1. import pygame,sys,time,random from pygame.locals import * pygame.init() fpsClock = pygame.time.Clock() playSurface = pygame.display.set_mode((640,480)) pygame.display.set_caption('贪吃蛇游戏') # 定义一些颜色 redColour = pygame.Color(255,0,0) blackColour = pygame.Color(0,0,0) whiteColour = pygame.Color(255,255,255) greyColour = pygame.Color(150,150,150) # 初始化了一些程序中用到的变量 snakePosition = [100, 100] snakeSegments = [[100, 100], [80, 100], [60, 100]] raspberryPosition = [300, 300] #位置 raspberrySpawned = 1 #是否吃到树莓 direction = 'right' changeDirection = direction def gameOver(): gameOverFont = pygame.font.Font('simfang.ttf',72) gameOverSurf = gameOverFont.render('Game Over', True, greyColour) gameOverRect = gameOverSurf.get_rect() gameOverRect.midtop = (320, 10) playSurface.blit(gameOverSurf, gameOverRect) pygame.display.flip() time.sleep(5) pygame.quit() sys.exit() while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == KEYDOWN: if event.key == K_RIGHT or event.key == ord('d'): changeDirection = 'right' if event.key == K_LEFT or event.key == ord('a'): changeDirection = 'left' if event.key == K_UP or event.key == ord('w'): changeDirection = 'up' if event.key == K_DOWN or event.key == ord('s'): changeDirection = 'down' if event.key == K_ESCAPE: pygame.event.post(pygame.event.Event(QUIT)) if changeDirection == 'right' and not direction == 'left': direction = changeDirection if changeDirection == 'left' and not direction == 'right': direction = changeDirection if changeDirection == 'up' and not direction == 'down': direction = changeDirection if changeDirection == 'down' and not direction == 'up': direction = changeDirection # 根据方向移动蛇头的坐标 if direction == 'right': snakePosition[0] += 20 if direction == 'left': snakePosition[0] -= 20 if direction == 'up': snakePosition[1] -= 20 if direction == 'down': snakePosition[1] += 20 #将蛇的身体增加一节,同时将这节放在蛇的头部 snakeSegments.insert(0, list(snakePosition)) #检查蛇头头部的x和y坐标是否等于树莓(玩家的目标点)的坐标 if snakePosition[0] == raspberryPosition[0] and snakePosition[1] ==raspberryPosition[1]: raspberrySpawned = 0 else: snakeSegments.pop() # 增加一个新的树莓到游戏界面中 if raspberrySpawned == 0: x = random.randrange(1,32) y = random.randrange(1, 24) raspberryPosition = [int(x * 20), int(y * 20)] raspberrySpawned = 1 playSurface.fill(blackColour) for position in snakeSegments: pygame.draw.rect(playSurface, whiteColour, Rect(position[0], position[1], 20, 20)) pygame.draw.rect(playSurface, redColour, Rect(raspberryPosition[0], raspberryPosition[1], 20, 20)) pygame.display.flip() if snakePosition[0] > 620 or snakePosition[0] < 0: gameOver() if snakePosition[1] > 460 or snakePosition[1] < 0: gameOver() for snakeBody in snakeSegments[1:]: if snakePosition[0] == snakeBody[0] and snakePosition[1] == snakeBody[1]: gameOver() fpsClock.tick(10)
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2、坦克大战
mport os,sys,pygame from pygame.locals import * def control_tank(event): speed=[x,y]=[0,0] speed_offset=1 if event.type==pygame.KEYDOWN: if event.key==pygame.K_LEFT: speed[0]-=speed_offset if event.key==pygame.K_RIGHT: speed[0]=speed_offset if event.key==pygame.K_UP: speed[1]-=speed_offset if event.key==pygame.K_DOWN: speed[1]=speed_offset if event.type==pygame.KEYUP: if event.type in [pygame.K_UP,pygame.K_DOWN,pygame.K_RIGHT,pygame.K_LEFT]: speed=[0,0] return speed def play_tank(): pygame.init() window_size=Rect(0,0,640,480) speed=[1,1] color_white=[255,255,255] screen=pygame.display.set_mode(window_size.size) pygame.display.set_caption('坦克大战') tank_image=pygame.image.load('tankU.bmp') back_image=pygame.image.load('back_image.jpg') tank_rect=tank_image.get_rect() while True: for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: tank_image = pygame.image.load('tankL.bmp') if event.key == pygame.K_RIGHT: tank_image = pygame.image.load('tankR.bmp') if event.key == pygame.K_UP: tank_image = pygame.image.load('tankU.bmp') if event.key == pygame.K_DOWN: tank_image = pygame.image.load('tankD.bmp') if event.type==pygame.QUIT: pygame.quit() sys.exit() cur_speed=control_tank(event) tank_rect=tank_rect.move(cur_speed).clamp(window_size) screen.blit(back_image,(0,0)) screen.blit(tank_image,tank_rect) pygame.display.update() if __name__=='__main__': play_tank()
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3:打飞机
import pygame from sys import exit from pygame.locals import * import random # 定义类 SCREEN_WIDTH = 480 SCREEN_HEIGHT = 800 TYPE_SMALL = 1 TYPE_MIDDLE = 2 TYPE_BIG = 3 # 子弹类 class Bullet(pygame.sprite.Sprite): def __init__(self,bullet_img,init_pos): pygame.sprite.Sprite.__init__(self) self.image = bullet_img self.rect = self.image.get_rect() self.rect.midbottom = init_pos self.speed = 10 def move(self): self.rect.top -= self.speed # 玩家类 class Player(pygame.sprite.Sprite): def __init__(self, plane_img, player_rect, init_pos): pygame.sprite.Sprite.__init__(self) self.image = [] # 用来存储玩家飞机图片的列表 for i in range(len(player_rect)): self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha()) self.rect = player_rect[0] # 初始化图片所在的矩形 self.rect.topleft = init_pos # 初始化矩形的左上角坐标 self.speed = 8 # 初始化玩家飞机速度,这里是一个确定的值 self.bullets = pygame.sprite.Group() # 玩家飞机所发射的子弹的集合 self.is_hit = False # 玩家是否被击中 def shoot(self,bullet_img): bullet = Bullet(bullet_img, self.rect.midtop) self.bullets.add(bullet) def moveUp(self): if self.rect.top <= 0: self.rect.top = 0 else: self.rect.top -= self.speed def moveDown(self): if self.rect.top >= SCREEN_HEIGHT - self.rect.height: self.rect.top = SCREEN_HEIGHT - self.rect.height else: self.rect.top += self.speed def moveLeft(self): if self.rect.left <= 0: self.rect.left = 0 else: self.rect.left -= self.speed def moveRight(self): if self.rect.left >= SCREEN_WIDTH - self.rect.width: self.rect.left = SCREEN_WIDTH - self.rect.width else: self.rect.left += self.speed # 敌人类 class Enemy(pygame.sprite.Sprite): def __init__(self, enemy_img, enemy_down_imgs, init_pos): pygame.sprite.Sprite.__init__(self) self.image = enemy_img #正常的图像 self.rect = self.image.get_rect() self.rect.topleft = init_pos self.down_imgs = enemy_down_imgs # 爆炸的图像 self.speed = 2 self.down_index = 0 def move(self): self.rect.top += self.speed # 初始化游戏 pygame.init() screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT)) pygame.display.set_caption('飞机大战') # 载入游戏音乐 bullet_sound = pygame.mixer.Sound('sound/bullet.wav') enemy1_down_sound = pygame.mixer.Sound('sound/enemy1_down.wav') game_over_sound = pygame.mixer.Sound('sound/game_over.wav') bullet_sound.set_volume(0.3) enemy1_down_sound.set_volume(0.3) game_over_sound.set_volume(0.3) pygame.mixer.music.load('sound/game_music.wav') pygame.mixer.music.play(-1,0.0) pygame.mixer.music.set_volume(0.25) # 载入背景图 background = pygame.image.load('image/background.png').convert() game_over = pygame.image.load('image/gameover.png') filename = 'image/shoot.png' plane_img = pygame.image.load(filename) # 设置玩家相关参数 player_rect = [] player_rect.append(pygame.Rect(0,99,102,126)) #玩家精灵图片区域 player_rect.append(pygame.Rect(165,360,102,126)) player_rect.append(pygame.Rect(165,234,102,126)) player_rect.append(pygame.Rect(330,624,102,126)) player_rect.append(pygame.Rect(330,498,102,126)) player_rect.append(pygame.Rect(432,624,102,126)) player_pos = [200,600] player = Player(plane_img,player_rect,player_pos) #自定义子弹对象使用的surface参数 bullet_rect = pygame.Rect(1004,987,9,21) bulllt_img = plane_img.subsurface(bullet_rect) # 定义敌机对象使用的surface参数 enemy1_rect = pygame.Rect(534,612,57,43) enemy1_img = plane_img.subsurface(enemy1_rect) enemy1_down_imgs = [] enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267,347,57,43))) enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(873,697,57,43))) enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267,296,57,43))) enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(930,697,57,43))) enemies1 = pygame.sprite.Group() # 存储被击毁的飞机,用来渲染精灵动画 enemies_down = pygame.sprite.Group() shoot_frequency = 0 enemy_frequency = 0 player_down_index = 16 score = 0 clock = pygame.time.Clock() running = True while running: # 控制游戏最大频率为60 clock.tick(60) # 控制发射子弹频率,并发射子弹 if not player.is_hit: if shoot_frequency % 15 == 0: bullet_sound.play() player.shoot(bulllt_img) shoot_frequency += 1 if shoot_frequency >= 15: shoot_frequency = 0 # 生成敌机 if enemy_frequency % 50 == 0: enemy1_pos = [random.randint(0, SCREEN_WIDTH - enemy1_rect.width), 0] enemy1 = Enemy(enemy1_img, enemy1_down_imgs, enemy1_pos) enemies1.add(enemy1) enemy_frequency += 1 if enemy_frequency >= 100: enemy_frequency = 0 # 移动子弹,若超出窗口范围则删除 for bullet in player.bullets: bullet.move() if bullet.rect.bottom < 0: player.bullets.remove(bullet) # 移动敌机,若超出窗口范围则删除 for enemy in enemies1: enemy.move() # 判断玩家是否被击中 if pygame.sprite.collide_circle(enemy, player): enemies_down.add(enemy) enemies1.remove(enemy) player.is_hit = True game_over_sound.play() break if enemy.rect.top > SCREEN_HEIGHT: enemies1.remove(enemy) # 将被击中的敌机对象添加到击毁敌机Group中,用来渲染击毁动画 enemies1_down = pygame.sprite.groupcollide(enemies1, player.bullets, 1, 1) for enemy_down in enemies1_down: enemies_down.add(enemy_down) # 绘制背景 screen.fill(0) screen.blit(background, (0, 0)) # 绘制玩家飞机 #if not player.is_hit: # screen.blit(player.image[player.img_index], player.rect) # # 更换图片索引将飞机有动画效果 # player.img_index = shoot_frequency // 8 #else: # player.img_index = player_down_index // 8 # screen.blit(player.image[player.img_index], player.rect) # player_down_index += 1 #if player_down_index > 47: # running = False # 绘制玩家飞机 if not player.is_hit: screen.blit(player.image[0], player.rect) # 将正常飞机画出来 else: # 玩家飞机被击中后的效果处理 screen.blit(player.image[1], player.rect) # 将爆炸的飞机画出来 running = False # 绘制击毁动画 for enemy_down in enemies_down: if enemy_down.down_index == 0: enemy1_down_sound.play() if enemy_down.down_index > 7: enemies_down.remove(enemy_down) score += 1000 continue screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2], enemy_down.rect) enemy_down.down_index += 1 # 绘制子弹和敌机 player.bullets.draw(screen) enemies1.draw(screen) # 绘制得分 score_font = pygame.font.Font(None, 36) score_text = score_font.render(str(score), True, (128, 128, 128)) text_rect = score_text.get_rect() text_rect.topleft = [10, 10] screen.blit(score_text, text_rect) #更新屏幕 pygame.display.update() for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() # 监听键盘事件 key_pressed = pygame.key.get_pressed() # 若玩家被击中,则无效 if not player.is_hit: if key_pressed[K_w] or key_pressed[K_UP]: player.moveUp() if key_pressed[K_s] or key_pressed[K_DOWN]: player.moveDown() if key_pressed[K_a] or key_pressed[K_LEFT]: player.moveLeft() if key_pressed[K_d] or key_pressed[K_RIGHT]: player.moveRight() font = pygame.font.Font(None, 48) text = font.render('Score: '+ str(score), True, (255, 0, 0)) text_rect = text.get_rect() text_rect.centerx = screen.get_rect().centerx text_rect.centery = screen.get_rect().centery + 24 screen.blit(game_over, (0, 0)) screen.blit(text, text_rect) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() pygame.display.update()
截图:
4,2048
import random import sys import pygame from pygame.locals import * PIXEL = 150 SCORE_PIXEL = 100 SIZE = 4 # 地图的类 class Map: def __init__(self, size): self.size = size self.score = 0 self.map = [[0 for i in range(size)] for i in range(size)] self.add() self.add() # 新增2或4,有1/4概率 def add(self): while True: p = random.randint(0, self.size * self.size - 1) if self.map[p // self.size][p % self.size] == 0: x = (random.randint(0, 3) > 0 and 2) or 4 self.map[p // self.size][p % self.size] = x self.score += x break # 地图向左靠拢,其他方向的靠拢可以通过适当旋转实现,返回地图是否更新 def adjust(self): changed = False for a in self.map: b = [] last = 0 for v in a: if v != 0: if v == last: b.append(b.pop() << 1) last = 0 else: b.append(v) last = v b += [0] * (self.size - len(b)) for i in range(self.size): if a[i] != b[i]: changed = True a[:] = b return changed # 逆时针旋转地图90度 def rotate90(self): self.map = [[self.map[c][r] for c in range(self.size)] for r in reversed(range(self.size))] # 判断游戏结束 def over(self): for r in range(self.size): for c in range(self.size): if self.map[r][c] == 0: return False for r in range(self.size): for c in range(self.size - 1): if self.map[r][c] == self.map[r][c + 1]: return False return True def moveUp(self): self.rotate90() if self.adjust(): self.add() self.rotate90() self.rotate90() self.rotate90() def moveRight(self): self.rotate90() self.rotate90() if self.adjust(): self.add() self.rotate90() self.rotate90() def moveDown(self): self.rotate90() self.rotate90() self.rotate90() if self.adjust(): self.add() self.rotate90() def moveLeft(self): print('90') if self.adjust(): self.add() # 更新屏幕 def show(map): for i in range(SIZE): for j in range(SIZE): # 背景颜色块 screen.blit(map.map[i][j] == 0 and block[(i + j) % 2] or block[2 + (i + j) % 2], (PIXEL * j, PIXEL * i)) # 数值显示 if map.map[i][j] != 0: map_text = map_font.render(str(map.map[i][j]), True, (106, 90, 205)) text_rect = map_text.get_rect() text_rect.center = (PIXEL * j + PIXEL / 2, PIXEL * i + PIXEL / 2) screen.blit(map_text, text_rect) # 分数显示 screen.blit(score_block, (0, PIXEL * SIZE)) score_text = score_font.render((map.over() and "Game over with score " or "Score: ") + str(map.score), True, (106, 90, 205)) score_rect = score_text.get_rect() score_rect.center = (PIXEL * SIZE / 2, PIXEL * SIZE + SCORE_PIXEL / 2) screen.blit(score_text, score_rect) pygame.display.update() map = Map(SIZE) pygame.init() screen = pygame.display.set_mode((PIXEL * SIZE, PIXEL * SIZE + SCORE_PIXEL)) pygame.display.set_caption('2048') block = [pygame.Surface((PIXEL, PIXEL)) for i in range(4)] # 设置颜色 block[0].fill((152, 251, 152)) block[1].fill((240, 255, 255)) block[2].fill((0, 255, 127)) block[3].fill((225, 255, 255)) score_block = pygame.Surface((PIXEL * SIZE, SCORE_PIXEL)) score_block.fill((245, 245, 245)) # 设置字体 map_font = pygame.font.Font(None, PIXEL ) score_font = pygame.font.Font(None, SCORE_PIXEL) clock = pygame.time.Clock() show(map) while not map.over(): # 12为实验参数 clock.tick(12) for event in pygame.event.get(): if event.type == QUIT: sys.exit() keys = pygame.key.get_pressed() if keys[K_w] or keys[K_UP]: map.moveUp() elif keys[K_s] or keys[K_DOWN]: map.moveDown() elif keys[K_a] or keys[K_LEFT]: map.moveLeft() elif keys[K_d] or keys[K_RIGHT]: map.moveRight() show(map) # 游戏结束 pygame.time.delay(3000)
来源:oschina
链接:https://my.oschina.net/u/4460603/blog/3196934