专业认知 | 用 Python 制作 13 个小游戏,边玩边学!(含源码)

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筋斗云
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(给Python开发精选加星标,修炼Python技术)

经常听到有朋友说,学习编程是一件非常枯燥无味的事情。其实,大家有没有认真想过,可能是我们的学习方法不对?

比方说,你有没有想过,可以通过打游戏来学编程?

今天我想跟大家分享几个Python小游戏,教你如何通过边打游戏边学编程!

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)       pygame.display.set_caption('catch coins —— 九歌')       # 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] = images           else:               game_images[key] = pygame.image.load(value)       game_sounds = {}       for key, value in cfg.AUDIO_PATHS.items():           if key == 'bgm': continue           game_sounds[key] = pygame.mixer.Sound(value)       # 返回初始化数据       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 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 += 1           if generate_food_count > generate_food_freq:               generate_food_freq = random.randint(10, 20)               generate_food_count = 0               food = Food(game_images, random.choice(['gold',] * 10 + ['apple']), cfg.SCREENSIZE)               food_sprites_group.add(food)           # --更新食物           for food in food_sprites_group:               if food.update(): food_sprites_group.remove(food)           # --碰撞检测           for food in food_sprites_group:               if pygame.sprite.collide_mask(food, hero):                   game_sounds['get'].play()                   food_sprites_group.remove(food)                   score += food.score                   if score > 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。

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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