做网站的是不是程序员成都业务网络推广平台
经常听到有朋友说,学习编程是一件非常枯燥无味的事情。其实,大家有没有认真想过,可能是我们的学习方法不对?
比方说,你有没有想过,可以通过打游戏来学编程?
今天我想跟大家分享几个Python小游戏,教你如何通过边打游戏边学编程!
今天给大家带来15个Py小游戏,一定要收藏!
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飞扬的小鸟
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Python简易时钟
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Python中国象棋
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Python吃豆豆小游戏
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Python幸运大转盘
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Python简易植物大战僵尸
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Python2048小游戏
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Python俄罗斯方块
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Python 烟花
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Python 贪吃蛇
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Python 数字游戏
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拼图游戏
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滑雪小游戏
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数独游戏
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飞机大战
1.飞扬的小鸟
①游戏介绍:
《flappy bird》是一款由来自越南的独立游戏开发者Dong Nguyen所开发的作品,游戏于2013年5月24日上线,并在2014年2月突然暴红。
游戏规则:
游戏玩法非常简单,通过点击屏幕,使小鸟一直飞并穿过水管的空隙。虽然玩法简单,但是却具有一定的难度,因为要一直控制小鸟飞在适合的高度,以避开障碍。
这篇文章呢,就来分析这个游戏的原理,以及用python做一个简易版的FlappyBird。
②源码分享:
#itbaizhan
import pygame
import sys
import randomclass Bird(object):"""定义一个鸟类"""def __init__(self):"""定义初始化方法"""self.birdRect = pygame.Rect(65, 50, 50, 50) # 鸟的矩形# 定义鸟的3种状态列表self.birdStatus = [pygame.image.load("images/0.png"),pygame.image.load("images/2.png"),pygame.image.load("images/dead.png")]self.status = 0 # 默认飞行状态self.birdX = 120 # 鸟所在X轴坐标,即是向右飞行的速度self.birdY = 350 # 鸟所在Y轴坐标,即上下飞行高度self.jump = False # 默认情况小鸟自动降落self.jumpSpeed = 10 # 跳跃高度self.gravity = 5 # 重力self.dead = False # 默认小鸟生命状态为活着def birdUpdate(self):if self.jump:# 小鸟跳跃self.jumpSpeed -= 1 # 速度递减,上升越来越慢self.birdY -= self.jumpSpeed # 鸟Y轴坐标减小,小鸟上升else:# 小鸟坠落self.gravity += 0.1 # 重力递增,下降越来越快self.birdY += self.gravity # 鸟Y轴坐标增加,小鸟下降self.birdRect[1] = self.birdY # 更改Y轴位置class Pipeline(object):"""定义一个管道类"""def __init__(self):"""定义初始化方法"""self.wallx = 400 # 管道所在X轴坐标self.pineUp = pygame.image.load("images/top.png")self.pineDown = pygame.image.load("images/bottom.png")def updatePipeline(self):""""管道移动方法"""self.wallx -= 5 # 管道X轴坐标递减,即管道向左移动# 当管道运行到一定位置,即小鸟飞越管道,分数加1,并且重置管道if self.wallx < -80:global scorescore += 1self.wallx = 400def createMap():"""定义创建地图的方法"""screen.fill((255, 255, 255)) # 填充颜色screen.blit(background, (0, 0)) # 填入到背景# 显示管道screen.blit(Pipeline.pineUp, (Pipeline.wallx, -300)) # 上管道坐标位置screen.blit(Pipeline.pineDown, (Pipeline.wallx, 500)) # 下管道坐标位置Pipeline.updatePipeline() # 管道移动# 显示小鸟if Bird.dead: # 撞管道状态Bird.status = 2elif Bird.jump: # 起飞状态Bird.status = 1screen.blit(Bird.birdStatus[Bird.status], (Bird.birdX, Bird.birdY)) # 设置小鸟的坐标Bird.birdUpdate() # 鸟移动# 显示分数screen.blit(font.render('Score:' + str(score), -1, (255, 255, 255)), (100, 50)) # 设置颜色及坐标位置pygame.display.update() # 更新显示def checkDead():# 上方管子的矩形位置upRect = pygame.Rect(Pipeline.wallx, -300,Pipeline.pineUp.get_width() - 10,Pipeline.pineUp.get_height())# 下方管子的矩形位置downRect = pygame.Rect(Pipeline.wallx, 500,Pipeline.pineDown.get_width() - 10,Pipeline.pineDown.get_height())# 检测小鸟与上下方管子是否碰撞if upRect.colliderect(Bird.birdRect) or downRect.colliderect(Bird.birdRect):Bird.dead = True# 检测小鸟是否飞出上下边界if not 0 < Bird.birdRect[1] < height:Bird.dead = Truereturn Trueelse:return Falsedef getResutl():final_text1 = "Game Over"final_text2 = "Your final score is: " + str(score)ft1_font = pygame.font.SysFont("Arial", 70) # 设置第一行文字字体ft1_surf = font.render(final_text1, 1, (242, 3, 36)) # 设置第一行文字颜色ft2_font = pygame.font.SysFont("Arial", 50) # 设置第二行文字字体ft2_surf = font.render(final_text2, 1, (253, 177, 6)) # 设置第二行文字颜色screen.blit(ft1_surf, [screen.get_width() / 2 - ft1_surf.get_width() / 2, 100]) # 设置第一行文字显示位置screen.blit(ft2_surf, [screen.get_width() / 2 - ft2_surf.get_width() / 2, 200]) # 设置第二行文字显示位置pygame.display.flip() # 更新整个待显示的Surface对象到屏幕上if __name__ == '__main__':"""主程序"""pygame.init() # 初始化pygamepygame.font.init() # 初始化字体font = pygame.font.SysFont("ziti.ttf", 50) # 设置字体和大小size = width, height = 400, 650 # 设置窗口screen = pygame.display.set_mode(size) # 显示窗口clock = pygame.time.Clock() # 设置时钟Pipeline = Pipeline() # 实例化管道类Bird = Bird() # 实例化鸟类score = 0while True:clock.tick(30) # 每秒执行30次# 轮询事件for event in pygame.event.get():if event.type == pygame.QUIT:sys.exit()if (event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN) and not Bird.dead:Bird.jump = True # 跳跃Bird.gravity = 5 # 重力Bird.jumpSpeed = 5 # 跳跃速度,可以自己设置,控制速度background = pygame.image.load("images/background.png") # 加载背景图片if checkDead(): # 检测小鸟生命状态getResutl() # 如果小鸟死亡,显示游戏总分数else:createMap() # 创建地图pygame.quit()
2.Python简易时钟
源码分享:
'''
itbaizhan
'''
import turtle
import datetime'''悬空移动'''
def move(distance):turtle.penup()turtle.forward(distance)turtle.pendown()'''创建表针turtle'''
def createHand(name, length):turtle.reset()move(-length * 0.01)turtle.begin_poly()turtle.forward(length * 1.01)turtle.end_poly()hand = turtle.get_poly()turtle.register_shape(name, hand)'''创建时钟'''
def createClock(radius):turtle.reset()turtle.pensize(7)for i in range(60):move(radius)if i % 5 == 0:turtle.forward(20)move(-radius-20)else:turtle.dot(5)move(-radius)turtle.right(6)'''获得今天是星期几'''
def getWeekday(today):return ['星期一', '星期二', '星期三', '星期四', '星期五', '星期六', '星期日'][today.weekday()]'''获得今天的日期'''
def getDate(today):return '%s年%s月%s日' % (today.year, today.month, today.day)'''动态显示表针'''
def startTick(second_hand, minute_hand, hour_hand, printer):today = datetime.datetime.today()second = today.second + today.microsecond * 1e-6minute = today.minute + second / 60.hour = (today.hour + minute / 60) % 12# 设置朝向second_hand.setheading(6 * second)minute_hand.setheading(6 * minute)hour_hand.setheading(12 * hour)turtle.tracer(False)printer.forward(65)printer.write(getWeekday(today), align='center', font=("Courier", 14, "bold"))printer.forward(120)printer.write('12', align='center', font=("Courier", 14, "bold"))printer.back(250)printer.write(getDate(today), align='center', font=("Courier", 14, "bold"))printer.back(145)printer.write('6', align='center', font=("Courier", 14, "bold"))printer.home()printer.right(92.5)printer.forward(200)printer.write('3', align='center', font=("Courier", 14, "bold"))printer.left(2.5)printer.back(400)printer.write('9', align='center', font=("Courier", 14, "bold"))printer.home()turtle.tracer(True)# 100ms调用一次turtle.ontimer(lambda: startTick(second_hand, minute_hand, hour_hand, printer), 100)'''开始运行时钟'''
def start():# 不显示绘制时钟的过程turtle.tracer(False)turtle.mode('logo')createHand('second_hand', 150)createHand('minute_hand', 125)createHand('hour_hand', 85)# 秒, 分, 时second_hand = turtle.Turtle()second_hand.shape('second_hand')minute_hand = turtle.Turtle()minute_hand.shape('minute_hand')hour_hand = turtle.Turtle()hour_hand.shape('hour_hand')for hand in [second_hand, minute_hand, hour_hand]:hand.shapesize(1, 1, 3)hand.speed(0)# 用于打印日期等文字printer = turtle.Turtle()printer.hideturtle()printer.penup()createClock(160)# 开始显示轨迹turtle.tracer(True)startTick(second_hand, minute_hand, hour_hand, printer)turtle.mainloop()if __name__ == '__main__':start()
3.Python中国象棋
源码分享(部分源码):
#itbaizhan
import pygame
import time
import constants
from button import Button
import piecesimport computerclass MainGame():window = NoneStart_X = constants.Start_XStart_Y = constants.Start_YLine_Span = constants.Line_SpanMax_X = Start_X + 8 * Line_SpanMax_Y = Start_Y + 9 * Line_Spanplayer1Color = constants.player1Colorplayer2Color = constants.player2ColorPutdownflag = player1ColorpiecesSelected = Nonebutton_go = NonepiecesList = []def start_game(self):MainGame.window = pygame.display.set_mode([constants.SCREEN_WIDTH, constants.SCREEN_HEIGHT])pygame.display.set_caption("天青-中国象棋")MainGame.button_go = Button(MainGame.window, "重新开始", constants.SCREEN_WIDTH - 100, 300) # 创建开始按钮self.piecesInit()while True:time.sleep(0.1)# 获取事件MainGame.window.fill(constants.BG_COLOR)self.drawChessboard()#MainGame.button_go.draw_button()self.piecesDisplay()self.VictoryOrDefeat()self.Computerplay()self.getEvent()pygame.display.update()pygame.display.flip()def drawChessboard(self):mid_end_y = MainGame.Start_Y + 4 * MainGame.Line_Spanmin_start_y = MainGame.Start_Y + 5 * MainGame.Line_Spanfor i in range(0, 9):x = MainGame.Start_X + i * MainGame.Line_Spanif i==0 or i ==8:y = MainGame.Start_Y + i * MainGame.Line_Spanpygame.draw.line(MainGame.window, constants.BLACK, [x, MainGame.Start_Y], [x, MainGame.Max_Y], 1)else:pygame.draw.line(MainGame.window, constants.BLACK, [x, MainGame.Start_Y], [x, mid_end_y], 1)pygame.draw.line(MainGame.window, constants.BLACK, [x, min_start_y], [x, MainGame.Max_Y], 1)for i in range(0, 10):x = MainGame.Start_X + i * MainGame.Line_Spany = MainGame.Start_Y + i * MainGame.Line_Spanpygame.draw.line(MainGame.window, constants.BLACK, [MainGame.Start_X, y], [MainGame.Max_X, y], 1)speed_dial_start_x = MainGame.Start_X + 3 * MainGame.Line_Spanspeed_dial_end_x = MainGame.Start_X + 5 * MainGame.Line_Spanspeed_dial_y1 = MainGame.Start_Y + 0 * MainGame.Line_Spanspeed_dial_y2 = MainGame.Start_Y + 2 * MainGame.Line_Spanspeed_dial_y3 = MainGame.Start_Y + 7 * MainGame.Line_Spanspeed_dial_y4 = MainGame.Start_Y + 9 * MainGame.Line_Spanpygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y1], [speed_dial_end_x, speed_dial_y2], 1)pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y2],[speed_dial_end_x, speed_dial_y1], 1)pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y3],[speed_dial_end_x, speed_dial_y4], 1)pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y4],[speed_dial_end_x, speed_dial_y3], 1)def piecesInit(self):MainGame.piecesList.append(pieces.Rooks(MainGame.player2Color, 0,0))MainGame.piecesList.append(pieces.Rooks(MainGame.player2Color, 8, 0))MainGame.piecesList.append(pieces.Elephants(MainGame.player2Color, 2, 0))MainGame.piecesList.append(pieces.Elephants(MainGame.player2Color, 6, 0))MainGame.piecesList.append(pieces.King(MainGame.player2Color, 4, 0))MainGame.piecesList.append(pieces.Knighs(MainGame.player2Color, 1, 0))MainGame.piecesList.append(pieces.Knighs(MainGame.player2Color, 7, 0))MainGame.piecesList.append(pieces.Cannons(MainGame.player2Color, 1, 2))MainGame.piecesList.append(pieces.Cannons(MainGame.player2Color, 7, 2))MainGame.piecesList.append(pieces.Mandarins(MainGame.player2Color, 3, 0))MainGame.piecesList.append(pieces.Mandarins(MainGame.player2Color, 5, 0))MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 0, 3))MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 2, 3))MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 4, 3))MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 6, 3))MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 8, 3))MainGame.piecesList.append(pieces.Rooks(MainGame.player1Color, 0, 9))MainGame.piecesList.append(pieces.Rooks(MainGame.player1Color, 8, 9))MainGame.piecesList.append(pieces.Elephants(MainGame.player1Color, 2, 9))MainGame.piecesList.append(pieces.Elephants(MainGame.player1Color, 6, 9))MainGame.piecesList.append(pieces.King(MainGame.player1Color, 4, 9))MainGame.piecesList.append(pieces.Knighs(MainGame.player1Color, 1, 9))MainGame.piecesList.append(pieces.Knighs(MainGame.player1Color, 7, 9))MainGame.piecesList.append(pieces.Cannons(MainGame.player1Color, 1, 7))MainGame.piecesList.append(pieces.Cannons(MainGame.player1Color, 7, 7))MainGame.piecesList.append(pieces.Mandarins(MainGame.player1Color, 3, 9))MainGame.piecesList.append(pieces.Mandarins(MainGame.player1Color, 5, 9))MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 0, 6))MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 2, 6))MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 4, 6))MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 6, 6))MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 8, 6))def piecesDisplay(self):for item in MainGame.piecesList:item.displaypieces(MainGame.window)#MainGame.window.blit(item.image, item.rect)def getEvent(self):# 获取所有的事件eventList = pygame.event.get()for event in eventList:if event.type == pygame.QUIT:self.endGame()elif event.type == pygame.MOUSEBUTTONDOWN:pos = pygame.mouse.get_pos()mouse_x = pos[0]mouse_y = pos[1]if (mouse_x > MainGame.Start_X - MainGame.Line_Span / 2 and mouse_x < MainGame.Max_X + MainGame.Line_Span / 2) and (mouse_y > MainGame.Start_Y - MainGame.Line_Span / 2 and mouse_y < MainGame.Max_Y + MainGame.Line_Span / 2):# print( str(mouse_x) + "" + str(mouse_y))# print(str(MainGame.Putdownflag))if MainGame.Putdownflag != MainGame.player1Color:returnclick_x = round((mouse_x - MainGame.Start_X) / MainGame.Line_Span)click_y = round((mouse_y - MainGame.Start_Y) / MainGame.Line_Span)click_mod_x = (mouse_x - MainGame.Start_X) % MainGame.Line_Spanclick_mod_y = (mouse_y - MainGame.Start_Y) % MainGame.Line_Spanif abs(click_mod_x - MainGame.Line_Span / 2) >= 5 and abs(click_mod_y - MainGame.Line_Span / 2) >= 5:# print("有效点:x="+str(click_x)+" y="+str(click_y))# 有效点击点self.PutdownPieces(MainGame.player1Color, click_x, click_y)else:print("out")if MainGame.button_go.is_click():#self.restart()print("button_go click")else:print("button_go click out")def PutdownPieces(self, t, x, y):selectfilter=list(filter(lambda cm: cm.x == x and cm.y == y and cm.player == MainGame.player1Color,MainGame.piecesList))if len(selectfilter):MainGame.piecesSelected = selectfilter[0]returnif MainGame.piecesSelected :#print("1111")arr = pieces.listPiecestoArr(MainGame.piecesList)if MainGame.piecesSelected.canmove(arr, x, y):self.PiecesMove(MainGame.piecesSelected, x, y)MainGame.Putdownflag = MainGame.player2Colorelse:fi = filter(lambda p: p.x == x and p.y == y, MainGame.piecesList)listfi = list(fi)if len(listfi) != 0:MainGame.piecesSelected = listfi[0]def PiecesMove(self,pieces, x , y):for item in MainGame.piecesList:if item.x ==x and item.y == y:MainGame.piecesList.remove(item)pieces.x = xpieces.y = yprint("move to " +str(x) +" "+str(y))return Truedef Computerplay(self):if MainGame.Putdownflag == MainGame.player2Color:print("轮到电脑了")computermove = computer.getPlayInfo(MainGame.piecesList)#if computer==None:#returnpiecemove = Nonefor item in MainGame.piecesList:if item.x == computermove[0] and item.y == computermove[1]:piecemove= itemself.PiecesMove(piecemove, computermove[2], computermove[3])MainGame.Putdownflag = MainGame.player1Color#判断游戏胜利def VictoryOrDefeat(self):txt =""result = [MainGame.player1Color,MainGame.player2Color]for item in MainGame.piecesList:if type(item) ==pieces.King:if item.player == MainGame.player1Color:result.remove(MainGame.player1Color)if item.player == MainGame.player2Color:result.remove(MainGame.player2Color)if len(result)==0:returnif result[0] == MainGame.player1Color :txt = "失败!"else:txt = "胜利!"MainGame.window.blit(self.getTextSuface("%s" % txt), (constants.SCREEN_WIDTH - 100, 200))MainGame.Putdownflag = constants.overColordef getTextSuface(self, text):pygame.font.init()# print(pygame.font.get_fonts())font = pygame.font.SysFont('kaiti', 18)txt = font.render(text, True, constants.TEXT_COLOR)return txtdef endGame(self):print("exit")exit()if __name__ == '__main__':MainGame().start_game()
4.Python吃豆豆小游戏
源码分享(部分源码):
'''
itbaizhan
'''
import os
import sys
import pygame
import Levels'''定义一些必要的参数'''
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
PURPLE = (255, 0, 255)
SKYBLUE = (0, 191, 255)
BGMPATH = os.path.join(os.getcwd(), 'resources/sounds/bg.mp3')
ICONPATH = os.path.join(os.getcwd(), 'resources/images/icon.png')
FONTPATH = os.path.join(os.getcwd(), 'resources/font/ALGER.TTF')
HEROPATH = os.path.join(os.getcwd(), 'resources/images/pacman.png')
BlinkyPATH = os.path.join(os.getcwd(), 'resources/images/Blinky.png')
ClydePATH = os.path.join(os.getcwd(), 'resources/images/Clyde.png')
InkyPATH = os.path.join(os.getcwd(), 'resources/images/Inky.png')
PinkyPATH = os.path.join(os.getcwd(), 'resources/images/Pinky.png')'''开始某一关游戏'''
def startLevelGame(level, screen, font):clock = pygame.time.Clock()SCORE = 0wall_sprites = level.setupWalls(SKYBLUE)gate_sprites = level.setupGate(WHITE)hero_sprites, ghost_sprites = level.setupPlayers(HEROPATH, [BlinkyPATH, ClydePATH, InkyPATH, PinkyPATH])food_sprites = level.setupFood(YELLOW, WHITE)is_clearance = Falsewhile True:for event in pygame.event.get():if event.type == pygame.QUIT:sys.exit(-1)pygame.quit()if event.type == pygame.KEYDOWN:if event.key == pygame.K_LEFT:for hero in hero_sprites:hero.changeSpeed([-1, 0])hero.is_move = Trueelif event.key == pygame.K_RIGHT:for hero in hero_sprites:hero.changeSpeed([1, 0])hero.is_move = Trueelif event.key == pygame.K_UP:for hero in hero_sprites:hero.changeSpeed([0, -1])hero.is_move = Trueelif event.key == pygame.K_DOWN:for hero in hero_sprites:hero.changeSpeed([0, 1])hero.is_move = Trueif event.type == pygame.KEYUP:if (event.key == pygame.K_LEFT) or (event.key == pygame.K_RIGHT) or (event.key == pygame.K_UP) or (event.key == pygame.K_DOWN):hero.is_move = Falsescreen.fill(BLACK)for hero in hero_sprites:hero.update(wall_sprites, gate_sprites)hero_sprites.draw(screen)for hero in hero_sprites:food_eaten = pygame.sprite.spritecollide(hero, food_sprites, True)SCORE += len(food_eaten)wall_sprites.draw(screen)gate_sprites.draw(screen)food_sprites.draw(screen)for ghost in ghost_sprites:# 幽灵随机运动()'''res = ghost.update(wall_sprites, None)while not res:ghost.changeSpeed(ghost.randomDirection())res = ghost.update(wall_sprites, None)'''# 指定幽灵运动路径if ghost.tracks_loc[1] < ghost.tracks[ghost.tracks_loc[0]][2]:ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2])ghost.tracks_loc[1] += 1else:if ghost.tracks_loc[0] < len(ghost.tracks) - 1:ghost.tracks_loc[0] += 1elif ghost.role_name == 'Clyde':ghost.tracks_loc[0] = 2else:ghost.tracks_loc[0] = 0ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2])ghost.tracks_loc[1] = 0if ghost.tracks_loc[1] < ghost.tracks[ghost.tracks_loc[0]][2]:ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2])else:if ghost.tracks_loc[0] < len(ghost.tracks) - 1:loc0 = ghost.tracks_loc[0] + 1elif ghost.role_name == 'Clyde':loc0 = 2else:loc0 = 0ghost.changeSpeed(ghost.tracks[loc0][0: 2])ghost.update(wall_sprites, None)ghost_sprites.draw(screen)score_text = font.render("Score: %s" % SCORE, True, RED)screen.blit(score_text, [10, 10])if len(food_sprites) == 0:is_clearance = Truebreakif pygame.sprite.groupcollide(hero_sprites, ghost_sprites, False, False):is_clearance = Falsebreakpygame.display.flip()clock.tick(10)return is_clearance'''显示文字'''
def showText(screen, font, is_clearance, flag=False):clock = pygame.time.Clock()msg = 'Game Over!' if not is_clearance else 'Congratulations, you won!'positions = [[235, 233], [65, 303], [170, 333]] if not is_clearance else [[145, 233], [65, 303], [170, 333]]surface = pygame.Surface((400, 200))surface.set_alpha(10)surface.fill((128, 128, 128))screen.blit(surface, (100, 200))texts = [font.render(msg, True, WHITE),font.render('Press ENTER to continue or play again.', True, WHITE),font.render('Press ESCAPE to quit.', True, WHITE)]while True:for event in pygame.event.get():if event.type == pygame.QUIT:sys.exit()pygame.quit()if event.type == pygame.KEYDOWN:if event.key == pygame.K_RETURN:if is_clearance:if not flag:returnelse:main(initialize())else:main(initialize())elif event.key == pygame.K_ESCAPE:sys.exit()pygame.quit()for idx, (text, position) in enumerate(zip(texts, positions)):screen.blit(text, position)pygame.display.flip()clock.tick(10)'''初始化'''
def initialize():pygame.init()icon_image = pygame.image.load(ICONPATH)pygame.display.set_icon(icon_image)screen = pygame.display.set_mode([606, 606])pygame.display.set_caption('吃豆人')return screen'''主函数'''
def main(screen):pygame.mixer.init()pygame.mixer.music.load(BGMPATH)pygame.mixer.music.play(-1, 0.0)pygame.font.init()font_small = pygame.font.Font(FONTPATH, 18)font_big = pygame.font.Font(FONTPATH, 24)for num_level in range(1, Levels.NUMLEVELS+1):if num_level == 1:level = Levels.Level1()is_clearance = startLevelGame(level, screen, font_small)if num_level == Levels.NUMLEVELS:showText(screen, font_big, is_clearance, True)else:showText(screen, font_big, is_clearance)'''test'''
if __name__ == '__main__':main(initialize())
5.Python幸运大转盘
源码分享(部分源码):
#itbaizhan
import pygame,sys
import math
import randompygame.init() # 初始化pygame类
screen = pygame.display.set_mode((600, 600)) # 设置窗口大小
pygame.display.set_caption('幸运大转盘') # 设置窗口标题
tick = pygame.time.Clock()
fps = 10 # 设置刷新率,数字越大刷新率越高
picture = pygame.transform.scale(pygame.image.load("./幸运大转盘.png"), (600, 600))
bg=picture.convert()
picture = pygame.transform.scale(pygame.image.load("./1.png"), (30, 230))
hand = picture.convert_alpha()rewardDict = {'first level': (0, 0.03),'second level': (0.03, 0.2),'third level': (0.2, 1)
}
def rewardFun():"""用户的得奖等级"""# 生成一个0~1之间的随机数number = random.random()# 判断随机转盘是几等奖for k, v in rewardDict.items():if v[0] <= number < v[1]:return kdef start():while True:for event in pygame.event.get():# 处理退出事件if event.type == pygame.QUIT:pygame.quit()sys.exit()elif event.type == pygame.KEYDOWN:if (event.key == pygame.K_ESCAPE):pygame.quit()sys.exit()else:returnscreen.blit(bg,(0,0))newRect = hand.get_rect(center=(300,150))screen.blit(hand,newRect)pygame.draw.circle(screen,(255,255,0),(300,300),50)textFont = pygame.font.Font("./font.ttf", 80)textSurface = textFont.render("go", True, (110, 55, 155))screen.blit(textSurface, (270, 230))pygame.display.update()def middle():angle = 0while True:posx = 300 + int(150 * math.sin(angle * math.pi / 180))posy = 300 - int(150 * math.cos(angle * math.pi / 180))print(posx, posy, math.sin(angle * math.pi / 180))for event in pygame.event.get():if event.type == pygame.QUIT:sys.exit()screen.blit(bg,(0,0))newhand = pygame.transform.rotate(hand, -angle)newRect = newhand.get_rect(center=(posx,posy))screen.blit(newhand,newRect)pygame.draw.circle(screen,(255,255,0),(300,300),50)angle += 10if angle > 500:k = rewardFun()end(k)breaktick.tick(fps)pygame.display.flip() # 刷新窗口def end(k):textFont = pygame.font.Font("./font.ttf", 50)print("恭喜你,你抽中了"+k)textSurface = textFont.render("your awards is :%s" % k, True, (110, 55, 155))screen.fill((155, 155, 0))screen.blit(textSurface, (30, 230))if __name__ == '__main__':start()middle()
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