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python贪吃蛇最简单代码,简单代码编程 贪吃蛇

这篇文章主要介绍了python小游戏的完整编程代码怎么写,具有一定借鉴价值,需要的朋友可以参考下。希望大家阅读完这篇文章后大有收获,下面让小编带着大家一起了解一下。

仅限技术学习参考

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

1、吃金币

源码分享:

import os
import cfg
import sys
import pygame
import random
from modules import *'''游戏初始化'''
def initGame():# 初始化pygame, 设置展示窗口pygame.init()screen = pygame.display.set_mode(cfg.SCREENSIZE)# 加载必要的游戏素材game_images = {}for key, value in cfg.IMAGE_PATHS.items():if isinstance(value, list):images = []for item in value: images.append(pygame.image.load(item))game_images[key] = imageselse:game_images[key] = pygame.image.load(value)game_sounds = {}for key, value in cfg.AUDIO_PATHS.items():if key == 'bgm': continuegame_sounds[key] = pygame.mixer.Sound(value)# 返回初始化数据return screen, game_images, game_sounds'''主函数'''
def main():# 初始化screen, game_images, game_sounds = initGame()# 播放背景音乐pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm'])pygame.mixer.music.play(-1, 0.0)# 字体加载font = pygame.font.Font(cfg.FONT_PATH, 40)# 定义herohero = 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 = 0highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())# 游戏主循环clock = pygame.time.Clock()while True:# --填充背景screen.fill(0)screen.blit(game_images['background'], (0, 0))# --倒计时信息countdown_text = 'Count down: ' + str((90000 - pygame.time.get_ticks()) // 60000) + ":" + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2)countdown_text = font.render(countdown_text, True, (0, 0, 0))countdown_rect = countdown_text.get_rect()countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5]screen.blit(countdown_text, countdown_rect)# --按键检测for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()key_pressed = pygame.key.get_pressed()if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:hero.move(cfg.SCREENSIZE, 'left')if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:hero.move(cfg.SCREENSIZE, 'right')# --随机生成食物generate_food_count += 1if generate_food_count > generate_food_freq:generate_food_freq = random.randint(10, 20)generate_food_count = 0food = Food(game_images, random.choice(['gold',] * 10 + ['apple']), cfg.SCREENSIZE)food_sprites_group.add(food)# --更新食物for food in food_sprites_group:if food.update(): food_sprites_group.remove(food)# --碰撞检测for food in food_sprites_group:if pygame.sprite.collide_mask(food, hero):game_sounds['get'].play()food_sprites_group.remove(food)score += food.scoreif score > highest_score: highest_score = score# --画herohero.draw(screen)# --画食物food_sprites_group.draw(screen)# --显示得分score_text = f'Score: {score}, Highest: {highest_score}'score_text = font.render(score_text, True, (0, 0, 0))score_rect = score_text.get_rect()score_rect.topleft = [5, 5]screen.blit(score_text, score_rect)# --判断游戏是否结束if pygame.time.get_ticks() >= 90000:break# --更新屏幕pygame.display.flip()clock.tick(cfg.FPS)# 游戏结束, 记录最高分并显示游戏结束画面fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, 'w')fp.write(str(highest_score))fp.close()return showEndGameInterface(screen, cfg, score, highest_score)'''run'''
if __name__ == '__main__':while main():pass

2、打乒乓

源码分享:

 import sys  
import cfg  
import pygame  
from modules import *  '''定义按钮'''  
def Button(screen, position, text, button_size=(200, 50)):  left, top = position  bwidth, bheight = button_size  pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)  pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)  pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)  pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)  pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))  font = pygame.font.Font(cfg.FONTPATH, 30)  text_render = font.render(text, 1, (255, 235, 205))  return screen.blit(text_render, (left+50, top+10))  '''  
Function:  开始界面  
Input:  --screen: 游戏界面  
Return:  --game_mode: 1(单人模式)/2(双人模式)  
'''  
def startInterface(screen):  clock = pygame.time.Clock()  while True:  screen.fill((41, 36, 33))  button_1 = Button(screen, (150, 175), '1 Player')  button_2 = Button(screen, (150, 275), '2 Player')  for event in pygame.event.get():  if event.type == pygame.QUIT:  pygame.quit()  sys.exit()  if event.type == pygame.MOUSEBUTTONDOWN:  if button_1.collidepoint(pygame.mouse.get_pos()):  return 1  elif button_2.collidepoint(pygame.mouse.get_pos()):  return 2  clock.tick(10)  pygame.display.update()  '''结束界面'''  
def endInterface(screen, score_left, score_right):  clock = pygame.time.Clock()  font1 = pygame.font.Font(cfg.FONTPATH, 30)  font2 = pygame.font.Font(cfg.FONTPATH, 20)  msg = 'Player on left won!' if score_left > score_right else 'Player on right won!'  texts = [font1.render(msg, True, cfg.WHITE),  font2.render('Press ESCAPE to quit.', True, cfg.WHITE),  font2.render('Press ENTER to continue or play again.', True, cfg.WHITE)]  positions = [[120, 200], [155, 270], [80, 300]]  while True:  screen.fill((41, 36, 33))  for event in pygame.event.get():  if event.type == pygame.QUIT:  pygame.quit()  sys.exit()  if event.type == pygame.KEYDOWN:  if event.key == pygame.K_RETURN:  return  elif event.key == pygame.K_ESCAPE:  sys.exit()  pygame.quit()  for text, pos in zip(texts, positions):  screen.blit(text, pos)  clock.tick(10)  pygame.display.update()  '''运行游戏Demo'''  
def runDemo(screen):  # 加载游戏素材  hit_sound = pygame.mixer.Sound(cfg.HITSOUNDPATH)  goal_sound = pygame.mixer.Sound(cfg.GOALSOUNDPATH)  pygame.mixer.music.load(cfg.BGMPATH)  pygame.mixer.music.play(-1, 0.0)  font = pygame.font.Font(cfg.FONTPATH, 50)  # 开始界面  game_mode = startInterface(screen)  # 游戏主循环  # --左边球拍(ws控制, 仅双人模式时可控制)  score_left = 0  racket_left = Racket(cfg.RACKETPICPATH, 'LEFT', cfg)  # --右边球拍(↑↓控制)  score_right = 0  racket_right = Racket(cfg.RACKETPICPATH, 'RIGHT', cfg)  # --球  ball = Ball(cfg.BALLPICPATH, cfg)  clock = pygame.time.Clock()  while True:  for event in pygame.event.get():  if event.type == pygame.QUIT:  pygame.quit()  sys.exit(-1)  screen.fill((41, 36, 33))  # 玩家操作  pressed_keys = pygame.key.get_pressed()  if pressed_keys[pygame.K_UP]:  racket_right.move('UP')  elif pressed_keys[pygame.K_DOWN]:  racket_right.move('DOWN')  if game_mode == 2:  if pressed_keys[pygame.K_w]:  racket_left.move('UP')  elif pressed_keys[pygame.K_s]:  racket_left.move('DOWN')  else:  racket_left.automove(ball)  # 球运动  scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)  score_left += scores[0]  score_right += scores[1]  # 显示  # --分隔线  pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))  # --球  ball.draw(screen)  # --拍  racket_left.draw(screen)  racket_right.draw(screen)  # --得分  screen.blit(font.render(str(score_left), False, cfg.WHITE), (150, 10))  screen.blit(font.render(str(score_right), False, cfg.WHITE), (300, 10))  if score_left == 11 or score_right == 11:  return score_left, score_right  clock.tick(100)  pygame.display.update()  '''主函数'''  
def main():  # 初始化  pygame.init()  pygame.mixer.init()  screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT))  pygame.display.set_caption('pingpong —— 九歌')  # 开始游戏  while True:  score_left, score_right = runDemo(screen)  endInterface(screen, score_left, score_right)  '''run'''  
if __name__ == '__main__':  main()

3、滑雪

源码分享:

 import sys  
import cfg  
import pygame  
import random  '''滑雪者类'''  
class SkierClass(pygame.sprite.Sprite):  def __init__(self):  pygame.sprite.Sprite.__init__(self)  # 滑雪者的朝向(-2到2)  self.direction = 0  self.imagepaths = cfg.SKIER_IMAGE_PATHS[:-1]  self.image = pygame.image.load(self.imagepaths[self.direction])  self.rect = self.image.get_rect()  self.rect.center = [320, 100]  self.speed = [self.direction, 6-abs(self.direction)*2]  '''改变滑雪者的朝向. 负数为向左,正数为向右,0为向前'''  def turn(self, num):  self.direction += num  self.direction = max(-2, self.direction)  self.direction = min(2, self.direction)  center = self.rect.center  self.image = pygame.image.load(self.imagepaths[self.direction])  self.rect = self.image.get_rect()  self.rect.center = center  self.speed = [self.direction, 6-abs(self.direction)*2]  return self.speed  '''移动滑雪者'''  def move(self):  self.rect.centerx += self.speed[0]  self.rect.centerx = max(20, self.rect.centerx)  self.rect.centerx = min(620, self.rect.centerx)  '''设置为摔倒状态'''  def setFall(self):  self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])  '''设置为站立状态'''  def setForward(self):  self.direction = 0  self.image = pygame.image.load(self.imagepaths[self.direction])  '''  
Function:  障碍物类  
Input:  img_path: 障碍物图片路径  location: 障碍物位置  attribute: 障碍物类别属性  
'''  
class ObstacleClass(pygame.sprite.Sprite):  def __init__(self, img_path, location, attribute):  pygame.sprite.Sprite.__init__(self)  self.img_path = img_path  self.image = pygame.image.load(self.img_path)  self.location = location  self.rect = self.image.get_rect()  self.rect.center = self.location  self.attribute = attribute  self.passed = False  '''移动'''  def move(self, num):  self.rect.centery = self.location[1] - num  '''创建障碍物'''  
def createObstacles(s, e, num=10):  obstacles = pygame.sprite.Group()  locations = []  for i in range(num):  row = random.randint(s, e)  col = random.randint(0, 9)  location  = [col*64+20, row*64+20]  if location not in locations:  locations.append(location)  attribute = random.choice(list(cfg.OBSTACLE_PATHS.keys()))  img_path = cfg.OBSTACLE_PATHS[attribute]  obstacle = ObstacleClass(img_path, location, attribute)  obstacles.add(obstacle)  return obstacles  '''合并障碍物'''  
def AddObstacles(obstacles0, obstacles1):  obstacles = pygame.sprite.Group()  for obstacle in obstacles0:  obstacles.add(obstacle)  for obstacle in obstacles1:  obstacles.add(obstacle)  return obstacles  '''显示游戏开始界面'''  
def ShowStartInterface(screen, screensize):  screen.fill((255, 255, 255))  tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5)  cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20)  title = tfont.render(u'滑雪游戏', True, (255, 0, 0))  content = cfont.render(u'按任意键开始游戏', True, (0, 0, 255))  trect = title.get_rect()  trect.midtop = (screensize[0]/2, screensize[1]/5)  crect = content.get_rect()  crect.midtop = (screensize[0]/2, screensize[1]/2)  screen.blit(title, trect)  screen.blit(content, crect)  while True:  for event in pygame.event.get():  if event.type == pygame.QUIT:  pygame.quit()  sys.exit()  elif event.type == pygame.KEYDOWN:  return  pygame.display.update()  '''显示分数'''  
def showScore(screen, score, pos=(10, 10)):  font = pygame.font.Font(cfg.FONTPATH, 30)  score_text = font.render("Score: %s" % score, True, (0, 0, 0))  screen.blit(score_text, pos)  '''更新当前帧的游戏画面'''  
def updateFrame(screen, obstacles, skier, score):  screen.fill((255, 255, 255))  obstacles.draw(screen)  screen.blit(skier.image, skier.rect)  showScore(screen, score)  pygame.display.update()  '''主程序'''  
def main():  # 游戏初始化  pygame.init()  pygame.mixer.init()  pygame.mixer.music.load(cfg.BGMPATH)  pygame.mixer.music.set_volume(0.4)  pygame.mixer.music.play(-1)  # 设置屏幕  screen = pygame.display.set_mode(cfg.SCREENSIZE)  pygame.display.set_caption('滑雪游戏 —— 九歌')  # 游戏开始界面  ShowStartInterface(screen, cfg.SCREENSIZE)  # 实例化游戏精灵  # --滑雪者  skier = SkierClass()  # --创建障碍物  obstacles0 = createObstacles(20, 29)  obstacles1 = createObstacles(10, 19)  obstaclesflag = 0  obstacles = AddObstacles(obstacles0, obstacles1)  # 游戏clock  clock = pygame.time.Clock()  # 记录滑雪的距离  distance = 0  # 记录当前的分数  score = 0  # 记录当前的速度  speed = [0, 6]  # 游戏主循环  while True:  # --事件捕获  for event in pygame.event.get():  if event.type == pygame.QUIT:  pygame.quit()  sys.exit()  if event.type == pygame.KEYDOWN:  if event.key == pygame.K_LEFT or event.key == pygame.K_a:  speed = skier.turn(-1)  elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:  speed = skier.turn(1)  # --更新当前游戏帧的数据  skier.move()  distance += speed[1]  if distance >= 640 and obstaclesflag == 0:  obstaclesflag = 1  obstacles0 = createObstacles(20, 29)  obstacles = AddObstacles(obstacles0, obstacles1)  if distance >= 1280 and obstaclesflag == 1:  obstaclesflag = 0  distance -= 1280  for obstacle in obstacles0:  obstacle.location[1] = obstacle.location[1] - 1280  obstacles1 = createObstacles(10, 19)  obstacles = AddObstacles(obstacles0, obstacles1)  for obstacle in obstacles:  obstacle.move(distance)  # --碰撞检测  hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False)  if hitted_obstacles:  if hitted_obstacles[0].attribute == "tree" and not hitted_obstacles[0].passed:  score -= 50  skier.setFall()  updateFrame(screen, obstacles, skier, score)  pygame.time.delay(1000)  skier.setForward()  speed = [0, 6]  hitted_obstacles[0].passed = True  elif hitted_obstacles[0].attribute == "flag" and not hitted_obstacles[0].passed:  score += 10  obstacles.remove(hitted_obstacles[0])  # --更新屏幕  updateFrame(screen, obstacles, skier, score)  clock.tick(cfg.FPS)  '''run'''  
if __name__ == '__main__':  main();

4、并夕夕版飞机大战

源码分享:

 import sys  
import cfg  
import pygame  
from modules import *  '''游戏界面'''  
def GamingInterface(num_player, screen):  # 初始化  pygame.mixer.music.load(cfg.SOUNDPATHS['Cool Space Music'])  pygame.mixer.music.set_volume(0.4)  pygame.mixer.music.play(-1)  explosion_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['boom'])  fire_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['shot'])  font = pygame.font.Font(cfg.FONTPATH, 20)  # 游戏背景图  bg_imgs = [cfg.IMAGEPATHS['bg_big'], cfg.IMAGEPATHS['seamless_space'], cfg.IMAGEPATHS['space3']]  bg_move_dis = 0  bg_1 = pygame.image.load(bg_imgs[0]).convert()  bg_2 = pygame.image.load(bg_imgs[1]).convert()  bg_3 = pygame.image.load(bg_imgs[2]).convert()  # 玩家, 子弹和小行星精灵组  player_group = pygame.sprite.Group()  bullet_group = pygame.sprite.Group()  asteroid_group = pygame.sprite.Group()  # 产生小行星的时间间隔  asteroid_ticks = 90  for i in range(num_player):  player_group.add(Ship(i+1, cfg))  clock = pygame.time.Clock()  # 分数  score_1, score_2 = 0, 0  # 游戏主循环  while True:  for event in pygame.event.get():  if event.type == pygame.QUIT:  pygame.quit()  sys.exit()  # --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击  pressed_keys = pygame.key.get_pressed()  for idx, player in enumerate(player_group):  direction = None  if idx == 0:  if pressed_keys[pygame.K_UP]:  direction = 'up'  elif pressed_keys[pygame.K_DOWN]:  direction = 'down'  elif pressed_keys[pygame.K_LEFT]:  direction = 'left'  elif pressed_keys[pygame.K_RIGHT]:  direction = 'right'  if direction:  player.move(direction)  if pressed_keys[pygame.K_j]:  if player.cooling_time == 0:  fire_sound.play()  bullet_group.add(player.shot())  player.cooling_time = 20  elif idx == 1:  if pressed_keys[pygame.K_w]:  direction = 'up'  elif pressed_keys[pygame.K_s]:  direction = 'down'  elif pressed_keys[pygame.K_a]:  direction = 'left'  elif pressed_keys[pygame.K_d]:  direction = 'right'  if direction:  player.move(direction)  if pressed_keys[pygame.K_SPACE]:  if player.cooling_time == 0:  fire_sound.play()  bullet_group.add(player.shot())  player.cooling_time = 20  if player.cooling_time > 0:  player.cooling_time -= 1  if (score_1 + score_2) < 500:  background = bg_1  elif (score_1 + score_2) < 1500:  background = bg_2  else:  background = bg_3  # --向下移动背景图实现飞船向上移动的效果  screen.blit(background, (0, -background.get_rect().height + bg_move_dis))  screen.blit(background, (0, bg_move_dis))  bg_move_dis = (bg_move_dis + 2) % background.get_rect().height  # --生成小行星  if asteroid_ticks == 0:  asteroid_ticks = 90  asteroid_group.add(Asteroid(cfg))  else:  asteroid_ticks -= 1  # --画飞船  for player in player_group:  if pygame.sprite.spritecollide(player, asteroid_group, True, None):  player.explode_step = 1  explosion_sound.play()  elif player.explode_step > 0:  if player.explode_step > 3:  player_group.remove(player)  if len(player_group) == 0:  return  else:  player.explode(screen)  else:  player.draw(screen)  # --画子弹  for bullet in bullet_group:  bullet.move()  if pygame.sprite.spritecollide(bullet, asteroid_group, True, None):  bullet_group.remove(bullet)  if bullet.player_idx == 1:  score_1 += 1  else:  score_2 += 1  else:  bullet.draw(screen)  # --画小行星  for asteroid in asteroid_group:  asteroid.move()  asteroid.rotate()  asteroid.draw(screen)  # --显示分数  score_1_text = '玩家一得分: %s' % score_1  score_2_text = '玩家二得分: %s' % score_2  text_1 = font.render(score_1_text, True, (0, 0, 255))  text_2 = font.render(score_2_text, True, (255, 0, 0))  screen.blit(text_1, (2, 5))  screen.blit(text_2, (2, 35))  # --屏幕刷新  pygame.display.update()  clock.tick(60)  '''主函数'''  
def main():  pygame.init()  pygame.font.init()  pygame.mixer.init()  screen = pygame.display.set_mode(cfg.SCREENSIZE)  pygame.display.set_caption('飞机大战 —— 九歌')  num_player = StartInterface(screen, cfg)  if num_player == 1:  while True:  GamingInterface(num_player=1, screen=screen)  EndInterface(screen, cfg)  else:  while True:  GamingInterface(num_player=2, screen=screen)  EndInterface(screen, cfg)  '''run'''  
if __name__ == '__main__':  main()

5、打地鼠

源码分享:

 import cfg  
import sys  
import pygame  
import random  
from modules import *  '''游戏初始化'''  
def initGame():  pygame.init()  pygame.mixer.init()  screen = pygame.display.set_mode(cfg.SCREENSIZE)  pygame.display.set_caption('打地鼠 —— 九歌')  return screen  '''主函数'''  
def main():  # 初始化  screen = initGame()  # 加载背景音乐和其他音效  pygame.mixer.music.load(cfg.BGM_PATH)  pygame.mixer.music.play(-1)  audios = {  'count_down': pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH),  'hammering': pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH)  }  # 加载字体  font = pygame.font.Font(cfg.FONT_PATH, 40)  # 加载背景图片  bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)  # 开始界面  startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)  # 地鼠改变位置的计时  hole_pos = random.choice(cfg.HOLE_POSITIONS)  change_hole_event = pygame.USEREVENT  pygame.time.set_timer(change_hole_event, 800)  # 地鼠  mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)  # 锤子  hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))  # 时钟  clock = pygame.time.Clock()  # 分数  your_score = 0  flag = False  # 初始时间  init_time = pygame.time.get_ticks()  # 游戏主循环  while True:  # --游戏时间为60s  time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.)  # --游戏时间减少, 地鼠变位置速度变快  if time_remain == 40 and not flag:  hole_pos = random.choice(cfg.HOLE_POSITIONS)  mole.reset()  mole.setPosition(hole_pos)  pygame.time.set_timer(change_hole_event, 650)  flag = True  elif time_remain == 20 and flag:  hole_pos = random.choice(cfg.HOLE_POSITIONS)  mole.reset()  mole.setPosition(hole_pos)  pygame.time.set_timer(change_hole_event, 500)  flag = False  # --倒计时音效  if time_remain == 10:  audios['count_down'].play()  # --游戏结束  if time_remain < 0: break  count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)  # --按键检测  for event in pygame.event.get():  if event.type == pygame.QUIT:  pygame.quit()  sys.exit()  elif event.type == pygame.MOUSEMOTION:  hammer.setPosition(pygame.mouse.get_pos())  elif event.type == pygame.MOUSEBUTTONDOWN:  if event.button == 1:  hammer.setHammering()  elif event.type == change_hole_event:  hole_pos = random.choice(cfg.HOLE_POSITIONS)  mole.reset()  mole.setPosition(hole_pos)  # --碰撞检测  if hammer.is_hammering and not mole.is_hammer:  is_hammer = pygame.sprite.collide_mask(hammer, mole)  if is_hammer:  audios['hammering'].play()  mole.setBeHammered()  your_score += 10  # --分数  your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN)  # --绑定必要的游戏元素到屏幕(注意顺序)  screen.blit(bg_img, (0, 0))  screen.blit(count_down_text, (875, 8))  screen.blit(your_score_text, (800, 430))  mole.draw(screen)  hammer.draw(screen)  # --更新  pygame.display.flip()  clock.tick(60)  # 读取最佳分数(try块避免第一次游戏无.rec文件)  try:  best_score = int(open(cfg.RECORD_PATH).read())  except:  best_score = 0  # 若当前分数大于最佳分数则更新最佳分数  if your_score > best_score:  f = open(cfg.RECORD_PATH, 'w')  f.write(str(your_score))  f.close()  # 结束界面  score_info = {'your_score': your_score, 'best_score': best_score}  is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE)  return is_restart  '''run'''  
if __name__ == '__main__':  while True:  is_restart = main()  if not is_restart:  break

6、小恐龙

玩法:上下控制起跳躲避

源码分享:

 import cfg  
import sys  
import random  
import pygame  
from modules import *  '''main'''  
def main(highest_score):  # 游戏初始化  pygame.init()  screen = pygame.display.set_mode(cfg.SCREENSIZE)  pygame.display.set_caption('九歌')  # 导入所有声音文件  sounds = {}  for key, value in cfg.AUDIO_PATHS.items():  sounds[key] = pygame.mixer.Sound(value)  # 游戏开始界面  GameStartInterface(screen, sounds, cfg)  # 定义一些游戏中必要的元素和变量  score = 0  score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(534, 15), bg_color=cfg.BACKGROUND_COLOR)  highest_score = highest_score  highest_score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(435, 15), bg_color=cfg.BACKGROUND_COLOR, is_highest=True)  dino = Dinosaur(cfg.IMAGE_PATHS['dino'])  ground = Ground(cfg.IMAGE_PATHS['ground'], position=(0, cfg.SCREENSIZE[1]))  cloud_sprites_group = pygame.sprite.Group()  cactus_sprites_group = pygame.sprite.Group()  ptera_sprites_group = pygame.sprite.Group()  add_obstacle_timer = 0  score_timer = 0  # 游戏主循环  clock = pygame.time.Clock()  while True:  for event in pygame.event.get():  if event.type == pygame.QUIT:  pygame.quit()  sys.exit()  elif event.type == pygame.KEYDOWN:  if event.key == pygame.K_SPACE or event.key == pygame.K_UP:  dino.jump(sounds)  elif event.key == pygame.K_DOWN:  dino.duck()  elif event.type == pygame.KEYUP and event.key == pygame.K_DOWN:  dino.unduck()  screen.fill(cfg.BACKGROUND_COLOR)  # --随机添加云  if len(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10:  cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS['cloud'], position=(cfg.SCREENSIZE[0], random.randrange(30, 75))))  # --随机添加仙人掌/飞龙  add_obstacle_timer += 1  if add_obstacle_timer > random.randrange(50, 150):  add_obstacle_timer = 0  random_value = random.randrange(0, 10)  if random_value >= 5 and random_value <= 7:  cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS['cacti']))  else:  position_ys = [cfg.SCREENSIZE[1]*0.82, cfg.SCREENSIZE[1]*0.75, cfg.SCREENSIZE[1]*0.60, cfg.SCREENSIZE[1]*0.20]  ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS['ptera'], position=(600, random.choice(position_ys))))  # --更新游戏元素  dino.update()  ground.update()  cloud_sprites_group.update()  cactus_sprites_group.update()  ptera_sprites_group.update()  score_timer += 1  if score_timer > (cfg.FPS//12):  score_timer = 0  score += 1  score = min(score, 99999)  if score > highest_score:  highest_score = score  if score % 100 == 0:  sounds['point'].play()  if score % 1000 == 0:  ground.speed -= 1  for item in cloud_sprites_group:  item.speed -= 1  for item in cactus_sprites_group:  item.speed -= 1  for item in ptera_sprites_group:  item.speed -= 1  # --碰撞检测  for item in cactus_sprites_group:  if pygame.sprite.collide_mask(dino, item):  dino.die(sounds)  for item in ptera_sprites_group:  if pygame.sprite.collide_mask(dino, item):  dino.die(sounds)  # --将游戏元素画到屏幕上  dino.draw(screen)  ground.draw(screen)  cloud_sprites_group.draw(screen)  cactus_sprites_group.draw(screen)  ptera_sprites_group.draw(screen)  score_board.set(score)  highest_score_board.set(highest_score)  score_board.draw(screen)  highest_score_board.draw(screen)  # --更新屏幕  pygame.display.update()  clock.tick(cfg.FPS)  # --游戏是否结束  if dino.is_dead:  break  # 游戏结束界面  return GameEndInterface(screen, cfg), highest_score  '''run'''  
if __name__ == '__main__':  highest_score = 0  while True:  flag, highest_score = main(highest_score)  if not flag: break

7、消消乐

玩法:三个相连就能消除

源码分享:

 import os  
import sys  
import cfg  
import pygame  
from modules import *  '''游戏主程序'''  
def main():  pygame.init()  screen = pygame.display.set_mode(cfg.SCREENSIZE)  pygame.display.set_caption('Gemgem —— 九歌')  # 加载背景音乐  pygame.mixer.init()  pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, "resources/audios/bg.mp3"))  pygame.mixer.music.set_volume(0.6)  pygame.mixer.music.play(-1)  # 加载音效  sounds = {}  sounds['mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/badswap.wav'))  sounds['match'] = []  for i in range(6):  sounds['match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/match%s.wav' % i)))  # 加载字体  font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25)  # 图片加载  gem_imgs = []  for i in range(1, 8):  gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i))  # 主循环  game = gemGame(screen, sounds, font, gem_imgs, cfg)  while True:  score = game.start()  flag = False  # 一轮游戏结束后玩家选择重玩或者退出  while True:  for event in pygame.event.get():  if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE):  pygame.quit()  sys.exit()  elif event.type == pygame.KEYUP and event.key == pygame.K_r:  flag = True  if flag:  break  screen.fill((135, 206, 235))  text0 = 'Final score: %s' % score  text1 = 'Press <R> to restart the game.'  text2 = 'Press <Esc> to quit the game.'  y = 150  for idx, text in enumerate([text0, text1, text2]):  text_render = font.render(text, 1, (85, 65, 0))  rect = text_render.get_rect()  if idx == 0:  rect.left, rect.top = (212, y)  elif idx == 1:  rect.left, rect.top = (122.5, y)  else:  rect.left, rect.top = (126.5, y)  y += 100  screen.blit(text_render, rect)  pygame.display.update()  game.reset()  '''run'''  
if __name__ == '__main__':  main()

8、俄罗斯方块

玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的python如何画出多个笑脸。

源码分享:

 import os  
import sys  
import random  
from modules import *  
from PyQt5.QtGui import *  
from PyQt5.QtCore import *  
from PyQt5.QtWidgets import *  '''定义俄罗斯方块游戏类'''  
class TetrisGame(QMainWindow):  def __init__(self, parent=None):  super(TetrisGame, self).__init__(parent)  # 是否暂停ing  self.is_paused = False  # 是否开始ing  self.is_started = False  self.initUI()  '''界面初始化'''  def initUI(self):  # icon  self.setWindowIcon(QIcon(os.path.join(os.getcwd(), 'resources/icon.jpg')))  # 块大小  self.grid_size = 22  # 游戏帧率  self.fps = 200  self.timer = QBasicTimer()  # 焦点  self.setFocusPolicy(Qt.StrongFocus)  # 水平布局  layout_horizontal = QHBoxLayout()  self.inner_board = InnerBoard()  self.external_board = ExternalBoard(self, self.grid_size, self.inner_board)  layout_horizontal.addWidget(self.external_board)  self.side_panel = SidePanel(self, self.grid_size, self.inner_board)  layout_horizontal.addWidget(self.side_panel)  self.status_bar = self.statusBar()  self.external_board.score_signal[str].connect(self.status_bar.showMessage)  self.start()  self.center()  self.setWindowTitle('Tetris —— 九歌')  self.show()  self.setFixedSize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height())  '''游戏界面移动到屏幕中间'''  def center(self):  screen = QDesktopWidget().screenGeometry()  size = self.geometry()  self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)  '''更新界面'''  def updateWindow(self):  self.external_board.updateData()  self.side_panel.updateData()  self.update()  '''开始'''  def start(self):  if self.is_started:  return  self.is_started = True  self.inner_board.createNewTetris()  self.timer.start(self.fps, self)  '''暂停/不暂停'''  def pause(self):  if not self.is_started:  return  self.is_paused = not self.is_paused  if self.is_paused:  self.timer.stop()  self.external_board.score_signal.emit('Paused')  else:  self.timer.start(self.fps, self)  self.updateWindow()  '''计时器事件'''  def timerEvent(self, event):  if event.timerId() == self.timer.timerId():  removed_lines = self.inner_board.moveDown()  self.external_board.score += removed_lines  self.updateWindow()  else:  super(TetrisGame, self).timerEvent(event)  '''按键事件'''  def keyPressEvent(self, event):  if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty:  super(TetrisGame, self).keyPressEvent(event)  return  key = event.key()  # P键暂停  if key == Qt.Key_P:  self.pause()  return  if self.is_paused:  return  # 向左  elif key == Qt.Key_Left:  self.inner_board.moveLeft()  # 向右  elif key == Qt.Key_Right:  self.inner_board.moveRight()  # 旋转  elif key == Qt.Key_Up:  self.inner_board.rotateAnticlockwise()  # 快速坠落  elif key == Qt.Key_Space:  self.external_board.score += self.inner_board.dropDown()  else:  super(TetrisGame, self).keyPressEvent(event)  self.updateWindow()  '''run'''  
if __name__ == '__main__':  app = QApplication([])  tetris = TetrisGame()  sys.exit(app.exec_())

9、贪吃蛇

玩法:童年经典,普通魔术也没啥意思,小时候玩的也是加速的。

源码分享:

 import cfg  
import sys  
import pygame  
from modules import *  '''主函数'''  
def main(cfg):  # 游戏初始化  pygame.init()  screen = pygame.display.set_mode(cfg.SCREENSIZE)  pygame.display.set_caption('Greedy Snake —— 九歌')  clock = pygame.time.Clock()  # 播放背景音乐  pygame.mixer.music.load(cfg.BGMPATH)  pygame.mixer.music.play(-1)  # 游戏主循环  snake = Snake(cfg)  apple = Apple(cfg, snake.coords)  score = 0  while True:  screen.fill(cfg.BLACK)  # --按键检测  for event in pygame.event.get():  if event.type == pygame.QUIT:  pygame.quit()  sys.exit()  elif event.type == pygame.KEYDOWN:  if event.key in [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]:  snake.setDirection({pygame.K_UP: 'up', pygame.K_DOWN: 'down', pygame.K_LEFT: 'left', pygame.K_RIGHT: 'right'}[event.key])  # --更新贪吃蛇和食物  if snake.update(apple):  apple = Apple(cfg, snake.coords)  score += 1  # --判断游戏是否结束  if snake.isgameover: break  # --显示游戏里必要的元素  drawGameGrid(cfg, screen)  snake.draw(screen)  apple.draw(screen)  showScore(cfg, score, screen)  # --屏幕更新  pygame.display.update()  clock.tick(cfg.FPS)  return endInterface(screen, cfg)  '''run'''  
if __name__ == '__main__':  while True:  if not main(cfg):  break

10、24点小游戏

玩法:通过加减乘除操作,小学生都没问题的。

源码分享:

 import os  
import sys  
import pygame  
from cfg import *  
from modules import *  
from fractions import Fraction  '''检查控件是否被点击'''  
def checkClicked(group, mouse_pos, group_type='NUMBER'):  selected = []  # 数字卡片/运算符卡片  if group_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]:  max_selected = 2 if group_type == GROUPTYPES[0] else 1  num_selected = 0  for each in group:  num_selected += int(each.is_selected)  for each in group:  if each.rect.collidepoint(mouse_pos):  if each.is_selected:  each.is_selected = not each.is_selected  num_selected -= 1  each.select_order = None  else:  if num_selected < max_selected:  each.is_selected = not each.is_selected  num_selected += 1  each.select_order = str(num_selected)  if each.is_selected:  selected.append(each.attribute)  # 按钮卡片  elif group_type == GROUPTYPES[2]:  for each in group:  if each.rect.collidepoint(mouse_pos):  each.is_selected = True  selected.append(each.attribute)  # 抛出异常  else:  raise ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *GROUPTYPES))  return selected  '''获取数字精灵组'''  
def getNumberSpritesGroup(numbers):  number_sprites_group = pygame.sprite.Group()  for idx, number in enumerate(numbers):  args = (*NUMBERCARD_POSITIONS[idx], str(number), NUMBERFONT, NUMBERFONT_COLORS, NUMBERCARD_COLORS, str(number))  number_sprites_group.add(Card(*args))  return number_sprites_group  '''获取运算符精灵组'''  
def getOperatorSpritesGroup(operators):  operator_sprites_group = pygame.sprite.Group()  for idx, operator in enumerate(operators):  args = (*OPERATORCARD_POSITIONS[idx], str(operator), OPERATORFONT, OPREATORFONT_COLORS, OPERATORCARD_COLORS, str(operator))  operator_sprites_group.add(Card(*args))  return operator_sprites_group  '''获取按钮精灵组'''  
def getButtonSpritesGroup(buttons):  button_sprites_group = pygame.sprite.Group()  for idx, button in enumerate(buttons):  args = (*BUTTONCARD_POSITIONS[idx], str(button), BUTTONFONT, BUTTONFONT_COLORS, BUTTONCARD_COLORS, str(button))  button_sprites_group.add(Button(*args))  return button_sprites_group  '''计算'''  
def calculate(number1, number2, operator):  operator_map = {'+': '+', '-': '-', '×': '*', '÷': '/'}  try:  result = str(eval(number1+operator_map[operator]+number2))  return result if '.' not in result else str(Fraction(number1+operator_map[operator]+number2))  except:  return None  '''在屏幕上显示信息'''  
def showInfo(text, screen):  rect = pygame.Rect(200, 180, 400, 200)  pygame.draw.rect(screen, PAPAYAWHIP, rect)  font = pygame.font.Font(FONTPATH, 40)  text_render = font.render(text, True, BLACK)  font_size = font.size(text)  screen.blit(text_render, (rect.x+(rect.width-font_size[0])/2, rect.y+(rect.height-font_size[1])/2))  '''主函数'''  
def main():  # 初始化, 导入必要的游戏素材  pygame.init()  pygame.mixer.init()  screen = pygame.display.set_mode(SCREENSIZE)  pygame.display.set_caption('24 point —— 九歌')  win_sound = pygame.mixer.Sound(AUDIOWINPATH)  lose_sound = pygame.mixer.Sound(AUDIOLOSEPATH)  warn_sound = pygame.mixer.Sound(AUDIOWARNPATH)  pygame.mixer.music.load(BGMPATH)  pygame.mixer.music.play(-1, 0.0)  # 24点游戏生成器  game24_gen = game24Generator()  game24_gen.generate()  # 精灵组  # --数字  number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)  # --运算符  operator_sprites_group = getOperatorSpritesGroup(OPREATORS)  # --按钮  button_sprites_group = getButtonSpritesGroup(BUTTONS)  # 游戏主循环  clock = pygame.time.Clock()  selected_numbers = []  selected_operators = []  selected_buttons = []  is_win = False  while True:  for event in pygame.event.get():  if event.type == pygame.QUIT:  pygame.quit()  sys.exit(-1)  elif event.type == pygame.MOUSEBUTTONUP:  mouse_pos = pygame.mouse.get_pos()  selected_numbers = checkClicked(number_sprites_group, mouse_pos, 'NUMBER')  selected_operators = checkClicked(operator_sprites_group, mouse_pos, 'OPREATOR')  selected_buttons = checkClicked(button_sprites_group, mouse_pos, 'BUTTON')  screen.fill(AZURE)  # 更新数字  if len(selected_numbers) == 2 and len(selected_operators) == 1:  noselected_numbers = []  for each in number_sprites_group:  if each.is_selected:  if each.select_order == '1':  selected_number1 = each.attribute  elif each.select_order == '2':  selected_number2 = each.attribute  else:  raise ValueError('Unknow select_order %s, expect 1 or 2...' % each.select_order)  else:  noselected_numbers.append(each.attribute)  each.is_selected = False  for each in operator_sprites_group:  each.is_selected = False  result = calculate(selected_number1, selected_number2, *selected_operators)  if result is not None:  game24_gen.numbers_now = noselected_numbers + [result]  is_win = game24_gen.check()  if is_win:  win_sound.play()  if not is_win and len(game24_gen.numbers_now) == 1:  lose_sound.play()  else:  warn_sound.play()  selected_numbers = []  selected_operators = []  number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)  # 精灵都画到screen上  for each in number_sprites_group:  each.draw(screen, pygame.mouse.get_pos())  for each in operator_sprites_group:  each.draw(screen, pygame.mouse.get_pos())  for each in button_sprites_group:  if selected_buttons and selected_buttons[0] in ['RESET', 'NEXT']:  is_win = False  if selected_buttons and each.attribute == selected_buttons[0]:  each.is_selected = False  number_sprites_group = each.do(game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group)  selected_buttons = []  each.draw(screen, pygame.mouse.get_pos())  # 游戏胜利  if is_win:  showInfo('Congratulations', screen)  # 游戏失败  if not is_win and len(game24_gen.numbers_now) == 1:  showInfo('Game Over', screen)  pygame.display.flip()  clock.tick(30)  '''run'''  
if __name__ == '__main__':  main()

11、平衡木

玩法:也是小时候的经典游戏,控制左右就行,到后面才有一点点难度。

源码分享:

 import cfg  
from modules import breakoutClone  '''主函数'''  
def main():  game = breakoutClone(cfg)  game.run()  '''run'''  
if __name__ == '__main__':  main()

12、外星人入侵

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

源码分享:

 import os  
import sys  
import cfg  
import random  
import pygame  
from modules import *  '''开始游戏'''  
def startGame(screen):  clock = pygame.time.Clock()  # 加载字体  font = pygame.font.SysFont('arial', 18)  if not os.path.isfile('score'):  f = open('score', 'w')  f.write('0')  f.close()  with open('score', 'r') as f:  highest_score = int(f.read().strip())  # 敌方  enemies_group = pygame.sprite.Group()  for i in range(55):  if i < 11:  enemy = enemySprite('small', i, cfg.WHITE, cfg.WHITE)  elif i < 33:  enemy = enemySprite('medium', i, cfg.WHITE, cfg.WHITE)  else:  enemy = enemySprite('large', i, cfg.WHITE, cfg.WHITE)  enemy.rect.x = 85 + (i % 11) * 50  enemy.rect.y = 120 + (i // 11) * 45  enemies_group.add(enemy)  boomed_enemies_group = pygame.sprite.Group()  en_bullets_group = pygame.sprite.Group()  ufo = ufoSprite(color=cfg.RED)  # 我方  myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE)  my_bullets_group = pygame.sprite.Group()  # 用于控制敌方位置更新  # --移动一行  enemy_move_count = 24  enemy_move_interval = 24  enemy_move_flag = False  # --改变移动方向(改变方向的同时集体下降一次)  enemy_change_direction_count = 0  enemy_change_direction_interval = 60  enemy_need_down = False  enemy_move_right = True  enemy_need_move_row = 6  enemy_max_row = 5  # 用于控制敌方发射子弹  enemy_shot_interval = 100  enemy_shot_count = 0  enemy_shot_flag = False  # 游戏进行中  running = True  is_win = False  # 主循环  while running:  screen.fill(cfg.BLACK)  for event in pygame.event.get():  # --点右上角的X或者按Esc键退出游戏  if event.type == pygame.QUIT:  pygame.quit()  sys.exit()  if event.type == pygame.KEYDOWN:  if event.key == pygame.K_ESCAPE:  pygame.quit()  sys.exit()  # --射击  if event.type == pygame.MOUSEBUTTONDOWN:  my_bullet = myaircraft.shot()  if my_bullet:  my_bullets_group.add(my_bullet)  # --我方子弹与敌方/UFO碰撞检测  for enemy in enemies_group:  if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None):  boomed_enemies_group.add(enemy)  enemies_group.remove(enemy)  myaircraft.score += enemy.reward  if pygame.sprite.spritecollide(ufo, my_bullets_group, True, None):  ufo.is_dead = True  myaircraft.score += ufo.reward  # --更新并画敌方  # ----敌方子弹  enemy_shot_count += 1  if enemy_shot_count > enemy_shot_interval:  enemy_shot_flag = True  enemies_survive_list = [enemy.number for enemy in enemies_group]  shot_number = random.choice(enemies_survive_list)  enemy_shot_count = 0  # ----敌方移动  enemy_move_count += 1  if enemy_move_count > enemy_move_interval:  enemy_move_count = 0  enemy_move_flag = True  enemy_need_move_row -= 1  if enemy_need_move_row == 0:  enemy_need_move_row = enemy_max_row  enemy_change_direction_count += 1  if enemy_change_direction_count > enemy_change_direction_interval:  enemy_change_direction_count = 1  enemy_move_right = not enemy_move_right  enemy_need_down = True  # ----每次下降提高移动和射击速度  enemy_move_interval = max(15, enemy_move_interval-3)  enemy_shot_interval = max(50, enemy_move_interval-10)  # ----遍历更新  for enemy in enemies_group:  if enemy_shot_flag:  if enemy.number == shot_number:  en_bullet = enemy.shot()  en_bullets_group.add(en_bullet)  if enemy_move_flag:  if enemy.number in range((enemy_need_move_row-1)*11, enemy_need_move_row*11):  if enemy_move_right:  enemy.update('right', cfg.SCREENSIZE[1])  else:  enemy.update('left', cfg.SCREENSIZE[1])  else:  enemy.update(None, cfg.SCREENSIZE[1])  if enemy_need_down:  if enemy.update('down', cfg.SCREENSIZE[1]):  running = False  is_win = False  enemy.change_count -= 1  enemy.draw(screen)  enemy_move_flag = False  enemy_need_down = False  enemy_shot_flag = False  # ----敌方爆炸特效  for boomed_enemy in boomed_enemies_group:  if boomed_enemy.boom(screen):  boomed_enemies_group.remove(boomed_enemy)  del boomed_enemy  # --敌方子弹与我方飞船碰撞检测  if not myaircraft.one_dead:  if pygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None):  myaircraft.one_dead = True  if myaircraft.one_dead:  if myaircraft.boom(screen):  myaircraft.resetBoom()  myaircraft.num_life -= 1  if myaircraft.num_life < 1:  running = False  is_win = False  else:  # ----更新飞船  myaircraft.update(cfg.SCREENSIZE[0])  # ----画飞船  myaircraft.draw(screen)  if (not ufo.has_boomed) and (ufo.is_dead):  if ufo.boom(screen):  ufo.has_boomed = True  else:  # ----更新UFO  ufo.update(cfg.SCREENSIZE[0])  # ----画UFO  ufo.draw(screen)  # --画我方飞船子弹  for bullet in my_bullets_group:  if bullet.update():  my_bullets_group.remove(bullet)  del bullet  else:  bullet.draw(screen)  # --画敌方子弹  for bullet in en_bullets_group:  if bullet.update(cfg.SCREENSIZE[1]):  en_bullets_group.remove(bullet)  del bullet  else:  bullet.draw(screen)  if myaircraft.score > highest_score:  highest_score = myaircraft.score  # --得分每增加2000我方飞船增加一条生命  if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score):  myaircraft.old_score = myaircraft.score  myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life)  # --敌人都死光了的话就胜利了  if len(enemies_group) < 1:  is_win = True  running = False  # --显示文字  # ----当前得分  showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8)  showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)  # ----敌人数量  showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8)  showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)  # ----历史最高分  showText(screen, 'HIGHEST: ', cfg.WHITE, font, 540, 8)  showText(screen, str(highest_score), cfg.WHITE, font, 540, 24)  # ----FPS  showText(screen, 'FPS: ' + str(int(clock.get_fps())), cfg.RED, font, 8, 8)  # --显示剩余生命值  showLife(screen, myaircraft.num_life, cfg.GREEN)  pygame.display.update()  clock.tick(cfg.FPS)  with open('score', 'w') as f:  f.write(str(highest_score))  return is_win  '''主函数'''  
def main():  # 初始化  pygame.init()  pygame.display.set_caption('外星人入侵 —— 九歌')  screen = pygame.display.set_mode(cfg.SCREENSIZE)  pygame.mixer.init()  pygame.mixer.music.load(cfg.BGMPATH)  pygame.mixer.music.set_volume(0.4)  pygame.mixer.music.play(-1)  while True:  is_win = startGame(screen)  endInterface(screen, cfg.BLACK, is_win)  '''run'''  
if __name__ == '__main__':  main()

13、井字棋888

玩法:我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。

源码分享

from tkinter import *  
import tkinter.messagebox as msg  root = Tk()  
root.title('TIC-TAC-TOE---Project Gurukul')  
# labels  
Label(root, text="player1 : X", font="times 15").grid(row=0, column=1)  
Label(root, text="player2 : O", font="times 15").grid(row=0, column=2)  digits = [1, 2, 3, 4, 5, 6, 7, 8, 9]  # for player1 sign = X and for player2 sign= Y  
mark = ''  # counting the no. of click  
count = 0  panels = ["panel"] * 10  def win(panels, sign):  return ((panels[1] == panels[2] == panels[3] == sign)  or (panels[1] == panels[4] == panels[7] == sign)  or (panels[1] == panels[5] == panels[9] == sign)  or (panels[2] == panels[5] == panels[8] == sign)  or (panels[3] == panels[6] == panels[9] == sign)  or (panels[3] == panels[5] == panels[7] == sign)  or (panels[4] == panels[5] == panels[6] == sign)  or (panels[7] == panels[8] == panels[9] == sign))  def checker(digit):  global count, mark, digits  # Check which button clicked  if digit == 1 and digit in digits:  digits.remove(digit)  ##player1 will play if the value of count is even and for odd player2 will play  if count % 2 == 0:  mark = 'X'  panels[digit] = mark  elif count % 2 != 0:  mark = 'O'  panels[digit] = mark  button1.config(text=mark)  count = count + 1  sign = mark  if (win(panels, sign) and sign == 'X'):  msg.showinfo("Result", "Player1 wins")  root.destroy()  elif (win(panels, sign) and sign == 'O'):  msg.showinfo("Result", "Player2 wins")  root.destroy()  if digit == 2 and digit in digits:  digits.remove(digit)  if count % 2 == 0:  mark = 'X'  panels[digit] = mark  elif count % 2 != 0:  mark = 'O'  panels[digit] = mark  button2.config(text=mark)  count = count + 1  sign = mark  if (win(panels, sign) and sign == 'X'):  msg.showinfo("Result", "Player1 wins")  root.destroy()  elif (win(panels, sign) and sign == 'O'):  msg.showinfo("Result", "Player2 wins")  root.destroy()  if digit == 3 and digit in digits:  digits.remove(digit)  if count % 2 == 0:  mark = 'X'  panels[digit] = mark  elif count % 2 != 0:  mark = 'O'  panels[digit] = mark  button3.config(text=mark)  count = count + 1  sign = mark  if (win(panels, sign) and sign == 'X'):  msg.showinfo("Result", "Player1 wins")  root.destroy()  elif (win(panels, sign) and sign == 'O'):  msg.showinfo("Result", "Player2 wins")  root.destroy()  if digit == 4 and digit in digits:  digits.remove(digit)  if count % 2 == 0:  mark = 'X'  panels[digit] = mark  elif count % 2 != 0:  mark = 'O'  panels[digit] = mark  button4.config(text=mark)  count = count + 1  sign = mark  if (win(panels, sign) and sign == 'X'):  msg.showinfo("Result", "Player1 wins")  root.destroy()  elif (win(panels, sign) and sign == 'O'):  msg.showinfo("Result", "Player2 wins")  root.destroy()  if digit == 5 and digit in digits:  digits.remove(digit)  if count % 2 == 0:  mark = 'X'  panels[digit] = mark  elif count % 2 != 0:  mark = 'O'  panels[digit] = mark  button5.config(text=mark)  count = count + 1  sign = mark  if (win(panels, sign) and sign == 'X'):  msg.showinfo("Result", "Player1 wins")  root.destroy()  elif (win(panels, sign) and sign == 'O'):  msg.showinfo("Result", "Player2 wins")  root.destroy()  if digit == 6 and digit in digits:  digits.remove(digit)  if count % 2 == 0:  mark = 'X'  panels[digit] = mark  elif count % 2 != 0:  mark = 'O'  panels[digit] = mark  button6.config(text=mark)  count = count + 1  sign = mark  if (win(panels, sign) and sign == 'X'):  msg.showinfo("Result", "Player1 wins")  root.destroy()  elif (win(panels, sign) and sign == 'O'):  msg.showinfo("Result", "Player2 wins")  root.destroy()  if digit == 7 and digit in digits:  digits.remove(digit)  if count % 2 == 0:  mark = 'X'  panels[digit] = mark  elif count % 2 != 0:  mark = 'O'  panels[digit] = mark  button7.config(text=mark)  count = count + 1  sign = mark  if (win(panels, sign) and sign == 'X'):  msg.showinfo("Result", "Player1 wins")  root.destroy()  elif (win(panels, sign) and sign == 'O'):  msg.showinfo("Result", "Player2 wins")  root.destroy()  if digit == 8 and digit in digits:  digits.remove(digit)  if count % 2 == 0:  mark = 'X'  panels[digit] = mark  elif count % 2 != 0:  mark = 'O'  panels[digit] = mark  button8.config(text=mark)  count = count + 1  sign = mark  if (win(panels, sign) and sign == 'X'):  msg.showinfo("Result", "Player1 wins")  root.destroy()  elif (win(panels, sign) and sign == 'O'):  msg.showinfo("Result", "Player2 wins")  root.destroy()  if digit == 9 and digit in digits:  digits.remove(digit)  if count % 2 == 0:  mark = 'X'  panels[digit] = mark  elif count % 2 != 0:  mark = 'O'  panels[digit] = mark  button9.config(text=mark)  count = count + 1  sign = mark  if (win(panels, sign) and sign == 'X'):  msg.showinfo("Result", "Player1 wins")  root.destroy()  elif (win(panels, sign) and sign == 'O'):  msg.showinfo("Result", "Player2 wins")  root.destroy()  ###if count is greater then 8 then the match has been tied  if (count > 8 and win(panels, 'X') == False and win(panels, 'O') == False):  msg.showinfo("Result", "Match Tied")  root.destroy()  ####define buttons  
button1 = Button(root, width=15, font=('Times 16 bold'), height=7, command=lambda: checker(1))  
button1.grid(row=1, column=1)  
button2 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(2))  
button2.grid(row=1, column=2)  
button3 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(3))  
button3.grid(row=1, column=3)  
button4 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(4))  
button4.grid(row=2, column=1)  
button5 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(5))  
button5.grid(row=2, column=2)  
button6 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(6))  
button6.grid(row=2, column=3)  
button7 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(7))  
button7.grid(row=3, column=1)  
button8 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(8))  
button8.grid(row=3, column=2)  
button9 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(9))  
button9.grid(row=3, column=3)  root.mainloop()  

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