14 个Python小游戏 源码分享

时间:2022-03-06 22:16:28

1、吃金币

14 个Python小游戏 源码分享

源码分享:

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import os
import cfg
import sys
import pygame
import random
from modules import *
 
 
'''游戏初始化'''
def initgame():
    # 初始化pygame, 设置展示窗口
    pygame.init()
    screen = pygame.display.set_mode(cfg.screensize)
    pygame.display.set_caption('catch coins —— 九歌')
    # 加载必要的游戏素材
    game_images = {}
    for key, value in cfg.image_paths.items():
        if isinstance(value, list):
            images = []
            for item in value: images.append(pygame.image.load(item))
            game_images[key] = images
        else:
            game_images[key] = pygame.image.load(value)
    game_sounds = {}
    for key, value in cfg.audio_paths.items():
        if key == 'bgm': continue
        game_sounds[key] = pygame.mixer.sound(value)
    # 返回初始化数据
    return screen, game_images, game_sounds
 
 
'''主函数'''
def main():
    # 初始化
    screen, game_images, game_sounds = initgame()
    # 播放背景音乐
    pygame.mixer.music.load(cfg.audio_paths['bgm'])
    pygame.mixer.music.play(-1, 0.0)
    # 字体加载
    font = pygame.font.font(cfg.font_path, 40)
    # 定义hero
    hero = hero(game_images['hero'], position=(375, 520))
    # 定义食物组
    food_sprites_group = pygame.sprite.group()
    generate_food_freq = random.randint(10, 20)
    generate_food_count = 0
    # 当前分数/历史最高分
    score = 0
    highest_score = 0 if not os.path.exists(cfg.highest_score_record_filepath) else int(open(cfg.highest_score_record_filepath).read())
    # 游戏主循环
    clock = pygame.time.clock()
    while true:
        # --填充背景
        screen.fill(0)
        screen.blit(game_images['background'], (0, 0))
        # --倒计时信息
        countdown_text = 'count down: ' + str((90000 - pygame.time.get_ticks()) // 60000) + ":" + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2)
        countdown_text = font.render(countdown_text, true, (0, 0, 0))
        countdown_rect = countdown_text.get_rect()
        countdown_rect.topright = [cfg.screensize[0]-30, 5]
        screen.blit(countdown_text, countdown_rect)
        # --按键检测
        for event in pygame.event.get():
            if event.type == pygame.quit:
                pygame.quit()
                sys.exit()
        key_pressed = pygame.key.get_pressed()
        if key_pressed[pygame.k_a] or key_pressed[pygame.k_left]:
            hero.move(cfg.screensize, 'left')
        if key_pressed[pygame.k_d] or key_pressed[pygame.k_right]:
            hero.move(cfg.screensize, 'right')
        # --随机生成食物
        generate_food_count += 1
        if generate_food_count > generate_food_freq:
            generate_food_freq = random.randint(10, 20)
            generate_food_count = 0
            food = food(game_images, random.choice(['gold',] * 10 + ['apple']), cfg.screensize)
            food_sprites_group.add(food)
        # --更新食物
        for food in food_sprites_group:
            if food.update(): food_sprites_group.remove(food)
        # --碰撞检测
        for food in food_sprites_group:
            if pygame.sprite.collide_mask(food, hero):
                game_sounds['get'].play()
                food_sprites_group.remove(food)
                score += food.score
                if score > highest_score: highest_score = score
        # --画hero
        hero.draw(screen)
        # --画食物
        food_sprites_group.draw(screen)
        # --显示得分
        score_text = f'score: {score}, highest: {highest_score}'
        score_text = font.render(score_text, true, (0, 0, 0))
        score_rect = score_text.get_rect()
        score_rect.topleft = [5, 5]
        screen.blit(score_text, score_rect)
        # --判断游戏是否结束
        if pygame.time.get_ticks() >= 90000:
            break
        # --更新屏幕
        pygame.display.flip()
        clock.tick(cfg.fps)
    # 游戏结束, 记录最高分并显示游戏结束画面
    fp = open(cfg.highest_score_record_filepath, 'w')
    fp.write(str(highest_score))
    fp.close()
    return showendgameinterface(screen, cfg, score, highest_score)
 
 
'''run'''
if __name__ == '__main__':
    while main():
        pass

2、打乒乓

14 个Python小游戏 源码分享

源码分享:

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import sys
import cfg
import pygame
from modules import *
 
 
'''定义按钮'''
def button(screen, position, text, button_size=(200, 50)):
    left, top = position
    bwidth, bheight = button_size
    pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)
    pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)
    pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)
    pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)
    pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))
    font = pygame.font.font(cfg.fontpath, 30)
    text_render = font.render(text, 1, (255, 235, 205))
    return screen.blit(text_render, (left+50, top+10))
 
 
'''
function:
    开始界面
input:
    --screen: 游戏界面
return:
    --game_mode: 1(单人模式)/2(双人模式)
'''
def startinterface(screen):
    clock = pygame.time.clock()
    while true:
        screen.fill((41, 36, 33))
        button_1 = button(screen, (150, 175), '1 player')
        button_2 = button(screen, (150, 275), '2 player')
        for event in pygame.event.get():
            if event.type == pygame.quit:
                pygame.quit()
                sys.exit()
            if event.type == pygame.mousebuttondown:
                if button_1.collidepoint(pygame.mouse.get_pos()):
                    return 1
                elif button_2.collidepoint(pygame.mouse.get_pos()):
                    return 2
        clock.tick(10)
        pygame.display.update()
 
 
'''结束界面'''
def endinterface(screen, score_left, score_right):
    clock = pygame.time.clock()
    font1 = pygame.font.font(cfg.fontpath, 30)
    font2 = pygame.font.font(cfg.fontpath, 20)
    msg = 'player on left won!' if score_left > score_right else 'player on right won!'
    texts = [font1.render(msg, true, cfg.white),
            font2.render('press escape to quit.', true, cfg.white),
            font2.render('press enter to continue or play again.', true, cfg.white)]
    positions = [[120, 200], [155, 270], [80, 300]]
    while true:
        screen.fill((41, 36, 33))
        for event in pygame.event.get():
            if event.type == pygame.quit:
                pygame.quit()
                sys.exit()
            if event.type == pygame.keydown:
                if event.key == pygame.k_return:
                    return
                elif event.key == pygame.k_escape:
                    sys.exit()
                    pygame.quit()
        for text, pos in zip(texts, positions):
            screen.blit(text, pos)
        clock.tick(10)
        pygame.display.update()
 
 
'''运行游戏demo'''
def rundemo(screen):
    # 加载游戏素材
    hit_sound = pygame.mixer.sound(cfg.hitsoundpath)
    goal_sound = pygame.mixer.sound(cfg.goalsoundpath)
    pygame.mixer.music.load(cfg.bgmpath)
    pygame.mixer.music.play(-1, 0.0)
    font = pygame.font.font(cfg.fontpath, 50)
    # 开始界面
    game_mode = startinterface(screen)
    # 游戏主循环
    # --左边球拍(ws控制, 仅双人模式时可控制)
    score_left = 0
    racket_left = racket(cfg.racketpicpath, 'left', cfg)
    # --右边球拍(↑↓控制)
    score_right = 0
    racket_right = racket(cfg.racketpicpath, 'right', cfg)
    # --球
    ball = ball(cfg.ballpicpath, cfg)
    clock = pygame.time.clock()
    while true:
        for event in pygame.event.get():
            if event.type == pygame.quit:
                pygame.quit()
                sys.exit(-1)
        screen.fill((41, 36, 33))
        # 玩家操作
        pressed_keys = pygame.key.get_pressed()
        if pressed_keys[pygame.k_up]:
            racket_right.move('up')
        elif pressed_keys[pygame.k_down]:
            racket_right.move('down')
        if game_mode == 2:
            if pressed_keys[pygame.k_w]:
                racket_left.move('up')
            elif pressed_keys[pygame.k_s]:
                racket_left.move('down')
        else:
            racket_left.automove(ball)
        # 球运动
        scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)
        score_left += scores[0]
        score_right += scores[1]
        # 显示
        # --分隔线
        pygame.draw.rect(screen, cfg.white, (247, 0, 6, 500))
        # --球
        ball.draw(screen)
        # --拍
        racket_left.draw(screen)
        racket_right.draw(screen)
        # --得分
        screen.blit(font.render(str(score_left), false, cfg.white), (150, 10))
        screen.blit(font.render(str(score_right), false, cfg.white), (300, 10))
        if score_left == 11 or score_right == 11:
            return score_left, score_right
        clock.tick(100)
        pygame.display.update()
 
 
'''主函数'''
def main():
    # 初始化
    pygame.init()
    pygame.mixer.init()
    screen = pygame.display.set_mode((cfg.width, cfg.height))
    pygame.display.set_caption('pingpong —— 九歌')
    # 开始游戏
    while true:
        score_left, score_right = rundemo(screen)
        endinterface(screen, score_left, score_right)
 
 
'''run'''
if __name__ == '__main__':
    main()

3、滑雪

14 个Python小游戏 源码分享

源码分享:

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import sys
import cfg
import pygame
import random
 
 
'''滑雪者类'''
class skierclass(pygame.sprite.sprite):
    def __init__(self):
        pygame.sprite.sprite.__init__(self)
        # 滑雪者的朝向(-2到2)
        self.direction = 0
        self.imagepaths = cfg.skier_image_paths[:-1]
        self.image = pygame.image.load(self.imagepaths[self.direction])
        self.rect = self.image.get_rect()
        self.rect.center = [320, 100]
        self.speed = [self.direction, 6-abs(self.direction)*2]
    '''改变滑雪者的朝向. 负数为向左,正数为向右,0为向前'''
    def turn(self, num):
        self.direction += num
        self.direction = max(-2, self.direction)
        self.direction = min(2, self.direction)
        center = self.rect.center
        self.image = pygame.image.load(self.imagepaths[self.direction])
        self.rect = self.image.get_rect()
        self.rect.center = center
        self.speed = [self.direction, 6-abs(self.direction)*2]
        return self.speed
    '''移动滑雪者'''
    def move(self):
        self.rect.centerx += self.speed[0]
        self.rect.centerx = max(20, self.rect.centerx)
        self.rect.centerx = min(620, self.rect.centerx)
    '''设置为摔倒状态'''
    def setfall(self):
        self.image = pygame.image.load(cfg.skier_image_paths[-1])
    '''设置为站立状态'''
    def setforward(self):
        self.direction = 0
        self.image = pygame.image.load(self.imagepaths[self.direction])
 
 
'''
function:
    障碍物类
input:
    img_path: 障碍物图片路径
    location: 障碍物位置
    attribute: 障碍物类别属性
'''
class obstacleclass(pygame.sprite.sprite):
    def __init__(self, img_path, location, attribute):
        pygame.sprite.sprite.__init__(self)
        self.img_path = img_path
        self.image = pygame.image.load(self.img_path)
        self.location = location
        self.rect = self.image.get_rect()
        self.rect.center = self.location
        self.attribute = attribute
        self.passed = false
    '''移动'''
    def move(self, num):
        self.rect.centery = self.location[1] - num
 
 
'''创建障碍物'''
def createobstacles(s, e, num=10):
    obstacles = pygame.sprite.group()
    locations = []
    for i in range(num):
        row = random.randint(s, e)
        col = random.randint(0, 9)
        location  = [col*64+20, row*64+20]
        if location not in locations:
            locations.append(location)
            attribute = random.choice(list(cfg.obstacle_paths.keys()))
            img_path = cfg.obstacle_paths[attribute]
            obstacle = obstacleclass(img_path, location, attribute)
            obstacles.add(obstacle)
    return obstacles
 
 
'''合并障碍物'''
def addobstacles(obstacles0, obstacles1):
    obstacles = pygame.sprite.group()
    for obstacle in obstacles0:
        obstacles.add(obstacle)
    for obstacle in obstacles1:
        obstacles.add(obstacle)
    return obstacles
 
 
'''显示游戏开始界面'''
def showstartinterface(screen, screensize):
    screen.fill((255, 255, 255))
    tfont = pygame.font.font(cfg.fontpath, screensize[0]//5)
    cfont = pygame.font.font(cfg.fontpath, screensize[0]//20)
    title = tfont.render(u'滑雪游戏', true, (255, 0, 0))
    content = cfont.render(u'按任意键开始游戏', true, (0, 0, 255))
    trect = title.get_rect()
    trect.midtop = (screensize[0]/2, screensize[1]/5)
    crect = content.get_rect()
    crect.midtop = (screensize[0]/2, screensize[1]/2)
    screen.blit(title, trect)
    screen.blit(content, crect)
    while true:
        for event in pygame.event.get():
            if event.type == pygame.quit:
                pygame.quit()
                sys.exit()
            elif event.type == pygame.keydown:
                return
        pygame.display.update()
 
 
'''显示分数'''
def showscore(screen, score, pos=(10, 10)):
    font = pygame.font.font(cfg.fontpath, 30)
    score_text = font.render("score: %s" % score, true, (0, 0, 0))
    screen.blit(score_text, pos)
 
 
'''更新当前帧的游戏画面'''
def updateframe(screen, obstacles, skier, score):
    screen.fill((255, 255, 255))
    obstacles.draw(screen)
    screen.blit(skier.image, skier.rect)
    showscore(screen, score)
    pygame.display.update()
 
 
'''主程序'''
def main():
    # 游戏初始化
    pygame.init()
    pygame.mixer.init()
    pygame.mixer.music.load(cfg.bgmpath)
    pygame.mixer.music.set_volume(0.4)
    pygame.mixer.music.play(-1)
    # 设置屏幕
    screen = pygame.display.set_mode(cfg.screensize)
    pygame.display.set_caption('滑雪游戏 —— 九歌')
    # 游戏开始界面
    showstartinterface(screen, cfg.screensize)
    # 实例化游戏精灵
    # --滑雪者
    skier = skierclass()
    # --创建障碍物
    obstacles0 = createobstacles(20, 29)
    obstacles1 = createobstacles(10, 19)
    obstaclesflag = 0
    obstacles = addobstacles(obstacles0, obstacles1)
    # 游戏clock
    clock = pygame.time.clock()
    # 记录滑雪的距离
    distance = 0
    # 记录当前的分数
    score = 0
    # 记录当前的速度
    speed = [0, 6]
    # 游戏主循环
    while true:
        # --事件捕获
        for event in pygame.event.get():
            if event.type == pygame.quit:
                pygame.quit()
                sys.exit()
            if event.type == pygame.keydown:
                if event.key == pygame.k_left or event.key == pygame.k_a:
                    speed = skier.turn(-1)
                elif event.key == pygame.k_right or event.key == pygame.k_d:
                    speed = skier.turn(1)
        # --更新当前游戏帧的数据
        skier.move()
        distance += speed[1]
        if distance >= 640 and obstaclesflag == 0:
            obstaclesflag = 1
            obstacles0 = createobstacles(20, 29)
            obstacles = addobstacles(obstacles0, obstacles1)
        if distance >= 1280 and obstaclesflag == 1:
            obstaclesflag = 0
            distance -= 1280
            for obstacle in obstacles0:
                obstacle.location[1] = obstacle.location[1] - 1280
            obstacles1 = createobstacles(10, 19)
            obstacles = addobstacles(obstacles0, obstacles1)
        for obstacle in obstacles:
            obstacle.move(distance)
        # --碰撞检测
        hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, false)
        if hitted_obstacles:
            if hitted_obstacles[0].attribute == "tree" and not hitted_obstacles[0].passed:
                score -= 50
                skier.setfall()
                updateframe(screen, obstacles, skier, score)
                pygame.time.delay(1000)
                skier.setforward()
                speed = [0, 6]
                hitted_obstacles[0].passed = true
            elif hitted_obstacles[0].attribute == "flag" and not hitted_obstacles[0].passed:
                score += 10
                obstacles.remove(hitted_obstacles[0])
        # --更新屏幕
        updateframe(screen, obstacles, skier, score)
        clock.tick(cfg.fps)
 
 
'''run'''
if __name__ == '__main__':
    main();

4、并夕夕版飞机大战

14 个Python小游戏 源码分享

源码分享:

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import sys
import cfg
import pygame
from modules import *
 
 
'''游戏界面'''
def gaminginterface(num_player, screen):
    # 初始化
    pygame.mixer.music.load(cfg.soundpaths['cool space music'])
    pygame.mixer.music.set_volume(0.4)
    pygame.mixer.music.play(-1)
    explosion_sound = pygame.mixer.sound(cfg.soundpaths['boom'])
    fire_sound = pygame.mixer.sound(cfg.soundpaths['shot'])
    font = pygame.font.font(cfg.fontpath, 20)
    # 游戏背景图
    bg_imgs = [cfg.imagepaths['bg_big'], cfg.imagepaths['seamless_space'], cfg.imagepaths['space3']]
    bg_move_dis = 0
    bg_1 = pygame.image.load(bg_imgs[0]).convert()
    bg_2 = pygame.image.load(bg_imgs[1]).convert()
    bg_3 = pygame.image.load(bg_imgs[2]).convert()
    # 玩家, 子弹和小行星精灵组
    player_group = pygame.sprite.group()
    bullet_group = pygame.sprite.group()
    asteroid_group = pygame.sprite.group()
    # 产生小行星的时间间隔
    asteroid_ticks = 90
    for i in range(num_player):
        player_group.add(ship(i+1, cfg))
    clock = pygame.time.clock()
    # 分数
    score_1, score_2 = 0, 0
    # 游戏主循环
    while true:
        for event in pygame.event.get():
            if event.type == pygame.quit:
                pygame.quit()
                sys.exit()
        # --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击
        pressed_keys = pygame.key.get_pressed()
        for idx, player in enumerate(player_group):
            direction = none
            if idx == 0:
                if pressed_keys[pygame.k_up]:
                    direction = 'up'
                elif pressed_keys[pygame.k_down]:
                    direction = 'down'
                elif pressed_keys[pygame.k_left]:
                    direction = 'left'
                elif pressed_keys[pygame.k_right]:
                    direction = 'right'
                if direction:
                    player.move(direction)
                if pressed_keys[pygame.k_j]:
                    if player.cooling_time == 0:
                        fire_sound.play()
                        bullet_group.add(player.shot())
                        player.cooling_time = 20
            elif idx == 1:
                if pressed_keys[pygame.k_w]:
                    direction = 'up'
                elif pressed_keys[pygame.k_s]:
                    direction = 'down'
                elif pressed_keys[pygame.k_a]:
                    direction = 'left'
                elif pressed_keys[pygame.k_d]:
                    direction = 'right'
                if direction:
                    player.move(direction)
                if pressed_keys[pygame.k_space]:
                    if player.cooling_time == 0:
                        fire_sound.play()
                        bullet_group.add(player.shot())
                        player.cooling_time = 20
            if player.cooling_time > 0:
                player.cooling_time -= 1
        if (score_1 + score_2) < 500:
            background = bg_1
        elif (score_1 + score_2) < 1500:
            background = bg_2
        else:
            background = bg_3
        # --向下移动背景图实现飞船向上移动的效果
        screen.blit(background, (0, -background.get_rect().height + bg_move_dis))
        screen.blit(background, (0, bg_move_dis))
        bg_move_dis = (bg_move_dis + 2) % background.get_rect().height
        # --生成小行星
        if asteroid_ticks == 0:
            asteroid_ticks = 90
            asteroid_group.add(asteroid(cfg))
        else:
            asteroid_ticks -= 1
        # --画飞船
        for player in player_group:
            if pygame.sprite.spritecollide(player, asteroid_group, true, none):
                player.explode_step = 1
                explosion_sound.play()
            elif player.explode_step > 0:
                if player.explode_step > 3:
                    player_group.remove(player)
                    if len(player_group) == 0:
                        return
                else:
                    player.explode(screen)
            else:
                player.draw(screen)
        # --画子弹
        for bullet in bullet_group:
            bullet.move()
            if pygame.sprite.spritecollide(bullet, asteroid_group, true, none):
                bullet_group.remove(bullet)
                if bullet.player_idx == 1:
                    score_1 += 1
                else:
                    score_2 += 1
            else:
                bullet.draw(screen)
        # --画小行星
        for asteroid in asteroid_group:
            asteroid.move()
            asteroid.rotate()
            asteroid.draw(screen)
        # --显示分数
        score_1_text = '玩家一得分: %s' % score_1
        score_2_text = '玩家二得分: %s' % score_2
        text_1 = font.render(score_1_text, true, (0, 0, 255))
        text_2 = font.render(score_2_text, true, (255, 0, 0))
        screen.blit(text_1, (2, 5))
        screen.blit(text_2, (2, 35))
        # --屏幕刷新
        pygame.display.update()
        clock.tick(60)
 
 
'''主函数'''
def main():
    pygame.init()
    pygame.font.init()
    pygame.mixer.init()
    screen = pygame.display.set_mode(cfg.screensize)
    pygame.display.set_caption('飞机大战 —— 九歌')
    num_player = startinterface(screen, cfg)
    if num_player == 1:
        while true:
            gaminginterface(num_player=1, screen=screen)
            endinterface(screen, cfg)
    else:
        while true:
            gaminginterface(num_player=2, screen=screen)
            endinterface(screen, cfg)
 
 
'''run'''
if __name__ == '__main__':
    main()

5、打地鼠

14 个Python小游戏 源码分享

源码分享:

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import cfg
import sys
import pygame
import random
from modules import *
 
 
'''游戏初始化'''
def initgame():
    pygame.init()
    pygame.mixer.init()
    screen = pygame.display.set_mode(cfg.screensize)
    pygame.display.set_caption('打地鼠 —— 九歌')
    return screen
 
 
'''主函数'''
def main():
    # 初始化
    screen = initgame()
    # 加载背景音乐和其他音效
    pygame.mixer.music.load(cfg.bgm_path)
    pygame.mixer.music.play(-1)
    audios = {
        'count_down': pygame.mixer.sound(cfg.count_down_sound_path),
        'hammering': pygame.mixer.sound(cfg.hammering_sound_path)
    }
    # 加载字体
    font = pygame.font.font(cfg.font_path, 40)
    # 加载背景图片
    bg_img = pygame.image.load(cfg.game_bg_imagepath)
    # 开始界面
    startinterface(screen, cfg.game_begin_imagepaths)
    # 地鼠改变位置的计时
    hole_pos = random.choice(cfg.hole_positions)
    change_hole_event = pygame.userevent
    pygame.time.set_timer(change_hole_event, 800)
    # 地鼠
    mole = mole(cfg.mole_imagepaths, hole_pos)
    # 锤子
    hammer = hammer(cfg.hammer_imagepaths, (500, 250))
    # 时钟
    clock = pygame.time.clock()
    # 分数
    your_score = 0
    flag = false
    # 初始时间
    init_time = pygame.time.get_ticks()
    # 游戏主循环
    while true:
        # --游戏时间为60s
        time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.)
        # --游戏时间减少, 地鼠变位置速度变快
        if time_remain == 40 and not flag:
            hole_pos = random.choice(cfg.hole_positions)
            mole.reset()
            mole.setposition(hole_pos)
            pygame.time.set_timer(change_hole_event, 650)
            flag = true
        elif time_remain == 20 and flag:
            hole_pos = random.choice(cfg.hole_positions)
            mole.reset()
            mole.setposition(hole_pos)
            pygame.time.set_timer(change_hole_event, 500)
            flag = false
        # --倒计时音效
        if time_remain == 10:
            audios['count_down'].play()
        # --游戏结束
        if time_remain < 0: break
        count_down_text = font.render('time: '+str(time_remain), true, cfg.white)
        # --按键检测
        for event in pygame.event.get():
            if event.type == pygame.quit:
                pygame.quit()
                sys.exit()
            elif event.type == pygame.mousemotion:
                hammer.setposition(pygame.mouse.get_pos())
            elif event.type == pygame.mousebuttondown:
                if event.button == 1:
                    hammer.sethammering()
            elif event.type == change_hole_event:
                hole_pos = random.choice(cfg.hole_positions)
                mole.reset()
                mole.setposition(hole_pos)
        # --碰撞检测
        if hammer.is_hammering and not mole.is_hammer:
            is_hammer = pygame.sprite.collide_mask(hammer, mole)
            if is_hammer:
                audios['hammering'].play()
                mole.setbehammered()
                your_score += 10
        # --分数
        your_score_text = font.render('score: '+str(your_score), true, cfg.brown)
        # --绑定必要的游戏元素到屏幕(注意顺序)
        screen.blit(bg_img, (0, 0))
        screen.blit(count_down_text, (875, 8))
        screen.blit(your_score_text, (800, 430))
        mole.draw(screen)
        hammer.draw(screen)
        # --更新
        pygame.display.flip()
        clock.tick(60)
    # 读取最佳分数(try块避免第一次游戏无.rec文件)
    try:
        best_score = int(open(cfg.record_path).read())
    except:
        best_score = 0
    # 若当前分数大于最佳分数则更新最佳分数
    if your_score > best_score:
        f = open(cfg.record_path, 'w')
        f.write(str(your_score))
        f.close()
    # 结束界面
    score_info = {'your_score': your_score, 'best_score': best_score}
    is_restart = endinterface(screen, cfg.game_end_imagepath, cfg.game_again_imagepaths, score_info, cfg.font_path, [cfg.white, cfg.red], cfg.screensize)
    return is_restart
 
 
'''run'''
if __name__ == '__main__':
    while true:
        is_restart = main()
        if not is_restart:
            break

6、小恐龙

玩法:上下控制起跳躲避

14 个Python小游戏 源码分享

源码分享:

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import cfg
import sys
import random
import pygame
from modules import *
 
 
'''main'''
def main(highest_score):
    # 游戏初始化
    pygame.init()
    screen = pygame.display.set_mode(cfg.screensize)
    pygame.display.set_caption('九歌')
    # 导入所有声音文件
    sounds = {}
    for key, value in cfg.audio_paths.items():
        sounds[key] = pygame.mixer.sound(value)
    # 游戏开始界面
    gamestartinterface(screen, sounds, cfg)
    # 定义一些游戏中必要的元素和变量
    score = 0
    score_board = scoreboard(cfg.image_paths['numbers'], position=(534, 15), bg_color=cfg.background_color)
    highest_score = highest_score
    highest_score_board = scoreboard(cfg.image_paths['numbers'], position=(435, 15), bg_color=cfg.background_color, is_highest=true)
    dino = dinosaur(cfg.image_paths['dino'])
    ground = ground(cfg.image_paths['ground'], position=(0, cfg.screensize[1]))
    cloud_sprites_group = pygame.sprite.group()
    cactus_sprites_group = pygame.sprite.group()
    ptera_sprites_group = pygame.sprite.group()
    add_obstacle_timer = 0
    score_timer = 0
    # 游戏主循环
    clock = pygame.time.clock()
    while true:
        for event in pygame.event.get():
            if event.type == pygame.quit:
                pygame.quit()
                sys.exit()
            elif event.type == pygame.keydown:
                if event.key == pygame.k_space or event.key == pygame.k_up:
                    dino.jump(sounds)
                elif event.key == pygame.k_down:
                    dino.duck()
            elif event.type == pygame.keyup and event.key == pygame.k_down:
                dino.unduck()
        screen.fill(cfg.background_color)
        # --随机添加云
        if len(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10:
            cloud_sprites_group.add(cloud(cfg.image_paths['cloud'], position=(cfg.screensize[0], random.randrange(30, 75))))
        # --随机添加仙人掌/飞龙
        add_obstacle_timer += 1
        if add_obstacle_timer > random.randrange(50, 150):
            add_obstacle_timer = 0
            random_value = random.randrange(0, 10)
            if random_value >= 5 and random_value <= 7:
                cactus_sprites_group.add(cactus(cfg.image_paths['cacti']))
            else:
                position_ys = [cfg.screensize[1]*0.82, cfg.screensize[1]*0.75, cfg.screensize[1]*0.60, cfg.screensize[1]*0.20]
                ptera_sprites_group.add(ptera(cfg.image_paths['ptera'], position=(600, random.choice(position_ys))))
        # --更新游戏元素
        dino.update()
        ground.update()
        cloud_sprites_group.update()
        cactus_sprites_group.update()
        ptera_sprites_group.update()
        score_timer += 1
        if score_timer > (cfg.fps//12):
            score_timer = 0
            score += 1
            score = min(score, 99999)
            if score > highest_score:
                highest_score = score
            if score % 100 == 0:
                sounds['point'].play()
            if score % 1000 == 0:
                ground.speed -= 1
                for item in cloud_sprites_group:
                    item.speed -= 1
                for item in cactus_sprites_group:
                    item.speed -= 1
                for item in ptera_sprites_group:
                    item.speed -= 1
        # --碰撞检测
        for item in cactus_sprites_group:
            if pygame.sprite.collide_mask(dino, item):
                dino.die(sounds)
        for item in ptera_sprites_group:
            if pygame.sprite.collide_mask(dino, item):
                dino.die(sounds)
        # --将游戏元素画到屏幕上
        dino.draw(screen)
        ground.draw(screen)
        cloud_sprites_group.draw(screen)
        cactus_sprites_group.draw(screen)
        ptera_sprites_group.draw(screen)
        score_board.set(score)
        highest_score_board.set(highest_score)
        score_board.draw(screen)
        highest_score_board.draw(screen)
        # --更新屏幕
        pygame.display.update()
        clock.tick(cfg.fps)
        # --游戏是否结束
        if dino.is_dead:
            break
    # 游戏结束界面
    return gameendinterface(screen, cfg), highest_score
 
 
'''run'''
if __name__ == '__main__':
    highest_score = 0
    while true:
        flag, highest_score = main(highest_score)
        if not flag: break

7、消消乐

玩法:三个相连就能消除

14 个Python小游戏 源码分享

源码分享:

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import os
import sys
import cfg
import pygame
from modules import *
 
 
'''游戏主程序'''
def main():
    pygame.init()
    screen = pygame.display.set_mode(cfg.screensize)
    pygame.display.set_caption('gemgem —— 九歌')
    # 加载背景音乐
    pygame.mixer.init()
    pygame.mixer.music.load(os.path.join(cfg.rootdir, "resources/audios/bg.mp3"))
    pygame.mixer.music.set_volume(0.6)
    pygame.mixer.music.play(-1)
    # 加载音效
    sounds = {}
    sounds['mismatch'] = pygame.mixer.sound(os.path.join(cfg.rootdir, 'resources/audios/badswap.wav'))
    sounds['match'] = []
    for i in range(6):
        sounds['match'].append(pygame.mixer.sound(os.path.join(cfg.rootdir, 'resources/audios/match%s.wav' % i)))
    # 加载字体
    font = pygame.font.font(os.path.join(cfg.rootdir, 'resources/font/font.ttf'), 25)
    # 图片加载
    gem_imgs = []
    for i in range(1, 8):
        gem_imgs.append(os.path.join(cfg.rootdir, 'resources/images/gem%s.png' % i))
    # 主循环
    game = gemgame(screen, sounds, font, gem_imgs, cfg)
    while true:
        score = game.start()
        flag = false
        # 一轮游戏结束后玩家选择重玩或者退出
        while true:
            for event in pygame.event.get():
                if event.type == pygame.quit or (event.type == pygame.keyup and event.key == pygame.k_escape):
                    pygame.quit()
                    sys.exit()
                elif event.type == pygame.keyup and event.key == pygame.k_r:
                    flag = true
            if flag:
                break
            screen.fill((135, 206, 235))
            text0 = 'final score: %s' % score
            text1 = 'press <r> to restart the game.'
            text2 = 'press <esc> to quit the game.'
            y = 150
            for idx, text in enumerate([text0, text1, text2]):
                text_render = font.render(text, 1, (85, 65, 0))
                rect = text_render.get_rect()
                if idx == 0:
                    rect.left, rect.top = (212, y)
                elif idx == 1:
                    rect.left, rect.top = (122.5, y)
                else:
                    rect.left, rect.top = (126.5, y)
                y += 100
                screen.blit(text_render, rect)
            pygame.display.update()
        game.reset()
 
 
'''run'''
if __name__ == '__main__':
    main()

8、俄罗斯方块

玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的。

14 个Python小游戏 源码分享

源码分享:

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import os
import sys
import random
from modules import *
from pyqt5.qtgui import *
from pyqt5.qtcore import *
from pyqt5.qtwidgets import *
 
 
'''定义俄罗斯方块游戏类'''
class tetrisgame(qmainwindow):
    def __init__(self, parent=none):
        super(tetrisgame, self).__init__(parent)
        # 是否暂停ing
        self.is_paused = false
        # 是否开始ing
        self.is_started = false
        self.initui()
    '''界面初始化'''
    def initui(self):
        # icon
        self.setwindowicon(qicon(os.path.join(os.getcwd(), 'resources/icon.jpg')))
        # 块大小
        self.grid_size = 22
        # 游戏帧率
        self.fps = 200
        self.timer = qbasictimer()
        # 焦点
        self.setfocuspolicy(qt.strongfocus)
        # 水平布局
        layout_horizontal = qhboxlayout()
        self.inner_board = innerboard()
        self.external_board = externalboard(self, self.grid_size, self.inner_board)
        layout_horizontal.addwidget(self.external_board)
        self.side_panel = sidepanel(self, self.grid_size, self.inner_board)
        layout_horizontal.addwidget(self.side_panel)
        self.status_bar = self.statusbar()
        self.external_board.score_signal[str].connect(self.status_bar.showmessage)
        self.start()
        self.center()
        self.setwindowtitle('tetris —— 九歌')
        self.show()
        self.setfixedsize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height())
    '''游戏界面移动到屏幕中间'''
    def center(self):
        screen = qdesktopwidget().screengeometry()
        size = self.geometry()
        self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)
    '''更新界面'''
    def updatewindow(self):
        self.external_board.updatedata()
        self.side_panel.updatedata()
        self.update()
    '''开始'''
    def start(self):
        if self.is_started:
            return
        self.is_started = true
        self.inner_board.createnewtetris()
        self.timer.start(self.fps, self)
    '''暂停/不暂停'''
    def pause(self):
        if not self.is_started:
            return
        self.is_paused = not self.is_paused
        if self.is_paused:
            self.timer.stop()
            self.external_board.score_signal.emit('paused')
        else:
            self.timer.start(self.fps, self)
        self.updatewindow()
    '''计时器事件'''
    def timerevent(self, event):
        if event.timerid() == self.timer.timerid():
            removed_lines = self.inner_board.movedown()
            self.external_board.score += removed_lines
            self.updatewindow()
        else:
            super(tetrisgame, self).timerevent(event)
    '''按键事件'''
    def keypressevent(self, event):
        if not self.is_started or self.inner_board.current_tetris == tetrisshape().shape_empty:
            super(tetrisgame, self).keypressevent(event)
            return
        key = event.key()
        # p键暂停
        if key == qt.key_p:
            self.pause()
            return
        if self.is_paused:
            return
        # 向左
        elif key == qt.key_left:
            self.inner_board.moveleft()
        # 向右
        elif key == qt.key_right:
            self.inner_board.moveright()
        # 旋转
        elif key == qt.key_up:
            self.inner_board.rotateanticlockwise()
        # 快速坠落
        elif key == qt.key_space:
            self.external_board.score += self.inner_board.dropdown()
        else:
            super(tetrisgame, self).keypressevent(event)
        self.updatewindow()
 
 
'''run'''
if __name__ == '__main__':
    app = qapplication([])
    tetris = tetrisgame()
    sys.exit(app.exec_())

9、贪吃蛇

玩法:童年经典,普通魔术也没啥意思,小时候玩的也是加速的。

14 个Python小游戏 源码分享

源码分享:

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import cfg
import sys
import pygame
from modules import *
 
 
'''主函数'''
def main(cfg):
    # 游戏初始化
    pygame.init()
    screen = pygame.display.set_mode(cfg.screensize)
    pygame.display.set_caption('greedy snake —— 九歌')
    clock = pygame.time.clock()
    # 播放背景音乐
    pygame.mixer.music.load(cfg.bgmpath)
    pygame.mixer.music.play(-1)
    # 游戏主循环
    snake = snake(cfg)
    apple = apple(cfg, snake.coords)
    score = 0
    while true:
        screen.fill(cfg.black)
        # --按键检测
        for event in pygame.event.get():
            if event.type == pygame.quit:
                pygame.quit()
                sys.exit()
            elif event.type == pygame.keydown:
                if event.key in [pygame.k_up, pygame.k_down, pygame.k_left, pygame.k_right]:
                    snake.setdirection({pygame.k_up: 'up', pygame.k_down: 'down', pygame.k_left: 'left', pygame.k_right: 'right'}[event.key])
        # --更新贪吃蛇和食物
        if snake.update(apple):
            apple = apple(cfg, snake.coords)
            score += 1
        # --判断游戏是否结束
        if snake.isgameover: break
        # --显示游戏里必要的元素
        drawgamegrid(cfg, screen)
        snake.draw(screen)
        apple.draw(screen)
        showscore(cfg, score, screen)
        # --屏幕更新
        pygame.display.update()
        clock.tick(cfg.fps)
    return endinterface(screen, cfg)
 
 
'''run'''
if __name__ == '__main__':
    while true:
        if not main(cfg):
            break

10、24点小游戏

玩法:通过加减乘除操作,小学生都没问题的。

14 个Python小游戏 源码分享

源码分享:

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import os
import sys
import pygame
from cfg import *
from modules import *
from fractions import fraction
 
 
'''检查控件是否被点击'''
def checkclicked(group, mouse_pos, group_type='number'):
    selected = []
    # 数字卡片/运算符卡片
    if group_type == grouptypes[0] or group_type == grouptypes[1]:
        max_selected = 2 if group_type == grouptypes[0] else 1
        num_selected = 0
        for each in group:
            num_selected += int(each.is_selected)
        for each in group:
            if each.rect.collidepoint(mouse_pos):
                if each.is_selected:
                    each.is_selected = not each.is_selected
                    num_selected -= 1
                    each.select_order = none
                else:
                    if num_selected < max_selected:
                        each.is_selected = not each.is_selected
                        num_selected += 1
                        each.select_order = str(num_selected)
            if each.is_selected:
                selected.append(each.attribute)
    # 按钮卡片
    elif group_type == grouptypes[2]:
        for each in group:
            if each.rect.collidepoint(mouse_pos):
                each.is_selected = true
                selected.append(each.attribute)
    # 抛出异常
    else:
        raise valueerror('checkclicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *grouptypes))
    return selected
 
 
'''获取数字精灵组'''
def getnumberspritesgroup(numbers):
    number_sprites_group = pygame.sprite.group()
    for idx, number in enumerate(numbers):
        args = (*numbercard_positions[idx], str(number), numberfont, numberfont_colors, numbercard_colors, str(number))
        number_sprites_group.add(card(*args))
    return number_sprites_group
 
 
'''获取运算符精灵组'''
def getoperatorspritesgroup(operators):
    operator_sprites_group = pygame.sprite.group()
    for idx, operator in enumerate(operators):
        args = (*operatorcard_positions[idx], str(operator), operatorfont, opreatorfont_colors, operatorcard_colors, str(operator))
        operator_sprites_group.add(card(*args))
    return operator_sprites_group
 
 
'''获取按钮精灵组'''
def getbuttonspritesgroup(buttons):
    button_sprites_group = pygame.sprite.group()
    for idx, button in enumerate(buttons):
        args = (*buttoncard_positions[idx], str(button), buttonfont, buttonfont_colors, buttoncard_colors, str(button))
        button_sprites_group.add(button(*args))
    return button_sprites_group
 
 
'''计算'''
def calculate(number1, number2, operator):
    operator_map = {'+': '+', '-': '-', '×': '*', '÷': '/'}
    try:
        result = str(eval(number1+operator_map[operator]+number2))
        return result if '.' not in result else str(fraction(number1+operator_map[operator]+number2))
    except:
        return none
 
 
'''在屏幕上显示信息'''
def showinfo(text, screen):
    rect = pygame.rect(200, 180, 400, 200)
    pygame.draw.rect(screen, papayawhip, rect)
    font = pygame.font.font(fontpath, 40)
    text_render = font.render(text, true, black)
    font_size = font.size(text)
    screen.blit(text_render, (rect.x+(rect.width-font_size[0])/2, rect.y+(rect.height-font_size[1])/2))
 
 
'''主函数'''
def main():
    # 初始化, 导入必要的游戏素材
    pygame.init()
    pygame.mixer.init()
    screen = pygame.display.set_mode(screensize)
    pygame.display.set_caption('24 point —— 九歌')
    win_sound = pygame.mixer.sound(audiowinpath)
    lose_sound = pygame.mixer.sound(audiolosepath)
    warn_sound = pygame.mixer.sound(audiowarnpath)
    pygame.mixer.music.load(bgmpath)
    pygame.mixer.music.play(-1, 0.0)
    # 24点游戏生成器
    game24_gen = game24generator()
    game24_gen.generate()
    # 精灵组
    # --数字
    number_sprites_group = getnumberspritesgroup(game24_gen.numbers_now)
    # --运算符
    operator_sprites_group = getoperatorspritesgroup(opreators)
    # --按钮
    button_sprites_group = getbuttonspritesgroup(buttons)
    # 游戏主循环
    clock = pygame.time.clock()
    selected_numbers = []
    selected_operators = []
    selected_buttons = []
    is_win = false
    while true:
        for event in pygame.event.get():
            if event.type == pygame.quit:
                pygame.quit()
                sys.exit(-1)
            elif event.type == pygame.mousebuttonup:
                mouse_pos = pygame.mouse.get_pos()
                selected_numbers = checkclicked(number_sprites_group, mouse_pos, 'number')
                selected_operators = checkclicked(operator_sprites_group, mouse_pos, 'opreator')
                selected_buttons = checkclicked(button_sprites_group, mouse_pos, 'button')
        screen.fill(azure)
        # 更新数字
        if len(selected_numbers) == 2 and len(selected_operators) == 1:
            noselected_numbers = []
            for each in number_sprites_group:
                if each.is_selected:
                    if each.select_order == '1':
                        selected_number1 = each.attribute
                    elif each.select_order == '2':
                        selected_number2 = each.attribute
                    else:
                        raise valueerror('unknow select_order %s, expect 1 or 2...' % each.select_order)
                else:
                    noselected_numbers.append(each.attribute)
                each.is_selected = false
            for each in operator_sprites_group:
                each.is_selected = false
            result = calculate(selected_number1, selected_number2, *selected_operators)
            if result is not none:
                game24_gen.numbers_now = noselected_numbers + [result]
                is_win = game24_gen.check()
                if is_win:
                    win_sound.play()
                if not is_win and len(game24_gen.numbers_now) == 1:
                    lose_sound.play()
            else:
                warn_sound.play()
            selected_numbers = []
            selected_operators = []
            number_sprites_group = getnumberspritesgroup(game24_gen.numbers_now)
        # 精灵都画到screen上
        for each in number_sprites_group:
            each.draw(screen, pygame.mouse.get_pos())
        for each in operator_sprites_group:
            each.draw(screen, pygame.mouse.get_pos())
        for each in button_sprites_group:
            if selected_buttons and selected_buttons[0] in ['reset', 'next']:
                is_win = false
            if selected_buttons and each.attribute == selected_buttons[0]:
                each.is_selected = false
                number_sprites_group = each.do(game24_gen, getnumberspritesgroup, number_sprites_group, button_sprites_group)
                selected_buttons = []
            each.draw(screen, pygame.mouse.get_pos())
        # 游戏胜利
        if is_win:
            showinfo('congratulations', screen)
        # 游戏失败
        if not is_win and len(game24_gen.numbers_now) == 1:
            showinfo('game over', screen)
        pygame.display.flip()
        clock.tick(30)
 
 
'''run'''
if __name__ == '__main__':
    main()

11、平衡木

玩法:也是小时候的经典游戏,控制左右就行,到后面才有一点点难度。

14 个Python小游戏 源码分享

源码分享:

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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。

14 个Python小游戏 源码分享

源码分享:

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import os
import sys
import cfg
import random
import pygame
from modules import *
 
 
'''开始游戏'''
def startgame(screen):
    clock = pygame.time.clock()
    # 加载字体
    font = pygame.font.sysfont('arial', 18)
    if not os.path.isfile('score'):
        f = open('score', 'w')
        f.write('0')
        f.close()
    with open('score', 'r') as f:
        highest_score = int(f.read().strip())
    # 敌方
    enemies_group = pygame.sprite.group()
    for i in range(55):
        if i < 11:
            enemy = enemysprite('small', i, cfg.white, cfg.white)
        elif i < 33:
            enemy = enemysprite('medium', i, cfg.white, cfg.white)
        else:
            enemy = enemysprite('large', i, cfg.white, cfg.white)
        enemy.rect.x = 85 + (i % 11) * 50
        enemy.rect.y = 120 + (i // 11) * 45
        enemies_group.add(enemy)
    boomed_enemies_group = pygame.sprite.group()
    en_bullets_group = pygame.sprite.group()
    ufo = ufosprite(color=cfg.red)
    # 我方
    myaircraft = aircraftsprite(color=cfg.green, bullet_color=cfg.white)
    my_bullets_group = pygame.sprite.group()
    # 用于控制敌方位置更新
    # --移动一行
    enemy_move_count = 24
    enemy_move_interval = 24
    enemy_move_flag = false
    # --改变移动方向(改变方向的同时集体下降一次)
    enemy_change_direction_count = 0
    enemy_change_direction_interval = 60
    enemy_need_down = false
    enemy_move_right = true
    enemy_need_move_row = 6
    enemy_max_row = 5
    # 用于控制敌方发射子弹
    enemy_shot_interval = 100
    enemy_shot_count = 0
    enemy_shot_flag = false
    # 游戏进行中
    running = true
    is_win = false
    # 主循环
    while running:
        screen.fill(cfg.black)
        for event in pygame.event.get():
            # --点右上角的x或者按esc键退出游戏
            if event.type == pygame.quit:
                pygame.quit()
                sys.exit()
            if event.type == pygame.keydown:
                if event.key == pygame.k_escape:
                    pygame.quit()
                    sys.exit()
            # --射击
            if event.type == pygame.mousebuttondown:
                my_bullet = myaircraft.shot()
                if my_bullet:
                    my_bullets_group.add(my_bullet)
        # --我方子弹与敌方/ufo碰撞检测
        for enemy in enemies_group:
            if pygame.sprite.spritecollide(enemy, my_bullets_group, true, none):
                boomed_enemies_group.add(enemy)
                enemies_group.remove(enemy)
                myaircraft.score += enemy.reward
        if pygame.sprite.spritecollide(ufo, my_bullets_group, true, none):
            ufo.is_dead = true
            myaircraft.score += ufo.reward
        # --更新并画敌方
        # ----敌方子弹
        enemy_shot_count += 1
        if enemy_shot_count > enemy_shot_interval:
            enemy_shot_flag = true
            enemies_survive_list = [enemy.number for enemy in enemies_group]
            shot_number = random.choice(enemies_survive_list)
            enemy_shot_count = 0
        # ----敌方移动
        enemy_move_count += 1
        if enemy_move_count > enemy_move_interval:
            enemy_move_count = 0
            enemy_move_flag = true
            enemy_need_move_row -= 1
            if enemy_need_move_row == 0:
                enemy_need_move_row = enemy_max_row
            enemy_change_direction_count += 1
            if enemy_change_direction_count > enemy_change_direction_interval:
                enemy_change_direction_count = 1
                enemy_move_right = not enemy_move_right
                enemy_need_down = true
                # ----每次下降提高移动和射击速度
                enemy_move_interval = max(15, enemy_move_interval-3)
                enemy_shot_interval = max(50, enemy_move_interval-10)
        # ----遍历更新
        for enemy in enemies_group:
            if enemy_shot_flag:
                if enemy.number == shot_number:
                    en_bullet = enemy.shot()
                    en_bullets_group.add(en_bullet)
            if enemy_move_flag:
                if enemy.number in range((enemy_need_move_row-1)*11, enemy_need_move_row*11):
                    if enemy_move_right:
                        enemy.update('right', cfg.screensize[1])
                    else:
                        enemy.update('left', cfg.screensize[1])
            else:
                enemy.update(none, cfg.screensize[1])
            if enemy_need_down:
                if enemy.update('down', cfg.screensize[1]):
                    running = false
                    is_win = false
                enemy.change_count -= 1
            enemy.draw(screen)
        enemy_move_flag = false
        enemy_need_down = false
        enemy_shot_flag = false
        # ----敌方爆炸特效
        for boomed_enemy in boomed_enemies_group:
            if boomed_enemy.boom(screen):
                boomed_enemies_group.remove(boomed_enemy)
                del boomed_enemy
        # --敌方子弹与我方飞船碰撞检测
        if not myaircraft.one_dead:
            if pygame.sprite.spritecollide(myaircraft, en_bullets_group, true, none):
                myaircraft.one_dead = true
        if myaircraft.one_dead:
            if myaircraft.boom(screen):
                myaircraft.resetboom()
                myaircraft.num_life -= 1
                if myaircraft.num_life < 1:
                    running = false
                    is_win = false
        else:
            # ----更新飞船
            myaircraft.update(cfg.screensize[0])
            # ----画飞船
            myaircraft.draw(screen)
        if (not ufo.has_boomed) and (ufo.is_dead):
            if ufo.boom(screen):
                ufo.has_boomed = true
        else:
            # ----更新ufo
            ufo.update(cfg.screensize[0])
            # ----画ufo
            ufo.draw(screen)
        # --画我方飞船子弹
        for bullet in my_bullets_group:
            if bullet.update():
                my_bullets_group.remove(bullet)
                del bullet
            else:
                bullet.draw(screen)
        # --画敌方子弹
        for bullet in en_bullets_group:
            if bullet.update(cfg.screensize[1]):
                en_bullets_group.remove(bullet)
                del bullet
            else:
                bullet.draw(screen)
        if myaircraft.score > highest_score:
            highest_score = myaircraft.score
        # --得分每增加2000我方飞船增加一条生命
        if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score):
            myaircraft.old_score = myaircraft.score
            myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life)
        # --敌人都死光了的话就胜利了
        if len(enemies_group) < 1:
            is_win = true
            running = false
        # --显示文字
        # ----当前得分
        showtext(screen, 'score: ', cfg.white, font, 200, 8)
        showtext(screen, str(myaircraft.score), cfg.white, font, 200, 24)
        # ----敌人数量
        showtext(screen, 'enemy: ', cfg.white, font, 370, 8)
        showtext(screen, str(len(enemies_group)), cfg.white, font, 370, 24)
        # ----历史最高分
        showtext(screen, 'highest: ', cfg.white, font, 540, 8)
        showtext(screen, str(highest_score), cfg.white, font, 540, 24)
        # ----fps
        showtext(screen, 'fps: ' + str(int(clock.get_fps())), cfg.red, font, 8, 8)
        # --显示剩余生命值
        showlife(screen, myaircraft.num_life, cfg.green)
        pygame.display.update()
        clock.tick(cfg.fps)
    with open('score', 'w') as f:
        f.write(str(highest_score))
    return is_win
 
 
'''主函数'''
def main():
    # 初始化
    pygame.init()
    pygame.display.set_caption('外星人入侵 —— 九歌')
    screen = pygame.display.set_mode(cfg.screensize)
    pygame.mixer.init()
    pygame.mixer.music.load(cfg.bgmpath)
    pygame.mixer.music.set_volume(0.4)
    pygame.mixer.music.play(-1)
    while true:
        is_win = startgame(screen)
        endinterface(screen, cfg.black, is_win)
 
 
'''run'''
if __name__ == '__main__':
    main()

13、贪心鸟

玩法:有点类似那个炸弹人,控制好走位问题不大。

14 个Python小游戏 源码分享

14、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。

14 个Python小游戏 源码分享

源码分享:

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from tkinter import *
import tkinter.messagebox as msg
 
root = tk()
root.title('tic-tac-toe---project gurukul')
# labels
label(root, text="player1 : x", font="times 15").grid(row=0, column=1)
label(root, text="player2 : o", font="times 15").grid(row=0, column=2)
 
digits = [1, 2, 3, 4, 5, 6, 7, 8, 9]
 
# for player1 sign = x and for player2 sign= y
mark = ''
 
# counting the no. of click
count = 0
 
panels = ["panel"] * 10
 
 
def win(panels, sign):
    return ((panels[1] == panels[2] == panels[3] == sign)
            or (panels[1] == panels[4] == panels[7] == sign)
            or (panels[1] == panels[5] == panels[9] == sign)
            or (panels[2] == panels[5] == panels[8] == sign)
            or (panels[3] == panels[6] == panels[9] == sign)
            or (panels[3] == panels[5] == panels[7] == sign)
            or (panels[4] == panels[5] == panels[6] == sign)
            or (panels[7] == panels[8] == panels[9] == sign))
 
 
def checker(digit):
    global count, mark, digits
 
    # check which button clicked
 
    if digit == 1 and digit in digits:
        digits.remove(digit)
        ##player1 will play if the value of count is even and for odd player2 will play
        if count % 2 == 0:
            mark = 'x'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'o'
            panels[digit] = mark
 
        button1.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'x'):
            msg.showinfo("result", "player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'o'):
            msg.showinfo("result", "player2 wins")
            root.destroy()
 
    if digit == 2 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = 'x'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'o'
            panels[digit] = mark
 
        button2.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'x'):
            msg.showinfo("result", "player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'o'):
            msg.showinfo("result", "player2 wins")
            root.destroy()
 
    if digit == 3 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = 'x'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'o'
            panels[digit] = mark
 
        button3.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'x'):
            msg.showinfo("result", "player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'o'):
            msg.showinfo("result", "player2 wins")
            root.destroy()
 
    if digit == 4 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = 'x'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'o'
            panels[digit] = mark
 
        button4.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'x'):
            msg.showinfo("result", "player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'o'):
            msg.showinfo("result", "player2 wins")
            root.destroy()
 
    if digit == 5 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = 'x'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'o'
            panels[digit] = mark
 
        button5.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'x'):
            msg.showinfo("result", "player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'o'):
            msg.showinfo("result", "player2 wins")
            root.destroy()
 
    if digit == 6 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = 'x'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'o'
            panels[digit] = mark
 
        button6.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'x'):
            msg.showinfo("result", "player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'o'):
            msg.showinfo("result", "player2 wins")
            root.destroy()
 
    if digit == 7 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = 'x'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'o'
            panels[digit] = mark
 
        button7.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'x'):
            msg.showinfo("result", "player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'o'):
            msg.showinfo("result", "player2 wins")
            root.destroy()
 
    if digit == 8 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = 'x'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'o'
            panels[digit] = mark
 
        button8.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'x'):
            msg.showinfo("result", "player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'o'):
            msg.showinfo("result", "player2 wins")
            root.destroy()
 
    if digit == 9 and digit in digits:
        digits.remove(digit)
 
        if count % 2 == 0:
            mark = 'x'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'o'
            panels[digit] = mark
 
        button9.config(text=mark)
        count = count + 1
        sign = mark
 
        if (win(panels, sign) and sign == 'x'):
            msg.showinfo("result", "player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'o'):
            msg.showinfo("result", "player2 wins")
            root.destroy()
 
    ###if count is greater then 8 then the match has been tied
    if (count > 8 and win(panels, 'x') == false and win(panels, 'o') == false):
        msg.showinfo("result", "match tied")
        root.destroy()
 
 
####define buttons
button1 = button(root, width=15, font=('times 16 bold'), height=7, command=lambda: checker(1))
button1.grid(row=1, column=1)
button2 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(2))
button2.grid(row=1, column=2)
button3 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(3))
button3.grid(row=1, column=3)
button4 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(4))
button4.grid(row=2, column=1)
button5 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(5))
button5.grid(row=2, column=2)
button6 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(6))
button6.grid(row=2, column=3)
button7 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(7))
button7.grid(row=3, column=1)
button8 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(8))
button8.grid(row=3, column=2)
button9 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(9))
button9.grid(row=3, column=3)
 
root.mainloop()

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原文链接:https://blog.csdn.net/AI19970205/article/details/120223542