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【pygame游戏开发】这几个经典游戏,勾起了少年的快乐

时间:2023-04-27

给大家分享几个好玩有趣的小游戏,既提升了学习的兴趣,又提升了学习效率,告别枯燥的学习。

一、飞机大战 1、源码部分

模块导入

import sysimport cfgimport pygamefrom 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)

2、全部代码

import sysimport cfgimport pygamefrom modules import * 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)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) if __name__ == '__main__': main()

3、效果展示 二、打地鼠 1、代码部分

模块导入

import cfgimport pygameimport randomfrom modules.sprites.mole import *from modules.sprites.hammer import *from modules.interfaces.endinterface import *from modules.interfaces.startinterface import *

游戏初始化

def initGame():pygame.init()pygame.mixer.init()screen = pygame.display.set_mode(cfg.SCREENSIZE)pygame.display.set_caption('Whac A Mole-青灯教育')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

2、全部代码

import cfgimport sysimport pygameimport randomfrom modules import * 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 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 if __name__ == '__main__': while True: is_restart = main() if not is_restart: break

3、效果展示 三、滑雪游戏 1、代码部分

导入模块

import sysimport cfgimport pygameimport 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])

障碍物类

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)

2、完整代码

import sysimport cfgimport pygameimport random 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]) 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] - numdef 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 def AddObstacles(obstacles0, obstacles1): obstacles = pygame.sprite.Group() for obstacle in obstacles0: obstacles.add(obstacle) for obstacle in obstacles1: obstacles.add(obstacle) return obstacles 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() 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)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() 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) if __name__ == '__main__': main();

3、效果展示 四、打乒乓 1、代码部分

导入模块

import sysimport cfgimport pygamefrom 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))

开始界面

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)

2、全部代码

import sysimport cfgimport pygamefrom modules import *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))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() 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() 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() 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) if __name__ == '__main__': main()

3、效果展示 五、吃金币 1、代码部分

导入模块

import osimport cfgimport sysimport pygameimport randomfrom 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)

2、全部代码

import osimport cfgimport sysimport pygameimport randomfrom modules import * 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 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)if __name__ == '__main__': while main(): pass

3、效果展示 六、消消乐 1、代码部分

模块导入

import osimport sysimport cfgimport pygamefrom modules import *

游戏主程序

加载背景音乐

pygame.mixer.init()pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, "resources/audios/bg.mp3"))pygame.mixer.music.set_volume(0.6)pygame.mixer.music.play(-1)

加载音效

sounds = {}sounds['mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/badswap.wav'))sounds['match'] = []for i in range(6): sounds['match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/match%s.wav' % i)))

加载字体

font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25)

图片加载

gem_imgs = []for i in range(1, 8): gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i))

主循环

game = gemGame(screen, sounds, font, gem_imgs, cfg)while True: score = game.start() flag = False

一轮游戏结束后玩家选择重玩或者退出

while True: for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE): pygame.quit() sys.exit() elif event.type == pygame.KEYUP and event.key == pygame.K_r: flag = True if flag: break screen.fill((135, 206, 235)) text0 = 'Final score: %s' % score text1 = 'Press to restart the game.' text2 = 'Press to quit the game.' y = 150 for idx, text in enumerate([text0, text1, text2]): text_render = font.render(text, 1, (85, 65, 0)) rect = text_render.get_rect() if idx == 0: rect.left, rect.top = (212, y) elif idx == 1: rect.left, rect.top = (122.5, y) else: rect.left, rect.top = (126.5, y) y += 100 screen.blit(text_render, rect) pygame.display.update()game.reset()

2、全部代码

import osimport sysimport cfgimport pygamefrom modules import * def main(): pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('Gemgem —— 九歌') 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) 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))) font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25) gem_imgs = [] for i in range(1, 8): gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i)) game = gemGame(screen, sounds, font, gem_imgs, cfg) while True: score = game.start() flag = False while True: for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE): pygame.quit() sys.exit() elif event.type == pygame.KEYUP and event.key == pygame.K_r: flag = True if flag: break screen.fill((135, 206, 235)) text0 = 'Final score: %s' % score text1 = 'Press to restart the game.' text2 = 'Press to quit the game.' y = 150 for idx, text in enumerate([text0, text1, text2]): text_render = font.render(text, 1, (85, 65, 0)) rect = text_render.get_rect() if idx == 0: rect.left, rect.top = (212, y) elif idx == 1: rect.left, rect.top = (122.5, y) else: rect.left, rect.top = (126.5, y) y += 100 screen.blit(text_render, rect) pygame.display.update() game.reset() if __name__ == '__main__': main()

3、效果展示 七、贪吃蛇 1、代码部分

模块导入

import cfgimport pygamefrom food import *from snake import *from utils import *from endInterface import *

主函数

游戏初始化

pygame.init()screen = pygame.display.set_mode(cfg.SCREENSIZE)pygame.display.set_caption('Greedy Snake')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 = 0while True:screen.fill(cfg.BLACK)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)

2、全部代码

import cfgimport pygamefrom food import *from snake import *from utils import *from endInterface import *def main(cfg):pygame.init()screen = pygame.display.set_mode(cfg.SCREENSIZE)pygame.display.set_caption('Greedy Snake ')clock = pygame.time.Clock()pygame.mixer.music.load(cfg.BGMPATH)pygame.mixer.music.play(-1)snake = Snake(cfg)apple = Apple(cfg, snake.coords)score = 0while True:screen.fill(cfg.BLACK)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])if snake.update(apple):apple = Apple(cfg, snake.coords)score += 1if snake.isgameover: breakdrawGameGrid(cfg, screen)snake.draw(screen)apple.draw(screen)showScore(cfg, score, screen)pygame.display.update()clock.tick(cfg.FPS)return endInterface(screen, cfg)if __name__ == '__main__':while True:if not main(cfg):break

3、效果展示 八、消消乐 1、代码部分

模块导入

import osimport sysimport randomfrom 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()

2、全部代码

import osimport sysimport randomfrom modules import *from PyQt5.QtGui import *from PyQt5.QtCore import *from PyQt5.QtWidgets import * 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() 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()) def center(self): screen = QDesktopWidget().screenGeometry() size = self.geometry() self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2) def updateWindow(self): self.external_board.updateData() self.side_panel.updateData() self.update() def start(self): if self.is_started: return self.is_started = True self.inner_board.createNewTetris() self.timer.start(self.fps, self) 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() 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) 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() if __name__ == '__main__': app = QApplication([]) tetris = TetrisGame() sys.exit(app.exec_())

3、效果展示


兄弟们,今天的分享就到这,运行不了的话,可以点这里,有些是需要素材才能运行的。

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