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

2、打乒乓

源码分享:

import sysimport cfgimport pygamefrom modules import *  '''定义按钮'''def Button(screen, position, text, button_size=(200, 50)):    left, top = position    bwidth, bheight = button_size    pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)    pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)    pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)    pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)    pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))    font = pygame.font.Font(cfg.FONTPATH, 30)    text_render = font.render(text, 1, (255, 235, 205))    return screen.blit(text_render, (left+50, top+10))  '''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 sysimport cfgimport pygameimport random  '''滑雪者类'''class SkierClass(pygame.sprite.Sprite):    def __init__(self):        pygame.sprite.Sprite.__init__(self)        # 滑雪者的朝向(-2到2)        self.direction = 0        self.imagepaths = cfg.SKIER_IMAGE_PATHS[:-1]        self.image = pygame.image.load(self.imagepaths[self.direction])        self.rect = self.image.get_rect()        self.rect.center = [320, 100]        self.speed = [self.direction, 6-abs(self.direction)*2]    '''改变滑雪者的朝向. 负数为向左,正数为向右,0为向前'''    def turn(self, num):        self.direction += num        self.direction = max(-2, self.direction)        self.direction = min(2, self.direction)        center = self.rect.center        self.image = pygame.image.load(self.imagepaths[self.direction])        self.rect = self.image.get_rect()        self.rect.center = center        self.speed = [self.direction, 6-abs(self.direction)*2]        return self.speed    '''移动滑雪者'''    def move(self):        self.rect.centerx += self.speed[0]        self.rect.centerx = max(20, self.rect.centerx)        self.rect.centerx = min(620, self.rect.centerx)    '''设置为摔倒状态'''    def setFall(self):        self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])    '''设置为站立状态'''    def setForward(self):        self.direction = 0        self.image = pygame.image.load(self.imagepaths[self.direction])  '''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 sysimport cfgimport pygamefrom modules import *  '''游戏界面'''def GamingInterface(num_player, screen):    # 初始化    pygame.mixer.music.load(cfg.SOUNDPATHS['Cool Space Music'])    pygame.mixer.music.set_volume(0.4)    pygame.mixer.music.play(-1)    explosion_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['boom'])    fire_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['shot'])    font = pygame.font.Font(cfg.FONTPATH, 20)    # 游戏背景图    bg_imgs = [cfg.IMAGEPATHS['bg_big'], cfg.IMAGEPATHS['seamless_space'], cfg.IMAGEPATHS['space3']]    bg_move_dis = 0    bg_1 = pygame.image.load(bg_imgs[0]).convert()    bg_2 = pygame.image.load(bg_imgs[1]).convert()    bg_3 = pygame.image.load(bg_imgs[2]).convert()    # 玩家, 子弹和小行星精灵组    player_group = pygame.sprite.Group()    bullet_group = pygame.sprite.Group()    asteroid_group = pygame.sprite.Group()    # 产生小行星的时间间隔    asteroid_ticks = 90    for i in range(num_player):        player_group.add(Ship(i+1, cfg))    clock = pygame.time.Clock()    # 分数    score_1, score_2 = 0, 0    # 游戏主循环    while True:        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()        # --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击        pressed_keys = pygame.key.get_pressed()        for idx, player in enumerate(player_group):            direction = None            if idx == 0:                if pressed_keys[pygame.K_UP]:                    direction = 'up'                elif pressed_keys[pygame.K_DOWN]:                    direction = 'down'                elif pressed_keys[pygame.K_LEFT]:                    direction = 'left'                elif pressed_keys[pygame.K_RIGHT]:                    direction = 'right'                if direction:                    player.move(direction)                if pressed_keys[pygame.K_j]:                    if player.cooling_time == 0:                        fire_sound.play()                        bullet_group.add(player.shot())                        player.cooling_time = 20            elif idx == 1:                if pressed_keys[pygame.K_w]:                    direction = 'up'                elif pressed_keys[pygame.K_s]:                    direction = 'down'                elif pressed_keys[pygame.K_a]:                    direction = 'left'                elif pressed_keys[pygame.K_d]:                    direction = 'right'                if direction:                    player.move(direction)                if pressed_keys[pygame.K_SPACE]:                    if player.cooling_time == 0:                        fire_sound.play()                        bullet_group.add(player.shot())                        player.cooling_time = 20            if player.cooling_time > 0:                player.cooling_time -= 1        if (score_1 + score_2) < 500:            background = bg_1        elif (score_1 + score_2) < 1500:            background = bg_2        else:            background = bg_3        # --向下移动背景图实现飞船向上移动的效果        screen.blit(background, (0, -background.get_rect().height + bg_move_dis))        screen.blit(background, (0, bg_move_dis))        bg_move_dis = (bg_move_dis + 2) % background.get_rect().height        # --生成小行星        if asteroid_ticks == 0:            asteroid_ticks = 90            asteroid_group.add(Asteroid(cfg))        else:            asteroid_ticks -= 1        # --画飞船        for player in player_group:            if pygame.sprite.spritecollide(player, asteroid_group, True, None):                player.explode_step = 1                explosion_sound.play()            elif player.explode_step > 0:                if player.explode_step > 3:                    player_group.remove(player)                    if len(player_group) == 0:                        return                else:                    player.explode(screen)            else:                player.draw(screen)        # --画子弹        for bullet in bullet_group:            bullet.move()            if pygame.sprite.spritecollide(bullet, asteroid_group, True, None):                bullet_group.remove(bullet)                if bullet.player_idx == 1:                    score_1 += 1                else:                    score_2 += 1            else:                bullet.draw(screen)        # --画小行星        for asteroid in asteroid_group:            asteroid.move()            asteroid.rotate()            asteroid.draw(screen)        # --显示分数        score_1_text = '玩家一得分: %s' % score_1        score_2_text = '玩家二得分: %s' % score_2        text_1 = font.render(score_1_text, True, (0, 0, 255))        text_2 = font.render(score_2_text, True, (255, 0, 0))        screen.blit(text_1, (2, 5))        screen.blit(text_2, (2, 35))        # --屏幕刷新        pygame.display.update()        clock.tick(60)  '''主函数'''def main():    pygame.init()    pygame.font.init()    pygame.mixer.init()    screen = pygame.display.set_mode(cfg.SCREENSIZE)    pygame.display.set_caption('飞机大战 —— 九歌')    num_player = StartInterface(screen, cfg)    if num_player == 1:        while True:            GamingInterface(num_player=1, screen=screen)            EndInterface(screen, cfg)    else:        while True:            GamingInterface(num_player=2, screen=screen)            EndInterface(screen, cfg)  '''run'''if __name__ == '__main__':    main()

5、打地鼠

源码分享:

import cfgimport sysimport pygameimport randomfrom 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 cfgimport sysimport randomimport pygamefrom 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

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