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手機(jī)字體代碼(安卓字體代碼)

軟件開放11個月前 (02-27)439

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經(jīng)常聽到有朋友說,學(xué)習(xí)編程是一件非??菰餆o味的事情。其實,大家有沒有認(rèn)真想過,可能是我們的學(xué)習(xí)方法不對?

比方說,你有沒有想過,可以通過打游戲來學(xué)編程?

今天我想跟大家分享幾個Python小游戲,教你如何通過邊打游戲邊學(xué)編程!

1、吃金幣

源碼分享:

import os

import cfg

import sys

展開全文

import pygame

import random

from modules import *

'''游戲初始化'''

def initGame:

# 初始化pygame, 設(shè)置展示窗口

pygame.init

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption( 'catch coins —— 九歌')

# 加載必要的游戲素材

game_images = {}

forkey, value incfg.IMAGE_PATHS.items:

ifisinstance(value, list):

images = []

foritem invalue: images.append(pygame.image.load(item))

game_images[key] = images

else:

game_images[key] = pygame.image.load(value)

game_sounds = {}

forkey, value incfg.AUDIO_PATHS.items:

ifkey == 'bgm': continue

game_sounds[key] = pygame.mixer.Sound(value)

# 返回初始化數(shù)據(jù)

returnscreen, game_images, game_sounds

'''主函數(shù)'''

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)

# 字體加載

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(dāng)前分?jǐn)?shù)/歷史最高分

score = 0

highest_score = 0 ifnot os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) elseint(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH). read)

# 游戲主循環(huán)

clock = pygame.time.Clock

whileTrue:

# --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

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

key_pressed = pygame.key.get_pressed

ifkey_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:

hero.move(cfg.SCREENSIZE, 'left')

ifkey_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:

hero.move(cfg.SCREENSIZE, 'right')

# --隨機(jī)生成食物

generate_food_count += 1

ifgenerate_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

forfood infood_sprites_group:

iffood.update: food_sprites_group.remove(food)

# --碰撞檢測

forfood infood_sprites_group:

ifpygame.sprite.collide_mask(food, hero):

game_sounds[ 'get'].play

food_sprites_group.remove(food)

score += food.score

ifscore 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(jié)束

ifpygame.time.get_ticks = 90000:

break

# --更新屏幕

pygame.display.flip

clock.tick(cfg.FPS)

# 游戲結(jié)束, 記錄最高分并顯示游戲結(jié)束畫面

fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, 'w')

fp.write(str(highest_score))

fp.close

returnshowEndGameInterface(screen, cfg, score, highest_score)

'''run'''

if__name__ == '__main__':

whilemain:

pass

2、打乒乓

源碼分享:

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))

returnscreen.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

whileTrue:

screen.fill((41, 36, 33))

button_1 = Button(screen, (150, 175), '1 Player')

button_2 = Button(screen, (150, 275), '2 Player')

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

ifevent.type == pygame.MOUSEBUTTONDOWN:

ifbutton_1.collidepoint(pygame.mouse.get_pos):

return1

elifbutton_2.collidepoint(pygame.mouse.get_pos):

return2

clock.tick(10)

pygame.display.update

'''結(jié)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!'ifscore_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]]

whileTrue:

screen.fill((41, 36, 33))

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

ifevent.type == pygame.KEYDOWN:

ifevent.key == pygame.K_RETURN:

return

elifevent.key == pygame.K_ESCAPE:

sys.exit

pygame.quit

fortext, pos inzip(texts, positions):

screen.blit(text, pos)

clock.tick(10)

pygame.display.update

'''運行游戲Demo'''

def runDemo(screen):

# 加載游戲素材

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)

# 游戲主循環(huán)

# --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

whileTrue:

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit(-1)

screen.fill((41, 36, 33))

# 玩家操作

pressed_keys = pygame.key.get_pressed

ifpressed_keys[pygame.K_UP]:

racket_right.move( 'UP')

elifpressed_keys[pygame.K_DOWN]:

racket_right.move( 'DOWN')

ifgame_mode == 2:

ifpressed_keys[pygame.K_w]:

racket_left.move( 'UP')

elifpressed_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))

ifscore_left == 11 or score_right == 11:

returnscore_left, score_right

clock.tick(100)

pygame.display.update

'''主函數(shù)'''

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

whileTrue:

score_left, score_right = runDemo(screen)

endInterface(screen, score_left, score_right)

'''run'''

if__name__ == '__main__':

main

3、滑雪

源碼分享:

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(fù)數(shù)為向左,正數(shù)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]

returnself.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(shè)置為摔倒?fàn)顟B(tài)'''

def setFall(self):

self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])

'''設(shè)置為站立狀態(tài)'''

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(chuàng)建障礙物'''

def createObstacles(s, e, num=10):

obstacles = pygame.sprite.Group

locations = []

fori inrange(num):

row = random.randint(s, e)

col = random.randint(0, 9)

location = [col*64+20, row*64+20]

iflocation not inlocations:

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)

returnobstacles

'''合并障礙物'''

def AddObstacles(obstacles0, obstacles1):

obstacles = pygame.sprite.Group

forobstacle inobstacles0:

obstacles.add(obstacle)

forobstacle inobstacles1:

obstacles.add(obstacle)

returnobstacles

'''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)

whileTrue:

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

elifevent.type == pygame.KEYDOWN:

return

pygame.display.update

'''顯示分?jǐn)?shù)'''

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(dāng)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

'''主程序'''

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(shè)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(chuàng)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(dāng)前的分?jǐn)?shù)

score = 0

# 記錄當(dāng)前的速度

speed = [0, 6]

# 游戲主循環(huán)

whileTrue:

# --事件捕獲

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

ifevent.type == pygame.KEYDOWN:

ifevent.key == pygame.K_LEFT or event.key == pygame.K_a:

speed = skier.turn(-1)

elifevent.key == pygame.K_RIGHT or event.key == pygame.K_d:

speed = skier.turn(1)

# --更新當(dāng)前游戲幀的數(shù)據(jù)

skier.move

distance += speed[1]

ifdistance = 640 and obstaclesflag == 0:

obstaclesflag = 1

obstacles0 = createObstacles(20, 29)

obstacles = AddObstacles(obstacles0, obstacles1)

ifdistance = 1280 and obstaclesflag == 1:

obstaclesflag = 0

distance -= 1280

forobstacle inobstacles0:

obstacle.location[1] = obstacle.location[1] - 1280

obstacles1 = createObstacles(10, 19)

obstacles = AddObstacles(obstacles0, obstacles1)

forobstacle inobstacles:

obstacle.move(distance)

# --碰撞檢測

hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False)

ifhitted_obstacles:

ifhitted_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

elifhitted_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、并夕夕版飛機(jī)大戰(zhàn)

源碼分享:

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(chǎn)生小行星的時間間隔

asteroid_ticks = 90

fori inrange(num_player):

player_group.add(Ship(i+1, cfg))

clock = pygame.time.Clock

# 分?jǐn)?shù)

score_1, score_2 = 0, 0

# 游戲主循環(huán)

whileTrue:

forevent inpygame.event.get:

ifevent.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

foridx, player inenumerate(player_group):

direction = None

ifidx == 0:

ifpressed_keys[pygame.K_UP]:

direction = 'up'

elifpressed_keys[pygame.K_DOWN]:

direction = 'down'

elifpressed_keys[pygame.K_LEFT]:

direction = 'left'

elifpressed_keys[pygame.K_RIGHT]:

direction = 'right'

ifdirection:

player.move(direction)

ifpressed_keys[pygame.K_j]:

ifplayer.cooling_time == 0:

fire_sound.play

bullet_group.add(player.shot)

player.cooling_time = 20

elifidx == 1:

ifpressed_keys[pygame.K_w]:

direction = 'up'

elifpressed_keys[pygame.K_s]:

direction = 'down'

elifpressed_keys[pygame.K_a]:

direction = 'left'

elifpressed_keys[pygame.K_d]:

direction = 'right'

ifdirection:

player.move(direction)

ifpressed_keys[pygame.K_SPACE]:

ifplayer.cooling_time == 0:

fire_sound.play

bullet_group.add(player.shot)

player.cooling_time = 20

ifplayer.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(xiàn)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

ifasteroid_ticks == 0:

asteroid_ticks = 90

asteroid_group.add(Asteroid(cfg))

else:

asteroid_ticks -= 1

# --畫飛船

forplayer inplayer_group:

ifpygame.sprite.spritecollide(player, asteroid_group, True, None):

player.explode_step = 1

explosion_sound.play

elifplayer.explode_step 0:

ifplayer.explode_step 3:

player_group.remove(player)

iflen(player_group) == 0:

return

else:

player.explode(screen)

else:

player.draw(screen)

# --畫子彈

forbullet inbullet_group:

bullet.move

ifpygame.sprite.spritecollide(bullet, asteroid_group, True, None):

bullet_group.remove(bullet)

ifbullet.player_idx == 1:

score_1 += 1

else:

score_2 += 1

else:

bullet.draw(screen)

# --畫小行星

forasteroid inasteroid_group:

asteroid.move

asteroid.rotate

asteroid.draw(screen)

# --顯示分?jǐn)?shù)

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)

'''主函數(shù)'''

def main:

pygame.init

pygame.font.init

pygame.mixer.init

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption( '飛機(jī)大戰(zhàn) —— 九歌')

num_player = StartInterface(screen, cfg)

ifnum_player == 1:

whileTrue:

GamingInterface(num_player=1, screen=screen)

EndInterface(screen, cfg)

else:

whileTrue:

GamingInterface(num_player=2, screen=screen)

EndInterface(screen, cfg)

'''run'''

if__name__ == '__main__':

main

5、打地鼠

源碼分享:

import cfg

import sys

import pygame

import random

from modules import *

'''游戲初始化'''

def initGame:

pygame.init

pygame.mixer.init

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption( '打地鼠 —— 九歌')

returnscreen

'''主函數(shù)'''

def main:

# 初始化

screen = initGame

# 加載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)

}

# 加載字體

font = pygame.font.Font(cfg.FONT_PATH, 40)

# 加載背景圖片

bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)

# 開始界面

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?jǐn)?shù)

your_score = 0

flag = False

# 初始時間

init_time = pygame.time.get_ticks

# 游戲主循環(huán)

whileTrue:

# --游戲時間為60s

time_remain = round((61000 - (pygame.time.get_ticks - init_time)) / 1000.)

# --游戲時間減少, 地鼠變位置速度變快

iftime_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

eliftime_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

# --倒計時音效

iftime_remain == 10:

audios[ 'count_down'].play

# --游戲結(jié)束

iftime_remain 0: break

count_down_text = font.render( 'Time: '+str(time_remain), True, cfg.WHITE)

# --按鍵檢測

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

elifevent.type == pygame.MOUSEMOTION:

hammer.setPosition(pygame.mouse.get_pos)

elifevent.type == pygame.MOUSEBUTTONDOWN:

ifevent.button == 1:

hammer.setHammering

elifevent.type == change_hole_event:

hole_pos = random.choice(cfg.HOLE_POSITIONS)

mole.reset

mole.setPosition(hole_pos)

# --碰撞檢測

ifhammer.is_hammering and not mole.is_hammer:

is_hammer = pygame.sprite.collide_mask(hammer, mole)

ifis_hammer:

audios[ 'hammering'].play

mole.setBeHammered

your_score += 10

# --分?jǐn)?shù)

your_score_text = font.render( 'Score: '+str(your_score), True, cfg.BROWN)

# --綁定必要的游戲元素到屏幕(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?jǐn)?shù)(try塊避免第一次游戲無.rec文件)

try:

best_score = int(open(cfg.RECORD_PATH). read)

except:

best_score = 0

# 若當(dāng)前分?jǐn)?shù)大于最佳分?jǐn)?shù)則更新最佳分?jǐn)?shù)

ifyour_score best_score:

f = open(cfg.RECORD_PATH, 'w')

f.write(str(your_score))

f.close

# 結(jié)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)

returnis_restart

'''run'''

if__name__ == '__main__':

whileTrue:

is_restart = main

ifnot is_restart:

break

6、小恐龍

玩法:上下控制起跳躲避

源碼分享:

import cfg

import sys

import random

import pygame

from modules import *

'''main'''

def main(highest_score):

# 游戲初始化

pygame.init

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption( '九歌')

# 導(dǎo)入所有聲音文件

sounds = {}

forkey, value incfg.AUDIO_PATHS.items:

sounds[key] = pygame.mixer.Sound(value)

# 游戲開始界面

GameStartInterface(screen, sounds, cfg)

# 定義一些游戲中必要的元素和變量

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

# 游戲主循環(huán)

clock = pygame.time.Clock

whileTrue:

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

elifevent.type == pygame.KEYDOWN:

ifevent.key == pygame.K_SPACE or event.key == pygame.K_UP:

dino.jump(sounds)

elifevent.key == pygame.K_DOWN:

dino.duck

elifevent.type == pygame.KEYUP and event.key == pygame.K_DOWN:

dino.unduck

screen.fill(cfg.BACKGROUND_COLOR)

手機(jī)字體代碼(安卓字體代碼)

# --隨機(jī)添加云

iflen(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(jī)添加仙人掌/飛龍

add_obstacle_timer += 1

ifadd_obstacle_timer random.randrange(50, 150):

add_obstacle_timer = 0

random_value = random.randrange(0, 10)

ifrandom_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))))

# --更新游戲元素

dino.update

ground.update

cloud_sprites_group.update

cactus_sprites_group.update

ptera_sprites_group.update

score_timer += 1

ifscore_timer (cfg.FPS//12):

score_timer = 0

score += 1

score = min(score, 99999)

ifscore highest_score:

highest_score = score

ifscore % 100 == 0:

sounds[ 'point'].play

ifscore % 1000 == 0:

ground.speed -= 1

foritem incloud_sprites_group:

item.speed -= 1

foritem incactus_sprites_group:

item.speed -= 1

foritem inptera_sprites_group:

item.speed -= 1

# --碰撞檢測

foritem incactus_sprites_group:

ifpygame.sprite.collide_mask(dino, item):

dino.die(sounds)

foritem inptera_sprites_group:

ifpygame.sprite.collide_mask(dino, item):

dino.die(sounds)

# --將游戲元素畫到屏幕上

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)

# --游戲是否結(jié)束

ifdino.is_dead:

break

# 游戲結(jié)束界面

returnGameEndInterface(screen, cfg), highest_score

'''run'''

if__name__ == '__main__':

highest_score = 0

whileTrue:

flag, highest_score = main(highest_score)

ifnot flag: break

7、消消樂

玩法:三個相連就能消除

源碼分享:

import os

import sys

import cfg

import pygame

from modules import *

'''游戲主程序'''

def main:

pygame.init

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption( 'Gemgem —— 九歌')

# 加載背景音樂

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)

# 加載音效

sounds = {}

sounds[ 'mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/badswap.wav'))

sounds[ 'match'] = []

fori inrange(6):

sounds[ 'match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/match%s.wav'% i)))

# 加載字體

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

# 圖片加載

gem_imgs = []

fori inrange(1, 8):

gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png'% i))

# 主循環(huán)

game = gemGame(screen, sounds, font, gem_imgs, cfg)

whileTrue:

score = game.start

flag = False

# 一輪游戲結(jié)束后玩家選擇重玩或者退出

whileTrue:

forevent inpygame.event.get:

ifevent.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE):

pygame.quit

sys.exit

elifevent.type == pygame.KEYUP and event.key == pygame.K_r:

flag = True

ifflag:

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

foridx, text inenumerate([text0, text1, text2]):

text_render = font.render(text, 1, (85, 65, 0))

rect = text_render.get_rect

ifidx == 0:

rect.left, rect.top = (212, y)

elifidx == 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(jīng)典,普通模式?jīng)]啥意思,小時候我們都是玩加速的。

源碼分享:

import os

import sys

import random

from modules import *

from PyQt5.QtGui import *

from PyQt5.QtCore import *

from PyQt5.QtWidgets import *

'''定義俄羅斯方塊游戲類'''

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

'''界面初始化'''

def initUI(self):

# icon

self.setWindowIcon(QIcon(os.path.join(os.getcwd, 'resources/icon.jpg')))

# 塊大小

self.grid_size = 22

# 游戲幀率

self.fps = 200

self.timer = QBasicTimer

# 焦點

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)

'''游戲界面移動到屏幕中間'''

def center(self):

screen = QDesktopWidget.screenGeometry

size = self.geometry

self.move((screen.width - size.width) // 2, (screen.height - size.height) // 2)

'''更新界面'''

def updateWindow(self):

self.external_board.updateData

self.side_panel.updateData

self.update

'''開始'''

def start(self):

ifself.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):

ifnot self.is_started:

return

self.is_paused = not self.is_paused

ifself.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):

ifevent.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):

ifnot 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

ifkey == Qt.Key_P:

self.pause

return

ifself.is_paused:

return

# 向左

elifkey == Qt.Key_Left:

self.inner_board.moveLeft

# 向右

elifkey == Qt.Key_Right:

self.inner_board.moveRight

# 旋轉(zhuǎn)

elifkey == Qt.Key_Up:

self.inner_board.rotateAnticlockwise

# 快速墜落

elifkey == 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(jīng)典,普通魔術(shù)也沒啥意思,小時候玩的也是加速的。

源碼分享:

import cfg

import sys

import pygame

from modules import *

'''主函數(shù)'''

def main(cfg):

# 游戲初始化

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)

# 游戲主循環(huán)

snake = Snake(cfg)

apple = Apple(cfg, snake.coords)

score = 0

whileTrue:

screen.fill(cfg.BLACK)

# --按鍵檢測

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

elifevent.type == pygame.KEYDOWN:

ifevent.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

ifsnake.update(apple):

apple = Apple(cfg, snake.coords)

score += 1

# --判斷游戲是否結(jié)束

ifsnake.isgameover: break

# --顯示游戲里必要的元素

drawGameGrid(cfg, screen)

snake.draw(screen)

apple.draw(screen)

showScore(cfg, score, screen)

# --屏幕更新

pygame.display.update

clock.tick(cfg.FPS)

returnendInterface(screen, cfg)

'''run'''

if__name__ == '__main__':

whileTrue:

ifnot main(cfg):

break

10、24點小游戲

玩法:通過加減乘除操作,小學(xué)生都沒問題的。

源碼分享:

import os

import sys

import pygame

from cfg import *

from modules import *

from fractions import Fraction

'''檢查控件是否被點擊'''

def checkClicked(group, mouse_pos, group_type= 'NUMBER'):

selected = []

# 數(shù)字卡片/運算符卡片

ifgroup_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]:

max_selected = 2 ifgroup_type == GROUPTYPES[0] else1

num_selected = 0

foreach ingroup:

num_selected += int(each.is_selected)

foreach ingroup:

ifeach.rect.collidepoint(mouse_pos):

ifeach.is_selected:

each.is_selected = not each.is_selected

num_selected -= 1

each.select_order = None

else:

ifnum_selected max_selected:

each.is_selected = not each.is_selected

num_selected += 1

each.select_order = str(num_selected)

ifeach.is_selected:

selected.append(each.attribute)

# 按鈕卡片

elifgroup_type == GROUPTYPES[2]:

foreach ingroup:

ifeach.rect.collidepoint(mouse_pos):

each.is_selected = True

selected.append(each.attribute)

# 拋出異常

else:

raise ValueError( 'checkClicked.group_type unsupport %s, expect %s, %s or %s...'% (group_type, *GROUPTYPES))

returnselected

'''獲取數(shù)字精靈組'''

def getNumberSpritesGroup(numbers):

number_sprites_group = pygame.sprite.Group

foridx, number inenumerate(numbers):

args = (*NUMBERCARD_POSITIONS[idx], str(number), NUMBERFONT, NUMBERFONT_COLORS, NUMBERCARD_COLORS, str(number))

number_sprites_group.add(Card(*args))

returnnumber_sprites_group

'''獲取運算符精靈組'''

def getOperatorSpritesGroup(operators):

operator_sprites_group = pygame.sprite.Group

foridx, operator inenumerate(operators):

args = (*OPERATORCARD_POSITIONS[idx], str(operator), OPERATORFONT, OPREATORFONT_COLORS, OPERATORCARD_COLORS, str(operator))

operator_sprites_group.add(Card(*args))

returnoperator_sprites_group

'''獲取按鈕精靈組'''

def getButtonSpritesGroup(buttons):

button_sprites_group = pygame.sprite.Group

foridx, button inenumerate(buttons):

args = (*BUTTONCARD_POSITIONS[idx], str(button), BUTTONFONT, BUTTONFONT_COLORS, BUTTONCARD_COLORS, str(button))

button_sprites_group.add(Button(*args))

returnbutton_sprites_group

'''計算'''

def calculate(number1, number2, operator):

operator_map = { '+': '+', '-': '-', '×': '*', '÷': '/'}

try:

result = str( eval(number1+operator_map[operator]+number2))

returnresult if'.'not inresult elsestr(Fraction(number1+operator_map[operator]+number2))

except:

returnNone

'''在屏幕上顯示信息'''

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))

'''主函數(shù)'''

def main:

# 初始化, 導(dǎo)入必要的游戲素材

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點游戲生成器

game24_gen = game24Generator

game24_gen.generate

# 精靈組

# --數(shù)字

number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)

# --運算符

operator_sprites_group = getOperatorSpritesGroup(OPREATORS)

# --按鈕

button_sprites_group = getButtonSpritesGroup(BUTTONS)

# 游戲主循環(huán)

clock = pygame.time.Clock

selected_numbers = []

selected_operators = []

selected_buttons = []

is_win = False

whileTrue:

forevent inpygame.event.get:

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit(-1)

elifevent.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(shù)字

iflen(selected_numbers) == 2 and len(selected_operators) == 1:

noselected_numbers = []

foreach innumber_sprites_group:

ifeach.is_selected:

ifeach.select_order == '1':

selected_number1 = each.attribute

elifeach.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

foreach inoperator_sprites_group:

each.is_selected = False

result = calculate(selected_number1, selected_number2, *selected_operators)

ifresult is not None:

game24_gen.numbers_now = noselected_numbers + [result]

is_win = game24_gen.check

ifis_win:

win_sound.play

ifnot 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

foreach innumber_sprites_group:

each.draw(screen, pygame.mouse.get_pos)

foreach inoperator_sprites_group:

each.draw(screen, pygame.mouse.get_pos)

foreach inbutton_sprites_group:

ifselected_buttons and selected_buttons[0] in[ 'RESET', 'NEXT']:

is_win = False

ifselected_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)

# 游戲勝利

ifis_win:

showInfo( 'Congratulations', screen)

# 游戲失敗

ifnot 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(jīng)典游戲,控制左右就行,到后面才有一點點難度。

源碼分享:

import cfg

from modules import breakoutClone

'''主函數(shù)'''

def main:

game = breakoutClone(cfg)

game.run

'''run'''

if__name__ == '__main__':

main

12、外星人入侵

玩法:這讓我想起了魂斗羅那第幾關(guān)的boss,有點類似,不過魂斗羅那個難度肯定高點。

源碼分享:

import os

import sys

import cfg

import random

import pygame

from modules import *

'''開始游戲'''

def startGame(screen):

clock = pygame.time.Clock

# 加載字體

font = pygame.font.SysFont( 'arial', 18)

ifnot 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

fori inrange(55):

ifi 11:

enemy = enemySprite( 'small', i, cfg.WHITE, cfg.WHITE)

elifi 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

# 用于控制敵方發(fā)射子彈

enemy_shot_interval = 100

enemy_shot_count = 0

enemy_shot_flag = False

# 游戲進(jìn)行中

running = True

is_win = False

# 主循環(huán)

whilerunning:

screen.fill(cfg.BLACK)

forevent inpygame.event.get:

# --點右上角的X或者按Esc鍵退出游戲

ifevent.type == pygame.QUIT:

pygame.quit

sys.exit

ifevent.type == pygame.KEYDOWN:

ifevent.key == pygame.K_ESCAPE:

pygame.quit

sys.exit

# --射擊

ifevent.type == pygame.MOUSEBUTTONDOWN:

my_bullet = myaircraft.shot

ifmy_bullet:

my_bullets_group.add(my_bullet)

# --我方子彈與敵方/UFO碰撞檢測

forenemy inenemies_group:

ifpygame.sprite.spritecollide(enemy, my_bullets_group, True, None):

boomed_enemies_group.add(enemy)

enemies_group.remove(enemy)

myaircraft.score += enemy.reward

ifpygame.sprite.spritecollide(ufo, my_bullets_group, True, None):

ufo.is_dead = True

myaircraft.score += ufo.reward

# --更新并畫敵方

# ----敵方子彈

enemy_shot_count += 1

ifenemy_shot_count enemy_shot_interval:

enemy_shot_flag = True

enemies_survive_list = [enemy.number forenemy inenemies_group]

shot_number = random.choice(enemies_survive_list)

enemy_shot_count = 0

# ----敵方移動

enemy_move_count += 1

ifenemy_move_count enemy_move_interval:

enemy_move_count = 0

enemy_move_flag = True

enemy_need_move_row -= 1

ifenemy_need_move_row == 0:

enemy_need_move_row = enemy_max_row

enemy_change_direction_count += 1

ifenemy_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

forenemy inenemies_group:

ifenemy_shot_flag:

ifenemy.number == shot_number:

en_bullet = enemy.shot

en_bullets_group.add(en_bullet)

ifenemy_move_flag:

ifenemy.number inrange((enemy_need_move_row-1)*11, enemy_need_move_row*11):

ifenemy_move_right:

enemy.update( 'right', cfg.SCREENSIZE[1])

else:

enemy.update( 'left', cfg.SCREENSIZE[1])

else:

enemy.update(None, cfg.SCREENSIZE[1])

ifenemy_need_down:

ifenemy.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

forboomed_enemy inboomed_enemies_group:

ifboomed_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

ifnot myaircraft.one_dead:

ifpygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None):

myaircraft.one_dead = True

ifmyaircraft.one_dead:

ifmyaircraft.boom(screen):

myaircraft.resetBoom

myaircraft.num_life -= 1

ifmyaircraft.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):

ifufo.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

forbullet inmy_bullets_group:

ifbullet.update:

my_bullets_group.remove(bullet)

del bullet

else:

bullet.draw(screen)

# --畫敵方子彈

forbullet inen_bullets_group:

ifbullet.update(cfg.SCREENSIZE[1]):

en_bullets_group.remove(bullet)

del bullet

else:

bullet.draw(screen)

ifmyaircraft.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

iflen(enemies_group) 1:

is_win = True

running = False

# --顯示文字

# ----當(dāng)前得分

showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8)

showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)

# ----敵人數(shù)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))

returnis_win

'''主函數(shù)'''

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)

whileTrue:

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(dāng)年和同桌玩這個廢了好幾本本子。

源碼分享

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

ifdigit == 1 and digit indigits:

digits.remove(digit)

##player1 will play if the value of count is even and for odd player2 will play

ifcount % 2 == 0:

mark = 'X'

panels[digit] = mark

elifcount % 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

ifdigit == 2 and digit indigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = 'X'

panels[digit] = mark

elifcount % 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

ifdigit == 3 and digit indigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = 'X'

panels[digit] = mark

elifcount % 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

ifdigit == 4 and digit indigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = 'X'

panels[digit] = mark

elifcount % 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

ifdigit == 5 and digit indigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = 'X'

panels[digit] = mark

elifcount % 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

ifdigit == 6 and digit indigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = 'X'

panels[digit] = mark

elifcount % 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

ifdigit == 7 and digit indigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = 'X'

panels[digit] = mark

elifcount % 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

ifdigit == 8 and digit indigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = 'X'

panels[digit] = mark

elifcount % 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

ifdigit == 9 and digit indigits:

digits.remove(digit)

ifcount % 2 == 0:

mark = 'X'

panels[digit] = mark

elifcount % 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

?? 盤點 | 帶你了解常見的十種數(shù)據(jù)相關(guān)職位

?? 作為文科生,我是如何轉(zhuǎn)行數(shù)據(jù)挖掘工程師的 | 附電信用戶實戰(zhàn)案例

?? 實例 | 分析38萬條數(shù)據(jù),分析保險行業(yè)中的數(shù)據(jù)應(yīng)用

?? 從基礎(chǔ)到進(jìn)階,掌握這些數(shù)據(jù)分析技能需要多長時間?

?? 在四大會計師事務(wù)所,當(dāng)數(shù)據(jù)分析師是怎樣一種體驗 | CDA持證人專訪

掃描二維碼推送至手機(jī)訪問。

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