python编写小游戏详细教程,用python做简单的小游戏
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1、小恐龙
玩法:上下控制起跳躲避
- 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
2、消消乐
玩法:三个相连就能消除
- 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()
3、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。
- 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_())
4、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如何安装python的软件包。
- 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
5、平衡木
玩法:也是小时候的经典
- 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()
6、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。
- 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()
7、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。
- 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()
最后,七个小游戏到这里就没有了,不管是放松还是拿来练手,都是很不错滴。看着这密密麻麻的代码,我都要给自己一个大大的赞,你确定不赞我一个?
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