链接:http://www.cppcns.com/jiaoben/python/425387.html  
 
 
 
仅限技术学习参考 
分享13个游戏源码,可以自己复现玩玩,研究下里面的编程逻辑,对学习编程(特别是初学者)应该会有很大帮助。 
1、吃金币  
 
源码分享: 
import os import cfg import sys import pygame import random from modules import *    '''游戏初始化'''  def initGame():     # 初始化pygame, 设置展示窗口      pygame.init()     screen = pygame.display.set_mode(cfg.SCREENSIZE) 
     
 
    # 加载必要的游戏素材      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)     # 返回初始化数据      return  screen, game_images, game_sounds    '''主函数'''  def main():     # 初始化      screen, game_images, game_sounds = initGame()     # 播放背景音乐      pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm' ])     pygame.mixer.music.play(-1, 0.0)     # 字体加载      font = pygame.font.Font(cfg.FONT_PATH, 40)     # 定义hero      hero = Hero(game_images['hero' ], position=(375, 520))     # 定义食物组      food_sprites_group = pygame.sprite.Group()     generate_food_freq = random.randint(10, 20)     generate_food_count = 0     # 当前分数/历史最高分      score = 0     highest_score = 0 if  not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else  int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read ())     # 游戏主循环      clock = pygame.time.Clock()     while  True:         # --填充背景          screen.fill(0)         screen.blit(game_images['background' ], (0, 0))         # --倒计时信息          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)         # --按键检测          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' )         # --随机生成食物          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)         # --碰撞检测          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         # --画hero          hero.draw(screen)         # --画食物          food_sprites_group.draw(screen)         # --显示得分          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)         # --判断游戏是否结束          if  pygame.time.get_ticks() >= 90000:             break          # --更新屏幕          pygame.display.flip()         clock.tick(cfg.FPS)     # 游戏结束, 记录最高分并显示游戏结束画面      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  
 
源码分享: 
  import sys import cfg import pygame from modules import *    '''定义按钮'''  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:     开始界面 Input:     --screen: 游戏界面 Return:     --game_mode: 1(单人模式)/2(双人模式) '''  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()    '''结束界面'''  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()    '''运行游戏Demo'''  def runDemo(screen):     # 加载游戏素材      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)     # 开始界面      game_mode = startInterface(screen)     # 游戏主循环      # --左边球拍(ws控制, 仅双人模式时可控制)      score_left = 0     racket_left = Racket(cfg.RACKETPICPATH, 'LEFT' , cfg)     # --右边球拍(↑↓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)         # 球运动          scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)         score_left += scores[0]         score_right += scores[1]         # 显示          # --分隔线          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()    '''主函数'''  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' )     # 开始游戏      while  True:         score_left, score_right = runDemo(screen)         endInterface(screen, score_left, score_right)    '''run''' if  __name__ == '__main__' :     main() 
3、滑雪  
 
源码分享: 
  import sys import cfg import pygame import random    '''滑雪者类'''  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]     '''改变滑雪者的朝向. 负数为向左,正数为向右,0为向前'''      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     '''移动滑雪者'''      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)     '''设置为摔倒状态'''      def setFall(self):         self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])     '''设置为站立状态'''      def setForward(self):         self.direction = 0         self.image = pygame.image.load(self.imagepaths[self.direction])    ''' Function:     障碍物类 Input:     img_path: 障碍物图片路径     location: 障碍物位置     attribute: 障碍物类别属性 '''  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     '''移动'''      def move(self, num):         self.rect.centery = self.location[1] - num    '''创建障碍物'''  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    '''合并障碍物'''  def AddObstacles(obstacles0, obstacles1):     obstacles = pygame.sprite.Group()     for  obstacle in  obstacles0:         obstacles.add(obstacle)     for  obstacle in  obstacles1:         obstacles.add(obstacle)     return  obstacles    '''显示游戏开始界面'''  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'滑雪游戏' , True, (255, 0, 0))     content = cfont.render(u'按任意键开始游戏' , 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()    '''显示分数'''  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)    '''更新当前帧的游戏画面'''  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():     # 游戏初始化      pygame.init()     pygame.mixer.init()     pygame.mixer.music.load(cfg.BGMPATH)     pygame.mixer.music.set_volume(0.4)     pygame.mixer.music.play(-1)     # 设置屏幕      screen = pygame.display.set_mode(cfg.SCREENSIZE)     pygame.display.set_caption('滑雪游戏 —— 九歌' )     # 游戏开始界面      ShowStartInterface(screen, cfg.SCREENSIZE)     # 实例化游戏精灵      # --滑雪者      skier = SkierClass()     # --创建障碍物      obstacles0 = createObstacles(20, 29)     obstacles1 = createObstacles(10, 19)     obstaclesflag = 0     obstacles = AddObstacles(obstacles0, obstacles1)     # 游戏clock      clock = pygame.time.Clock()     # 记录滑雪的距离      distance = 0     # 记录当前的分数      score = 0     # 记录当前的速度      speed = [0, 6]     # 游戏主循环      while  True:         # --事件捕获          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)         # --更新当前游戏帧的数据          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)         # --碰撞检测          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、并夕夕版飞机大战  
源码分享: 
  import sys import cfg import pygame from modules import *    '''游戏界面'''  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)     # 游戏背景图      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, 子弹和小行星精灵组      player_group = pygame.sprite.Group()     bullet_group = pygame.sprite.Group()     asteroid_group = pygame.sprite.Group()     # 产生小行星的时间间隔      asteroid_ticks = 90     for  i in  range(num_player):         player_group.add(Ship(i+1, cfg))     clock = pygame.time.Clock()     # 分数      score_1, score_2 = 0, 0     # 游戏主循环      while  True:         for  event in  pygame.event.get():             if  event.type == pygame.QUIT:                 pygame.quit()                 sys.exit()         # --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击          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         # --向下移动背景图实现飞船向上移动的效果          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         # --画飞船          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)         # --画子弹          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)         # --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'''  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  
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 < 0: break          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  
6、小恐龙  
玩法:上下控制起跳躲避 
 
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) < 5 and random.randrange(0, 300) == 10:             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 <= 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))))         # --更新游戏元素          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 
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 <R> to restart the game.'              text2 = 'Press <Esc> 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。 
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。 
 
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  
10、24点小游戏  
玩法:通过加减乘除操作,小学生都没问题的。
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 < 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。 
 
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() 
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。 
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 < 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_row*11):                     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 < 1:                     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) < 1:             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、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。 
 
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() 
  
— EOF —  
转自:https://mp.weixin.qq.com/s/ROTfeSHr5J8W1DJZhajdww