right:

self.inner_board.moveRight

# 旋转

elifkey == Qt.Key_Up:

self.inner_board.rotateAnticlockwise

# 快速坠落

elifkey == Qt.Key_Space:

self.external_board.score += self.inner_board.dropDown

else:

super(TetrisGame, self).keyPressEvent(event)

self.updateWindow

run

if__name__ == __main__:

app = QApplication([])

tetris = TetrisGame

sys.exit(app.exec_)

9、贪吃蛇

玩法:童年经典,普通魔术也没啥意思,小时候玩的也是加速的。

源代码撷取:

import cfg

import sys

import pygame

from modules import *

主函数

def main(cfg):

# 格斗游戏调用

pygame.init

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption(Greedy Snake —— 九歌)

clock = pygame.time.Clock

# 播放背景音乐

pygame.mixer.music.load(cfg.BGMPATH)

pygame.mixer.music.play(-1)

# 格斗游戏主循环

snake = Snake(cfg)

apple = Apple(cfg, snake.coords)

score = 0

whileTrue:

screen.fill(cfg.BLACK)

# –按键检测

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

elifevent.type == pygame.KEYDOWN:

ifevent.key in[pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]:

snake.setDirection({pygame.K_UP: up, pygame.K_DOWN: down, pygame.K_LEFT: left, pygame.K_RIGHT:right}[event.key])

# –更新贪吃蛇和食物

ifsnake.update(apple):

apple = Apple(cfg, snake.coords)

score += 1

# –判断格斗游戏是否结束

ifsnake.isgameover: break

# –显示格斗游戏里必要的元素

drawGameGrid(cfg, screen)

snake.draw(screen)

apple.draw(screen)

showScore(cfg, score, screen)

# –屏幕更新

pygame.display.update

clock.tick(cfg.FPS)

returnendInterface(screen, cfg)

run

if__name__ == __main__:

whileTrue:

ifnot main(cfg):

break

10、24点迷你格斗游戏

玩法:透过加减乘除操作,小学生都没问题的。

源码撷取:

import os

import sys

import pygame

from cfg import *

from modules import *

from fractions import Fraction

检查控件是否被点击

def checkClicked(group, mouse_pos, group_type= NUMBER):

selected = []

# 数字卡片/运算符卡片

ifgroup_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]:

max_selected = 2 ifgroup_type == GROUPTYPES[0] else1

num_selected = 0

foreach ingroup:

num_selected += int(each.is_selected)

foreach ingroup:

ifeach.rect.collidepoint(mouse_pos):

ifeach.is_selected:

each.is_selected = not each.is_selected

num_selected -= 1

each.select_order = None

else:

ifnum_selected < max_selected:

each.is_selected = not each.is_selected

num_selected += 1

each.select_order = str(num_selected)

ifeach.is_selected:

selected.append(each.attribute)

# 按钮卡片

elifgroup_type == GROUPTYPES[2]:

foreach ingroup:

ifeach.rect.collidepoint(mouse_pos):

each.is_selected = True

selected.append(each.attribute)

# 抛出异常

else:

raise ValueError( checkClicked.group_type unsupport %s, expect %s, %s or %s…% (group_type, *GROUPTYPES))

returnselected

def getNumberSpritesGroup(numbers):

number_sprites_group = pygame.sprite.Group

foridx, number inenumerate(numbers):

args = (*NUMBERCARD_POSITIONS[idx], str(number), NUMBERFONT, NUMBERFONT_COLORS, NUMBERCARD_COLORS, str(number))

number_sprites_group.add(Card(*args))

returnnumber_sprites_group

def getOperatorSpritesGroup(operators):

operator_sprites_group = pygame.sprite.Group

foridx, operator inenumerate(operators):

args = (*OPERATORCARD_POSITIONS[idx], str(operator), OPERATORFONT, OPREATORFONT_COLORS, OPERATORCARD_COLORS, str(operator))

operator_sprites_group.add(Card(*args))

returnoperator_sprites_group

def getButtonSpritesGroup(buttons):

button_sprites_group = pygame.sprite.Group

foridx, button inenumerate(buttons):

args = (*BUTTONCARD_POSITIONS[idx], str(button), BUTTONFONT, BUTTONFONT_COLORS, BUTTONCARD_COLORS, str(button))

button_sprites_group.add(Button(*args))

returnbutton_sprites_group

计算

def calculate(number1, number2, operator):

operator_map = { +: +, : , ×: *, ÷: /}

try:

result = str( eval(number1+operator_map[operator]+number2))

returnresult if.not inresult elsestr(Fraction(number1+operator_map[operator]+number2))

except:

returnNone

在屏幕上显示信息

def showInfo(text, screen):

rect = pygame.Rect(200, 180, 400, 200)

pygame.draw.rect(screen, PAPAYAWHIP, rect)

font = pygame.font.Font(FONTPATH, 40)

text_render = font.render(text, True, BLACK)

font_size = font.size(text)

screen.blit(text_render, (rect.x+(rect.width-font_size[0])/2, rect.y+(rect.height-font_size[1])/2))

主函数

def main:

# 调用, 导入必要的格斗游戏素材

pygame.init

pygame.mixer.init

screen = pygame.display.set_mode(SCREENSIZE)

pygame.display.set_caption( 24 point —— 九歌)

win_sound = pygame.mixer.Sound(AUDIOWINPATH)

lose_sound = pygame.mixer.Sound(AUDIOLOSEPATH)

warn_sound = pygame.mixer.Sound(AUDIOWARNPATH)

pygame.mixer.music.load(BGMPATH)

pygame.mixer.music.play(-1, 0.0)

# 24点格斗游戏生成器

game24_gen = game24Generator

game24_gen.generate

# 精灵组

# –数字

number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)

# –运算符

operator_sprites_group = getOperatorSpritesGroup(OPREATORS)

# –按钮

button_sprites_group = getButtonSpritesGroup(BUTTONS)

# 格斗游戏主循环

clock = pygame.time.Clock

selected_numbers = []

selected_operators = []

selected_buttons = []

is_win = False

whileTrue:

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit(-1)

elifevent.type == pygame.MOUSEBUTTONUP:

mouse_pos = pygame.mouse.get_pos

selected_numbers = checkClicked(number_sprites_group, mouse_pos, NUMBER)

selected_operators = checkClicked(operator_sprites_group, mouse_pos,OPREATOR)

selected_buttons = checkClicked(button_sprites_group, mouse_pos,BUTTON)

screen.fill(AZURE)

# 更新数字

iflen(selected_numbers) == 2 and len(selected_operators) == 1:

noselected_numbers = []

foreach innumber_sprites_group:

ifeach.is_selected:

ifeach.select_order ==1:

selected_number1 = each.attribute

elifeach.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

foreach inoperator_sprites_group:

each.is_selected = False

result = calculate(selected_number1, selected_number2, *selected_operators)

ifresult is not None:

game24_gen.numbers_now = noselected_numbers + [result]

is_win = game24_gen.check

ifis_win:

win_sound.play

ifnot is_win and len(game24_gen.numbers_now) == 1:

lose_sound.play

else:

warn_sound.play

selected_numbers = []

selected_operators = []

number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)

# 精灵都画到screen上

foreach innumber_sprites_group:

each.draw(screen, pygame.mouse.get_pos)

foreach inoperator_sprites_group:

each.draw(screen, pygame.mouse.get_pos)

foreach inbutton_sprites_group:

ifselected_buttons and selected_buttons[0]in[ RESET, NEXT]:

is_win = False

ifselected_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)

# 格斗游戏胜利

ifis_win:

showInfo( Congratulations, screen)

# 格斗游戏失败

ifnot is_win and len(game24_gen.numbers_now) == 1:

showInfo( Game Over, screen)

pygame.display.flip

clock.tick(30)

run

if__name__ == __main__:

main

11、平衡木

玩法:也是小时候的经典格斗游戏,控制左右就行,到后面才有一点点难度。

源代码撷取:

import cfg

from modules import breakoutClone

主函数

def main:

game = breakoutClone(cfg)

game.run

run

if__name__ == __main__:

main

12、外星人入侵

玩法:这让我想起了魂斗罗那第几关的boss,有点类似,不过魂斗罗那个难度肯定高点。

源代码撷取:

import os

import sys

import cfg

import random

import pygame

from modules import *

开始格斗游戏

def startGame(screen):

clock = pygame.time.Clock

# 加载字体

font = pygame.font.SysFont( arial, 18)

ifnot os.path.isfile(score):

f = open( score, w)

f.write( 0)

f.close

with open( score, r) as f:

highest_score = int(f.read.strip)

# 敌方

enemies_group = pygame.sprite.Group

fori inrange(55):

ifi < 11:

enemy = enemySprite( small, i, cfg.WHITE, cfg.WHITE)

elifi < 33:

enemy = enemySprite( medium, i, cfg.WHITE, cfg.WHITE)

else:

enemy = enemySprite(large, i, cfg.WHITE, cfg.WHITE)

enemy.rect.x = 85 + (i % 11) * 50

enemy.rect.y = 120 + (i // 11) * 45

enemies_group.add(enemy)

boomed_enemies_group = pygame.sprite.Group

en_bullets_group = pygame.sprite.Group

ufo = ufoSprite(color=cfg.RED)

# 我方

myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE)

my_bullets_group = pygame.sprite.Group

# 用于控制敌方位置更新

# –移动一行

enemy_move_count = 24

enemy_move_interval = 24

enemy_move_flag = False

# –改变移动方向(改变方向的同时集体下降一次)

enemy_change_direction_count = 0

enemy_change_direction_interval = 60

enemy_need_down = False

enemy_move_right = True

enemy_need_move_row = 6

enemy_max_row = 5

# 用于控制敌方发射子弹

enemy_shot_interval = 100

enemy_shot_count = 0

enemy_shot_flag = False

# 格斗游戏进行中

running = True

is_win = False

# 主循环

whilerunning:

screen.fill(cfg.BLACK)

forevent inpygame.event.get:

# –点右上角的X或者按Esc键退出格斗游戏

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

ifevent.type == pygame.KEYDOWN:

ifevent.key == pygame.K_ESCAPE:

pygame.quit

sys.exit

# –射击

ifevent.type == pygame.MOUSEBUTTONDOWN:

my_bullet = myaircraft.shot

ifmy_bullet:

my_bullets_group.add(my_bullet)

# –我方子弹与敌方/UFO碰撞检测

forenemyinenemies_group:

ifpygame.sprite.spritecollide(enemy, my_bullets_group, True, None):

boomed_enemies_group.add(enemy)

enemies_group.remove(enemy)

myaircraft.score += enemy.reward

ifpygame.sprite.spritecollide(ufo, my_bullets_group, True, None):

ufo.is_dead = True

myaircraft.score += ufo.reward

# –更新并画敌方

# —-敌方子弹

enemy_shot_count += 1

ifenemy_shot_count > enemy_shot_interval:

enemy_shot_flag = True

enemies_survive_list = [enemy.numberforenemy inenemies_group]

shot_number = random.choice(enemies_survive_list)

enemy_shot_count = 0

# —-敌方移动

enemy_move_count += 1

ifenemy_move_count > enemy_move_interval:

enemy_move_count = 0

enemy_move_flag = True

enemy_need_move_row -= 1

ifenemy_need_move_row == 0:

enemy_need_move_row = enemy_max_row

enemy_change_direction_count += 1

ifenemy_change_direction_count > enemy_change_direction_interval:

enemy_change_direction_count = 1

enemy_move_right = not enemy_move_right

enemy_need_down = True

# —-每次下降提高移动和射击速度

enemy_move_interval = max(15, enemy_move_interval-3)

enemy_shot_interval = max(50, enemy_move_interval-10)

# —-遍历更新

forenemy inenemies_group:

ifenemy_shot_flag:

ifenemy.number == shot_number:

en_bullet = enemy.shot

en_bullets_group.add(en_bullet)

ifenemy_move_flag:

ifenemy.numberinrange((enemy_need_move_row-1)*11, enemy_need_move_row*11):

ifenemy_move_right:

enemy.update( right, cfg.SCREENSIZE[1])

else:

enemy.update( left, cfg.SCREENSIZE[1])

else:

enemy.update(None, cfg.SCREENSIZE[1])

ifenemy_need_down:

ifenemy.update( down, cfg.SCREENSIZE[1]):

running = False

is_win = False

enemy.change_count -= 1

enemy.draw(screen)

enemy_move_flag = False

enemy_need_down = False

enemy_shot_flag = False

# —-敌方爆炸特效

forboomed_enemy inboomed_enemies_group:

ifboomed_enemy.boom(screen):

boomed_enemies_group.remove(boomed_enemy)

del boomed_enemy

# –敌方子弹与我方飞船碰撞检测

ifnot myaircraft.one_dead:

ifpygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None):

myaircraft.one_dead = True

ifmyaircraft.one_dead:

ifmyaircraft.boom(screen):

myaircraft.resetBoom

myaircraft.num_life -= 1

ifmyaircraft.num_life < 1:

running = False

is_win = False

else:

# —-更新飞船

myaircraft.update(cfg.SCREENSIZE[0])

# —-画飞船

myaircraft.draw(screen)

if(not ufo.has_boomed) and (ufo.is_dead):

ifufo.boom(screen):

ufo.has_boomed = True

else:

# —-更新UFO

ufo.update(cfg.SCREENSIZE[0])

# —-画UFO

ufo.draw(screen)

# –画我方飞船子弹

forbullet inmy_bullets_group:

ifbullet.update:

my_bullets_group.remove(bullet)

del bullet

else:

bullet.draw(screen)

# –画敌方子弹

forbullet inen_bullets_group:

ifbullet.update(cfg.SCREENSIZE[1]):

en_bullets_group.remove(bullet)

del bullet

else:

bullet.draw(screen)

ifmyaircraft.score > highest_score:

highest_score = myaircraft.score

# –得分每增加2000我方飞船增加一条生命

if(myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score):

myaircraft.old_score = myaircraft.score

myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life)

# –敌人都死光了的话就胜利了

iflen(enemies_group) < 1:

is_win = True

running = False

# –显示文字

# —-当前得分

showText(screen, SCORE: , cfg.WHITE, font, 200, 8)

showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)

# —-敌人数量

showText(screen, ENEMY: , cfg.WHITE, font, 370, 8)

showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)

# —-历史最高分

showText(screen, HIGHEST: , cfg.WHITE, font, 540, 8)

showText(screen, str(highest_score), cfg.WHITE, font, 540, 24)

# —-FPS

showText(screen, FPS:+ str(int(clock.get_fps)), cfg.RED, font, 8, 8)

# –显示剩余生命值

showLife(screen, myaircraft.num_life, cfg.GREEN)

pygame.display.update

clock.tick(cfg.FPS)

with open( score, w) as f:

f.write(str(highest_score))

returnis_win

主函数

def main:

# 调用

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)

whileTrue:

is_win = startGame(screen)

endInterface(screen, cfg.BLACK, is_win)

run

if__name__ == __main__:

main

13、井字棋888

玩法:我打赌他们在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。

源代码撷取

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

ifdigit == 1 and digit indigits:

digits.remove(digit)

##player1 will play if the value of count is even and for odd player2 will play

ifcount % 2 == 0:

mark = X

panels[digit] = mark

elifcount % 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

ifdigit == 2 and digit indigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = X

panels[digit] = mark

elifcount % 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

ifdigit == 3 and digitindigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = X

panels[digit] = mark

elifcount % 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

ifdigit == 4 and digit indigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = X

panels[digit] = mark

elifcount % 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

ifdigit == 5 and digit indigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = X

panels[digit] = mark

elifcount % 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

ifdigit == 6 and digit indigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = X

panels[digit] = mark

elifcount % 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

ifdigit == 7 and digit indigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = X

panels[digit] = mark

elifcount % 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

ifdigit == 8 and digit indigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = X

panels[digit] = mark

elifcount % 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

ifdigit == 9 and digit indigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = X

panels[digit] = mark

elifcount % 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

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