仅限技术学习参考
分享13个游戏源码,可以自己复现玩玩,研究下里面的编程逻辑,对学习编程(特别是初学者)应该会有很大帮助。
1、吃金币
源码分享:
import os
import cfg
import sys
import pygame
import random
from modules import *
'''游戏初始化'''
def initGame():
# 初始化pygame, 设置展示窗口
()
screen = .set_mode()
# 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: ((item))
game_images[key] = images
else:
game_images[key] = (value)
game_sounds = {}
for key, value in cfg.AUDIO_PATHS.items():
if key == 'bgm': continue
game_sounds[key] = (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
(cfg.AUDIO_PATHS['bgm'])
(-1, 0.0)
# 字体加载
font = (cfg.FONT_PATH, 40)
# 定义hero
hero = Hero(game_images['hero'], position=(375, 520))
# 定义食物组
food_sprites_group = ()
generate_food_freq = (10, 20)
generate_food_count = 0
# 当前分数/历史最高分
score = 0
highest_score = 0 if not (cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())
# 游戏主循环
clock = ()
while True:
# --填充背景
(0)
(game_images['background'], (0, 0))
# --倒计时信息
countdown_text = 'Count down: ' + str((90000 - .get_ticks()) // 60000) + ":" + str((90000 - .get_ticks()) // 1000 % 60).zfill(2)
countdown_text = (countdown_text, True, (0, 0, 0))
countdown_rect = countdown_text.get_rect()
countdown_rect.topright = [[0]-30, 5]
(countdown_text, countdown_rect)
# --按键检测
for event in ():
if == :
()
()
key_pressed = .get_pressed()
if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:
(, 'left')
if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:
(, 'right')
# --随机生成食物
generate_food_count += 1
if generate_food_count > generate_food_freq:
generate_food_freq = (10, 20)
generate_food_count = 0
food = Food(game_images, (['gold',] * 10 + ['apple']), )
food_sprites_group.add(food)
# --更新食物
for food in food_sprites_group:
if (): food_sprites_group.remove(food)
# --碰撞检测
for food in food_sprites_group:
if .collide_mask(food, hero):
game_sounds['get'].play()
food_sprites_group.remove(food)
score +=
if score > highest_score: highest_score = score
# --画hero
(screen)
# --画食物
food_sprites_group.draw(screen)
# --显示得分
score_text = f'Score: {score}, Highest: {highest_score}'
score_text = (score_text, True, (0, 0, 0))
score_rect = score_text.get_rect()
score_rect.topleft = [5, 5]
(score_text, score_rect)
# --判断游戏是否结束
if .get_ticks() >= 90000:
break
# --更新屏幕
()
()
# 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')
(str(highest_score))
()
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
(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)
(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)
(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)
(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)
(screen, (100, 100, 100), (left, top, bwidth, bheight))
font = (, 30)
text_render = (text, 1, (255, 235, 205))
return (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 = ()
while True:
((41, 36, 33))
button_1 = Button(screen, (150, 175), '1 Player')
button_2 = Button(screen, (150, 275), '2 Player')
for event in ():
if == :
()
()
if == :
if button_1.collidepoint(.get_pos()):
return 1
elif button_2.collidepoint(.get_pos()):
return 2
(10)
()
'''结束界面'''
def endInterface(screen, score_left, score_right):
clock = ()
font1 = (, 30)
font2 = (, 20)
msg = 'Player on left won!' if score_left > score_right else 'Player on right won!'
texts = [(msg, True, ),
('Press ESCAPE to quit.', True, ),
('Press ENTER to continue or play again.', True, )]
positions = [[120, 200], [155, 270], [80, 300]]
while True:
((41, 36, 33))
for event in ():
if == :
()
()
if == :
if == pygame.K_RETURN:
return
elif == pygame.K_ESCAPE:
()
()
for text, pos in zip(texts, positions):
(text, pos)
(10)
()
'''运行游戏Demo'''
def runDemo(screen):
# 加载游戏素材
hit_sound = ()
goal_sound = ()
()
(-1, 0.0)
font = (, 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(, 'LEFT', cfg)
# --右边球拍(↑↓控制)
score_right = 0
racket_right = Racket(, 'RIGHT', cfg)
# --球
ball = Ball(, cfg)
clock = ()
while True:
for event in ():
if == :
()
(-1)
((41, 36, 33))
# 玩家操作
pressed_keys = .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, racket_left, racket_right, hit_sound, goal_sound)
score_left += scores[0]
score_right += scores[1]
# 显示
# --分隔线
(screen, , (247, 0, 6, 500))
# --球
(screen)
# --拍
racket_left.draw(screen)
racket_right.draw(screen)
# --得分
((str(score_left), False, ), (150, 10))
((str(score_right), False, ), (300, 10))
if score_left == 11 or score_right == 11:
return score_left, score_right
(100)
()
'''主函数'''
def main():
# 初始化
()
()
screen = .set_mode((, ))
.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():
def __init__(self):
.__init__(self)
# 滑雪者的朝向(-2到2)
= 0
= cfg.SKIER_IMAGE_PATHS[:-1]
= ([])
= .get_rect()
= [320, 100]
= [, 6-abs()*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):
+= num
= max(-2, )
= min(2, )
center =
= ([])
= .get_rect()
= center
= [, 6-abs()*2]
return
'''移动滑雪者'''
def move(self):
+= [0]
= max(20, )
= min(620, )
'''设置为摔倒状态'''
def setFall(self):
= (cfg.SKIER_IMAGE_PATHS[-1])
'''设置为站立状态'''
def setForward(self):
= 0
= ([])
'''
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():
def __init__(self, img_path, location, attribute):
.__init__(self)
self.img_path = img_path
= (self.img_path)
= location
= .get_rect()
=
= attribute
= False
'''移动'''
def move(self, num):
= [1] - num
'''创建障碍物'''
def createObstacles(s, e, num=10):
obstacles = ()
locations = []
for i in range(num):
row = (s, e)
col = (0, 9)
location = [col*64+20, row*64+20]
if location not in locations:
(location)
attribute = (list(cfg.OBSTACLE_PATHS.keys()))
img_path = cfg.OBSTACLE_PATHS[attribute]
obstacle = ObstacleClass(img_path, location, attribute)
(obstacle)
return obstacles
'''合并障碍物'''
def AddObstacles(obstacles0, obstacles1):
obstacles = ()
for obstacle in obstacles0:
(obstacle)
for obstacle in obstacles1:
(obstacle)
return obstacles
'''显示游戏开始界面'''
def ShowStartInterface(screen, screensize):
((255, 255, 255))
tfont = (, screensize[0]//5)
cfont = (, screensize[0]//20)
title = (u'滑雪游戏', True, (255, 0, 0))
content = (u'按任意键开始游戏', True, (0, 0, 255))
trect = title.get_rect()
= (screensize[0]/2, screensize[1]/5)
crect = content.get_rect()
= (screensize[0]/2, screensize[1]/2)
(title, trect)
(content, crect)
while True:
for event in ():
if == :
()
()
elif == :
return
()
'''显示分数'''
def showScore(screen, score, pos=(10, 10)):
font = (, 30)
score_text = ("Score: %s" % score, True, (0, 0, 0))
(score_text, pos)
'''更新当前帧的游戏画面'''
def updateFrame(screen, obstacles, skier, score):
((255, 255, 255))
(screen)
(, )
showScore(screen, score)
()
'''主程序'''
def main():
# 游戏初始化
()
()
()
.set_volume(0.4)
(-1)
# 设置屏幕
screen = .set_mode()
.set_caption('滑雪游戏 —— 九歌')
# 游戏开始界面
ShowStartInterface(screen, )
# 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 = ()
# 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 ():
if == :
()
()
if == :
if == pygame.K_LEFT or == pygame.K_a:
speed = (-1)
elif == pygame.K_RIGHT or == pygame.K_d:
speed = (1)
# --更新当前游戏帧的数据
()
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:
[1] = [1] - 1280
obstacles1 = createObstacles(10, 19)
obstacles = AddObstacles(obstacles0, obstacles1)
for obstacle in obstacles:
(distance)
# --碰撞检测
hitted_obstacles = (skier, obstacles, False)
if hitted_obstacles:
if hitted_obstacles[0].attribute == "tree" and not hitted_obstacles[0].passed:
score -= 50
()
updateFrame(screen, obstacles, skier, score)
(1000)
()
speed = [0, 6]
hitted_obstacles[0].passed = True
elif hitted_obstacles[0].attribute == "flag" and not hitted_obstacles[0].passed:
score += 10
(hitted_obstacles[0])
# --更新屏幕
updateFrame(screen, obstacles, skier, score)
()
'''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
(['Cool Space Music'])
.set_volume(0.4)
(-1)
explosion_sound = (['boom'])
fire_sound = (['shot'])
font = (, 20)
# 游戏背景图
bg_imgs = [['bg_big'], ['seamless_space'], ['space3']]
bg_move_dis = 0
bg_1 = (bg_imgs[0]).convert()
bg_2 = (bg_imgs[1]).convert()
bg_3 = (bg_imgs[2]).convert()
# 玩家, 子弹和小行星精灵组
player_group = ()
bullet_group = ()
asteroid_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 = ()
# 分数
score_1, score_2 = 0, 0
# 游戏主循环
while True:
for event in ():
if == :
()
()
# --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击
pressed_keys = .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:
(direction)
if pressed_keys[pygame.K_j]:
if player.cooling_time == 0:
fire_sound.play()
bullet_group.add(())
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:
(direction)
if pressed_keys[pygame.K_SPACE]:
if player.cooling_time == 0:
fire_sound.play()
bullet_group.add(())
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
(background, (0, -background.get_rect().height + bg_move_dis))
(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 (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:
(screen)
else:
(screen)
# --画子弹
for bullet in bullet_group:
()
if (bullet, asteroid_group, True, None):
bullet_group.remove(bullet)
if bullet.player_idx == 1:
score_1 += 1
else:
score_2 += 1
else:
(screen)
# --画小行星
for asteroid in asteroid_group:
()
()
(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 = (score_1_text, True, (0, 0, 255))
text_2 = (score_2_text, True, (255, 0, 0))
(text_1, (2, 5))
(text_2, (2, 35))
# --屏幕刷新
()
(60)
'''主函数'''
def main():
()
()
()
screen = .set_mode()
.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():
()
()
screen = .set_mode()
.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
(cfg.BGM_PATH)
(-1)
audios = {
'count_down': (cfg.COUNT_DOWN_SOUND_PATH),
'hammering': (cfg.HAMMERING_SOUND_PATH)
}
# 加载字体
font = (cfg.FONT_PATH, 40)
# 加载背景图片
bg_img = (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 = (cfg.HOLE_POSITIONS)
change_hole_event =
.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 = ()
# 分数
your_score = 0
flag = False
# 初始时间
init_time = .get_ticks()
# 游戏主循环
while True:
# --游戏时间为60s
time_remain = round((61000 - (.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 = (cfg.HOLE_POSITIONS)
()
(hole_pos)
.set_timer(change_hole_event, 650)
flag = True
elif time_remain == 20 and flag:
hole_pos = (cfg.HOLE_POSITIONS)
()
(hole_pos)
.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 = ('Time: '+str(time_remain), True, )
# --按键检测
for event in ():
if == :
()
()
elif == :
(.get_pos())
elif == :
if == 1:
()
elif == change_hole_event:
hole_pos = (cfg.HOLE_POSITIONS)
()
(hole_pos)
# --碰撞检测
if hammer.is_hammering and not mole.is_hammer:
is_hammer = .collide_mask(hammer, mole)
if is_hammer:
audios['hammering'].play()
()
your_score += 10
# --分数
your_score_text = ('Score: '+str(your_score), True, )
# --绑定必要的游戏元素到屏幕(注意顺序)
(bg_img, (0, 0))
(count_down_text, (875, 8))
(your_score_text, (800, 430))
(screen)
(screen)
# --更新
()
(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')
(str(your_score))
()
# 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, [, ], )
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
()
screen = .set_mode()
.set_caption('九歌')
# 导入所有声音文件
sounds = {}
for key, value in cfg.AUDIO_PATHS.items():
sounds[key] = (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, [1]))
cloud_sprites_group = ()
cactus_sprites_group = ()
ptera_sprites_group = ()
add_obstacle_timer = 0
score_timer = 0
# 游戏主循环
clock = ()
while True:
for event in ():
if == :
()
()
elif == :
if == pygame.K_SPACE or == pygame.K_UP:
(sounds)
elif == pygame.K_DOWN:
()
elif == and == pygame.K_DOWN:
()
(cfg.BACKGROUND_COLOR)
# --随机添加云
if len(cloud_sprites_group) < 5 and (0, 300) == 10:
cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS['cloud'], position=([0], (30, 75))))
# --随机添加仙人掌/飞龙
add_obstacle_timer += 1
if add_obstacle_timer > (50, 150):
add_obstacle_timer = 0
random_value = (0, 10)
if random_value >= 5 and random_value <= 7:
cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS['cacti']))
else:
position_ys = [[1]*0.82, [1]*0.75, [1]*0.60, [1]*0.20]
ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS['ptera'], position=(600, (position_ys))))
# --更新游戏元素
()
()
cloud_sprites_group.update()
cactus_sprites_group.update()
ptera_sprites_group.update()
score_timer += 1
if score_timer > (//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:
-= 1
for item in cloud_sprites_group:
-= 1
for item in cactus_sprites_group:
-= 1
for item in ptera_sprites_group:
-= 1
# --碰撞检测
for item in cactus_sprites_group:
if .collide_mask(dino, item):
(sounds)
for item in ptera_sprites_group:
if .collide_mask(dino, item):
(sounds)
# --将游戏元素画到屏幕上
(screen)
(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
()
()
# --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():
()
screen = .set_mode()
.set_caption('Gemgem —— 九歌')
# 加载背景音乐
()
((, "resources/audios/bg.mp3"))
.set_volume(0.6)
(-1)
# 加载音效
sounds = {}
sounds['mismatch'] = ((, 'resources/audios/'))
sounds['match'] = []
for i in range(6):
sounds['match'].append(((, 'resources/audios/match%' % i)))
# 加载字体
font = ((, 'resources/font/'), 25)
# 图片加载
gem_imgs = []
for i in range(1, 8):
gem_imgs.append((, 'resources/images/gem%' % i))
# 主循环
game = gemGame(screen, sounds, font, gem_imgs, cfg)
while True:
score = ()
flag = False
# 一轮游戏结束后玩家选择重玩或者退出
while True:
for event in ():
if == or ( == and == pygame.K_ESCAPE):
()
()
elif == and == pygame.K_r:
flag = True
if flag:
break
((135, 206, 235))
text0 = 'Final score: %s' % score
text1 = 'Press <R> to restart the game.'
text2 = 'Press <Esc> to quit the game.'
y = 150
for idx, text in enumerate([text0, text1, text2]):
text_render = (text, 1, (85, 65, 0))
rect = text_render.get_rect()
if idx == 0:
, = (212, y)
elif idx == 1:
, = (122.5, y)
else:
, = (126.5, y)
y += 100
(text_render, rect)
()
()
'''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 import *
from import *
from 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
()
'''界面初始化'''
def initUI(self):
# icon
(QIcon(((), 'resources/')))
# 块大小
self.grid_size = 22
# 游戏帧率
= 200
= QBasicTimer()
# 焦点
()
# 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.external_board.score_signal[str].connect(self.status_bar.showMessage)
()
()
('Tetris —— 九歌')
()
(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 = ()
((() - ()) // 2, (() - ()) // 2)
'''更新界面'''
def updateWindow(self):
self.external_board.updateData()
self.side_panel.updateData()
()
'''开始'''
def start(self):
if self.is_started:
return
self.is_started = True
self.inner_board.createNewTetris()
(, 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.external_board.score_signal.emit('Paused')
else:
(, self)
()
'''计时器事件'''
def timerEvent(self, event):
if () == ():
removed_lines = self.inner_board.moveDown()
self.external_board.score += removed_lines
()
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 = ()
# P键暂停
if key == Qt.Key_P:
()
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)
()
'''run'''
if __name__ == '__main__':
app = QApplication([])
tetris = TetrisGame()
(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
()
screen = .set_mode()
.set_caption('Greedy Snake —— 九歌')
clock = ()
# 播放背景音乐
()
(-1)
# 游戏主循环
snake = Snake(cfg)
apple = Apple(cfg, )
score = 0
while True:
()
# --按键检测
for event in ():
if == :
()
()
elif == :
if in [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]:
({pygame.K_UP: 'up', pygame.K_DOWN: 'down', pygame.K_LEFT: 'left', pygame.K_RIGHT: 'right'}[])
# --更新贪吃蛇和食物
if (apple):
apple = Apple(cfg, )
score += 1
# --判断游戏是否结束
if : break
# --显示游戏里必要的元素
drawGameGrid(cfg, screen)
(screen)
(screen)
showScore(cfg, score, screen)
# --屏幕更新
()
()
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 (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:
()
# 按钮卡片
elif group_type == GROUPTYPES[2]:
for each in group:
if (mouse_pos):
each.is_selected = True
()
# 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 = ()
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 = ()
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 = ()
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 = (200, 180, 400, 200)
(screen, PAPAYAWHIP, rect)
font = (FONTPATH, 40)
text_render = (text, True, BLACK)
font_size = (text)
(text_render, (+(-font_size[0])/2, +(-font_size[1])/2))
'''主函数'''
def main():
# 初始化, 导入必要的游戏素材
()
()
screen = .set_mode(SCREENSIZE)
.set_caption('24 point —— 九歌')
win_sound = (AUDIOWINPATH)
lose_sound = (AUDIOLOSEPATH)
warn_sound = (AUDIOWARNPATH)
(BGMPATH)
(-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 = ()
selected_numbers = []
selected_operators = []
selected_buttons = []
is_win = False
while True:
for event in ():
if == :
()
(-1)
elif == :
mouse_pos = .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')
(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 =
elif each.select_order == '2':
selected_number2 =
else:
raise ValueError('Unknow select_order %s, expect 1 or 2...' % each.select_order)
else:
noselected_numbers.append()
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:
(screen, .get_pos())
for each in operator_sprites_group:
(screen, .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 == selected_buttons[0]:
each.is_selected = False
number_sprites_group = (game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group)
selected_buttons = []
(screen, .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)
()
(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)
()
'''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 = ()
# 加载字体
font = ('arial', 18)
if not ('score'):
f = open('score', 'w')
('0')
()
with open('score', 'r') as f:
highest_score = int(().strip())
# 敌方
enemies_group = ()
for i in range(55):
if i < 11:
enemy = enemySprite('small', i, , )
elif i < 33:
enemy = enemySprite('medium', i, , )
else:
enemy = enemySprite('large', i, , )
= 85 + (i % 11) * 50
= 120 + (i // 11) * 45
enemies_group.add(enemy)
boomed_enemies_group = ()
en_bullets_group = ()
ufo = ufoSprite(color=)
# 我方
myaircraft = aircraftSprite(color=, bullet_color=)
my_bullets_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:
()
for event in ():
# --点右上角的X或者按Esc键退出游戏
if == :
()
()
if == :
if == pygame.K_ESCAPE:
()
()
# --射击
if == :
my_bullet = ()
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 (enemy, my_bullets_group, True, None):
boomed_enemies_group.add(enemy)
enemies_group.remove(enemy)
+=
if (ufo, my_bullets_group, True, None):
ufo.is_dead = True
+=
# --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 = [ for enemy in enemies_group]
shot_number = (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 == shot_number:
en_bullet = ()
en_bullets_group.add(en_bullet)
if enemy_move_flag:
if in range((enemy_need_move_row-1)*11, enemy_need_move_row*11):
if enemy_move_right:
('right', [1])
else:
('left', [1])
else:
(None, [1])
if enemy_need_down:
if ('down', [1]):
running = False
is_win = False
enemy.change_count -= 1
(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 (myaircraft, en_bullets_group, True, None):
myaircraft.one_dead = True
if myaircraft.one_dead:
if (screen):
()
myaircraft.num_life -= 1
if myaircraft.num_life < 1:
running = False
is_win = False
else:
# ----更新飞船
([0])
# ----画飞船
(screen)
if (not ufo.has_boomed) and (ufo.is_dead):
if (screen):
ufo.has_boomed = True
else:
# ----更新UFO
([0])
# ----画UFO
(screen)
# --画我方飞船子弹
for bullet in my_bullets_group:
if ():
my_bullets_group.remove(bullet)
del bullet
else:
(screen)
# --画敌方子弹
for bullet in en_bullets_group:
if ([1]):
en_bullets_group.remove(bullet)
del bullet
else:
(screen)
if > highest_score:
highest_score =
# --得分每增加2000我方飞船增加一条生命
if ( % 2000 == 0) and ( > 0) and ( != myaircraft.old_score):
myaircraft.old_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: ', , font, 200, 8)
showText(screen, str(), , font, 200, 24)
# ----敌人数量
showText(screen, 'ENEMY: ', , font, 370, 8)
showText(screen, str(len(enemies_group)), , font, 370, 24)
# ----历史最高分
showText(screen, 'HIGHEST: ', , font, 540, 8)
showText(screen, str(highest_score), , font, 540, 24)
# ----FPS
showText(screen, 'FPS: ' + str(int(clock.get_fps())), , font, 8, 8)
# --显示剩余生命值
showLife(screen, myaircraft.num_life, )
()
()
with open('score', 'w') as f:
(str(highest_score))
return is_win
'''主函数'''
def main():
# 初始化
()
.set_caption('外星人入侵 —— 九歌')
screen = .set_mode()
()
()
.set_volume(0.4)
(-1)
while True:
is_win = startGame(screen)
endInterface(screen, , 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 as msg
root = Tk()
('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:
(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
(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
("Result", "Player1 wins")
()
elif (win(panels, sign) and sign == 'O'):
("Result", "Player2 wins")
()
if digit == 2 and digit in digits:
(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
("Result", "Player1 wins")
()
elif (win(panels, sign) and sign == 'O'):
("Result", "Player2 wins")
()
if digit == 3 and digit in digits:
(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
("Result", "Player1 wins")
()
elif (win(panels, sign) and sign == 'O'):
("Result", "Player2 wins")
()
if digit == 4 and digit in digits:
(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
("Result", "Player1 wins")
()
elif (win(panels, sign) and sign == 'O'):
("Result", "Player2 wins")
()
if digit == 5 and digit in digits:
(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
("Result", "Player1 wins")
()
elif (win(panels, sign) and sign == 'O'):
("Result", "Player2 wins")
()
if digit == 6 and digit in digits:
(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
("Result", "Player1 wins")
()
elif (win(panels, sign) and sign == 'O'):
("Result", "Player2 wins")
()
if digit == 7 and digit in digits:
(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
("Result", "Player1 wins")
()
elif (win(panels, sign) and sign == 'O'):
("Result", "Player2 wins")
()
if digit == 8 and digit in digits:
(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
("Result", "Player1 wins")
()
elif (win(panels, sign) and sign == 'O'):
("Result", "Player2 wins")
()
if digit == 9 and digit in digits:
(digit)
if count % 2 == 0:
mark = 'X'
panels[digit] = mark
elif count % 2 != 0:
mark = 'O'
panels[digit] = mark
(text=mark)
count = count + 1
sign = mark
if (win(panels, sign) and sign == 'X'):
("Result", "Player1 wins")
()
elif (win(panels, sign) and sign == 'O'):
("Result", "Player2 wins")
()
###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):
("Result", "Match Tied")
()
####define buttons
button1 = Button(root, width=15, font=('Times 16 bold'), height=7, command=lambda: checker(1))
(row=1, column=1)
button2 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(2))
(row=1, column=2)
button3 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(3))
(row=1, column=3)
button4 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(4))
(row=2, column=1)
button5 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(5))
(row=2, column=2)
button6 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(6))
(row=2, column=3)
button7 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(7))
(row=3, column=1)
button8 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(8))
(row=3, column=2)
button9 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(9))
(row=3, column=3)
()
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