编程猫源码精灵怎么获得源码蛋(编程猫源码精灵最新兑换码)
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。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
展开全文
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 = {}
forkey, value incfg.IMAGE_PATHS.items:
ifisinstance(value, list):
images = []
foritem invalue: images.append(pygame.image.load(item))
game_images[key] = images
else:
game_images[key] = pygame.image.load(value)
game_sounds = {}
forkey, value incfg.AUDIO_PATHS.items:
ifkey == 'bgm': continue
game_sounds[key] = pygame.mixer.Sound(value)
# 返回初始化数据
returnscreen, 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 ifnot os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) elseint(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH). read)
# 游戏主循环
clock = pygame.time.Clock
whileTrue:
# --填充背景
screen.fill(0)
screen.blit(game_images[ 'background'], (0, 0))
# --倒计时信息
countdown_text = 'Count down: '+ str((90000 - pygame.time.get_ticks) // 60000) + ":"+ str((90000 - pygame.time.get_ticks) // 1000 % 60).zfill(2)
countdown_text = font.render(countdown_text, True, (0, 0, 0))
countdown_rect = countdown_text.get_rect
countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5]
screen.blit(countdown_text, countdown_rect)
# --按键检测
forevent inpygame.event.get:
ifevent.type == pygame.QUIT:
pygame.quit
sys.exit
key_pressed = pygame.key.get_pressed
ifkey_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:
hero.move(cfg.SCREENSIZE, 'left')
ifkey_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:
hero.move(cfg.SCREENSIZE, 'right')
# --随机生成食物
generate_food_count += 1
ifgenerate_food_count > generate_food_freq:
generate_food_freq = random.randint(10, 20)
generate_food_count = 0
food = Food(game_images, random.choice([ 'gold',] * 10 + [ 'apple']), cfg.SCREENSIZE)
food_sprites_group.add(food)
# --更新食物
forfood infood_sprites_group:
iffood.update: food_sprites_group.remove(food)
# --碰撞检测
forfood infood_sprites_group:
ifpygame.sprite.collide_mask(food, hero):
game_sounds[ 'get'].play
food_sprites_group.remove(food)
score += food.score
ifscore > highest_score: highest_score = score
# --画hero
hero.draw(screen)
# --画食物
food_sprites_group.draw(screen)
# --显示得分
score_text = f 'Score: {score}, Highest: {highest_score}'
score_text = font.render(score_text, True, (0, 0, 0))
score_rect = score_text.get_rect
score_rect.topleft = [5, 5]
screen.blit(score_text, score_rect)
# --判断游戏是否结束
ifpygame.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
returnshowEndGameInterface(screen, cfg, score, highest_score)
'''run'''
if__name__ == '__main__':
whilemain:
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))
returnscreen.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
whileTrue:
screen.fill((41, 36, 33))
button_1 = Button(screen, (150, 175), '1 Player')
button_2 = Button(screen, (150, 275), '2 Player')
forevent inpygame.event.get:
ifevent.type == pygame.QUIT:
pygame.quit
sys.exit
ifevent.type == pygame.MOUSEBUTTONDOWN:
ifbutton_1.collidepoint(pygame.mouse.get_pos):
return1
elifbutton_2.collidepoint(pygame.mouse.get_pos):
return2
clock.tick(10)
pygame.display.update
'''结束界面'''
def endInterface(screen, score_left, score_right):
clock = pygame.time.Clock
font1 = pygame.font.Font(cfg.FONTPATH, 30)
font2 = pygame.font.Font(cfg.FONTPATH, 20)
msg = 'Player on left won!'ifscore_left > score_right 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]]
whileTrue:
screen.fill((41, 36, 33))
forevent inpygame.event.get:
ifevent.type == pygame.QUIT:
pygame.quit
sys.exit
ifevent.type == pygame.KEYDOWN:
ifevent.key == pygame.K_RETURN:
return
elifevent.key == pygame.K_ESCAPE:
sys.exit
pygame.quit
fortext, pos inzip(texts, positions):
screen.blit(text, pos)
clock.tick(10)
pygame.display.update
'''运行游戏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
whileTrue:
forevent inpygame.event.get:
ifevent.type == pygame.QUIT:
pygame.quit
sys.exit(-1)
screen.fill((41, 36, 33))
# 玩家操作
pressed_keys = pygame.key.get_pressed
ifpressed_keys[pygame.K_UP]:
racket_right.move( 'UP')
elifpressed_keys[pygame.K_DOWN]:
racket_right.move( 'DOWN')
ifgame_mode == 2:
ifpressed_keys[pygame.K_w]:
racket_left.move( 'UP')
elifpressed_keys[pygame.K_s]:
racket_left.move( 'DOWN')
else:
racket_left.automove(ball)
# 球运动
scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)
score_left += scores[0]
score_right += scores[1]
# 显示
# --分隔线
pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))
# --球
ball.draw(screen)
# --拍
racket_left.draw(screen)
racket_right.draw(screen)
# --得分
screen.blit(font.render(str(score_left), False, cfg.WHITE), (150, 10))
screen.blit(font.render(str(score_right), False, cfg.WHITE), (300, 10))
ifscore_left == 11 or score_right == 11:
returnscore_left, score_right
clock.tick(100)
pygame.display.update
'''主函数'''
def main:
# 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
whileTrue:
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]
returnself.speed
'''移动滑雪者'''
def move(self):
self.rect.centerx += self.speed[0]
self.rect.centerx = max(20, self.rect.centerx)
self.rect.centerx = min(620, self.rect.centerx)
'''设置为摔倒状态'''
def setFall(self):
self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])
'''设置为站立状态'''
def setForward(self):
self.direction = 0
self.image = pygame.image.load(self.imagepaths[self.direction])
'''
Function:
障碍物类
Input:
img_path: 障碍物图片路径
location: 障碍物位置
attribute: 障碍物类别属性
' ''
class ObstacleClass(pygame.sprite.Sprite):
def __init__(self, img_path, location, attribute):
pygame.sprite.Sprite.__init__(self)
self.img_path = img_path
self.image = pygame.image.load(self.img_path)
self.location = location
self.rect = self.image.get_rect
self.rect.center = self.location
self.attribute = attribute
self.passed = False
'''移动'''
def move(self, num):
self.rect.centery = self.location[1] - num
'''创建障碍物'''
def createObstacles(s, e, num=10):
obstacles = pygame.sprite.Group
locations = []
fori inrange(num):
row = random.randint(s, e)
col = random.randint(0, 9)
location = [col*64+20, row*64+20]
iflocation not inlocations:
locations.append(location)
attribute = random.choice(list(cfg.OBSTACLE_PATHS.keys))
img_path = cfg.OBSTACLE_PATHS[attribute]
obstacle = ObstacleClass(img_path, location, attribute)
obstacles.add(obstacle)
returnobstacles
'''合并障碍物'''
def AddObstacles(obstacles0, obstacles1):
obstacles = pygame.sprite.Group
forobstacle inobstacles0:
obstacles.add(obstacle)
forobstacle inobstacles1:
obstacles.add(obstacle)
returnobstacles
'''显示游戏开始界面'''
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)
whileTrue:
forevent inpygame.event.get:
ifevent.type == pygame.QUIT:
pygame.quit
sys.exit
elifevent.type == pygame.KEYDOWN:
return
pygame.display.update
'''显示分数'''
def showScore(screen, score, pos=(10, 10)):
font = pygame.font.Font(cfg.FONTPATH, 30)
score_text = font.render( "Score: %s"% score, True, (0, 0, 0))
screen.blit(score_text, pos)
'''更新当前帧的游戏画面'''
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
whileTrue:
# --事件捕获
forevent inpygame.event.get:
ifevent.type == pygame.QUIT:
pygame.quit
sys.exit
ifevent.type == pygame.KEYDOWN:
ifevent.key == pygame.K_LEFT or event.key == pygame.K_a:
speed = skier.turn(-1)
elifevent.key == pygame.K_RIGHT or event.key == pygame.K_d:
speed = skier.turn(1)
# --更新当前游戏帧的数据
skier.move
distance += speed[1]
ifdistance >= 640 and obstaclesflag == 0:
obstaclesflag = 1
obstacles0 = createObstacles(20, 29)
obstacles = AddObstacles(obstacles0, obstacles1)
ifdistance >= 1280 and obstaclesflag == 1:
obstaclesflag = 0
distance -= 1280
forobstacle inobstacles0:
obstacle.location[1] = obstacle.location[1] - 1280
obstacles1 = createObstacles(10, 19)
obstacles = AddObstacles(obstacles0, obstacles1)
forobstacle inobstacles:
obstacle.move(distance)
# --碰撞检测
hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False)
ifhitted_obstacles:
ifhitted_obstacles[0].attribute == "tree"and not hitted_obstacles[0].passed:
score -= 50
skier.setFall
updateFrame(screen, obstacles, skier, score)
pygame.time.delay(1000)
skier.setForward
speed = [0, 6]
hitted_obstacles[0].passed = True
elifhitted_obstacles[0].attribute == "flag"and not hitted_obstacles[0].passed:
score += 10
obstacles.remove(hitted_obstacles[0])
# --更新屏幕
updateFrame(screen, obstacles, skier, score)
clock.tick(cfg.FPS)
'''run'''
if__name__ == '__main__':
main;
4、并夕夕版飞机大战
源码分享:
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
fori inrange(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
whileTrue:
forevent inpygame.event.get:
ifevent.type == pygame.QUIT:
pygame.quit
sys.exit
# --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击
pressed_keys = pygame.key.get_pressed
foridx, player inenumerate(player_group):
direction = None
ifidx == 0:
ifpressed_keys[pygame.K_UP]:
direction = 'up'
elifpressed_keys[pygame.K_DOWN]:
direction = 'down'
elifpressed_keys[pygame.K_LEFT]:
direction = 'left'
elifpressed_keys[pygame.K_RIGHT]:
direction = 'right'
ifdirection:
player.move(direction)
ifpressed_keys[pygame.K_j]:
ifplayer.cooling_time == 0:
fire_sound.play
bullet_group.add(player.shot)
player.cooling_time = 20
elifidx == 1:
ifpressed_keys[pygame.K_w]:
direction = 'up'
elifpressed_keys[pygame.K_s]:
direction = 'down'
elifpressed_keys[pygame.K_a]:
direction = 'left'
elifpressed_keys[pygame.K_d]:
direction = 'right'
ifdirection:
player.move(direction)
ifpressed_keys[pygame.K_SPACE]:
ifplayer.cooling_time == 0:
fire_sound.play
bullet_group.add(player.shot)
player.cooling_time = 20
ifplayer.cooling_time > 0:
player.cooling_time -= 1
if(score_1 + score_2) < 500:
background = bg_1
elif(score_1 + score_2) < 1500:
background = bg_2
else:
background = bg_3
# --向下移动背景图实现飞船向上移动的效果
screen.blit(background, (0, -background.get_rect.height + bg_move_dis))
screen.blit(background, (0, bg_move_dis))
bg_move_dis = (bg_move_dis + 2) % background.get_rect.height
# --生成小行星
ifasteroid_ticks == 0:
asteroid_ticks = 90
asteroid_group.add(Asteroid(cfg))
else:
asteroid_ticks -= 1
# --画飞船
forplayer inplayer_group:
ifpygame.sprite.spritecollide(player, asteroid_group, True, None):
player.explode_step = 1
explosion_sound.play
elifplayer.explode_step > 0:
ifplayer.explode_step > 3:
player_group.remove(player)
iflen(player_group) == 0:
return
else:
player.explode(screen)
else:
player.draw(screen)
# --画子弹
forbullet inbullet_group:
bullet.move
ifpygame.sprite.spritecollide(bullet, asteroid_group, True, None):
bullet_group.remove(bullet)
ifbullet.player_idx == 1:
score_1 += 1
else:
score_2 += 1
else:
bullet.draw(screen)
# --画小行星
forasteroid inasteroid_group:
asteroid.move
asteroid.rotate
asteroid.draw(screen)
# --显示分数
score_1_text = '玩家一得分: %s'% score_1
score_2_text = '玩家二得分: %s'% score_2
text_1 = font.render(score_1_text, True, (0, 0, 255))
text_2 = font.render(score_2_text, True, (255, 0, 0))
screen.blit(text_1, (2, 5))
screen.blit(text_2, (2, 35))
# --屏幕刷新
pygame.display.update
clock.tick(60)
'''主函数'''
def main:
pygame.init
pygame.font.init
pygame.mixer.init
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption( '飞机大战 —— 九歌')
num_player = StartInterface(screen, cfg)
ifnum_player == 1:
whileTrue:
GamingInterface(num_player=1, screen=screen)
EndInterface(screen, cfg)
else:
whileTrue:
GamingInterface(num_player=2, screen=screen)
EndInterface(screen, cfg)
'''run'''
if__name__ == '__main__':
main
5、打地鼠
源码分享:
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')
returnscreen
'''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
whileTrue:
# --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
iftime_remain == 40 and not flag:
hole_pos = random.choice(cfg.HOLE_POSITIONS)
mole.reset
mole.setPosition(hole_pos)
pygame.time.set_timer(change_hole_event, 650)
flag = True
eliftime_remain == 20 and flag:
hole_pos = random.choice(cfg.HOLE_POSITIONS)
mole.reset
mole.setPosition(hole_pos)
pygame.time.set_timer(change_hole_event, 500)
flag = False
# --倒计时音效
iftime_remain == 10:
audios[ 'count_down'].play
# --游戏结束
iftime_remain < 0: break
count_down_text = font.render( 'Time: '+str(time_remain), True, cfg.WHITE)
# --按键检测
forevent inpygame.event.get:
ifevent.type == pygame.QUIT:
pygame.quit
sys.exit
elifevent.type == pygame.MOUSEMOTION:
hammer.setPosition(pygame.mouse.get_pos)
elifevent.type == pygame.MOUSEBUTTONDOWN:
ifevent.button == 1:
hammer.setHammering
elifevent.type == change_hole_event:
hole_pos = random.choice(cfg.HOLE_POSITIONS)
mole.reset
mole.setPosition(hole_pos)
# --碰撞检测
ifhammer.is_hammering and not mole.is_hammer:
is_hammer = pygame.sprite.collide_mask(hammer, mole)
ifis_hammer:
audios[ 'hammering'].play
mole.setBeHammered
your_score += 10
# --分数
your_score_text = font.render( 'Score: '+str(your_score), True, cfg.BROWN)
# --绑定必要的游戏元素到屏幕(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
ifyour_score > best_score:
f = open(cfg.RECORD_PATH, 'w')
f.write(str(your_score))
f.close
# 结束界面
score_info = { 'your_score': your_score, 'best_score': best_score}
is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE)
returnis_restart
'''run'''
if__name__ == '__main__':
whileTrue:
is_restart = main
ifnot is_restart:
break
6、小恐龙
玩法:上下控制起跳躲避
源码分享:
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 = {}
forkey, value incfg.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
whileTrue:
forevent inpygame.event.get:
ifevent.type == pygame.QUIT:
pygame.quit
sys.exit
elifevent.type == pygame.KEYDOWN:
ifevent.key == pygame.K_SPACE or event.key == pygame.K_UP:
dino.jump(sounds)
elifevent.key == pygame.K_DOWN:
dino.duck
elifevent.type == pygame.KEYUP and event.key == pygame.K_DOWN:
dino.unduck
screen.fill(cfg.BACKGROUND_COLOR)
# --随机添加云
iflen(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10:
cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS[ 'cloud'], position=(cfg.SCREENSIZE[0], random.randrange(30, 75))))
# --随机添加仙人掌/飞龙
add_obstacle_timer += 1
ifadd_obstacle_timer > random.randrange(50, 150):
add_obstacle_timer = 0
random_value = random.randrange(0, 10)
ifrandom_value >= 5 and random_value <= 7:
cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS[ 'cacti']))
else:
position_ys = [cfg.SCREENSIZE[1]*0.82, cfg.SCREENSIZE[1]*0.75, cfg.SCREENSIZE[1]*0.60, cfg.SCREENSIZE[1]*0.20]
ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS[ 'ptera'], position=(600, random.choice(position_ys))))
# --更新游戏元素
dino.update
ground.update
cloud_sprites_group.update
cactus_sprites_group.update
ptera_sprites_group.update
score_timer += 1
ifscore_timer > (cfg.FPS//12):
score_timer = 0
score += 1
score = min(score, 99999)
ifscore > highest_score:
highest_score = score
ifscore % 100 == 0:
sounds[ 'point'].play
ifscore % 1000 == 0:
ground.speed -= 1
foritem incloud_sprites_group:
item.speed -= 1
foritem incactus_sprites_group:
item.speed -= 1
foritem inptera_sprites_group:
item.speed -= 1
# --碰撞检测
foritem incactus_sprites_group:
ifpygame.sprite.collide_mask(dino, item):
dino.die(sounds)
foritem inptera_sprites_group:
ifpygame.sprite.collide_mask(dino, item):
dino.die(sounds)
# --将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
ifdino.is_dead:
break
# 游戏结束界面
returnGameEndInterface(screen, cfg), highest_score
'''run'''
if__name__ == '__main__':
highest_score = 0
whileTrue:
flag, highest_score = main(highest_score)
ifnot flag: break
7、消消乐
玩法:三个相连就能消除
源码分享:
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'] = []
fori inrange(6):
sounds[ 'match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/match%s.wav'% i)))
# 加载字体
font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25)
# 图片加载
gem_imgs = []
fori inrange(1, 8):
gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png'% i))
# 主循环
game = gemGame(screen, sounds, font, gem_imgs, cfg)
whileTrue:
score = game.start
flag = False
# 一轮游戏结束后玩家选择重玩或者退出
whileTrue:
forevent inpygame.event.get:
ifevent.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE):
pygame.quit
sys.exit
elifevent.type == pygame.KEYUP and event.key == pygame.K_r:
flag = True
ifflag:
break
screen.fill((135, 206, 235))
text0 = 'Final score: %s'% score
text1 = 'Press <R> to restart the game.'
text2 = 'Press <Esc> to quit the game.'
y = 150
foridx, text inenumerate([text0, text1, text2]):
text_render = font.render(text, 1, (85, 65, 0))
rect = text_render.get_rect
ifidx == 0:
rect.left, rect.top = (212, y)
elifidx == 1:
rect.left, rect.top = (122.5, y)
else:
rect.left, rect.top = (126.5, y)
y += 100
screen.blit(text_render, rect)
pygame.display.update
game.reset
'''run'''
if__name__ == '__main__':
main
8、俄罗斯方块
玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的。
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):
ifself.is_started:
return
self.is_started = True
self.inner_board.createNewTetris
self.timer.start(self.fps, self)
'''暂停/不暂停'''
def pause(self):
ifnot self.is_started:
return
self.is_paused = not self.is_paused
ifself.is_paused:
self.timer.stop
self.external_board.score_signal.emit( 'Paused')
else:
self.timer.start(self.fps, self)
self.updateWindow
'''计时器事件'''
def timerEvent(self, event):
ifevent.timerId == self.timer.timerId:
removed_lines = self.inner_board.moveDown
self.external_board.score += removed_lines
self.updateWindow
else:
super(TetrisGame, self).timerEvent(event)
'''按键事件'''
def keyPressEvent(self, event):
ifnot self.is_started or self.inner_board.current_tetris == tetrisShape.shape_empty:
super(TetrisGame, self).keyPressEvent(event)
return
key = event.key
# P键暂停
ifkey == Qt.Key_P:
self.pause
return
ifself.is_paused:
return
# 向左
elifkey == Qt.Key_Left:
self.inner_board.moveLeft
# 向右
elifkey == Qt.Key_Right:
self.inner_board.moveRight
# 旋转
elifkey == Qt.Key_Up:
self.inner_board.rotateAnticlockwise
# 快速坠落
elifkey == Qt.Key_Space:
self.external_board.score += self.inner_board.dropDown
else:
super(TetrisGame, self).keyPressEvent(event)
self.updateWindow
'''run'''
if__name__ == '__main__':
app = QApplication([])
tetris = TetrisGame
sys.exit(app.exec_)
9、贪吃蛇
玩法:童年经典,普通魔术也没啥意思,小时候玩的也是加速的。
源码分享:
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
whileTrue:
screen.fill(cfg.BLACK)
# --按键检测
forevent inpygame.event.get:
ifevent.type == pygame.QUIT:
pygame.quit
sys.exit
elifevent.type == pygame.KEYDOWN:
ifevent.key in[pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]:
snake.setDirection({pygame.K_UP: 'up', pygame.K_DOWN: 'down', pygame.K_LEFT: 'left', pygame.K_RIGHT: 'right'}[event.key])
# --更新贪吃蛇和食物
ifsnake.update(apple):
apple = Apple(cfg, snake.coords)
score += 1
# --判断游戏是否结束
ifsnake.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)
returnendInterface(screen, cfg)
'''run'''
if__name__ == '__main__':
whileTrue:
ifnot 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
ifgroup_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]:
max_selected = 2 ifgroup_type == GROUPTYPES[0] else1
num_selected = 0
foreach ingroup:
num_selected += int(each.is_selected)
foreach ingroup:
ifeach.rect.collidepoint(mouse_pos):
ifeach.is_selected:
each.is_selected = not each.is_selected
num_selected -= 1
each.select_order = None
else:
ifnum_selected < max_selected:
each.is_selected = not each.is_selected
num_selected += 1
each.select_order = str(num_selected)
ifeach.is_selected:
selected.append(each.attribute)
# 按钮卡片
elifgroup_type == GROUPTYPES[2]:
foreach ingroup:
ifeach.rect.collidepoint(mouse_pos):
each.is_selected = True
selected.append(each.attribute)
# 抛出异常
else:
raise ValueError( 'checkClicked.group_type unsupport %s, expect %s, %s or %s...'% (group_type, *GROUPTYPES))
returnselected
'''获取数字精灵组'''
def getNumberSpritesGroup(numbers):
number_sprites_group = pygame.sprite.Group
foridx, number inenumerate(numbers):
args = (*NUMBERCARD_POSITIONS[idx], str(number), NUMBERFONT, NUMBERFONT_COLORS, NUMBERCARD_COLORS, str(number))
number_sprites_group.add(Card(*args))
returnnumber_sprites_group
'''获取运算符精灵组'''
def getOperatorSpritesGroup(operators):
operator_sprites_group = pygame.sprite.Group
foridx, operator inenumerate(operators):
args = (*OPERATORCARD_POSITIONS[idx], str(operator), OPERATORFONT, OPREATORFONT_COLORS, OPERATORCARD_COLORS, str(operator))
operator_sprites_group.add(Card(*args))
returnoperator_sprites_group
'''获取按钮精灵组'''
def getButtonSpritesGroup(buttons):
button_sprites_group = pygame.sprite.Group
foridx, button inenumerate(buttons):
args = (*BUTTONCARD_POSITIONS[idx], str(button), BUTTONFONT, BUTTONFONT_COLORS, BUTTONCARD_COLORS, str(button))
button_sprites_group.add(Button(*args))
returnbutton_sprites_group
'''计算'''
def calculate(number1, number2, operator):
operator_map = { '+': '+', '-': '-', '×': '*', '÷': '/'}
try:
result = str( eval(number1+operator_map[operator]+number2))
returnresult if'.'not inresult elsestr(Fraction(number1+operator_map[operator]+number2))
except:
returnNone
'''在屏幕上显示信息'''
def showInfo(text, screen):
rect = pygame.Rect(200, 180, 400, 200)
pygame.draw.rect(screen, PAPAYAWHIP, rect)
font = pygame.font.Font(FONTPATH, 40)
text_render = font.render(text, True, BLACK)
font_size = font.size(text)
screen.blit(text_render, (rect.x+(rect.width-font_size[0])/2, rect.y+(rect.height-font_size[1])/2))
'''主函数'''
def main:
# 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
whileTrue:
forevent inpygame.event.get:
ifevent.type == pygame.QUIT:
pygame.quit
sys.exit(-1)
elifevent.type == pygame.MOUSEBUTTONUP:
mouse_pos = pygame.mouse.get_pos
selected_numbers = checkClicked(number_sprites_group, mouse_pos, 'NUMBER')
selected_operators = checkClicked(operator_sprites_group, mouse_pos, 'OPREATOR')
selected_buttons = checkClicked(button_sprites_group, mouse_pos, 'BUTTON')
screen.fill(AZURE)
# 更新数字
iflen(selected_numbers) == 2 and len(selected_operators) == 1:
noselected_numbers = []
foreach innumber_sprites_group:
ifeach.is_selected:
ifeach.select_order == '1':
selected_number1 = each.attribute
elifeach.select_order == '2':
selected_number2 = each.attribute
else:
raise ValueError( 'Unknow select_order %s, expect 1 or 2...'% each.select_order)
else:
noselected_numbers.append(each.attribute)
each.is_selected = False
foreach inoperator_sprites_group:
each.is_selected = False
result = calculate(selected_number1, selected_number2, *selected_operators)
ifresult is not None:
game24_gen.numbers_now = noselected_numbers + [result]
is_win = game24_gen.check
ifis_win:
win_sound.play
ifnot is_win and len(game24_gen.numbers_now) == 1:
lose_sound.play
else:
warn_sound.play
selected_numbers = []
selected_operators = []
number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
# 精灵都画到screen上
foreach innumber_sprites_group:
each.draw(screen, pygame.mouse.get_pos)
foreach inoperator_sprites_group:
each.draw(screen, pygame.mouse.get_pos)
foreach inbutton_sprites_group:
ifselected_buttons and selected_buttons[0] in[ 'RESET', 'NEXT']:
is_win = False
ifselected_buttons and each.attribute == selected_buttons[0]:
each.is_selected = False
number_sprites_group = each.do(game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group)
selected_buttons = []
each.draw(screen, pygame.mouse.get_pos)
# 游戏胜利
ifis_win:
showInfo( 'Congratulations', screen)
# 游戏失败
ifnot is_win and len(game24_gen.numbers_now) == 1:
showInfo( 'Game Over', screen)
pygame.display.flip
clock.tick(30)
'''run'''
if__name__ == '__main__':
main
11、平衡木
玩法:也是小时候的经典游戏,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)
ifnot os.path.isfile( 'score'):
f = open( 'score', 'w')
f.write( '0')
f.close
with open( 'score', 'r') as f:
highest_score = int(f.read.strip)
# 敌方
enemies_group = pygame.sprite.Group
fori inrange(55):
ifi < 11:
enemy = enemySprite( 'small', i, cfg.WHITE, cfg.WHITE)
elifi < 33:
enemy = enemySprite( 'medium', i, cfg.WHITE, cfg.WHITE)
else:
enemy = enemySprite( 'large', i, cfg.WHITE, cfg.WHITE)
enemy.rect.x = 85 + (i % 11) * 50
enemy.rect.y = 120 + (i // 11) * 45
enemies_group.add(enemy)
boomed_enemies_group = pygame.sprite.Group
en_bullets_group = pygame.sprite.Group
ufo = ufoSprite(color=cfg.RED)
# 我方
myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE)
my_bullets_group = pygame.sprite.Group
# 用于控制敌方位置更新
# --移动一行
enemy_move_count = 24
enemy_move_interval = 24
enemy_move_flag = False
# --改变移动方向(改变方向的同时集体下降一次)
enemy_change_direction_count = 0
enemy_change_direction_interval = 60
enemy_need_down = False
enemy_move_right = True
enemy_need_move_row = 6
enemy_max_row = 5
# 用于控制敌方发射子弹
enemy_shot_interval = 100
enemy_shot_count = 0
enemy_shot_flag = False
# 游戏进行中
running = True
is_win = False
# 主循环
whilerunning:
screen.fill(cfg.BLACK)
forevent inpygame.event.get:
# --点右上角的X或者按Esc键退出游戏
ifevent.type == pygame.QUIT:
pygame.quit
sys.exit
ifevent.type == pygame.KEYDOWN:
ifevent.key == pygame.K_ESCAPE:
pygame.quit
sys.exit
# --射击
ifevent.type == pygame.MOUSEBUTTONDOWN:
my_bullet = myaircraft.shot
ifmy_bullet:
my_bullets_group.add(my_bullet)
# --我方子弹与敌方/UFO碰撞检测
forenemy inenemies_group:
ifpygame.sprite.spritecollide(enemy, my_bullets_group, True, None):
boomed_enemies_group.add(enemy)
enemies_group.remove(enemy)
myaircraft.score += enemy.reward
ifpygame.sprite.spritecollide(ufo, my_bullets_group, True, None):
ufo.is_dead = True
myaircraft.score += ufo.reward
# --更新并画敌方
# ----敌方子弹
enemy_shot_count += 1
ifenemy_shot_count > enemy_shot_interval:
enemy_shot_flag = True
enemies_survive_list = [enemy.number forenemy inenemies_group]
shot_number = random.choice(enemies_survive_list)
enemy_shot_count = 0
# ----敌方移动
enemy_move_count += 1
ifenemy_move_count > enemy_move_interval:
enemy_move_count = 0
enemy_move_flag = True
enemy_need_move_row -= 1
ifenemy_need_move_row == 0:
enemy_need_move_row = enemy_max_row
enemy_change_direction_count += 1
ifenemy_change_direction_count > enemy_change_direction_interval:
enemy_change_direction_count = 1
enemy_move_right = not enemy_move_right
enemy_need_down = True
# ----每次下降提高移动和射击速度
enemy_move_interval = max(15, enemy_move_interval-3)
enemy_shot_interval = max(50, enemy_move_interval-10)
# ----遍历更新
forenemy inenemies_group:
ifenemy_shot_flag:
ifenemy.number == shot_number:
en_bullet = enemy.shot
en_bullets_group.add(en_bullet)
ifenemy_move_flag:
ifenemy.number inrange((enemy_need_move_row-1)*11, enemy_need_move_row*11):
ifenemy_move_right:
enemy.update( 'right', cfg.SCREENSIZE[1])
else:
enemy.update( 'left', cfg.SCREENSIZE[1])
else:
enemy.update(None, cfg.SCREENSIZE[1])
ifenemy_need_down:
ifenemy.update( 'down', cfg.SCREENSIZE[1]):
running = False
is_win = False
enemy.change_count -= 1
enemy.draw(screen)
enemy_move_flag = False
enemy_need_down = False
enemy_shot_flag = False
# ----敌方爆炸特效
forboomed_enemy inboomed_enemies_group:
ifboomed_enemy.boom(screen):
boomed_enemies_group.remove(boomed_enemy)
del boomed_enemy
# --敌方子弹与我方飞船碰撞检测
ifnot myaircraft.one_dead:
ifpygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None):
myaircraft.one_dead = True
ifmyaircraft.one_dead:
ifmyaircraft.boom(screen):
myaircraft.resetBoom
myaircraft.num_life -= 1
ifmyaircraft.num_life < 1:
running = False
is_win = False
else:
# ----更新飞船
myaircraft.update(cfg.SCREENSIZE[0])
# ----画飞船
myaircraft.draw(screen)
if(not ufo.has_boomed) and (ufo.is_dead):
ifufo.boom(screen):
ufo.has_boomed = True
else:
# ----更新UFO
ufo.update(cfg.SCREENSIZE[0])
# ----画UFO
ufo.draw(screen)
# --画我方飞船子弹
forbullet inmy_bullets_group:
ifbullet.update:
my_bullets_group.remove(bullet)
del bullet
else:
bullet.draw(screen)
# --画敌方子弹
forbullet inen_bullets_group:
ifbullet.update(cfg.SCREENSIZE[1]):
en_bullets_group.remove(bullet)
del bullet
else:
bullet.draw(screen)
ifmyaircraft.score > highest_score:
highest_score = myaircraft.score
# --得分每增加2000我方飞船增加一条生命
if(myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score):
myaircraft.old_score = myaircraft.score
myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life)
# --敌人都死光了的话就胜利了
iflen(enemies_group) < 1:
is_win = True
running = False
# --显示文字
# ----当前得分
showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8)
showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)
# ----敌人数量
showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8)
showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)
# ----历史最高分
showText(screen, 'HIGHEST: ', cfg.WHITE, font, 540, 8)
showText(screen, str(highest_score), cfg.WHITE, font, 540, 24)
# ----FPS
showText(screen, 'FPS: '+ str(int(clock.get_fps)), cfg.RED, font, 8, 8)
# --显示剩余生命值
showLife(screen, myaircraft.num_life, cfg.GREEN)
pygame.display.update
clock.tick(cfg.FPS)
with open( 'score', 'w') as f:
f.write(str(highest_score))
returnis_win
'''主函数'''
def main:
# 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)
whileTrue:
is_win = startGame(screen)
endInterface(screen, cfg.BLACK, is_win)
'''run'''
if__name__ == '__main__':
main
13、井字棋888
玩法:我打赌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
ifdigit == 1 and digit indigits:
digits.remove(digit)
##player1 will play if the value of count is even and for odd player2 will play
ifcount % 2 == 0:
mark = 'X'
panels[digit] = mark
elifcount % 2 != 0:
mark = 'O'
panels[digit] = mark
button1.config(text=mark)
count = count + 1
sign = mark
if(win(panels, sign) and sign == 'X'):
msg.showinfo( "Result", "Player1 wins")
root.destroy
elif(win(panels, sign) and sign == 'O'):
msg.showinfo( "Result", "Player2 wins")
root.destroy
ifdigit == 2 and digit indigits:
digits.remove(digit)
ifcount % 2 == 0:
mark = 'X'
panels[digit] = mark
elifcount % 2 != 0:
mark = 'O'
panels[digit] = mark
button2.config(text=mark)
count = count + 1
sign = mark
if(win(panels, sign) and sign == 'X'):
msg.showinfo( "Result", "Player1 wins")
root.destroy
elif(win(panels, sign) and sign == 'O'):
msg.showinfo( "Result", "Player2 wins")
root.destroy
ifdigit == 3 and digit indigits:
digits.remove(digit)
ifcount % 2 == 0:
mark = 'X'
panels[digit] = mark
elifcount % 2 != 0:
mark = 'O'
panels[digit] = mark
button3.config(text=mark)
count = count + 1
sign = mark
if(win(panels, sign) and sign == 'X'):
msg.showinfo( "Result", "Player1 wins")
root.destroy
elif(win(panels, sign) and sign == 'O'):
msg.showinfo( "Result", "Player2 wins")
root.destroy
ifdigit == 4 and digit indigits:
digits.remove(digit)
ifcount % 2 == 0:
mark = 'X'
panels[digit] = mark
elifcount % 2 != 0:
mark = 'O'
panels[digit] = mark
button4.config(text=mark)
count = count + 1
sign = mark
if(win(panels, sign) and sign == 'X'):
msg.showinfo( "Result", "Player1 wins")
root.destroy
elif(win(panels, sign) and sign == 'O'):
msg.showinfo( "Result", "Player2 wins")
root.destroy
ifdigit == 5 and digit indigits:
digits.remove(digit)
ifcount % 2 == 0:
mark = 'X'
panels[digit] = mark
elifcount % 2 != 0:
mark = 'O'
panels[digit] = mark
button5.config(text=mark)
count = count + 1
sign = mark
if(win(panels, sign) and sign == 'X'):
msg.showinfo( "Result", "Player1 wins")
root.destroy
elif(win(panels, sign) and sign == 'O'):
msg.showinfo( "Result", "Player2 wins")
root.destroy
ifdigit == 6 and digit indigits:
digits.remove(digit)
ifcount % 2 == 0:
mark = 'X'
panels[digit] = mark
elifcount % 2 != 0:
mark = 'O'
panels[digit] = mark
button6.config(text=mark)
count = count + 1
sign = mark
if(win(panels, sign) and sign == 'X'):
msg.showinfo( "Result", "Player1 wins")
root.destroy
elif(win(panels, sign) and sign == 'O'):
msg.showinfo( "Result", "Player2 wins")
root.destroy
ifdigit == 7 and digit indigits:
digits.remove(digit)
ifcount % 2 == 0:
mark = 'X'
panels[digit] = mark
elifcount % 2 != 0:
mark = 'O'
panels[digit] = mark
button7.config(text=mark)
count = count + 1
sign = mark
if(win(panels, sign) and sign == 'X'):
msg.showinfo( "Result", "Player1 wins")
root.destroy
elif(win(panels, sign) and sign == 'O'):
msg.showinfo( "Result", "Player2 wins")
root.destroy
ifdigit == 8 and digit indigits:
digits.remove(digit)
ifcount % 2 == 0:
mark = 'X'
panels[digit] = mark
elifcount % 2 != 0:
mark = 'O'
panels[digit] = mark
button8.config(text=mark)
count = count + 1
sign = mark
if(win(panels, sign) and sign == 'X'):
msg.showinfo( "Result", "Player1 wins")
root.destroy
elif(win(panels, sign) and sign == 'O'):
msg.showinfo( "Result", "Player2 wins")
root.destroy
ifdigit == 9 and digit indigits:
digits.remove(digit)
ifcount % 2 == 0:
mark = 'X'
panels[digit] = mark
elifcount % 2 != 0:
mark = 'O'
panels[digit] = mark
button9.config(text=mark)
count = count + 1
sign = mark
if(win(panels, sign) and sign == 'X'):
msg.showinfo( "Result", "Player1 wins")
root.destroy
elif(win(panels, sign) and sign == 'O'):
msg.showinfo( "Result", "Player2 wins")
root.destroy
###if count is greater then 8 then the match has been tied
if(count > 8 and win(panels, 'X') == False and win(panels, 'O') == False):
msg.showinfo( "Result", "Match Tied")
root.destroy
####define buttons
button1 = Button(root, width=15, font=( 'Times 16 bold'), height=7, command=lambda: checker(1))
button1.grid(row=1, column=1)
button2 = Button(root, width=15, height=7, font=( 'Times 16 bold'), command=lambda: checker(2))
button2.grid(row=1, column=2)
button3 = Button(root, width=15, height=7, font=( 'Times 16 bold'), command=lambda: checker(3))
button3.grid(row=1, column=3)
button4 = Button(root, width=15, height=7, font=( 'Times 16 bold'), command=lambda: checker(4))
button4.grid(row=2, column=1)
button5 = Button(root, width=15, height=7, font=( 'Times 16 bold'), command=lambda: checker(5))
button5.grid(row=2, column=2)
button6 = Button(root, width=15, height=7, font=( 'Times 16 bold'), command=lambda: checker(6))
button6.grid(row=2, column=3)
button7 = Button(root, width=15, height=7, font=( 'Times 16 bold'), command=lambda: checker(7))
button7.grid(row=3, column=1)
button8 = Button(root, width=15, height=7, font=( 'Times 16 bold'), command=lambda: checker(8))
button8.grid(row=3, column=2)
button9 = Button(root, width=15, height=7, font=( 'Times 16 bold'), command=lambda: checker(9))
button9.grid(row=3, column=3)
root.mainloop
👉 盘点 | 带你了解常见的十种数据相关职位
👉 作为文科生,我是如何转行数据挖掘工程师的 | 附电信用户实战案例
👉 实例 | 分析38万条数据,分析保险行业中的数据应用
👉 从基础到进阶,掌握这些数据分析技能需要多长时间?
👉 在四大会计师事务所,当数据分析师是怎样一种体验 | CDA持证人专访