13个有趣又好玩的Python游戏代码分享
目录
1、吃金币2、打乒乓3、滑雪4、并夕夕版飞机大战5、打地鼠6、小恐龙7、消消乐8、俄罗斯方块9、贪吃蛇10、24点小游戏11、平衡木12、外星人入侵13、井字棋888经常听到有朋友说,学习编程是一件非常枯燥无味的事情。其实,大家有没有认真想过,可能是我们的学习方法不对?
比方说,你有没有想过,可以通过打游戏来学编程?
今天我想跟大家分享几个Python小游戏,教你如何通过边打游戏边学编程!
1、吃金币
源码分享:
import os import cfg import sys import pygame import random from modules import * """游戏初始化""" def initGame(): # 初始化pygame, 设置展示窗口 pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption("catch coins —— 九歌") # 加载必要的游戏素材 game_images = {} for key, value in cfg.IMAGE_PATHS.items(): if isinstance(value, list): images = [] for item in value: images.append(pygame.image.load(item)) game_images[key] = images else: game_images[key] = pygame.image.load(value) game_sounds = {} for key, value in cfg.AUDIO_PATHS.items(): if key == "bgm": continue game_sounds[key] = pygame.mixer.Sound(value) # 返回初始化数据 return screen, game_images, game_sounds """主函数""" def main(): # 初始化 screen, game_images, game_sounds = initGame() # 播放背景音乐 pygame.mixer.music.load(cfg.AUDIO_PATHS["bgm"]) pygame.mixer.music.play(-1, 0.0) # 字体加载 font = pygame.font.Font(cfg.FONT_PATH, 40) # 定义hero hero = Hero(game_images["hero"], position=(375, 520)) # 定义食物组 food_sprites_group = pygame.sprite.Group() generate_food_freq = random.randint(10, 20) generate_food_count = 0 # 当前分数/历史最高分 score = 0 highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read()) # 游戏主循环 clock = pygame.time.Clock() while True: # --填充背景 screen.fill(0) screen.blit(game_images["background"], (0, 0)) # --倒计时信息 countdown_text = "Count down: " + str((90000 - pygame.time.get_ticks()) // 60000) + ":" + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2) countdown_text = font.render(countdown_text, True, (0, 0, 0)) countdown_rect = countdown_text.get_rect() countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5] screen.blit(countdown_text, countdown_rect) # --按键检测 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() key_pressed = pygame.key.get_pressed() if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]: hero.move(cfg.SCREENSIZE, "left") if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]: hero.move(cfg.SCREENSIZE, "right") # --随机生成食物 generate_food_count += 1 if generate_food_count > generate_food_freq: generate_food_freq = random.randint(10, 20) generate_food_count = 0 food = Food(game_images, random.choice(["gold",] * 10 + ["apple"]), cfg.SCREENSIZE) food_sprites_group.add(food) # --更新食物 for food in food_sprites_group: if food.update(): food_sprites_group.remove(food) # --碰撞检测 for food in food_sprites_group: if pygame.sprite.collide_mask(food, hero): game_sounds["get"].play() food_sprites_group.remove(food) score += food.score if score > highest_score: highest_score = score # --画hero hero.draw(screen) # --画食物 food_sprites_group.draw(screen) # --显示得分 score_text = f"Score: {score}, Highest: {highest_score}" score_text = font.render(score_text, True, (0, 0, 0)) score_rect = score_text.get_rect() score_rect.topleft = [5, 5] screen.blit(score_text, score_rect) # --判断游戏是否结束 if pygame.time.get_ticks() >= 90000: break # --更新屏幕 pygame.display.flip() clock.tick(cfg.FPS) # 游戏结束, 记录最高分并显示游戏结束画面 fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, "w") fp.write(str(highest_score)) fp.close() return showEndGameInterface(screen, cfg, score, highest_score) """run""" if __name__ == "__main__": while main(): pass
2、打乒乓
源码分享:
import sys import cfg import pygame from modules import * """定义按钮""" def Button(screen, position, text, button_size=(200, 50)): left, top = position bwidth, bheight = button_size pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5) pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5) pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5) pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5) pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight)) font = pygame.font.Font(cfg.FONTPATH, 30) text_render = font.render(text, 1, (255, 235, 205)) return screen.blit(text_render, (left+50, top+10)) """ Function: 开始界面 Input: --screen: 游戏界面 Return: --game_mode: 1(单人模式)/2(双人模式) """ def startInterface(screen): clock = pygame.time.Clock() while True: screen.fill((41, 36, 33)) button_1 = Button(screen, (150, 175), "1 Player") button_2 = Button(screen, (150, 275), "2 Player") for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: if button_1.collidepoint(pygame.mouse.get_pos()): return 1 elif button_2.collidepoint(pygame.mouse.get_pos()): return 2 clock.tick(10) pygame.display.update() """结束界面""" def endInterface(screen, score_left, score_right): clock = pygame.time.Clock() font1 = pygame.font.Font(cfg.FONTPATH, 30) font2 = pygame.font.Font(cfg.FONTPATH, 20) msg = "Player on left won!" if score_left > score_right else "Player on right won!" texts = [font1.render(msg, True, cfg.WHITE), font2.render("Press ESCAPE to quit.", True, cfg.WHITE), font2.render("Press ENTER to continue or play again.", True, cfg.WHITE)] positions = [[120, 200], [155, 270], [80, 300]] while True: screen.fill((41, 36, 33)) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_RETURN: return elif event.key == pygame.K_ESCAPE: sys.exit() pygame.quit() for text, pos in zip(texts, positions): screen.blit(text, pos) clock.tick(10) pygame.display.update() """运行游戏Demo""" def runDemo(screen): # 加载游戏素材 hit_sound = pygame.mixer.Sound(cfg.HITSOUNDPATH) goal_sound = pygame.mixer.Sound(cfg.GOALSOUNDPATH) pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.play(-1, 0.0) font = pygame.font.Font(cfg.FONTPATH, 50) # 开始界面 game_mode = startInterface(screen) # 游戏主循环 # --左边球拍(ws控制, 仅双人模式时可控制) score_left = 0 racket_left = Racket(cfg.RACKETPICPATH, "LEFT", cfg) # --右边球拍(↑↓控制) score_right = 0 racket_right = Racket(cfg.RACKETPICPATH, "RIGHT", cfg) # --球 ball = Ball(cfg.BALLPICPATH, cfg) clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(-1) screen.fill((41, 36, 33)) # 玩家操作 pressed_keys = pygame.key.get_pressed() if pressed_keys[pygame.K_UP]: racket_right.move("UP") elif pressed_keys[pygame.K_DOWN]: racket_right.move("DOWN") if game_mode == 2: if pressed_keys[pygame.K_w]: racket_left.move("UP") elif pressed_keys[pygame.K_s]: racket_left.move("DOWN") else: racket_left.automove(ball) # 球运动 scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound) score_left += scores[0] score_right += scores[1] # 显示 # --分隔线 pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500)) # --球 ball.draw(screen) # --拍 racket_left.draw(screen) racket_right.draw(screen) # --得分 screen.blit(font.render(str(score_left), False, cfg.WHITE), (150, 10)) screen.blit(font.render(str(score_right), False, cfg.WHITE), (300, 10)) if score_left == 11 or score_right == 11: return score_left, score_right clock.tick(100) pygame.display.update() """主函数""" def main(): # 初始化 pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT)) pygame.display.set_caption("pingpong —— 九歌") # 开始游戏 while True: score_left, score_right = runDemo(screen) endInterface(screen, score_left, score_right) """run""" if __name__ == "__main__": main()
3、滑雪
源码分享:
import sys import cfg import pygame import random """滑雪者类""" class SkierClass(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) # 滑雪者的朝向(-2到2) self.direction = 0 self.imagepaths = cfg.SKIER_IMAGE_PATHS[:-1] self.image = pygame.image.load(self.imagepaths[self.direction]) self.rect = self.image.get_rect() self.rect.center = [320, 100] self.speed = [self.direction, 6-abs(self.direction)*2] """改变滑雪者的朝向. 负数为向左,正数为向右,0为向前""" def turn(self, num): self.direction += num self.direction = max(-2, self.direction) self.direction = min(2, self.direction) center = self.rect.center self.image = pygame.image.load(self.imagepaths[self.direction]) self.rect = self.image.get_rect() self.rect.center = center self.speed = [self.direction, 6-abs(self.direction)*2] return self.speed """移动滑雪者""" def move(self): self.rect.centerx += self.speed[0] self.rect.centerx = max(20, self.rect.centerx) self.rect.centerx = min(620, self.rect.centerx) """设置为摔倒状态""" def setFall(self): self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1]) """设置为站立状态""" def setForward(self): self.direction = 0 self.image = pygame.image.load(self.imagepaths[self.direction]) """ Function: 障碍物类 Input: img_path: 障碍物图片路径 location: 障碍物位置 attribute: 障碍物类别属性 """ class ObstacleClass(pygame.sprite.Sprite): def __init__(self, img_path, location, attribute): pygame.sprite.Sprite.__init__(self) self.img_path = img_path self.image = pygame.image.load(self.img_path) self.location = location self.rect = self.image.get_rect() self.rect.center = self.location self.attribute = attribute self.passed = False """移动""" def move(self, num): self.rect.centery = self.location[1] - num """创建障碍物""" def createObstacles(s, e, num=10): obstacles = pygame.sprite.Group() locations = [] for i in range(num): row = random.randint(s, e) col = random.randint(0, 9) location = [col*64+20, row*64+20] if location not in locations: locations.append(location) attribute = random.choice(list(cfg.OBSTACLE_PATHS.keys())) img_path = cfg.OBSTACLE_PATHS[attribute] obstacle = ObstacleClass(img_path, location, attribute) obstacles.add(obstacle) return obstacles """合并障碍物""" def AddObstacles(obstacles0, obstacles1): obstacles = pygame.sprite.Group() for obstacle in obstacles0: obstacles.add(obstacle) for obstacle in obstacles1: obstacles.add(obstacle) return obstacles """显示游戏开始界面""" def ShowStartInterface(screen, screensize): screen.fill((255, 255, 255)) tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5) cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20) title = tfont.render(u"滑雪游戏", True, (255, 0, 0)) content = cfont.render(u"按任意键开始游戏", True, (0, 0, 255)) trect = title.get_rect() trect.midtop = (screensize[0]/2, screensize[1]/5) crect = content.get_rect() crect.midtop = (screensize[0]/2, screensize[1]/2) screen.blit(title, trect) screen.blit(content, crect) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: return pygame.display.update() """显示分数""" def showScore(screen, score, pos=(10, 10)): font = pygame.font.Font(cfg.FONTPATH, 30) score_text = font.render("Score: %s" % score, True, (0, 0, 0)) screen.blit(score_text, pos) """更新当前帧的游戏画面""" def updateFrame(screen, obstacles, skier, score): screen.fill((255, 255, 255)) obstacles.draw(screen) screen.blit(skier.image, skier.rect) showScore(screen, score) pygame.display.update() """主程序""" def main(): # 游戏初始化 pygame.init() pygame.mixer.init() pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1) # 设置屏幕 screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption("滑雪游戏 —— 九歌") # 游戏开始界面 ShowStartInterface(screen, cfg.SCREENSIZE) # 实例化游戏精灵 # --滑雪者 skier = SkierClass() # --创建障碍物 obstacles0 = createObstacles(20, 29) obstacles1 = createObstacles(10, 19) obstaclesflag = 0 obstacles = AddObstacles(obstacles0, obstacles1) # 游戏clock clock = pygame.time.Clock() # 记录滑雪的距离 distance = 0 # 记录当前的分数 score = 0 # 记录当前的速度 speed = [0, 6] # 游戏主循环 while True: # --事件捕获 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT or event.key == pygame.K_a: speed = skier.turn(-1) elif event.key == pygame.K_RIGHT or event.key == pygame.K_d: speed = skier.turn(1) # --更新当前游戏帧的数据 skier.move() distance += speed[1] if distance >= 640 and obstaclesflag == 0: obstaclesflag = 1 obstacles0 = createObstacles(20, 29) obstacles = AddObstacles(obstacles0, obstacles1) if distance >= 1280 and obstaclesflag == 1: obstaclesflag = 0 distance -= 1280 for obstacle in obstacles0: obstacle.location[1] = obstacle.location[1] - 1280 obstacles1 = createObstacles(10, 19) obstacles = AddObstacles(obstacles0, obstacles1) for obstacle in obstacles: obstacle.move(distance) # --碰撞检测 hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False) if hitted_obstacles: if hitted_obstacles[0].attribute == "tree" and not hitted_obstacles[0].passed: score -= 50 skier.setFall() updateFrame(screen, obstacles, skier, score) pygame.time.delay(1000) skier.setForward() speed = [0, 6] hitted_obstacles[0].passed = True elif hitted_obstacles[0].attribute == "flag" and not hitted_obstacles[0].passed: score += 10 obstacles.remove(hitted_obstacles[0]) # --更新屏幕 updateFrame(screen, obstacles, skier, score) clock.tick(cfg.FPS) """run""" if __name__ == "__main__": main();
4、并夕夕版飞机大战
源码分享:
import sys import cfg import pygame from modules import * """游戏界面""" def GamingInterface(num_player, screen): # 初始化 pygame.mixer.music.load(cfg.SOUNDPATHS["Cool Space Music"]) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1) explosion_sound = pygame.mixer.Sound(cfg.SOUNDPATHS["boom"]) fire_sound = pygame.mixer.Sound(cfg.SOUNDPATHS["shot"]) font = pygame.font.Font(cfg.FONTPATH, 20) # 游戏背景图 bg_imgs = [cfg.IMAGEPATHS["bg_big"], cfg.IMAGEPATHS["seamless_space"], cfg.IMAGEPATHS["space3"]] bg_move_dis = 0 bg_1 = pygame.image.load(bg_imgs[0]).convert() bg_2 = pygame.image.load(bg_imgs[1]).convert() bg_3 = pygame.image.load(bg_imgs[2]).convert() # 玩家, 子弹和小行星精灵组 player_group = pygame.sprite.Group() bullet_group = pygame.sprite.Group() asteroid_group = pygame.sprite.Group() # 产生小行星的时间间隔 asteroid_ticks = 90 for i in range(num_player): player_group.add(Ship(i+1, cfg)) clock = pygame.time.Clock() # 分数 score_1, score_2 = 0, 0 # 游戏主循环 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() # --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击 pressed_keys = pygame.key.get_pressed() for idx, player in enumerate(player_group): direction = None if idx == 0: if pressed_keys[pygame.K_UP]: direction = "up" elif pressed_keys[pygame.K_DOWN]: direction = "down" elif pressed_keys[pygame.K_LEFT]: direction = "left" elif pressed_keys[pygame.K_RIGHT]: direction = "right" if direction: player.move(direction) if pressed_keys[pygame.K_j]: if player.cooling_time == 0: fire_sound.play() bullet_group.add(player.shot()) player.cooling_time = 20 elif idx == 1: if pressed_keys[pygame.K_w]: direction = "up" elif pressed_keys[pygame.K_s]: direction = "down" elif pressed_keys[pygame.K_a]: direction = "left" elif pressed_keys[pygame.K_d]: direction = "right" if direction: player.move(direction) if pressed_keys[pygame.K_SPACE]: if player.cooling_time == 0: fire_sound.play() bullet_group.add(player.shot()) player.cooling_time = 20 if player.cooling_time > 0: player.cooling_time -= 1 if (score_1 + score_2) < 500: background = bg_1 elif (score_1 + score_2) < 1500: background = bg_2 else: background = bg_3 # --向下移动背景图实现飞船向上移动的效果 screen.blit(background, (0, -background.get_rect().height + bg_move_dis)) screen.blit(background, (0, bg_move_dis)) bg_move_dis = (bg_move_dis + 2) % background.get_rect().height # --生成小行星 if asteroid_ticks == 0: asteroid_ticks = 90 asteroid_group.add(Asteroid(cfg)) else: asteroid_ticks -= 1 # --画飞船 for player in player_group: if pygame.sprite.spritecollide(player, asteroid_group, True, None): player.explode_step = 1 explosion_sound.play() elif player.explode_step > 0: if player.explode_step > 3: player_group.remove(player) if len(player_group) == 0: return else: player.explode(screen) else: player.draw(screen) # --画子弹 for bullet in bullet_group: bullet.move() if pygame.sprite.spritecollide(bullet, asteroid_group, True, None): bullet_group.remove(bullet) if bullet.player_idx == 1: score_1 += 1 else: score_2 += 1 else: bullet.draw(screen) # --画小行星 for asteroid in asteroid_group: asteroid.move() asteroid.rotate() asteroid.draw(screen) # --显示分数 score_1_text = "玩家一得分: %s" % score_1 score_2_text = "玩家二得分: %s" % score_2 text_1 = font.render(score_1_text, True, (0, 0, 255)) text_2 = font.render(score_2_text, True, (255, 0, 0)) screen.blit(text_1, (2, 5)) screen.blit(text_2, (2, 35)) # --屏幕刷新 pygame.display.update() clock.tick(60) """主函数""" def main(): pygame.init() pygame.font.init() pygame.mixer.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption("飞机大战 —— 九歌") num_player = StartInterface(screen, cfg) if num_player == 1: while True: GamingInterface(num_player=1, screen=screen) EndInterface(screen, cfg) else: while True: GamingInterface(num_player=2, screen=screen) EndInterface(screen, cfg) """run""" if __name__ == "__main__": main()
5、打地鼠
源码分享:
import cfg import sys import pygame import random from modules import * """游戏初始化""" def initGame(): pygame.init() pygame.mixer.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption("打地鼠 —— 九歌") return screen """主函数""" def main(): # 初始化 screen = initGame() # 加载背景音乐和其他音效 pygame.mixer.music.load(cfg.BGM_PATH) pygame.mixer.music.play(-1) audios = { "count_down": pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH), "hammering": pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH) } # 加载字体 font = pygame.font.Font(cfg.FONT_PATH, 40) # 加载背景图片 bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH) # 开始界面 startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS) # 地鼠改变位置的计时 hole_pos = random.choice(cfg.HOLE_POSITIONS) change_hole_event = pygame.USEREVENT pygame.time.set_timer(change_hole_event, 800) # 地鼠 mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos) # 锤子 hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250)) # 时钟 clock = pygame.time.Clock() # 分数 your_score = 0 flag = False # 初始时间 init_time = pygame.time.get_ticks() # 游戏主循环 while True: # --游戏时间为60s time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.) # --游戏时间减少, 地鼠变位置速度变快 if time_remain == 40 and not flag: hole_pos = random.choice(cfg.HOLE_POSITIONS) mole.reset() mole.setPosition(hole_pos) pygame.time.set_timer(change_hole_event, 650) flag = True elif time_remain == 20 and flag: hole_pos = random.choice(cfg.HOLE_POSITIONS) mole.reset() mole.setPosition(hole_pos) pygame.time.set_timer(change_hole_event, 500) flag = False # --倒计时音效 if time_remain == 10: audios["count_down"].play() # --游戏结束 if time_remain < 0: break count_down_text = font.render("Time: "+str(time_remain), True, cfg.WHITE) # --按键检测 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.MOUSEMOTION: hammer.setPosition(pygame.mouse.get_pos()) elif event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: hammer.setHammering() elif event.type == change_hole_event: hole_pos = random.choice(cfg.HOLE_POSITIONS) mole.reset() mole.setPosition(hole_pos) # --碰撞检测 if hammer.is_hammering and not mole.is_hammer: is_hammer = pygame.sprite.collide_mask(hammer, mole) if is_hammer: audios["hammering"].play() mole.setBeHammered() your_score += 10 # --分数 your_score_text = font.render("Score: "+str(your_score), True, cfg.BROWN) # --绑定必要的游戏元素到屏幕(注意顺序) screen.blit(bg_img, (0, 0)) screen.blit(count_down_text, (875, 8)) screen.blit(your_score_text, (800, 430)) mole.draw(screen) hammer.draw(screen) # --更新 pygame.display.flip() clock.tick(60) # 读取最佳分数(try块避免第一次游戏无.rec文件) try: best_score = int(open(cfg.RECORD_PATH).read()) except: best_score = 0 # 若当前分数大于最佳分数则更新最佳分数 if your_score > best_score: f = open(cfg.RECORD_PATH, "w") f.write(str(your_score)) f.close() # 结束界面 score_info = {"your_score": your_score, "best_score": best_score} is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE) return is_restart """run""" if __name__ == "__main__": while True: is_restart = main() if not is_restart: break
6、小恐龙
玩法:上下控制起跳躲避
源码分享:
import cfg import sys import random import pygame from modules import * """main""" def main(highest_score): # 游戏初始化 pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption("九歌") # 导入所有声音文件 sounds = {} for key, value in cfg.AUDIO_PATHS.items(): sounds[key] = pygame.mixer.Sound(value) # 游戏开始界面 GameStartInterface(screen, sounds, cfg) # 定义一些游戏中必要的元素和变量 score = 0 score_board = Scoreboard(cfg.IMAGE_PATHS["numbers"], position=(534, 15), bg_color=cfg.BACKGROUND_COLOR) highest_score = highest_score highest_score_board = Scoreboard(cfg.IMAGE_PATHS["numbers"], position=(435, 15), bg_color=cfg.BACKGROUND_COLOR, is_highest=True) dino = Dinosaur(cfg.IMAGE_PATHS["dino"]) ground = Ground(cfg.IMAGE_PATHS["ground"], position=(0, cfg.SCREENSIZE[1])) cloud_sprites_group = pygame.sprite.Group() cactus_sprites_group = pygame.sprite.Group() ptera_sprites_group = pygame.sprite.Group() add_obstacle_timer = 0 score_timer = 0 # 游戏主循环 clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE or event.key == pygame.K_UP: dino.jump(sounds) elif event.key == pygame.K_DOWN: dino.duck() elif event.type == pygame.KEYUP and event.key == pygame.K_DOWN: dino.unduck() screen.fill(cfg.BACKGROUND_COLOR) # --随机添加云 if len(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10: cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS["cloud"], position=(cfg.SCREENSIZE[0], random.randrange(30, 75)))) # --随机添加仙人掌/飞龙 add_obstacle_timer += 1 if add_obstacle_timer > random.randrange(50, 150): add_obstacle_timer = 0 random_value = random.randrange(0, 10) if random_value >= 5 and random_value <= 7: cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS["cacti"])) else: position_ys = [cfg.SCREENSIZE[1]*0.82, cfg.SCREENSIZE[1]*0.75, cfg.SCREENSIZE[1]*0.60, cfg.SCREENSIZE[1]*0.20] ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS["ptera"], position=(600, random.choice(position_ys)))) # --更新游戏元素 dino.update() ground.update() cloud_sprites_group.update() cactus_sprites_group.update() ptera_sprites_group.update() score_timer += 1 if score_timer > (cfg.FPS//12): score_timer = 0 score += 1 score = min(score, 99999) if score > highest_score: highest_score = score if score % 100 == 0: sounds["point"].play() if score % 1000 == 0: ground.speed -= 1 for item in cloud_sprites_group: item.speed -= 1 for item in cactus_sprites_group: item.speed -= 1 for item in ptera_sprites_group: item.speed -= 1 # --碰撞检测 for item in cactus_sprites_group: if pygame.sprite.collide_mask(dino, item): dino.die(sounds) for item in ptera_sprites_group: if pygame.sprite.collide_mask(dino, item): dino.die(sounds) # --将游戏元素画到屏幕上 dino.draw(screen) ground.draw(screen) cloud_sprites_group.draw(screen) cactus_sprites_group.draw(screen) ptera_sprites_group.draw(screen) score_board.set(score) highest_score_board.set(highest_score) score_board.draw(screen) highest_score_board.draw(screen) # --更新屏幕 pygame.display.update() clock.tick(cfg.FPS) # --游戏是否结束 if dino.is_dead: break # 游戏结束界面 return GameEndInterface(screen, cfg), highest_score """run""" if __name__ == "__main__": highest_score = 0 while True: flag, highest_score = main(highest_score) if not flag: break
7、消消乐
玩法:三个相连就能消除
源码分享:
import os import sys import cfg import pygame from modules import * """游戏主程序""" def main(): pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption("Gemgem —— 九歌") # 加载背景音乐 pygame.mixer.init() pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, "resources/audios/bg.mp3")) pygame.mixer.music.set_volume(0.6) pygame.mixer.music.play(-1) # 加载音效 sounds = {} sounds["mismatch"] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, "resources/audios/badswap.wav")) sounds["match"] = [] for i in range(6): sounds["match"].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, "resources/audios/match%s.wav" % i))) # 加载字体 font = pygame.font.Font(os.path.join(cfg.ROOTDIR, "resources/font/font.TTF"), 25) # 图片加载 gem_imgs = [] for i in range(1, 8): gem_imgs.append(os.path.join(cfg.ROOTDIR, "resources/images/gem%s.png" % i)) # 主循环 game = gemGame(screen, sounds, font, gem_imgs, cfg) while True: score = game.start() flag = False # 一轮游戏结束后玩家选择重玩或者退出 while True: for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE): pygame.quit() sys.exit() elif event.type == pygame.KEYUP and event.key == pygame.K_r: flag = True if flag: break screen.fill((135, 206, 235)) text0 = "Final score: %s" % score text1 = "Pressto 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() """run""" if __name__ == "__main__": main()
8、俄罗斯方块
玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的。
源码分享:
import os import sys import random from modules import * from PyQt5.QtGui import * from PyQt5.QtCore import * from PyQt5.QtWidgets import * """定义俄罗斯方块游戏类""" class TetrisGame(QMainWindow): def __init__(self, parent=None): super(TetrisGame, self).__init__(parent) # 是否暂停ing self.is_paused = False # 是否开始ing self.is_started = False self.initUI() """界面初始化""" def initUI(self): # icon self.setWindowIcon(QIcon(os.path.join(os.getcwd(), "resources/icon.jpg"))) # 块大小 self.grid_size = 22 # 游戏帧率 self.fps = 200 self.timer = QBasicTimer() # 焦点 self.setFocusPolicy(Qt.StrongFocus) # 水平布局 layout_horizontal = QHBoxLayout() self.inner_board = InnerBoard() self.external_board = ExternalBoard(self, self.grid_size, self.inner_board) layout_horizontal.addWidget(self.external_board) self.side_panel = SidePanel(self, self.grid_size, self.inner_board) layout_horizontal.addWidget(self.side_panel) self.status_bar = self.statusBar() self.external_board.score_signal[str].connect(self.status_bar.showMessage) self.start() self.center() self.setWindowTitle("Tetris —— 九歌") self.show() self.setFixedSize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height()) """游戏界面移动到屏幕中间""" def center(self): screen = QDesktopWidget().screenGeometry() size = self.geometry() self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2) """更新界面""" def updateWindow(self): self.external_board.updateData() self.side_panel.updateData() self.update() """开始""" def start(self): if self.is_started: return self.is_started = True self.inner_board.createNewTetris() self.timer.start(self.fps, self) """暂停/不暂停""" def pause(self): if not self.is_started: return self.is_paused = not self.is_paused if self.is_paused: self.timer.stop() self.external_board.score_signal.emit("Paused") else: self.timer.start(self.fps, self) self.updateWindow() """计时器事件""" def timerEvent(self, event): if event.timerId() == self.timer.timerId(): removed_lines = self.inner_board.moveDown() self.external_board.score += removed_lines self.updateWindow() else: super(TetrisGame, self).timerEvent(event) """按键事件""" def keyPressEvent(self, event): if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty: super(TetrisGame, self).keyPressEvent(event) return key = event.key() # P键暂停 if key == Qt.Key_P: self.pause() return if self.is_paused: return # 向左 elif key == Qt.Key_Left: self.inner_board.moveLeft() # 向右 elif key == Qt.Key_Right: self.inner_board.moveRight() # 旋转 elif key == Qt.Key_Up: self.inner_board.rotateAnticlockwise() # 快速坠落 elif key == Qt.Key_Space: self.external_board.score += self.inner_board.dropDown() else: super(TetrisGame, self).keyPressEvent(event) self.updateWindow() """run""" if __name__ == "__main__": app = QApplication([]) tetris = TetrisGame() sys.exit(app.exec_())
9、贪吃蛇
玩法:童年经典,普通魔术也没啥意思,小时候玩的也是加速的。
源码分享:
import cfg import sys import pygame from modules import * """主函数""" def main(cfg): # 游戏初始化 pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption("Greedy Snake —— 九歌") clock = pygame.time.Clock() # 播放背景音乐 pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.play(-1) # 游戏主循环 snake = Snake(cfg) apple = Apple(cfg, snake.coords) score = 0 while True: screen.fill(cfg.BLACK) # --按键检测 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key in [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]: snake.setDirection({pygame.K_UP: "up", pygame.K_DOWN: "down", pygame.K_LEFT: "left", pygame.K_RIGHT: "right"}[event.key]) # --更新贪吃蛇和食物 if snake.update(apple): apple = Apple(cfg, snake.coords) score += 1 # --判断游戏是否结束 if snake.isgameover: break # --显示游戏里必要的元素 drawGameGrid(cfg, screen) snake.draw(screen) apple.draw(screen) showScore(cfg, score, screen) # --屏幕更新 pygame.display.update() clock.tick(cfg.FPS) return endInterface(screen, cfg) """run""" if __name__ == "__main__": while True: if not main(cfg): break
10、24点小游戏
玩法:通过加减乘除操作,小学生都没问题的。
源码分享:
import os import sys import pygame from cfg import * from modules import * from fractions import Fraction """检查控件是否被点击""" def checkClicked(group, mouse_pos, group_type="NUMBER"): selected = [] # 数字卡片/运算符卡片 if group_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]: max_selected = 2 if group_type == GROUPTYPES[0] else 1 num_selected = 0 for each in group: num_selected += int(each.is_selected) for each in group: if each.rect.collidepoint(mouse_pos): if each.is_selected: each.is_selected = not each.is_selected num_selected -= 1 each.select_order = None else: if num_selected < max_selected: each.is_selected = not each.is_selected num_selected += 1 each.select_order = str(num_selected) if each.is_selected: selected.append(each.attribute) # 按钮卡片 elif group_type == GROUPTYPES[2]: for each in group: if each.rect.collidepoint(mouse_pos): each.is_selected = True selected.append(each.attribute) # 抛出异常 else: raise ValueError("checkClicked.group_type unsupport %s, expect %s, %s or %s..." % (group_type, *GROUPTYPES)) return selected """获取数字精灵组""" def getNumberSpritesGroup(numbers): number_sprites_group = pygame.sprite.Group() for idx, number in enumerate(numbers): args = (*NUMBERCARD_POSITIONS[idx], str(number), NUMBERFONT, NUMBERFONT_COLORS, NUMBERCARD_COLORS, str(number)) number_sprites_group.add(Card(*args)) return number_sprites_group """获取运算符精灵组""" def getOperatorSpritesGroup(operators): operator_sprites_group = pygame.sprite.Group() for idx, operator in enumerate(operators): args = (*OPERATORCARD_POSITIONS[idx], str(operator), OPERATORFONT, OPREATORFONT_COLORS, OPERATORCARD_COLORS, str(operator)) operator_sprites_group.add(Card(*args)) return operator_sprites_group """获取按钮精灵组""" def getButtonSpritesGroup(buttons): button_sprites_group = pygame.sprite.Group() for idx, button in enumerate(buttons): args = (*BUTTONCARD_POSITIONS[idx], str(button), BUTTONFONT, BUTTONFONT_COLORS, BUTTONCARD_COLORS, str(button)) button_sprites_group.add(Button(*args)) return button_sprites_group """计算""" def calculate(number1, number2, operator): operator_map = {"+": "+", "-": "-", "×": "*", "÷": "/"} try: result = str(eval(number1+operator_map[operator]+number2)) return result if "." not in result else str(Fraction(number1+operator_map[operator]+number2)) except: return None """在屏幕上显示信息""" def showInfo(text, screen): rect = pygame.Rect(200, 180, 400, 200) pygame.draw.rect(screen, PAPAYAWHIP, rect) font = pygame.font.Font(FONTPATH, 40) text_render = font.render(text, True, BLACK) font_size = font.size(text) screen.blit(text_render, (rect.x+(rect.width-font_size[0])/2, rect.y+(rect.height-font_size[1])/2)) """主函数""" def main(): # 初始化, 导入必要的游戏素材 pygame.init() pygame.mixer.init() screen = pygame.display.set_mode(SCREENSIZE) pygame.display.set_caption("24 point —— 九歌") win_sound = pygame.mixer.Sound(AUDIOWINPATH) lose_sound = pygame.mixer.Sound(AUDIOLOSEPATH) warn_sound = pygame.mixer.Sound(AUDIOWARNPATH) pygame.mixer.music.load(BGMPATH) pygame.mixer.music.play(-1, 0.0) # 24点游戏生成器 game24_gen = game24Generator() game24_gen.generate() # 精灵组 # --数字 number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now) # --运算符 operator_sprites_group = getOperatorSpritesGroup(OPREATORS) # --按钮 button_sprites_group = getButtonSpritesGroup(BUTTONS) # 游戏主循环 clock = pygame.time.Clock() selected_numbers = [] selected_operators = [] selected_buttons = [] is_win = False while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(-1) elif event.type == pygame.MOUSEBUTTONUP: mouse_pos = pygame.mouse.get_pos() selected_numbers = checkClicked(number_sprites_group, mouse_pos, "NUMBER") selected_operators = checkClicked(operator_sprites_group, mouse_pos, "OPREATOR") selected_buttons = checkClicked(button_sprites_group, mouse_pos, "BUTTON") screen.fill(AZURE) # 更新数字 if len(selected_numbers) == 2 and len(selected_operators) == 1: noselected_numbers = [] for each in number_sprites_group: if each.is_selected: if each.select_order == "1": selected_number1 = each.attribute elif each.select_order == "2": selected_number2 = each.attribute else: raise ValueError("Unknow select_order %s, expect 1 or 2..." % each.select_order) else: noselected_numbers.append(each.attribute) each.is_selected = False for each in operator_sprites_group: each.is_selected = False result = calculate(selected_number1, selected_number2, *selected_operators) if result is not None: game24_gen.numbers_now = noselected_numbers + [result] is_win = game24_gen.check() if is_win: win_sound.play() if not is_win and len(game24_gen.numbers_now) == 1: lose_sound.play() else: warn_sound.play() selected_numbers = [] selected_operators = [] number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now) # 精灵都画到screen上 for each in number_sprites_group: each.draw(screen, pygame.mouse.get_pos()) for each in operator_sprites_group: each.draw(screen, pygame.mouse.get_pos()) for each in button_sprites_group: if selected_buttons and selected_buttons[0] in ["RESET", "NEXT"]: is_win = False if selected_buttons and each.attribute == selected_buttons[0]: each.is_selected = False number_sprites_group = each.do(game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group) selected_buttons = [] each.draw(screen, pygame.mouse.get_pos()) # 游戏胜利 if is_win: showInfo("Congratulations", screen) # 游戏失败 if not is_win and len(game24_gen.numbers_now) == 1: showInfo("Game Over", screen) pygame.display.flip() clock.tick(30) """run""" if __name__ == "__main__": main()
11、平衡木
玩法:也是小时候的经典游戏,控制左右就行,到后面才有一点点难度。
源码分享:
import cfg from modules import breakoutClone """主函数""" def main(): game = breakoutClone(cfg) game.run() """run""" if __name__ == "__main__": main()
12、外星人入侵
玩法:这让我想起了魂斗罗那第几关的boss,有点类似,不过魂斗罗那个难度肯定高点。
源码分享:
import os import sys import cfg import random import pygame from modules import * """开始游戏""" def startGame(screen): clock = pygame.time.Clock() # 加载字体 font = pygame.font.SysFont("arial", 18) if not os.path.isfile("score"): f = open("score", "w") f.write("0") f.close() with open("score", "r") as f: highest_score = int(f.read().strip()) # 敌方 enemies_group = pygame.sprite.Group() for i in range(55): if i < 11: enemy = enemySprite("small", i, cfg.WHITE, cfg.WHITE) elif i < 33: enemy = enemySprite("medium", i, cfg.WHITE, cfg.WHITE) else: enemy = enemySprite("large", i, cfg.WHITE, cfg.WHITE) enemy.rect.x = 85 + (i % 11) * 50 enemy.rect.y = 120 + (i // 11) * 45 enemies_group.add(enemy) boomed_enemies_group = pygame.sprite.Group() en_bullets_group = pygame.sprite.Group() ufo = ufoSprite(color=cfg.RED) # 我方 myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE) my_bullets_group = pygame.sprite.Group() # 用于控制敌方位置更新 # --移动一行 enemy_move_count = 24 enemy_move_interval = 24 enemy_move_flag = False # --改变移动方向(改变方向的同时集体下降一次) enemy_change_direction_count = 0 enemy_change_direction_interval = 60 enemy_need_down = False enemy_move_right = True enemy_need_move_row = 6 enemy_max_row = 5 # 用于控制敌方发射子弹 enemy_shot_interval = 100 enemy_shot_count = 0 enemy_shot_flag = False # 游戏进行中 running = True is_win = False # 主循环 while running: screen.fill(cfg.BLACK) for event in pygame.event.get(): # --点右上角的X或者按Esc键退出游戏 if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: pygame.quit() sys.exit() # --射击 if event.type == pygame.MOUSEBUTTONDOWN: my_bullet = myaircraft.shot() if my_bullet: my_bullets_group.add(my_bullet) # --我方子弹与敌方/UFO碰撞检测 for enemy in enemies_group: if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None): boomed_enemies_group.add(enemy) enemies_group.remove(enemy) myaircraft.score += enemy.reward if pygame.sprite.spritecollide(ufo, my_bullets_group, True, None): ufo.is_dead = True myaircraft.score += ufo.reward # --更新并画敌方 # ----敌方子弹 enemy_shot_count += 1 if enemy_shot_count > enemy_shot_interval: enemy_shot_flag = True enemies_survive_list = [enemy.number for enemy in enemies_group] shot_number = random.choice(enemies_survive_list) enemy_shot_count = 0 # ----敌方移动 enemy_move_count += 1 if enemy_move_count > enemy_move_interval: enemy_move_count = 0 enemy_move_flag = True enemy_need_move_row -= 1 if enemy_need_move_row == 0: enemy_need_move_row = enemy_max_row enemy_change_direction_count += 1 if enemy_change_direction_count > enemy_change_direction_interval: enemy_change_direction_count = 1 enemy_move_right = not enemy_move_right enemy_need_down = True # ----每次下降提高移动和射击速度 enemy_move_interval = max(15, enemy_move_interval-3) enemy_shot_interval = max(50, enemy_move_interval-10) # ----遍历更新 for enemy in enemies_group: if enemy_shot_flag: if enemy.number == shot_number: en_bullet = enemy.shot() en_bullets_group.add(en_bullet) if enemy_move_flag: if enemy.number in range((enemy_need_move_row-1)*11, enemy_need_move_row*11): if enemy_move_right: enemy.update("right", cfg.SCREENSIZE[1]) else: enemy.update("left", cfg.SCREENSIZE[1]) else: enemy.update(None, cfg.SCREENSIZE[1]) if enemy_need_down: if enemy.update("down", cfg.SCREENSIZE[1]): running = False is_win = False enemy.change_count -= 1 enemy.draw(screen) enemy_move_flag = False enemy_need_down = False enemy_shot_flag = False # ----敌方爆炸特效 for boomed_enemy in boomed_enemies_group: if boomed_enemy.boom(screen): boomed_enemies_group.remove(boomed_enemy) del boomed_enemy # --敌方子弹与我方飞船碰撞检测 if not myaircraft.one_dead: if pygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None): myaircraft.one_dead = True if myaircraft.one_dead: if myaircraft.boom(screen): myaircraft.resetBoom() myaircraft.num_life -= 1 if myaircraft.num_life < 1: running = False is_win = False else: # ----更新飞船 myaircraft.update(cfg.SCREENSIZE[0]) # ----画飞船 myaircraft.draw(screen) if (not ufo.has_boomed) and (ufo.is_dead): if ufo.boom(screen): ufo.has_boomed = True else: # ----更新UFO ufo.update(cfg.SCREENSIZE[0]) # ----画UFO ufo.draw(screen) # --画我方飞船子弹 for bullet in my_bullets_group: if bullet.update(): my_bullets_group.remove(bullet) del bullet else: bullet.draw(screen) # --画敌方子弹 for bullet in en_bullets_group: if bullet.update(cfg.SCREENSIZE[1]): en_bullets_group.remove(bullet) del bullet else: bullet.draw(screen) if myaircraft.score > highest_score: highest_score = myaircraft.score # --得分每增加2000我方飞船增加一条生命 if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score): myaircraft.old_score = myaircraft.score myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life) # --敌人都死光了的话就胜利了 if len(enemies_group) < 1: is_win = True running = False # --显示文字 # ----当前得分 showText(screen, "SCORE: ", cfg.WHITE, font, 200, 8) showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24) # ----敌人数量 showText(screen, "ENEMY: ", cfg.WHITE, font, 370, 8) showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24) # ----历史最高分 showText(screen, "HIGHEST: ", cfg.WHITE, font, 540, 8) showText(screen, str(highest_score), cfg.WHITE, font, 540, 24) # ----FPS showText(screen, "FPS: " + str(int(clock.get_fps())), cfg.RED, font, 8, 8) # --显示剩余生命值 showLife(screen, myaircraft.num_life, cfg.GREEN) pygame.display.update() clock.tick(cfg.FPS) with open("score", "w") as f: f.write(str(highest_score)) return is_win """主函数""" def main(): # 初始化 pygame.init() pygame.display.set_caption("外星人入侵 —— 九歌") screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.mixer.init() pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1) while True: is_win = startGame(screen) endInterface(screen, cfg.BLACK, is_win) """run""" if __name__ == "__main__": main()
13、井字棋888
玩法:我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。
源码分享
from tkinter import * import 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()
以上就是13个有趣又好玩的Python游戏代码分享的详细内容,更多关于Python 游戏的资料请关注脚本之家其它相关文章!
上一篇:Go 内存分配管理
X 关闭
X 关闭
- 15G资费不大降!三大运营商谁提供的5G网速最快?中国信通院给出答案
- 2联想拯救者Y70发布最新预告:售价2970元起 迄今最便宜的骁龙8+旗舰
- 3亚马逊开始大规模推广掌纹支付技术 顾客可使用“挥手付”结账
- 4现代和起亚上半年出口20万辆新能源汽车同比增长30.6%
- 5如何让居民5分钟使用到各种设施?沙特“线性城市”来了
- 6AMD实现连续8个季度的增长 季度营收首次突破60亿美元利润更是翻倍
- 7转转集团发布2022年二季度手机行情报告:二手市场“飘香”
- 8充电宝100Wh等于多少毫安?铁路旅客禁止、限制携带和托运物品目录
- 9好消息!京东与腾讯续签三年战略合作协议 加强技术创新与供应链服务
- 10名创优品拟通过香港IPO全球发售4100万股 全球发售所得款项有什么用处?