大家好,本文将围绕打地鼠游戏编程代码展开说明,pygame打地鼠游戏代码是一个很多人都想弄明白的事情,想搞清楚打地鼠游戏python编程需要先了解以下几个事情。

这篇文章主要介绍了打地鼠游戏编程代码,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python流星雨特效代码。

本篇文章给大家谈谈python200行有趣小程序,以及python简单小游戏代码,希望对各位有所帮助,不要忘了收藏本站喔。

来源丨网络

经常听到有朋友说,学习编程是一件非常枯燥无味的事情怎样用python画弧形花瓣。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 to restart the game.'

text2 = 'Press 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AI同义句转换好用的句子同义替换软件。

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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