30个Python小游戏,上班摸鱼我能玩一天【内附源码】

2024-06-13 1332阅读
    # --画小行星
    for asteroid in asteroid_group:
        asteroid.move()
        asteroid.rotate()
        asteroid.draw(screen)
    # --显示分数
    score_1_text = '玩家一得分: %s' % score_1
    score_2_text = '玩家二得分: %s' % score_2
    text_1 = font.render(score_1_text, True, (0, 0, 255))
    text_2 = font.render(score_2_text, True, (255, 0, 0))
    screen.blit(text_1, (2, 5))
    screen.blit(text_2, (2, 35))
    # --屏幕刷新
    pygame.display.update()
    clock.tick(60)

‘’‘主函数’‘’

30个Python小游戏,上班摸鱼我能玩一天【内附源码】
(图片来源网络,侵删)

def main():

pygame.init()

pygame.font.init()

pygame.mixer.init()

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

pygame.display.set_caption(‘飞机大战 —— 九歌’)

num_player = StartInterface(screen, cfg)

if num_player == 1:

while True:

GamingInterface(num_player=1, screen=screen)

EndInterface(screen, cfg)

else:

while True:

GamingInterface(num_player=2, screen=screen)

EndInterface(screen, cfg)

‘’‘run’‘’

if name == ‘main’:

main()

#### 5、打地鼠
![](https://img-blog.csdnimg.cn/20210912222544564.gif)
**源码分享:**

import cfg

import sys

import pygame

import random

from modules import *

‘’‘游戏初始化’‘’

def initGame():

pygame.init()

pygame.mixer.init()

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

pygame.display.set_caption(‘打地鼠 —— 九歌’)

return screen

‘’‘主函数’‘’

def main():

# 初始化

screen = initGame()

# 加载背景音乐和其他音效

pygame.mixer.music.load(cfg.BGM_PATH)

pygame.mixer.music.play(-1)

audios = {

‘count_down’: pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH),

‘hammering’: pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH)

}

# 加载字体

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

# 加载背景图片

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

# 开始界面

startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)

# 地鼠改变位置的计时

hole_pos = random.choice(cfg.HOLE_POSITIONS)

change_hole_event = pygame.USEREVENT

pygame.time.set_timer(change_hole_event, 800)

# 地鼠

mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)

# 锤子

hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))

# 时钟

clock = pygame.time.Clock()

# 分数

your_score = 0

flag = False

# 初始时间

init_time = pygame.time.get_ticks()

# 游戏主循环

while True:

# --游戏时间为60s

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

# --游戏时间减少, 地鼠变位置速度变快

if time_remain == 40 and not flag:

hole_pos = random.choice(cfg.HOLE_POSITIONS)

mole.reset()

mole.setPosition(hole_pos)

pygame.time.set_timer(change_hole_event, 650)

flag = True

elif time_remain == 20 and flag:

hole_pos = random.choice(cfg.HOLE_POSITIONS)

mole.reset()

mole.setPosition(hole_pos)

pygame.time.set_timer(change_hole_event, 500)

flag = False

# --倒计时音效

if time_remain == 10:

audios[‘count_down’].play()

# --游戏结束

if time_remain

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

# --按键检测

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit()

elif event.type == pygame.MOUSEMOTION:

hammer.setPosition(pygame.mouse.get_pos())

elif event.type == pygame.MOUSEBUTTONDOWN:

if event.button == 1:

hammer.setHammering()

elif event.type == change_hole_event:

hole_pos = random.choice(cfg.HOLE_POSITIONS)

mole.reset()

mole.setPosition(hole_pos)

# --碰撞检测

if hammer.is_hammering and not mole.is_hammer:

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

if is_hammer:

audios[‘hammering’].play()

mole.setBeHammered()

your_score += 10

# --分数

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

# --绑定必要的游戏元素到屏幕(注意顺序)

screen.blit(bg_img, (0, 0))

screen.blit(count_down_text, (875, 8))

screen.blit(your_score_text, (800, 430))

mole.draw(screen)

hammer.draw(screen)

# --更新

pygame.display.flip()

clock.tick(60)

# 读取最佳分数(try块避免第一次游戏无.rec文件)

try:

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

except:

best_score = 0

# 若当前分数大于最佳分数则更新最佳分数

if your_score > best_score:

f = open(cfg.RECORD_PATH, ‘w’)

f.write(str(your_score))

f.close()

# 结束界面

score_info = {‘your_score’: your_score, ‘best_score’: best_score}

is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE)

return is_restart

‘’‘run’‘’

if name == ‘main’:

while True:

is_restart = main()

if not is_restart:

break

### 简简单单
**【简单介绍一下玩法+附源码】**
#### **6、小恐龙**
**玩法:上下控制起跳躲避**
![](https://img-blog.csdnimg.cn/20210912223133477.gif)
**源码分享:**

import cfg

import sys

import random

import pygame

from modules import *

‘’‘main’‘’

def main(highest_score):

# 游戏初始化

pygame.init()

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

pygame.display.set_caption(‘九歌’)

# 导入所有声音文件

sounds = {}

for key, value in cfg.AUDIO_PATHS.items():

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

# 游戏开始界面

GameStartInterface(screen, sounds, cfg)

# 定义一些游戏中必要的元素和变量

score = 0

score_board = Scoreboard(cfg.IMAGE_PATHS[‘numbers’], position=(534, 15), bg_color=cfg.BACKGROUND_COLOR)

highest_score = highest_score

highest_score_board = Scoreboard(cfg.IMAGE_PATHS[‘numbers’], position=(435, 15), bg_color=cfg.BACKGROUND_COLOR, is_highest=True)

dino = Dinosaur(cfg.IMAGE_PATHS[‘dino’])

ground = Ground(cfg.IMAGE_PATHS[‘ground’], position=(0, cfg.SCREENSIZE[1]))

cloud_sprites_group = pygame.sprite.Group()

cactus_sprites_group = pygame.sprite.Group()

ptera_sprites_group = pygame.sprite.Group()

add_obstacle_timer = 0

score_timer = 0

# 游戏主循环

clock = pygame.time.Clock()

while True:

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit()

elif event.type == pygame.KEYDOWN:

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

dino.jump(sounds)

elif event.key == pygame.K_DOWN:

dino.duck()

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

dino.unduck()

screen.fill(cfg.BACKGROUND_COLOR)

# --随机添加云

if len(cloud_sprites_group)

cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS[‘cloud’], position=(cfg.SCREENSIZE[0], random.randrange(30, 75))))

# --随机添加仙人掌/飞龙

add_obstacle_timer += 1

if add_obstacle_timer > random.randrange(50, 150):

add_obstacle_timer = 0

random_value = random.randrange(0, 10)

if random_value >= 5 and random_value (cfg.FPS//12):

score_timer = 0

score += 1

score = min(score, 99999)

if score > highest_score:

highest_score = score

if score % 100 == 0:

sounds[‘point’].play()

if score % 1000 == 0:

ground.speed -= 1

for item in cloud_sprites_group:

item.speed -= 1

for item in cactus_sprites_group:

item.speed -= 1

for item in ptera_sprites_group:

item.speed -= 1

# --碰撞检测

for item in cactus_sprites_group:

if pygame.sprite.collide_mask(dino, item):

dino.die(sounds)

for item in ptera_sprites_group:

if pygame.sprite.collide_mask(dino, item):

dino.die(sounds)

# --将游戏元素画到屏幕上

dino.draw(screen)

ground.draw(screen)

cloud_sprites_group.draw(screen)

cactus_sprites_group.draw(screen)

ptera_sprites_group.draw(screen)

score_board.set(score)

highest_score_board.set(highest_score)

score_board.draw(screen)

highest_score_board.draw(screen)

# --更新屏幕

pygame.display.update()

clock.tick(cfg.FPS)

# --游戏是否结束

if dino.is_dead:

break

# 游戏结束界面

return GameEndInterface(screen, cfg), highest_score

‘’‘run’‘’

if name == ‘main’:

highest_score = 0

while True:

flag, highest_score = main(highest_score)

if not flag: break

#### **7、消消乐**
**玩法:三个相连就能消除**
![](https://img-blog.csdnimg.cn/20210720153302315.gif)
**源码分享:**

import os

import sys

import cfg

import pygame

from modules import *

‘’‘游戏主程序’‘’

def main():

pygame.init()

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

pygame.display.set_caption(‘Gemgem —— 九歌’)

# 加载背景音乐

pygame.mixer.init()

pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, “resources/audios/bg.mp3”))

pygame.mixer.music.set_volume(0.6)

pygame.mixer.music.play(-1)

# 加载音效

sounds = {}

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

sounds[‘match’] = []

for i in range(6):

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

# 加载字体

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

# 图片加载

gem_imgs = []

for i in range(1, 8):

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

# 主循环

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

while True:

score = game.start()

flag = False

# 一轮游戏结束后玩家选择重玩或者退出

while True:

for event in pygame.event.get():

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

pygame.quit()

sys.exit()

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

flag = True

if flag:

break

screen.fill((135, 206, 235))

text0 = ‘Final score: %s’ % score

text1 = ‘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、俄罗斯方块**
**玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的。**
![](https://img-blog.csdnimg.cn/20210720152807521.gif)
**源码分享:**

import os

import sys

import random

from modules import *

from PyQt5.QtGui import *

from PyQt5.QtCore import *

from PyQt5.QtWidgets import *

‘’‘定义俄罗斯方块游戏类’‘’

class TetrisGame(QMainWindow):

def init(self, parent=None):

super(TetrisGame, self).init(parent)

# 是否暂停ing

self.is_paused = False

# 是否开始ing

self.is_started = False

self.initUI()

‘’‘界面初始化’‘’

def initUI(self):

# icon

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

# 块大小

self.grid_size = 22

# 游戏帧率

self.fps = 200

self.timer = QBasicTimer()

# 焦点

self.setFocusPolicy(Qt.StrongFocus)

# 水平布局

layout_horizontal = QHBoxLayout()

self.inner_board = InnerBoard()

self.external_board = ExternalBoard(self, self.grid_size, self.inner_board)

layout_horizontal.addWidget(self.external_board)

self.side_panel = SidePanel(self, self.grid_size, self.inner_board)

layout_horizontal.addWidget(self.side_panel)

self.status_bar = self.statusBar()

self.external_board.score_signal[str].connect(self.status_bar.showMessage)

self.start()

self.center()

self.setWindowTitle(‘Tetris —— 九歌’)

self.show()

self.setFixedSize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height())

‘’‘游戏界面移动到屏幕中间’‘’

def center(self):

screen = QDesktopWidget().screenGeometry()

size = self.geometry()

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

‘’‘更新界面’‘’

def updateWindow(self):

self.external_board.updateData()

self.side_panel.updateData()

self.update()

‘’‘开始’‘’

def start(self):

if self.is_started:

return

self.is_started = True

self.inner_board.createNewTetris()

self.timer.start(self.fps, self)

‘’‘暂停/不暂停’‘’

def pause(self):

if not self.is_started:

return

self.is_paused = not self.is_paused

if self.is_paused:

self.timer.stop()

self.external_board.score_signal.emit(‘Paused’)

else:

self.timer.start(self.fps, self)

self.updateWindow()

‘’‘计时器事件’‘’

def timerEvent(self, event):

if event.timerId() == self.timer.timerId():

removed_lines = self.inner_board.moveDown()

self.external_board.score += removed_lines

self.updateWindow()

else:

super(TetrisGame, self).timerEvent(event)

‘’‘按键事件’‘’

def keyPressEvent(self, event):

if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty:

super(TetrisGame, self).keyPressEvent(event)

return

key = event.key()

# P键暂停

if key == Qt.Key_P:

self.pause()

return

if self.is_paused:

return

# 向左

elif key == Qt.Key_Left:

self.inner_board.moveLeft()

# 向右

elif key == Qt.Key_Right:

self.inner_board.moveRight()

# 旋转

elif key == Qt.Key_Up:

self.inner_board.rotateAnticlockwise()

# 快速坠落

elif key == Qt.Key_Space:

self.external_board.score += self.inner_board.dropDown()

else:

super(TetrisGame, self).keyPressEvent(event)

self.updateWindow()

‘’‘run’‘’

if name == ‘main’:

app = QApplication([])

tetris = TetrisGame()

sys.exit(app.exec_())

#### **9、贪吃蛇**
**玩法:童年经典,普通魔术也没啥意思,小时候玩的也是加速的。**
![](https://img-blog.csdnimg.cn/2021091222291341.gif)
**源码分享:**

import cfg

import sys

import pygame

from modules import *

‘’‘主函数’‘’

def main(cfg):

# 游戏初始化

pygame.init()

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

pygame.display.set_caption(‘Greedy Snake —— 九歌’)

clock = pygame.time.Clock()

# 播放背景音乐

pygame.mixer.music.load(cfg.BGMPATH)

pygame.mixer.music.play(-1)

# 游戏主循环

snake = Snake(cfg)

apple = Apple(cfg, snake.coords)

score = 0

while True:

screen.fill(cfg.BLACK)

# --按键检测

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit()

elif event.type == pygame.KEYDOWN:

if event.key in [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]:

snake.setDirection({pygame.K_UP: ‘up’, pygame.K_DOWN: ‘down’, pygame.K_LEFT: ‘left’, pygame.K_RIGHT: ‘right’}[event.key])

# --更新贪吃蛇和食物

if snake.update(apple):

apple = Apple(cfg, snake.coords)

score += 1

# --判断游戏是否结束

if snake.isgameover: break

# --显示游戏里必要的元素

drawGameGrid(cfg, screen)

snake.draw(screen)

apple.draw(screen)

showScore(cfg, score, screen)

# --屏幕更新

pygame.display.update()

clock.tick(cfg.FPS)

return endInterface(screen, cfg)

‘’‘run’‘’

if name == ‘main’:

while True:

if not main(cfg):

break

### 普普通通
**【玩法详细介绍+源码】**
**CFG配置文件就在文末**
#### **10、24点小游戏**
**玩法:通过加减乘除操作,小学生都没问题的。**
![](https://img-blog.csdnimg.cn/20210720153554830.gif)
**源码分享:**

import os

import sys

import pygame

from cfg import *

from modules import *

from fractions import Fraction

‘’‘检查控件是否被点击’‘’

def checkClicked(group, mouse_pos, group_type=‘NUMBER’):

selected = []

# 数字卡片/运算符卡片

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

max_selected = 2 if group_type == GROUPTYPES[0] else 1

num_selected = 0

for each in group:

num_selected += int(each.is_selected)

for each in group:

if each.rect.collidepoint(mouse_pos):

if each.is_selected:

each.is_selected = not each.is_selected

num_selected -= 1

each.select_order = None

else:

if num_selected

each.is_selected = not each.is_selected

num_selected += 1

each.select_order = str(num_selected)

if each.is_selected:

selected.append(each.attribute)

# 按钮卡片

elif group_type == GROUPTYPES[2]:

for each in group:

if each.rect.collidepoint(mouse_pos):

each.is_selected = True

selected.append(each.attribute)

# 抛出异常

else:

raise ValueError(‘checkClicked.group_type unsupport %s, expect %s, %s or %s…’ % (group_type, *GROUPTYPES))

return selected

‘’‘获取数字精灵组’‘’

def getNumberSpritesGroup(numbers):

number_sprites_group = pygame.sprite.Group()

for idx, number in enumerate(numbers):

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

number_sprites_group.add(Card(*args))

return number_sprites_group

‘’‘获取运算符精灵组’‘’

def getOperatorSpritesGroup(operators):

operator_sprites_group = pygame.sprite.Group()

for idx, operator in enumerate(operators):

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

operator_sprites_group.add(Card(*args))

return operator_sprites_group

‘’‘获取按钮精灵组’‘’

def getButtonSpritesGroup(buttons):

button_sprites_group = pygame.sprite.Group()

for idx, button in enumerate(buttons):

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

button_sprites_group.add(Button(*args))

return button_sprites_group

‘’‘计算’‘’

def calculate(number1, number2, operator):

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

try:

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

return result if ‘.’ not in result else str(Fraction(number1+operator_map[operator]+number2))

except:

return None

‘’‘在屏幕上显示信息’‘’

def showInfo(text, screen):

rect = pygame.Rect(200, 180, 400, 200)

pygame.draw.rect(screen, PAPAYAWHIP, rect)

font = pygame.font.Font(FONTPATH, 40)

text_render = font.render(text, True, BLACK)

font_size = font.size(text)

screen.blit(text_render, (rect.x+(rect.width-font_size[0])/2, rect.y+(rect.height-font_size[1])/2))

‘’‘主函数’‘’

def main():

# 初始化, 导入必要的游戏素材

pygame.init()

pygame.mixer.init()

screen = pygame.display.set_mode(SCREENSIZE)

pygame.display.set_caption(‘24 point —— 九歌’)

win_sound = pygame.mixer.Sound(AUDIOWINPATH)

lose_sound = pygame.mixer.Sound(AUDIOLOSEPATH)

warn_sound = pygame.mixer.Sound(AUDIOWARNPATH)

pygame.mixer.music.load(BGMPATH)

pygame.mixer.music.play(-1, 0.0)

# 24点游戏生成器

game24_gen = game24Generator()

game24_gen.generate()

# 精灵组

# --数字

number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)

# --运算符

operator_sprites_group = getOperatorSpritesGroup(OPREATORS)

# --按钮

button_sprites_group = getButtonSpritesGroup(BUTTONS)

# 游戏主循环

clock = pygame.time.Clock()

selected_numbers = []

selected_operators = []

selected_buttons = []

is_win = False

while True:

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit(-1)

elif event.type == pygame.MOUSEBUTTONUP:

mouse_pos = pygame.mouse.get_pos()

selected_numbers = checkClicked(number_sprites_group, mouse_pos, ‘NUMBER’)

selected_operators = checkClicked(operator_sprites_group, mouse_pos, ‘OPREATOR’)

selected_buttons = checkClicked(button_sprites_group, mouse_pos, ‘BUTTON’)

screen.fill(AZURE)

# 更新数字

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

noselected_numbers = []

for each in number_sprites_group:

if each.is_selected:

if each.select_order == ‘1’:

selected_number1 = each.attribute

elif each.select_order == ‘2’:

selected_number2 = each.attribute

else:

raise ValueError(‘Unknow select_order %s, expect 1 or 2…’ % each.select_order)

else:

noselected_numbers.append(each.attribute)

each.is_selected = False

for each in operator_sprites_group:

each.is_selected = False

result = calculate(selected_number1, selected_number2, *selected_operators)

if result is not None:

game24_gen.numbers_now = noselected_numbers + [result]

is_win = game24_gen.check()

if is_win:

win_sound.play()

if not is_win and len(game24_gen.numbers_now) == 1:

lose_sound.play()

else:

warn_sound.play()

selected_numbers = []

selected_operators = []

number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)

# 精灵都画到screen上

for each in number_sprites_group:

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

for each in operator_sprites_group:

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

for each in button_sprites_group:

if selected_buttons and selected_buttons[0] in [‘RESET’, ‘NEXT’]:

is_win = False

if selected_buttons and each.attribute == selected_buttons[0]:

each.is_selected = False

number_sprites_group = each.do(game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group)

selected_buttons = []

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

# 游戏胜利

if is_win:

showInfo(‘Congratulations’, screen)

# 游戏失败

if not is_win and len(game24_gen.numbers_now) == 1:

showInfo(‘Game Over’, screen)

pygame.display.flip()

clock.tick(30)

‘’‘run’‘’

if name == ‘main’:

main()

#### **11、平衡木**
**玩法:也是小时候的经典游戏,控制左右就行,到后面才有一点点难度。**
![](https://img-blog.csdnimg.cn/2021091222274785.gif)
**源码分享:**

import cfg

from modules import breakoutClone

‘’‘主函数’‘’

def main():

game = breakoutClone(cfg)

game.run()

‘’‘run’‘’

if name == ‘main’:

main()

【**还有配置文件**】
#### **12、外星人入侵**
**玩法:这让我想起了魂斗罗那第几关的boss,有点类似,不过魂斗罗那个难度肯定高点。**
![](https://img-blog.csdnimg.cn/20210720153612153.gif)
**源码分享:**

import os

import sys

import cfg

import random

import pygame

from modules import *

‘’‘开始游戏’‘’

def startGame(screen):

clock = pygame.time.Clock()

# 加载字体

font = pygame.font.SysFont(‘arial’, 18)

if not os.path.isfile(‘score’):

f = open(‘score’, ‘w’)

f.write(‘0’)

f.close()

with open(‘score’, ‘r’) as f:

highest_score = int(f.read().strip())

# 敌方

enemies_group = pygame.sprite.Group()

for i in range(55):

if i

enemy = enemySprite(‘small’, i, cfg.WHITE, cfg.WHITE)

elif i

enemy = enemySprite(‘medium’, i, cfg.WHITE, cfg.WHITE)

else:

enemy = enemySprite(‘large’, i, cfg.WHITE, cfg.WHITE)

enemy.rect.x = 85 + (i % 11) * 50

enemy.rect.y = 120 + (i // 11) * 45

enemies_group.add(enemy)

boomed_enemies_group = pygame.sprite.Group()

en_bullets_group = pygame.sprite.Group()

ufo = ufoSprite(color=cfg.RED)

# 我方

myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE)

my_bullets_group = pygame.sprite.Group()

# 用于控制敌方位置更新

# --移动一行

enemy_move_count = 24

enemy_move_interval = 24

enemy_move_flag = False

# --改变移动方向(改变方向的同时集体下降一次)

enemy_change_direction_count = 0

enemy_change_direction_interval = 60

enemy_need_down = False

enemy_move_right = True

enemy_need_move_row = 6

enemy_max_row = 5

# 用于控制敌方发射子弹

enemy_shot_interval = 100

enemy_shot_count = 0

enemy_shot_flag = False

# 游戏进行中

running = True

is_win = False

# 主循环

while running:

screen.fill(cfg.BLACK)

for event in pygame.event.get():

# --点右上角的X或者按Esc键退出游戏

if event.type == pygame.QUIT:

pygame.quit()

sys.exit()

if event.type == pygame.KEYDOWN:

if event.key == pygame.K_ESCAPE:

pygame.quit()

sys.exit()

# --射击

if event.type == pygame.MOUSEBUTTONDOWN:

my_bullet = myaircraft.shot()

if my_bullet:

my_bullets_group.add(my_bullet)

# --我方子弹与敌方/UFO碰撞检测

for enemy in enemies_group:

if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None):

boomed_enemies_group.add(enemy)

enemies_group.remove(enemy)

myaircraft.score += enemy.reward

if pygame.sprite.spritecollide(ufo, my_bullets_group, True, None):

ufo.is_dead = True

myaircraft.score += ufo.reward

# --更新并画敌方

# ----敌方子弹

enemy_shot_count += 1

if enemy_shot_count > enemy_shot_interval:

enemy_shot_flag = True

enemies_survive_list = [enemy.number for enemy in enemies_group]

shot_number = random.choice(enemies_survive_list)

enemy_shot_count = 0

# ----敌方移动

enemy_move_count += 1

if enemy_move_count > enemy_move_interval:

enemy_move_count = 0

enemy_move_flag = True

enemy_need_move_row -= 1

if enemy_need_move_row == 0:

enemy_need_move_row = enemy_max_row

enemy_change_direction_count += 1

if enemy_change_direction_count > enemy_change_direction_interval:

enemy_change_direction_count = 1

enemy_move_right = not enemy_move_right

enemy_need_down = True

# ----每次下降提高移动和射击速度

enemy_move_interval = max(15, enemy_move_interval-3)

enemy_shot_interval = max(50, enemy_move_interval-10)

# ----遍历更新

for enemy in enemies_group:

if enemy_shot_flag:

if enemy.number == shot_number:

en_bullet = enemy.shot()

en_bullets_group.add(en_bullet)

if enemy_move_flag:

if enemy.number in range((enemy_need_move_row-1)11, enemy_need_move_row11):

if enemy_move_right:

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

else:

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

else:

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

if enemy_need_down:

if enemy.update(‘down’, cfg.SCREENSIZE[1]):

running = False

is_win = False

enemy.change_count -= 1

enemy.draw(screen)

enemy_move_flag = False

enemy_need_down = False

enemy_shot_flag = False

# ----敌方爆炸特效

for boomed_enemy in boomed_enemies_group:

if boomed_enemy.boom(screen):

boomed_enemies_group.remove(boomed_enemy)

del boomed_enemy

# --敌方子弹与我方飞船碰撞检测

if not myaircraft.one_dead:

if pygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None):

myaircraft.one_dead = True

if myaircraft.one_dead:

if myaircraft.boom(screen):

myaircraft.resetBoom()

myaircraft.num_life -= 1

if myaircraft.num_life

running = False

is_win = False

else:

# ----更新飞船

myaircraft.update(cfg.SCREENSIZE[0])

# ----画飞船

myaircraft.draw(screen)

if (not ufo.has_boomed) and (ufo.is_dead):

if ufo.boom(screen):

ufo.has_boomed = True

else:

# ----更新UFO

ufo.update(cfg.SCREENSIZE[0])

# ----画UFO

ufo.draw(screen)

# --画我方飞船子弹

for bullet in my_bullets_group:

if bullet.update():

my_bullets_group.remove(bullet)

del bullet

else:

bullet.draw(screen)

# --画敌方子弹

for bullet in en_bullets_group:

if bullet.update(cfg.SCREENSIZE[1]):

en_bullets_group.remove(bullet)

del bullet

else:

bullet.draw(screen)

if myaircraft.score > highest_score:

highest_score = myaircraft.score

# --得分每增加2000我方飞船增加一条生命

if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score):

myaircraft.old_score = myaircraft.score

myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life)

# --敌人都死光了的话就胜利了

if len(enemies_group)

is_win = True

running = False

# --显示文字

# ----当前得分

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

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

# ----敌人数量

showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8)

showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)

# ----历史最高分

showText(screen, 'HIGHEST: ', cfg.WHITE, font, 540, 8)

showText(screen, str(highest_score), cfg.WHITE, font, 540, 24)

# ----FPS

showText(screen, 'FPS: ’ + str(int(clock.get_fps())), cfg.RED, font, 8, 8)

# --显示剩余生命值

showLife(screen, myaircraft.num_life, cfg.GREEN)

pygame.display.update()

clock.tick(cfg.FPS)

with open(‘score’, ‘w’) as f:

f.write(str(highest_score))

return is_win

‘’‘主函数’‘’

def main():

# 初始化

pygame.init()

pygame.display.set_caption(‘外星人入侵 —— 九歌’)

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

pygame.mixer.init()

pygame.mixer.music.load(cfg.BGMPATH)

pygame.mixer.music.set_volume(0.4)

pygame.mixer.music.play(-1)

while True:

is_win = startGame(screen)

endInterface(screen, cfg.BLACK, is_win)

‘’‘run’‘’

if name == ‘main’:

main()

#### **13、贪心鸟**
**玩法:有点类似那个炸弹人,控制好走位问题不大。**
![](https://img-blog.csdnimg.cn/20210912223035830.gif)
#### **14、井字棋888‘’**
**玩法:我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。**
![](https://img-blog.csdnimg.cn/20210913204510203.gif)
**源码分享**

from tkinter import *

import tkinter.messagebox as msg

root = Tk()

root.title(‘TIC-TAC-TOE—Project Gurukul’)

labels

Label(root, text=“player1 : X”, font=“times 15”).grid(row=0, column=1)

Label(root, text=“player2 : O”, font=“times 15”).grid(row=0, column=2)

digits = [1, 2, 3, 4, 5, 6, 7, 8, 9]

for player1 sign = X and for player2 sign= Y

mark = ‘’

counting the no. of click

count = 0

panels = [“panel”] * 10

def win(panels, sign):

return ((panels[1] == panels[2] == panels[3] == sign)

or (panels[1] == panels[4] == panels[7] == sign)

or (panels[1] == panels[5] == panels[9] == sign)

or (panels[2] == panels[5] == panels[8] == sign)

or (panels[3] == panels[6] == panels[9] == sign)

or (panels[3] == panels[5] == panels[7] == sign)

or (panels[4] == panels[5] == panels[6] == sign)

or (panels[7] == panels[8] == panels[9] == sign))

def checker(digit):

global count, mark, digits

# Check which button clicked
if digit == 1 and digit in digits:
    digits.remove(digit)
    ##player1 will play if the value of count is even and for odd player2 will play
    if count % 2 == 0:
        mark = 'X'
        panels[digit] = mark
    elif count % 2 != 0:
        mark = 'O'
        panels[digit] = mark
    button1.config(text=mark)
    count = count + 1
    sign = mark
    if (win(panels, sign) and sign == 'X'):
        msg.showinfo("Result", "Player1 wins")
        root.destroy()
    elif (win(panels, sign) and sign == 'O'):
        msg.showinfo("Result", "Player2 wins")
        root.destroy()
if digit == 2 and digit in digits:
    digits.remove(digit)
    if count % 2 == 0:
        mark = 'X'
        panels[digit] = mark
    elif count % 2 != 0:
        mark = 'O'
        panels[digit] = mark
    button2.config(text=mark)
    count = count + 1
    sign = mark
    if (win(panels, sign) and sign == 'X'):
        msg.showinfo("Result", "Player1 wins")
        root.destroy()
    elif (win(panels, sign) and sign == 'O'):
        msg.showinfo("Result", "Player2 wins")
        root.destroy()
if digit == 3 and digit in digits:
    digits.remove(digit)
    if count % 2 == 0:
        mark = 'X'
        panels[digit] = mark
    elif count % 2 != 0:
        mark = 'O'
        panels[digit] = mark
    button3.config(text=mark)
    count = count + 1
    sign = mark
    if (win(panels, sign) and sign == 'X'):
        msg.showinfo("Result", "Player1 wins")
        root.destroy()
    elif (win(panels, sign) and sign == 'O'):
        msg.showinfo("Result", "Player2 wins")
        root.destroy()
if digit == 4 and digit in digits:
    digits.remove(digit)
    if count % 2 == 0:
        mark = 'X'
        panels[digit] = mark
    elif count % 2 != 0:
        mark = 'O'
        panels[digit] = mark
    button4.config(text=mark)
    count = count + 1
    sign = mark
    if (win(panels, sign) and sign == 'X'):
        msg.showinfo("Result", "Player1 wins")
        root.destroy()
    elif (win(panels, sign) and sign == 'O'):
        msg.showinfo("Result", "Player2 wins")
        root.destroy()
if digit == 5 and digit in digits:
    digits.remove(digit)
    if count % 2 == 0:
        mark = 'X'
        panels[digit] = mark
    elif count % 2 != 0:
        mark = 'O'
        panels[digit] = mark
    button5.config(text=mark)
    count = count + 1
    sign = mark
    if (win(panels, sign) and sign == 'X'):
        msg.showinfo("Result", "Player1 wins")
        root.destroy()
    elif (win(panels, sign) and sign == 'O'):
        msg.showinfo("Result", "Player2 wins")
        root.destroy()
if digit == 6 and digit in digits:
    digits.remove(digit)
    if count % 2 == 0:
        mark = 'X'
        panels[digit] = mark
    elif count % 2 != 0:
        mark = 'O'
        panels[digit] = mark
    button6.config(text=mark)
    count = count + 1
    sign = mark
    if (win(panels, sign) and sign == 'X'):
        msg.showinfo("Result", "Player1 wins")
        root.destroy()
    elif (win(panels, sign) and sign == 'O'):
        msg.showinfo("Result", "Player2 wins")
        root.destroy()
if digit == 7 and digit in digits:
    digits.remove(digit)
    if count % 2 == 0:
        mark = 'X'
        panels[digit] = mark
    elif count % 2 != 0:
        mark = 'O'
        panels[digit] = mark
    button7.config(text=mark)
    count = count + 1
    sign = mark
    if (win(panels, sign) and sign == 'X'):
        msg.showinfo("Result", "Player1 wins")
        root.destroy()
    elif (win(panels, sign) and sign == 'O'):
        msg.showinfo("Result", "Player2 wins")
        root.destroy()
if digit == 8 and digit in digits:
    digits.remove(digit)
    if count % 2 == 0:
        mark = 'X'
        panels[digit] = mark
    elif count % 2 != 0:
        mark = 'O'
        panels[digit] = mark
    button8.config(text=mark)
    count = count + 1
    sign = mark
    if (win(panels, sign) and sign == 'X'):
        msg.showinfo("Result", "Player1 wins")
        root.destroy()
    elif (win(panels, sign) and sign == 'O'):
        msg.showinfo("Result", "Player2 wins")
        root.destroy()
if digit == 9 and digit in digits:
    digits.remove(digit)
    if count % 2 == 0:
        mark = 'X'
        panels[digit] = mark
    elif count % 2 != 0:
        mark = 'O'
        panels[digit] = mark
    button9.config(text=mark)
    count = count + 1
    sign = mark
    if (win(panels, sign) and sign == 'X'):
        msg.showinfo("Result", "Player1 wins")
        root.destroy()
    elif (win(panels, sign) and sign == 'O'):
        msg.showinfo("Result", "Player2 wins")
        root.destroy()
###if count is greater then 8 then the match has been tied
if (count > 8 and win(panels, 'X') == False and win(panels, 'O') == False):
    msg.showinfo("Result", "Match Tied")
    root.destroy()

####define buttons

button1 = Button(root, width=15, font=(‘Times 16 bold’), height=7, command=lambda: checker(1))

button1.grid(row=1, column=1)

button2 = Button(root, width=15, height=7, font=(‘Times 16 bold’), command=lambda: checker(2))

button2.grid(row=1, column=2)

button3 = Button(root, width=15, height=7, font=(‘Times 16 bold’), command=lambda: checker(3))

button3.grid(row=1, column=3)

button4 = Button(root, width=15, height=7, font=(‘Times 16 bold’), command=lambda: checker(4))

button4.grid(row=2, column=1)

button5 = Button(root, width=15, height=7, font=(‘Times 16 bold’), command=lambda: checker(5))

button5.grid(row=2, column=2)

button6 = Button(root, width=15, height=7, font=(‘Times 16 bold’), command=lambda: checker(6))

button6.grid(row=2, column=3)

button7 = Button(root, width=15, height=7, font=(‘Times 16 bold’), command=lambda: checker(7))

button7.grid(row=3, column=1)

button8 = Button(root, width=15, height=7, font=(‘Times 16 bold’), command=lambda: checker(8))

button8.grid(row=3, column=2)

button9 = Button(root, width=15, height=7, font=(‘Times 16 bold’), command=lambda: checker(9))

button9.grid(row=3, column=3)

root.mainloop()

### 有点困难
**【玩法详解+源码获取看底部】**
#### **15、炸弹人**
玩法详解:小时候的又一经典游戏,小时候很多次都被自己炸死了。
![](https://img-blog.csdnimg.cn/20210912223203624.gif)
#### **16、保卫森林**
玩法详解:类似保卫萝卜,塔防类的小游戏,布局一定要合理,考虑射程属性等等
![](https://img-blog.csdnimg.cn/20210720153535815.gif)
#### **17、五子棋**
玩法详解:小时候很爱玩,先出是有必胜方法的,后面才知道会有禁手这个规则,就比较复杂了,大家可以学一下先出必胜的开局,有浦月、流星、丘月、游星、慧星等等。
![](https://img-blog.csdnimg.cn/20210912223112238.gif)
#### **18、吃豆豆**
玩法详解:考验手速和操作和走位,我不喜欢玩这类跑来跑去的。
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