13個Python小遊戲(含原始碼),開始敲起來,玩吧!

Sim1480發表於2022-02-18

來源丨網路

經常聽到有朋友說,學習程式設計是一件非常枯燥無味的事情。其實,大家有沒有認真想過,可能是我們的學習方法不對?

比方說,你有沒有想過,可以通過打遊戲來學程式設計?

今天我想跟大家分享幾個Python小遊戲,教你如何通過邊打遊戲邊學程式設計!

1、吃金幣

43e192f185d783e6b3c0477b5606a573.gif

原始碼分享:

import os
import cfg
import sys
import pygame
import random
from modules import *
 
 
'''遊戲初始化'''
def initGame():
    # 初始化pygame, 設定展示視窗
    pygame.init()
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption('catch coins —— 九歌')
    # 載入必要的遊戲素材
    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)
    # 返回初始化資料
    return screen, game_images, game_sounds
 
 
'''主函式'''
def main():
    # 初始化
    screen, game_images, game_sounds = initGame()
    # 播放背景音樂
    pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm'])
    pygame.mixer.music.play(-1, 0.0)
    # 字型載入
    font = pygame.font.Font(cfg.FONT_PATH, 40)
    # 定義hero
    hero = Hero(game_images['hero'], position=(375, 520))
    # 定義食物組
    food_sprites_group = pygame.sprite.Group()
    generate_food_freq = random.randint(10, 20)
    generate_food_count = 0
    # 當前分數/歷史最高分
    score = 0
    highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())
    # 遊戲主迴圈
    clock = pygame.time.Clock()
    while True:
        # --填充背景
        screen.fill(0)
        screen.blit(game_images['background'], (0, 0))
        # --倒數計時資訊
        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)
        # --按鍵檢測
        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')
        # --隨機生成食物
        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)
        # --碰撞檢測
        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
        # --畫hero
        hero.draw(screen)
        # --畫食物
        food_sprites_group.draw(screen)
        # --顯示得分
        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)
        # --判斷遊戲是否結束
        if pygame.time.get_ticks() >= 90000:
            break
        # --更新螢幕
        pygame.display.flip()
        clock.tick(cfg.FPS)
    # 遊戲結束, 記錄最高分並顯示遊戲結束畫面
    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

91a8b5c61f34085d030f02a914e473ee.gif

原始碼分享:

import sys
import cfg
import pygame
from modules import *
 
 
'''定義按鈕'''
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:
    開始介面
Input:
    --screen: 遊戲介面
Return:
    --game_mode: 1(單人模式)/2(雙人模式)
'''
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()
 
 
'''結束介面'''
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()
 
 
'''執行遊戲Demo'''
def runDemo(screen):
    # 載入遊戲素材
    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)
    # 開始介面
    game_mode = startInterface(screen)
    # 遊戲主迴圈
    # --左邊球拍(ws控制, 僅雙人模式時可控制)
    score_left = 0
    racket_left = Racket(cfg.RACKETPICPATH, 'LEFT', cfg)
    # --右邊球拍(↑↓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)
        # 球運動
        scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)
        score_left += scores[0]
        score_right += scores[1]
        # 顯示
        # --分隔線
        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()
 
 
'''主函式'''
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')
    # 開始遊戲
    while True:
        score_left, score_right = runDemo(screen)
        endInterface(screen, score_left, score_right)
 
 
'''run'''
if __name__ == '__main__':
    main()

3、滑雪

1dace575413deebb70c760b640cd933a.gif

原始碼分享:

import sys
import cfg
import pygame
import random
 
 
'''滑雪者類'''
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]
    '''改變滑雪者的朝向. 負數為向左,正數為向右,0為向前'''
    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
    '''移動滑雪者'''
    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)
    '''設定為摔倒狀態'''
    def setFall(self):
        self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])
    '''設定為站立狀態'''
    def setForward(self):
        self.direction = 0
        self.image = pygame.image.load(self.imagepaths[self.direction])
 
 
'''
Function:
    障礙物類
Input:
    img_path: 障礙物圖片路徑
    location: 障礙物位置
    attribute: 障礙物類別屬性
'''
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
    '''移動'''
    def move(self, num):
        self.rect.centery = self.location[1] - num
 
 
'''建立障礙物'''
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
 
 
'''合併障礙物'''
def AddObstacles(obstacles0, obstacles1):
    obstacles = pygame.sprite.Group()
    for obstacle in obstacles0:
        obstacles.add(obstacle)
    for obstacle in obstacles1:
        obstacles.add(obstacle)
    return obstacles
 
 
'''顯示遊戲開始介面'''
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'滑雪遊戲', True, (255, 0, 0))
    content = cfont.render(u'按任意鍵開始遊戲', 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()
 
 
'''顯示分數'''
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)
 
 
'''更新當前幀的遊戲畫面'''
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()
 
 
'''主程式'''
def main():
    # 遊戲初始化
    pygame.init()
    pygame.mixer.init()
    pygame.mixer.music.load(cfg.BGMPATH)
    pygame.mixer.music.set_volume(0.4)
    pygame.mixer.music.play(-1)
    # 設定螢幕
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption('滑雪遊戲 —— 九歌')
    # 遊戲開始介面
    ShowStartInterface(screen, cfg.SCREENSIZE)
    # 例項化遊戲精靈
    # --滑雪者
    skier = SkierClass()
    # --建立障礙物
    obstacles0 = createObstacles(20, 29)
    obstacles1 = createObstacles(10, 19)
    obstaclesflag = 0
    obstacles = AddObstacles(obstacles0, obstacles1)
    # 遊戲clock
    clock = pygame.time.Clock()
    # 記錄滑雪的距離
    distance = 0
    # 記錄當前的分數
    score = 0
    # 記錄當前的速度
    speed = [0, 6]
    # 遊戲主迴圈
    while True:
        # --事件捕獲
        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)
        # --更新當前遊戲幀的資料
        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)
        # --碰撞檢測
        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])
        # --更新螢幕
        updateFrame(screen, obstacles, skier, score)
        clock.tick(cfg.FPS)
 
 
'''run'''
if __name__ == '__main__':
    main();

4、並夕夕版飛機大戰

8862101367fe70a73eda073c0101c3ac.gif

原始碼分享:

import sys
import cfg
import pygame
from modules import *
 
 
'''遊戲介面'''
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)
    # 遊戲背景圖
    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, 子彈和小行星精靈組
    player_group = pygame.sprite.Group()
    bullet_group = pygame.sprite.Group()
    asteroid_group = pygame.sprite.Group()
    # 產生小行星的時間間隔
    asteroid_ticks = 90
    for i in range(num_player):
        player_group.add(Ship(i+1, cfg))
    clock = pygame.time.Clock()
    # 分數
    score_1, score_2 = 0, 0
    # 遊戲主迴圈
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
        # --玩家一: ↑↓←→控制, j射擊; 玩家二: wsad控制, 空格射擊
        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
        # --向下移動背景圖實現飛船向上移動的效果
        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
        # --畫飛船
        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)
        # --畫子彈
        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)
        # --畫小行星
        for asteroid in asteroid_group:
            asteroid.move()
            asteroid.rotate()
            asteroid.draw(screen)
        # --顯示分數
        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))
        # --螢幕重新整理
        pygame.display.update()
        clock.tick(60)
 
 
'''主函式'''
def main():
    pygame.init()
    pygame.font.init()
    pygame.mixer.init()
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption('飛機大戰 —— 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

原始碼分享:

import cfg
import sys
import pygame
import random
from modules import *
 
 
'''遊戲初始化'''
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
 
 
'''主函式'''
def main():
    # 初始化
    screen = initGame()
    # 載入背景音樂和其他音效
    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)
    }
    # 載入字型
    font = pygame.font.Font(cfg.FONT_PATH, 40)
    # 載入背景圖片
    bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)
    # 開始介面
    startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)
    # 地鼠改變位置的計時
    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)
    # 錘子
    hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))
    # 時鐘
    clock = pygame.time.Clock()
    # 分數
    your_score = 0
    flag = False
    # 初始時間
    init_time = pygame.time.get_ticks()
    # 遊戲主迴圈
    while True:
        # --遊戲時間為60s
        time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.)
        # --遊戲時間減少, 地鼠變位置速度變快
        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
        # --倒數計時音效
        if time_remain == 10:
            audios['count_down'].play()
        # --遊戲結束
        if time_remain < 0: break
        count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)
        # --按鍵檢測
        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)
        # --碰撞檢測
        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
        # --分數
        your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN)
        # --繫結必要的遊戲元素到螢幕(注意順序)
        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)
    # 讀取最佳分數(try塊避免第一次遊戲無.rec檔案)
    try:
        best_score = int(open(cfg.RECORD_PATH).read())
    except:
        best_score = 0
    # 若當前分數大於最佳分數則更新最佳分數
    if your_score > best_score:
        f = open(cfg.RECORD_PATH, 'w')
        f.write(str(your_score))
        f.close()
    # 結束介面
    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、小恐龍

玩法:上下控制起跳躲避

原始碼分享:

import cfg
import sys
import random
import pygame
from modules import *
 
 
'''main'''
def main(highest_score):
    # 遊戲初始化
    pygame.init()
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption('九歌')
    # 匯入所有聲音檔案
    sounds = {}
    for key, value in cfg.AUDIO_PATHS.items():
        sounds[key] = pygame.mixer.Sound(value)
    # 遊戲開始介面
    GameStartInterface(screen, sounds, cfg)
    # 定義一些遊戲中必要的元素和變數
    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
    # 遊戲主迴圈
    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)
        # --隨機新增雲
        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))))
        # --隨機新增仙人掌/飛龍
        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))))
        # --更新遊戲元素
        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
        # --碰撞檢測
        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)
        # --將遊戲元素畫到螢幕上
        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)
        # --更新螢幕
        pygame.display.update()
        clock.tick(cfg.FPS)
        # --遊戲是否結束
        if dino.is_dead:
            break
    # 遊戲結束介面
    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、消消樂

玩法:三個相連就能消除

fec0e84a440e83288bb816900da3e780.gif

原始碼分享:

import os
import sys
import cfg
import pygame
from modules import *
 
 
'''遊戲主程式'''
def main():
    pygame.init()
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption('Gemgem —— 九歌')
    # 載入背景音樂
    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)
    # 載入音效
    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)))
    # 載入字型
    font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25)
    # 圖片載入
    gem_imgs = []
    for i in range(1, 8):
        gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i))
    # 主迴圈
    game = gemGame(screen, sounds, font, gem_imgs, cfg)
    while True:
        score = game.start()
        flag = False
        # 一輪遊戲結束後玩家選擇重玩或者退出
        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、俄羅斯方塊

玩法:童年經典,普通模式沒啥意思,小時候我們都是玩加速的。

9d157cf34a9afc9a4be474a0ce7d6398.gif

原始碼分享:

import os
import sys
import random
from modules import *
from PyQt5.QtGui import *
from PyQt5.QtCore import *
from PyQt5.QtWidgets import *
 
 
'''定義俄羅斯方塊遊戲類'''
class TetrisGame(QMainWindow):
    def __init__(self, parent=None):
        super(TetrisGame, self).__init__(parent)
        # 是否暫停ing
        self.is_paused = False
        # 是否開始ing
        self.is_started = False
        self.initUI()
    '''介面初始化'''
    def initUI(self):
        # icon
        self.setWindowIcon(QIcon(os.path.join(os.getcwd(), 'resources/icon.jpg')))
        # 塊大小
        self.grid_size = 22
        # 遊戲幀率
        self.fps = 200
        self.timer = QBasicTimer()
        # 焦點
        self.setFocusPolicy(Qt.StrongFocus)
        # 水平佈局
        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())
    '''遊戲介面移動到螢幕中間'''
    def center(self):
        screen = QDesktopWidget().screenGeometry()
        size = self.geometry()
        self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)
    '''更新介面'''
    def updateWindow(self):
        self.external_board.updateData()
        self.side_panel.updateData()
        self.update()
    '''開始'''
    def start(self):
        if self.is_started:
            return
        self.is_started = True
        self.inner_board.createNewTetris()
        self.timer.start(self.fps, self)
    '''暫停/不暫停'''
    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()
    '''計時器事件'''
    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)
    '''按鍵事件'''
    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鍵暫停
        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()
        # 旋轉
        elif key == Qt.Key_Up:
            self.inner_board.rotateAnticlockwise()
        # 快速墜落
        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、貪吃蛇

玩法:童年經典,普通魔術也沒啥意思,小時候玩的也是加速的。

原始碼分享:

import cfg
import sys
import pygame
from modules import *
 
 
'''主函式'''
def main(cfg):
    # 遊戲初始化
    pygame.init()
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption('Greedy Snake —— 九歌')
    clock = pygame.time.Clock()
    # 播放背景音樂
    pygame.mixer.music.load(cfg.BGMPATH)
    pygame.mixer.music.play(-1)
    # 遊戲主迴圈
    snake = Snake(cfg)
    apple = Apple(cfg, snake.coords)
    score = 0
    while True:
        screen.fill(cfg.BLACK)
        # --按鍵檢測
        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])
        # --更新貪吃蛇和食物
        if snake.update(apple):
            apple = Apple(cfg, snake.coords)
            score += 1
        # --判斷遊戲是否結束
        if snake.isgameover: break
        # --顯示遊戲裡必要的元素
        drawGameGrid(cfg, screen)
        snake.draw(screen)
        apple.draw(screen)
        showScore(cfg, score, screen)
        # --螢幕更新
        pygame.display.update()
        clock.tick(cfg.FPS)
    return endInterface(screen, cfg)
 
 
'''run'''
if __name__ == '__main__':
    while True:
        if not main(cfg):
            break

10、24點小遊戲

玩法:通過加減乘除操作,小學生都沒問題的。

e7af150fbc6ab93f26a01bf429e5a1d6.gif

原始碼分享:

import os
import sys
import pygame
from cfg import *
from modules import *
from fractions import Fraction
 
 
'''檢查控制元件是否被點選'''
def checkClicked(group, mouse_pos, group_type='NUMBER'):
    selected = []
    # 數字卡片/運算子卡片
    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)
    # 按鈕卡片
    elif group_type == GROUPTYPES[2]:
        for each in group:
            if each.rect.collidepoint(mouse_pos):
                each.is_selected = True
                selected.append(each.attribute)
    # 丟擲異常
    else:
        raise ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *GROUPTYPES))
    return selected
 
 
'''獲取數字精靈組'''
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
 
 
'''獲取運算子精靈組'''
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
 
 
'''獲取按鈕精靈組'''
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
 
 
'''計算'''
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
 
 
'''在螢幕上顯示資訊'''
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))
 
 
'''主函式'''
def main():
    # 初始化, 匯入必要的遊戲素材
    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點遊戲生成器
    game24_gen = game24Generator()
    game24_gen.generate()
    # 精靈組
    # --數字
    number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
    # --運算子
    operator_sprites_group = getOperatorSpritesGroup(OPREATORS)
    # --按鈕
    button_sprites_group = getButtonSpritesGroup(BUTTONS)
    # 遊戲主迴圈
    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)
        # 更新數字
        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)
        # 精靈都畫到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())
        # 遊戲勝利
        if is_win:
            showInfo('Congratulations', screen)
        # 遊戲失敗
        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:也是小時候的經典遊戲,控制左右就行,到後面才有一點點難度。

原始碼分享:

import cfg
from modules import breakoutClone
 
 
'''主函式'''
def main():
    game = breakoutClone(cfg)
    game.run()
 
 
'''run'''
if __name__ == '__main__':
    main()

12、外星人入侵

玩法:這讓我想起了魂鬥羅那第幾關的boss,有點類似,不過魂鬥羅那個難度肯定高點。

5879fa0634b7d1b19753805e19b6c05e.gif

原始碼分享:

import os
import sys
import cfg
import random
import pygame
from modules import *
 
 
'''開始遊戲'''
def startGame(screen):
    clock = pygame.time.Clock()
    # 載入字型
    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())
    # 敵方
    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()
    # 用於控制敵方位置更新
    # --移動一行
    enemy_move_count = 24
    enemy_move_interval = 24
    enemy_move_flag = False
    # --改變移動方向(改變方向的同時集體下降一次)
    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
    # 用於控制敵方發射子彈
    enemy_shot_interval = 100
    enemy_shot_count = 0
    enemy_shot_flag = False
    # 遊戲進行中
    running = True
    is_win = False
    # 主迴圈
    while running:
        screen.fill(cfg.BLACK)
        for event in pygame.event.get():
            # --點右上角的X或者按Esc鍵退出遊戲
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()
            # --射擊
            if event.type == pygame.MOUSEBUTTONDOWN:
                my_bullet = myaircraft.shot()
                if my_bullet:
                    my_bullets_group.add(my_bullet)
        # --我方子彈與敵方/UFO碰撞檢測
        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
        # --更新並畫敵方
        # ----敵方子彈
        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
        # ----敵方移動
        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
                # ----每次下降提高移動和射擊速度
                enemy_move_interval = max(15, enemy_move_interval-3)
                enemy_shot_interval = max(50, enemy_move_interval-10)
        # ----遍歷更新
        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
        # ----敵方爆炸特效
        for boomed_enemy in boomed_enemies_group:
            if boomed_enemy.boom(screen):
                boomed_enemies_group.remove(boomed_enemy)
                del boomed_enemy
        # --敵方子彈與我方飛船碰撞檢測
        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:
            # ----更新飛船
            myaircraft.update(cfg.SCREENSIZE[0])
            # ----畫飛船
            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])
            # ----畫UFO
            ufo.draw(screen)
        # --畫我方飛船子彈
        for bullet in my_bullets_group:
            if bullet.update():
                my_bullets_group.remove(bullet)
                del bullet
            else:
                bullet.draw(screen)
        # --畫敵方子彈
        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我方飛船增加一條生命
        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)
        # --敵人都死光了的話就勝利了
        if len(enemies_group) < 1:
            is_win = True
            running = False
        # --顯示文字
        # ----當前得分
        showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8)
        showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)
        # ----敵人數量
        showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8)
        showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)
        # ----歷史最高分
        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)
        # --顯示剩餘生命值
        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
 
 
'''主函式'''
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、井字棋888

玩法:我打賭大家在課堂上肯定玩過這個,想想當年和同桌玩這個廢了好幾本本子。

原始碼分享

from tkinter import *
import tkinter.messagebox as msg
 
root = Tk()
root.title('TIC-TAC-TOE---Project Gurukul')
# labels
Label(root, text="player1 : X", font="times 15").grid(row=0, column=1)
Label(root, text="player2 : O", font="times 15").grid(row=0, column=2)
 
digits = [1, 2, 3, 4, 5, 6, 7, 8, 9]
 
# for player1 sign = X and for player2 sign= Y
mark = ''
 
# counting the no. of click
count = 0
 
panels = ["panel"] * 10
 
 
def win(panels, sign):
    return ((panels[1] == panels[2] == panels[3] == sign)
            or (panels[1] == panels[4] == panels[7] == sign)
            or (panels[1] == panels[5] == panels[9] == sign)
            or (panels[2] == panels[5] == panels[8] == sign)
            or (panels[3] == panels[6] == panels[9] == sign)
            or (panels[3] == panels[5] == panels[7] == sign)
            or (panels[4] == panels[5] == panels[6] == sign)
            or (panels[7] == panels[8] == panels[9] == sign))
 
 
def checker(digit):
    global count, mark, digits
 
    # Check which button clicked
 
    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()

(完)

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