周末不能出去玩多無聊啊,那就來幾個小游戲給大家助助興,,可以自己復現玩玩,研究下裡面的編程邏輯,對學習編程(特別是初學者)應該會有很大幫助。學會了別忘記教你的小伙伴,好的東西大家要學會分享。 由於文章較長,大家可以先點贊收藏後再慢慢看哦~ 1、吃金幣 源碼分享: #####Python學習Q群:90 ...
周末不能出去玩多無聊啊,那就來幾個小游戲給大家助助興,,可以自己復現玩玩,研究下裡面的編程邏輯,對學習編程(特別是初學者)應該會有很大幫助。學會了別忘記教你的小伙伴,好的東西大家要學會分享。
由於文章較長,大家可以先點贊收藏後再慢慢看哦~
1、吃金幣
源碼分享: #####Python學習Q群:906715085### import os import cfg import sys import pygame import random from modules import * '''游戲初始化''' def initGame(): # 初始化pygame, 設置展示視窗 pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE)
# 載入必要的游戲素材 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) # 返回初始化數據 return screen, game_images, game_sounds
'''主函數''' 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) # 字體載入 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()) # 游戲主迴圈 clock = pygame.time.Clock() while True: # --填充背景 screen.fill(0) screen.blit(game_images['background'], (0, 0)) # --倒計時信息 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) # --判斷游戲是否結束 if pygame.time.get_ticks() >= 90000: break # --更新屏幕 pygame.display.flip() clock.tick(cfg.FPS) # 游戲結束, 記錄最高分並顯示游戲結束畫面 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
源碼分享: ####Python學習Q群:906715085#### 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: 開始界面 Input: --screen: 游戲界面 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() '''運行游戲Demo''' def runDemo(screen): #載入游戲素材 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) #開始界面 game_mode = startInterface(screen) #游戲主迴圈 #--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() '''主函數''' 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') #開始游戲 while True: score_left, score_right = runDemo(screen) endInterface(screen, score_left, score_right)
'''run''' if __name__ == '__main__': main()
3、滑雪
源碼分享: ###Python學習群:906715085### 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) '''設置為摔倒狀態''' def setFall(self): self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1]) '''設置為站立狀態''' 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 '''創建障礙物''' 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
'''顯示游戲開始界面''' 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'滑雪游戲', True, (255, 0, 0)) content = cfont.render(u'按任意鍵開始游戲', 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)
'''更新當前幀的游戲畫面''' 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(): # 游戲初始化 pygame.init() pygame.mixer.init() pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1) # 設置屏幕 screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('滑雪游戲 —— 九歌') # 游戲開始界面 ShowStartInterface(screen, cfg.SCREENSIZE) # 實例化游戲精靈 # --滑雪者 skier = SkierClass() # --創建障礙物 obstacles0 = createObstacles(20, 29) obstacles1 = createObstacles(10, 19) obstaclesflag = 0 obstacles = AddObstacles(obstacles0, obstacles1) # 游戲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] # 游戲主迴圈 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) # --更新當前游戲幀的數據 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]) # --更新屏幕 updateFrame(screen, obstacles, skier, score) clock.tick(cfg.FPS)
'''run''' if __name__ == '__main__': main();
4、並夕夕版飛機大戰
源碼分享: ###Python學習群:906715085#### import sys import cfg import pygame from modules import *
'''游戲界面''' 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 # 游戲主迴圈 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)