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30個Python小游戲,上班摸魚我能玩一天【內(nèi)附源碼】

番茄西紅柿 / 3673人閱讀

摘要:源碼分享主函數(shù)游戲初始化九歌播放背景音樂游戲主循環(huán)按鍵檢測更新貪吃蛇和食物判斷游戲是否結(jié)束顯示游戲里必要的元素屏幕更新普普通通玩法詳細介紹源碼點小游戲玩法通過加減乘除操作小學生都沒問題的。

大家好,我是辣條。

今天給大家?guī)?0個py小游戲,一定要收藏!

目錄

有手就行

1、吃金幣

2、打乒乓

3、滑雪

4、并夕夕版飛機大戰(zhàn)

5、打地鼠

簡簡單單

6、小恐龍

7、消消樂

8、俄羅斯方塊

9、貪吃蛇

普普通通

10、24點小游戲

11、平衡木

12、外星人入侵

13、貪心鳥

14、井字棋888‘’

有點困難

15、炸彈人

16、保衛(wèi)森林

17、五子棋

18、吃豆豆

19、坦克大戰(zhàn)

20、超級瑪麗

21、水果忍者

極度困難

22、飛機大戰(zhàn)

23、2048

24、推箱子

25、塔防

26、植物大戰(zhàn)僵尸

27、掃雷

終極挑戰(zhàn)?

28、拼圖

?29、走迷宮

30、最強游戲


有手就行

1、吃金幣

【有手就行系列不介紹玩法了+附源碼】

源碼分享:
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import osimport cfgimport sysimport pygameimport randomfrom modules import *'''游戲初始化'''def initGame():? ? # 初始化pygame, 設置展示窗口? ? 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 = {}? ? for key, value in cfg.IMAGE_PATHS.items():? ? ? ? if isinstance(value, list):? ? ? ? ? ? images = []? ? ? ? ? ? for item in value: images.append(pygame.image.load(item))? ? ? ? ? ? game_images[key] = images? ? ? ? else:? ? ? ? ? ? game_images[key] = pygame.image.load(value)? ? game_sounds = {}? ? for key, value in cfg.AUDIO_PATHS.items():? ? ? ? if key == 'bgm': continue? ? ? ? game_sounds[key] = pygame.mixer.Sound(value)? ? # 返回初始化數(shù)據(jù)? ? return screen, 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? ? # 當前分數(shù)/歷史最高分? ? score = 0? ? highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())? ? # 游戲主循環(huán)? ? clock = pygame.time.Clock()? ? while True:? ? ? ? # --填充背景? ? ? ? screen.fill(0)? ? ? ? screen.blit(game_images['background'], (0, 0))? ? ? ? # --倒計時信息? ? ? ? countdown_text = 'Count down: ' + str((90000 - pygame.time.get_ticks()) // 60000) + ":" + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2)? ? ? ? countdown_text = font.render(countdown_text, True, (0, 0, 0))? ? ? ? countdown_rect = countdown_text.get_rect()? ? ? ? countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5]? ? ? ? screen.blit(countdown_text, countdown_rect)? ? ? ? # --按鍵檢測? ? ? ? for event in pygame.event.get():? ? ? ? ? ? if event.type == pygame.QUIT:? ? ? ? ? ? ? ? pygame.quit()? ? ? ? ? ? ? ? sys.exit()? ? ? ? key_pressed = pygame.key.get_pressed()? ? ? ? if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:? ? ? ? ? ? hero.move(cfg.SCREENSIZE, 'left')? ? ? ? if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:? ? ? ? ? ? hero.move(cfg.SCREENSIZE, 'right')? ? ? ? # --隨機生成食物? ? ? ? generate_food_count += 1? ? ? ? if generate_food_count > generate_food_freq:? ? ? ? ? ? generate_food_freq = random.randint(10, 20)? ? ? ? ? ? generate_food_count = 0? ? ? ? ? ? food = Food(game_images, random.choice(['gold',] * 10 + ['apple']), cfg.SCREENSIZE)? ? ? ? ? ? food_sprites_group.add(food)? ? ? ? # --更新食物? ? ? ? for food in food_sprites_group:? ? ? ? ? ? if food.update(): food_sprites_group.remove(food)? ? ? ? # --碰撞檢測? ? ? ? for food in food_sprites_group:? ? ? ? ? ? if pygame.sprite.collide_mask(food, hero):? ? ? ? ? ? ? ? game_sounds['get'].play()? ? ? ? ? ? ? ? food_sprites_group.remove(food)? ? ? ? ? ? ? ? score += food.score? ? ? ? ? ? ? ? if score > highest_score: highest_score = score? ? ? ? # --畫hero? ? ? ? hero.draw(screen)? ? ? ? # --畫食物? ? ? ? food_sprites_group.draw(screen)? ? ? ? # --顯示得分? ? ? ? score_text = f'Score: {score}, Highest: {highest_score}'? ? ? ? score_text = font.render(score_text, True, (0, 0, 0))? ? ? ? score_rect = score_text.get_rect()? ? ? ? score_rect.topleft = [5, 5]? ? ? ? screen.blit(score_text, score_rect)? ? ? ? # --判斷游戲是否結(jié)束? ? ? ? if pygame.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()? ? return showEndGameInterface(screen, cfg, score, highest_score)'''run'''if __name__ == '__main__':? ? while main():? ? ? ? pass

2、打乒乓

源碼分享:

import sysimport cfgimport pygamefrom modules import *'''定義按鈕'''def Button(screen, position, text, button_size=(200, 50)):    left, top = position    bwidth, bheight = button_size    pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)    pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)    pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)    pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)    pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))    font = pygame.font.Font(cfg.FONTPATH, 30)    text_render = font.render(text, 1, (255, 235, 205))    return screen.blit(text_render, (left+50, top+10))'''Function:    開始界面Input:    --screen: 游戲界面Return:    --game_mode: 1(單人模式)/2(雙人模式)'''def startInterface(screen):    clock = pygame.time.Clock()    while True:        screen.fill((41, 36, 33))        button_1 = Button(screen, (150, 175), '1 Player')        button_2 = Button(screen, (150, 275), '2 Player')        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()            if event.type == pygame.MOUSEBUTTONDOWN:                if button_1.collidepoint(pygame.mouse.get_pos()):                    return 1                elif button_2.collidepoint(pygame.mouse.get_pos()):                    return 2        clock.tick(10)        pygame.display.update()'''結(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!' if score_left > score_right else 'Player on right won!'    texts = [font1.render(msg, True, cfg.WHITE),            font2.render('Press ESCAPE to quit.', True, cfg.WHITE),            font2.render('Press ENTER to continue or play again.', True, cfg.WHITE)]    positions = [[120, 200], [155, 270], [80, 300]]    while True:        screen.fill((41, 36, 33))        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()            if event.type == pygame.KEYDOWN:                if event.key == pygame.K_RETURN:                    return                elif event.key == pygame.K_ESCAPE:                    sys.exit()                    pygame.quit()        for text, pos in zip(texts, positions):            screen.blit(text, pos)        clock.tick(10)        pygame.display.update()'''運行游戲Demo'''def runDemo(screen):    # 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()    while True:        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit(-1)        screen.fill((41, 36, 33))        # 玩家操作        pressed_keys = pygame.key.get_pressed()        if pressed_keys[pygame.K_UP]:            racket_right.move('UP')        elif pressed_keys[pygame.K_DOWN]:            racket_right.move('DOWN')        if game_mode == 2:            if pressed_keys[pygame.K_w]:                racket_left.move('UP')            elif pressed_keys[pygame.K_s]:                racket_left.move('DOWN')        else:            racket_left.automove(ball)        # 球運動        scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)        score_left += scores[0]        score_right += scores[1]        # 顯示        # --分隔線        pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))        # --球        ball.draw(screen)        # --拍        racket_left.draw(screen)        racket_right.draw(screen)        # --得分        screen.blit(font.render(str(score_left), False, cfg.WHITE), (150, 10))        screen.blit(font.render(str(score_right), False, cfg.WHITE), (300, 10))        if score_left == 11 or score_right == 11:            return score_left, score_right        clock.tick(100)        pygame.display.update()'''主函數(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    while True:        score_left, score_right = runDemo(screen)        endInterface(screen, score_left, score_right)'''run'''if __name__ == '__main__':    main()

3、滑雪

源碼分享:

import sysimport cfgimport pygameimport random'''滑雪者類'''class SkierClass(pygame.sprite.Sprite):    def __init__(self):        pygame.sprite.Sprite.__init__(self)        # 滑雪者的朝向(-2到2)        self.direction = 0        self.imagepaths = cfg.SKIER_IMAGE_PATHS[:-1]        self.image = pygame.image.load(self.imagepaths[self.direction])        self.rect = self.image.get_rect()        self.rect.center = [320, 100]        self.speed = [self.direction, 6-abs(self.direction)*2]    '''改變滑雪者的朝向. 負數(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]        return self.speed    '''移動滑雪者'''    def move(self):        self.rect.centerx += self.speed[0]        self.rect.centerx = max(20, self.rect.centerx)        self.rect.centerx = min(620, self.rect.centerx)    '''設置為摔倒狀態(tài)'''    def setFall(self):        self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])    '''設置為站立狀態(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 = []    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'''合并障礙物'''def AddObstacles(obstacles0, obstacles1):    obstacles = pygame.sprite.Group()    for obstacle in obstacles0:        obstacles.add(obstacle)    for obstacle in obstacles1:        obstacles.add(obstacle)    return obstacles'''顯示游戲開始界面'''def ShowStartInterface(screen, screensize):    screen.fill((255, 255, 255))    tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5)    cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20)    title = tfont.render(u'滑雪游戲', True, (255, 0, 0))    content = cfont.render(u'按任意鍵開始游戲', True, (0, 0, 255))    trect = title.get_rect()    trect.midtop = (screensize[0]/2, screensize[1]/5)    crect = content.get_rect()    crect.midtop = (screensize[0]/2, screensize[1]/2)    screen.blit(title, trect)    screen.blit(content, crect)    while True:        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()            elif event.type == pygame.KEYDOWN:                return        pygame.display.update()'''顯示分數(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    # 記錄當前的分數(shù)    score = 0    # 記錄當前的速度    speed = [0, 6]    # 游戲主循環(huán)    while True:        # --事件捕獲        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()            if event.type == pygame.KEYDOWN:                if event.key == pygame.K_LEFT or event.key == pygame.K_a:                    speed = skier.turn(-1)                elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:                    speed = skier.turn(1)        # --更新當前游戲幀的數(shù)據(jù)        skier.move()        distance += speed[1]        if distance >= 640 and obstaclesflag == 0:            obstaclesflag = 1            obstacles0 = createObstacles(20, 29)            obstacles = AddObstacles(obstacles0, obstacles1)        if distance >= 1280 and obstaclesflag == 1:            obstaclesflag = 0            distance -= 1280            for obstacle in obstacles0:                obstacle.location[1] = obstacle.location[1] - 1280            obstacles1 = createObstacles(10, 19)            obstacles = AddObstacles(obstacles0, obstacles1)        for obstacle in obstacles:            obstacle.move(distance)        # --碰撞檢測        hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False)        if hitted_obstacles:            if hitted_obstacles[0].attribute == "tree" and not hitted_obstacles[0].passed:                score -= 50                skier.setFall()                updateFrame(screen, obstacles, skier, score)                pygame.time.delay(1000)                skier.setForward()                speed = [0, 6]                hitted_obstacles[0].passed = True            elif hitted_obstacles[0].attribute == "flag" and not hitted_obstacles[0].passed:                score += 10                obstacles.remove(hitted_obstacles[0])        # --更新屏幕        updateFrame(screen, obstacles, skier, score)        clock.tick(cfg.FPS)'''run'''if __name__ == '__main__':    main();

4、并夕夕版飛機大戰(zhàn)

源碼分享:

import sysimport cfgimport pygamefrom 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    for i in range(num_player):        player_group.add(Ship(i+1, cfg))    clock = pygame.time.Clock()    # 分數(shù)    score_1, score_2 = 0, 0    # 游戲主循環(huán)    while True:        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()        # --玩家一: ↑↓←→控制, j射擊; 玩家二: wsad控制, 空格射擊        pressed_keys = pygame.key.get_pressed()        for idx, player in enumerate(player_group):            direction = None            if idx == 0:                if pressed_keys[pygame.K_UP]:                    direction = 'up'                elif pressed_keys[pygame.K_DOWN]:                    direction = 'down'                elif pressed_keys[pygame.K_LEFT]:                    direction = 'left'                elif pressed_keys[pygame.K_RIGHT]:                    direction = 'right'                if direction:                    player.move(direction)                if pressed_keys[pygame.K_j]:                    if player.cooling_time == 0:                        fire_sound.play()                        bullet_group.add(player.shot())                        player.cooling_time = 20            elif idx == 1:                if pressed_keys[pygame.K_w]:                    direction = 'up'                elif pressed_keys[pygame.K_s]:                    direction = 'down'                elif pressed_keys[pygame.K_a]:                    direction = 'left'                elif pressed_keys[pygame.K_d]:                    direction = 'right'                if direction:                    player.move(direction)                if pressed_keys[pygame.K_SPACE]:                    if player.cooling_time == 0:                        fire_sound.play()                        bullet_group.add(player.shot())                        player.cooling_time = 20            if player.cooling_time > 0:                player.cooling_time -= 1        if (score_1 + score_2) < 500:            background = bg_1        elif (score_1 + score_2) < 1500:            background = bg_2        else:            background = bg_3        # --向下移動背景圖實現(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        if asteroid_ticks == 0:            asteroid_ticks = 90            asteroid_group.add(Asteroid(cfg))        else:            asteroid_ticks -= 1        # --畫飛船        for player in player_group:            if pygame.sprite.spritecollide(player, asteroid_group, True, None):                player.explode_step = 1                explosion_sound.play()            elif player.explode_step > 0:                if player.explode_step > 3:                    player_group.remove(player)                    if len(player_group) == 0:                        return                else:                    player.explode(screen)            else:                player.draw(screen)        # --畫子彈        for bullet in bullet_group:            bullet.move()            if pygame.sprite.spritecollide(bullet, asteroid_group, True, None):                bullet_group.remove(bullet)                if bullet.player_idx == 1:                    score_1 += 1                else:                    score_2 += 1            else:                bullet.draw(screen)        # --畫小行星        for asteroid in asteroid_group:            asteroid.move()            asteroid.rotate()            asteroid.draw(screen)        # --顯示分數(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('飛機大戰(zhàn) —— 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

源碼分享:

import cfgimport sysimport pygameimport randomfrom 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')    return screen'''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()    # 分數(shù)    your_score = 0    flag = False    # 初始時間    init_time = pygame.time.get_ticks()    # 游戲主循環(huán)    while True:        # --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        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        # --倒計時音效        if time_remain == 10:            audios['count_down'].play()        # --游戲結(jié)束        if time_remain < 0: break        count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)        # --按鍵檢測        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()            elif event.type == pygame.MOUSEMOTION:                hammer.setPosition(pygame.mouse.get_pos())            elif event.type == pygame.MOUSEBUTTONDOWN:                if event.button == 1:                    hammer.setHammering()            elif event.type == change_hole_event:                hole_pos = random.choice(cfg.HOLE_POSITIONS)                mole.reset()                mole.setPosition(hole_pos)        # --碰撞檢測        if hammer.is_hammering and not mole.is_hammer:            is_hammer = pygame.sprite.collide_mask(hammer, mole)            if is_hammer:                audios['hammering'].play()                mole.setBeHammered()                your_score += 10        # --分數(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)    # 讀取最佳分數(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    # 若當前分數(shù)大于最佳分數(shù)則更新最佳分數(shù)    if your_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)    return is_restart'''run'''if __name__ == '__main__':    while True:        is_restart = main()        if not is_restart:            break

簡簡單單

【簡單介紹一下玩法+附源碼】

6、小恐龍

玩法:上下控制起跳躲避

源碼分享:

import cfgimport sysimport randomimport pygamefrom 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')    # 導入所有聲音文件    sounds = {}    for key, value in cfg.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()    while True:        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()            elif event.type == pygame.KEYDOWN:                if event.key == pygame.K_SPACE or event.key == pygame.K_UP:                    dino.jump(sounds)                elif event.key == pygame.K_DOWN:                    dino.duck()            elif event.type == pygame.KEYUP and event.key == pygame.K_DOWN:                dino.unduck()        screen.fill(cfg.BACKGROUND_COLOR)        # --隨機添加云        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))))        # --隨機添加仙人掌/飛龍        add_obstacle_timer += 1        if add_obstacle_timer > random.randrange(50, 150):            add_obstacle_timer = 0            random_value = random.randrange(0, 10)            if random_value >= 5 and random_value <= 7:                cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS['cacti']))            else:                position_ys = [cfg.SCREENSIZE[1]*0.82, cfg.SCREENSIZE[1]*0.75, cfg.SCREENSIZE[1]*0.60, cfg.SCREENSIZE[1]*0.20]                ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS['ptera'], position=(600, random.choice(position_ys))))        # --更新游戲元素        dino.update()        ground.update()        cloud_sprites_group.update()        cactus_sprites_group.update()        ptera_sprites_group.update()        score_timer += 1        if score_timer > (cfg.FPS//12):            score_timer = 0            score += 1            score = min(score, 99999)            if score > highest_score:                highest_score = score            if score % 100 == 0:                sounds['point'].play()            if score % 1000 == 0:                ground.speed -= 1                for item in cloud_sprites_group:                    item.speed -= 1                for item in cactus_sprites_group:                    item.speed -= 1                for item in ptera_sprites_group:                    item.speed -= 1        # --碰撞檢測        for item in cactus_sprites_group:            if pygame.sprite.collide_mask(dino, item):                dino.die(sounds)        for item in ptera_sprites_group:            if pygame.sprite.collide_mask(dino, item):                dino.die(sounds)        # --將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        if dino.is_dead:            break    # 游戲結(jié)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、消消樂

玩法:三個相連就能消除

源碼分享:

import osimport sysimport cfgimport pygamefrom 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'] = []    for i in range(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 = []    for i in range(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)    while True:        score = game.start()        flag = False        # 一輪游戲結(jié)束后玩家選擇重玩或者退出        while True:            for event in pygame.event.get():                if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE):                    pygame.quit()                    sys.exit()                elif event.type == pygame.KEYUP and event.key == pygame.K_r:                    flag = True            if flag:                break            screen.fill((135, 206, 235))            text0 = 'Final score: %s' % score            text1 = 'Press  to 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 osimport sysimport randomfrom 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):        if self.is_started:            return        self.is_started = True        self.inner_board.createNewTetris()        self.timer.start(self.fps, self)    '''暫停/不暫停'''    def pause(self):        if not self.is_started:            return        self.is_paused = not self.is_paused        if self.is_paused:            self.timer.stop()            self.external_board.score_signal.emit('Paused')        else:            self.timer.start(self.fps, self)        self.updateWindow()    '''計時器事件'''    def timerEvent(self, event):        if event.timerId() == self.timer.timerId():            removed_lines = self.inner_board.moveDown()            self.external_board.score += removed_lines            self.updateWindow()        else:            super(TetrisGame, self).timerEvent(event)    '''按鍵事件'''    def keyPressEvent(self, event):        if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty:            super(TetrisGame, self).keyPressEvent(event)            return        key = event.key()        # P鍵暫停        if key == Qt.Key_P:            self.pause()            return        if self.is_paused:            return        # 向左        elif key == Qt.Key_Left:            self.inner_board.moveLeft()        # 向右        elif key == Qt.Key_Right:            self.inner_board.moveRight()        # 旋轉(zhuǎn)        elif key == Qt.Key_Up:            self.inner_board.rotateAnticlockwise()        # 快速墜落        elif key == Qt.Key_Space:            self.external_board.score += self.inner_board.dropDown()        else:            super(TetrisGame, self).keyPressEvent(event)        self.updateWindow()'''run'''if __name__ == '__main__':    app = QApplication([])    tetris = TetrisGame()    sys.exit(app.exec_())

9、貪吃蛇

玩法:童年經(jīng)典,普通魔術也沒啥意思,小時候玩的也是加速的。

源碼分享:

import cfgimport sysimport pygamefrom 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    while True:        screen.fill(cfg.BLACK)        # --按鍵檢測        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()            elif event.type == pygame.KEYDOWN:                if event.key in [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]:                    snake.setDirection({pygame.K_UP: 'up', pygame.K_DOWN: 'down', pygame.K_LEFT: 'left', pygame.K_RIGHT: 'right'}[event.key])        # --更新貪吃蛇和食物        if snake.update(apple):            apple = Apple(cfg, snake.coords)            score += 1        # --判斷游戲是否結(jié)束        if snake.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)    return endInterface(screen, cfg)'''run'''if __name__ == '__main__':    while True:        if not main(cfg):            break

普普通通

【玩法詳細介紹+源碼】

10、24點小游戲

玩法:通過加減乘除操作,小學生都沒問題的。

源碼分享:

import osimport sysimport pygamefrom 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    if group_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]:        max_selected = 2 if group_type == GROUPTYPES[0] else 1        num_selected = 0        for each in group:            num_selected += int(each.is_selected)        for each in group:            if each.rect.collidepoint(mouse_pos):                if each.is_selected:                    each.is_selected = not each.is_selected                    num_selected -= 1                    each.select_order = None                else:                    if num_selected < max_selected:                        each.is_selected = not each.is_selected                        num_selected += 1                        each.select_order = str(num_selected)            if each.is_selected:                selected.append(each.attribute)    # 按鈕卡片    elif group_type == GROUPTYPES[2]:        for each in group:            if each.rect.collidepoint(mouse_pos):                each.is_selected = True                selected.append(each.attribute)    # 拋出異常    else:        raise ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *GROUPTYPES))    return selected'''獲取數(shù)字精靈組'''def getNumberSpritesGroup(numbers):    number_sprites_group = pygame.sprite.Group()    for idx, number in enumerate(numbers):        args = (*NUMBERCARD_POSITIONS[idx], str(number), NUMBERFONT, NUMBERFONT_COLORS, NUMBERCARD_COLORS, str(number))        number_sprites_group.add(Card(*args))    return number_sprites_group'''獲取運算符精靈組'''def getOperatorSpritesGroup(operators):    operator_sprites_group = pygame.sprite.Group()    for idx, operator in enumerate(operators):        args = (*OPERATORCARD_POSITIONS[idx], str(operator), OPERATORFONT, OPREATORFONT_COLORS, OPERATORCARD_COLORS, str(operator))        operator_sprites_group.add(Card(*args))    return operator_sprites_group'''獲取按鈕精靈組'''def getButtonSpritesGroup(buttons):    button_sprites_group = pygame.sprite.Group()    for idx, button in enumerate(buttons):        args = (*BUTTONCARD_POSITIONS[idx], str(button), BUTTONFONT, BUTTONFONT_COLORS, BUTTONCARD_COLORS, str(button))        button_sprites_group.add(Button(*args))    return button_sprites_group'''計算'''def calculate(number1, number2, operator):    operator_map = {'+': '+', '-': '-', '×': '*', '÷': '/'}    try:        result = str(eval(number1+operator_map[operator]+number2))        return result if '.' not in result else str(Fraction(number1+operator_map[operator]+number2))    except:        return None'''在屏幕上顯示信息'''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    while True:        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit(-1)            elif event.type == pygame.MOUSEBUTTONUP:                mouse_pos = pygame.mouse.get_pos()                selected_numbers = checkClicked(number_sprites_group, mouse_pos, 'NUMBER')                selected_operators = checkClicked(operator_sprites_group, mouse_pos, 'OPREATOR')                selected_buttons = checkClicked(button_sprites_group, mouse_pos, 'BUTTON')        screen.fill(AZURE)        # 更新數(shù)字        if len(selected_numbers) == 2 and len(selected_operators) == 1:            noselected_numbers = []            for each in number_sprites_group:                if each.is_selected:                    if each.select_order == '1':                        selected_number1 = each.attribute                    elif each.select_order == '2':                        selected_number2 = each.attribute                    else:                        raise ValueError('Unknow select_order %s, expect 1 or 2...' % each.select_order)                else:                    noselected_numbers.append(each.attribute)                each.is_selected = False            for each in operator_sprites_group:                each.is_selected = False            result = calculate(selected_number1, selected_number2, *selected_operators)            if result is not None:                game24_gen.numbers_now = noselected_numbers + [result]                is_win = game24_gen.check()                if is_win:                    win_sound.play()                if not is_win and len(game24_gen.numbers_now) == 1:                    lose_sound.play()            else:                warn_sound.play()            selected_numbers = []            selected_operators = []            number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)        # 精靈都畫到screen上        for each in number_sprites_group:            each.draw(screen, pygame.mouse.get_pos())        for each in operator_sprites_group:            each.draw(screen, pygame.mouse.get_pos())        for each in button_sprites_group:            if selected_buttons and selected_buttons[0] in ['RESET', 'NEXT']:                is_win = False            if selected_buttons and each.attribute == selected_buttons[0]:                each.is_selected = False                number_sprites_group = each.do(game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group)                selected_buttons = []            each.draw(screen, pygame.mouse.get_pos())        # 游戲勝利        if is_win:            showInfo('Congratulations', screen)        # 游戲失敗        if not is_win and len(game24_gen.numbers_now) == 1:            showInfo('Game Over', screen)        pygame.display.flip()        clock.tick(30)'''run'''if __name__ == '__main__':    main()

11、平衡木

玩法:也是小時候的經(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 cfgfrom modules import breakoutClone'''主函數(shù)'''def main():    game = breakoutClone(cfg)    game.run()'''run'''if __name__ == '__main__':    main()

還有配置文件

12、外星人入侵

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

源碼分享:

import osimport sysimport cfgimport randomimport pygamefrom modules import *'''開始游戲'''def startGame(screen):    clock = pygame.time.Clock()    # 加載字體    font = pygame.font.SysFont('arial', 18)    if not os.path.isfile('score'):        f = open('score', 'w')        f.write('0')        f.close()    with open('score', 'r') as f:        highest_score = int(f.read().strip())    # 敵方    enemies_group = pygame.sprite.Group()    for i in range(55):        if i < 11:            enemy = enemySprite('small', i, cfg.WHITE, cfg.WHITE)        elif i < 33:            enemy = enemySprite('medium', i, cfg.WHITE, cfg.WHITE)        else:            enemy = enemySprite('large', i, cfg.WHITE, cfg.WHITE)        enemy.rect.x = 85 + (i % 11) * 50        enemy.rect.y = 120 + (i // 11) * 45        enemies_group.add(enemy)    boomed_enemies_group = pygame.sprite.Group()    en_bullets_group = pygame.sprite.Group()    ufo = ufoSprite(color=cfg.RED)    # 我方    myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE)    my_bullets_group = pygame.sprite.Group()    # 用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    # 游戲進行中    running = True    is_win = False    # 主循環(huán)    while running:        screen.fill(cfg.BLACK)        for event in pygame.event.get():            # --點右上角的X或者按Esc鍵退出游戲            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()            if event.type == pygame.KEYDOWN:                if event.key == pygame.K_ESCAPE:                    pygame.quit()                    sys.exit()            # --射擊            if event.type == pygame.MOUSEBUTTONDOWN:                my_bullet = myaircraft.shot()                if my_bullet:                    my_bullets_group.add(my_bullet)        # --我方子彈與敵方/UFO碰撞檢測        for enemy in enemies_group:            if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None):                boomed_enemies_group.add(enemy)                enemies_group.remove(enemy)                myaircraft.score += enemy.reward        if pygame.sprite.spritecollide(ufo, my_bullets_group, True, None):            ufo.is_dead = True            myaircraft.score += ufo.reward        # --更新并畫敵方        # ----敵方子彈        enemy_shot_count += 1        if enemy_shot_count > enemy_shot_interval:            enemy_shot_flag = True            enemies_survive_list = [enemy.number for enemy in enemies_group]            shot_number = random.choice(enemies_survive_list)            enemy_shot_count = 0        # ----敵方移動        enemy_move_count += 1        if enemy_move_count > enemy_move_interval:            enemy_move_count = 0            enemy_move_flag = True            enemy_need_move_row -= 1            if enemy_need_move_row == 0:                enemy_need_move_row = enemy_max_row            enemy_change_direction_count += 1            if enemy_change_direction_count > enemy_change_direction_interval:                enemy_change_direction_count = 1                enemy_move_right = not enemy_move_right                enemy_need_down = T           
               
                                           
                       
                 

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