火遍全网的15个Python的实战项目,你该不会还不知道怎么用吧!
宇宙大豹发 2024-10-06 16:05:04 阅读 53
经常听到有朋友说,学习编程是一件非常枯燥无味的事情。其实,大家有没有认真想过,可能是我们的学习方法不对?
比方说,你有没有想过,可以通过打游戏来学编程?
今天我想跟大家分享几个Python小游戏,教你如何通过边打游戏边学编程!
今天给大家带来15个Py小游戏,一定要收藏!
飞扬的小鸟
Python简易时钟
Python中国象棋
Python吃豆豆小游戏
Python幸运大转盘
Python简易植物大战僵尸
Python2048小游戏
Python俄罗斯方块
Python 烟花
Python 贪吃蛇
Python 数字游戏
拼图游戏
滑雪小游戏
数独游戏
飞机大战
1.飞扬的小鸟
①游戏介绍:
《flappy bird》是一款由来自越南的独立游戏开发者Dong Nguyen所开发的作品,游戏于2013年5月24日上线,并在2014年2月突然暴红。
游戏规则:
游戏玩法非常简单,通过点击屏幕,使小鸟一直飞并穿过水管的空隙。虽然玩法简单,但是却具有一定的难度,因为要一直控制小鸟飞在适合的高度,以避开障碍。
这篇文章呢,就来分析这个游戏的原理,以及用python做一个简易版的FlappyBird。
②源码分享:
<code>
#itbaizhan
import pygame
import sys
import random
class Bird(object):
"""定义一个鸟类"""
def __init__(self):
"""定义初始化方法"""
self.birdRect = pygame.Rect(65, 50, 50, 50) # 鸟的矩形
# 定义鸟的3种状态列表
self.birdStatus = [pygame.image.load("images/0.png"),
pygame.image.load("images/2.png"),
pygame.image.load("images/dead.png")]
self.status = 0 # 默认飞行状态
self.birdX = 120 # 鸟所在X轴坐标,即是向右飞行的速度
self.birdY = 350 # 鸟所在Y轴坐标,即上下飞行高度
self.jump = False # 默认情况小鸟自动降落
self.jumpSpeed = 10 # 跳跃高度
self.gravity = 5 # 重力
self.dead = False # 默认小鸟生命状态为活着
def birdUpdate(self):
if self.jump:
# 小鸟跳跃
self.jumpSpeed -= 1 # 速度递减,上升越来越慢
self.birdY -= self.jumpSpeed # 鸟Y轴坐标减小,小鸟上升
else:
# 小鸟坠落
self.gravity += 0.1 # 重力递增,下降越来越快
self.birdY += self.gravity # 鸟Y轴坐标增加,小鸟下降
self.birdRect[1] = self.birdY # 更改Y轴位置
class Pipeline(object):
"""定义一个管道类"""
def __init__(self):
"""定义初始化方法"""
self.wallx = 400 # 管道所在X轴坐标
self.pineUp = pygame.image.load("images/top.png")
self.pineDown = pygame.image.load("images/bottom.png")
def updatePipeline(self):
""""管道移动方法"""
self.wallx -= 5 # 管道X轴坐标递减,即管道向左移动
# 当管道运行到一定位置,即小鸟飞越管道,分数加1,并且重置管道
if self.wallx < -80:
global score
score += 1
self.wallx = 400
def createMap():
"""定义创建地图的方法"""
screen.fill((255, 255, 255)) # 填充颜色
screen.blit(background, (0, 0)) # 填入到背景
# 显示管道
screen.blit(Pipeline.pineUp, (Pipeline.wallx, -300)) # 上管道坐标位置
screen.blit(Pipeline.pineDown, (Pipeline.wallx, 500)) # 下管道坐标位置
Pipeline.updatePipeline() # 管道移动
# 显示小鸟
if Bird.dead: # 撞管道状态
Bird.status = 2
elif Bird.jump: # 起飞状态
Bird.status = 1
screen.blit(Bird.birdStatus[Bird.status], (Bird.birdX, Bird.birdY)) # 设置小鸟的坐标
Bird.birdUpdate() # 鸟移动
# 显示分数
screen.blit(font.render('Score:' + str(score), -1, (255, 255, 255)), (100, 50)) # 设置颜色及坐标位置
pygame.display.update() # 更新显示
def checkDead():
# 上方管子的矩形位置
upRect = pygame.Rect(Pipeline.wallx, -300,
Pipeline.pineUp.get_width() - 10,
Pipeline.pineUp.get_height())
# 下方管子的矩形位置
downRect = pygame.Rect(Pipeline.wallx, 500,
Pipeline.pineDown.get_width() - 10,
Pipeline.pineDown.get_height())
# 检测小鸟与上下方管子是否碰撞
if upRect.colliderect(Bird.birdRect) or downRect.colliderect(Bird.birdRect):
Bird.dead = True
# 检测小鸟是否飞出上下边界
if not 0 < Bird.birdRect[1] < height:
Bird.dead = True
return True
else:
return False
def getResutl():
final_text1 = "Game Over"
final_text2 = "Your final score is: " + str(score)
ft1_font = pygame.font.SysFont("Arial", 70) # 设置第一行文字字体
ft1_surf = font.render(final_text1, 1, (242, 3, 36)) # 设置第一行文字颜色
ft2_font = pygame.font.SysFont("Arial", 50) # 设置第二行文字字体
ft2_surf = font.render(final_text2, 1, (253, 177, 6)) # 设置第二行文字颜色
screen.blit(ft1_surf, [screen.get_width() / 2 - ft1_surf.get_width() / 2, 100]) # 设置第一行文字显示位置
screen.blit(ft2_surf, [screen.get_width() / 2 - ft2_surf.get_width() / 2, 200]) # 设置第二行文字显示位置
pygame.display.flip() # 更新整个待显示的Surface对象到屏幕上
if __name__ == '__main__':
"""主程序"""
pygame.init() # 初始化pygame
pygame.font.init() # 初始化字体
font = pygame.font.SysFont("ziti.ttf", 50) # 设置字体和大小
size = width, height = 400, 650 # 设置窗口
screen = pygame.display.set_mode(size) # 显示窗口
clock = pygame.time.Clock() # 设置时钟
Pipeline = Pipeline() # 实例化管道类
Bird = Bird() # 实例化鸟类
score = 0
while True:
clock.tick(30) # 每秒执行30次
# 轮询事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if (event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN) and not Bird.dead:
Bird.jump = True # 跳跃
Bird.gravity = 5 # 重力
Bird.jumpSpeed = 5 # 跳跃速度,可以自己设置,控制速度
background = pygame.image.load("images/background.png") # 加载背景图片
if checkDead(): # 检测小鸟生命状态
getResutl() # 如果小鸟死亡,显示游戏总分数
else:
createMap() # 创建地图
pygame.quit()
2.Python简易时钟
源码分享:
'''
itbaizhan
'''
import turtle
import datetime
'''悬空移动'''
def move(distance):
turtle.penup()
turtle.forward(distance)
turtle.pendown()
'''创建表针turtle'''
def createHand(name, length):
turtle.reset()
move(-length * 0.01)
turtle.begin_poly()
turtle.forward(length * 1.01)
turtle.end_poly()
hand = turtle.get_poly()
turtle.register_shape(name, hand)
'''创建时钟'''
def createClock(radius):
turtle.reset()
turtle.pensize(7)
for i in range(60):
move(radius)
if i % 5 == 0:
turtle.forward(20)
move(-radius-20)
else:
turtle.dot(5)
move(-radius)
turtle.right(6)
'''获得今天是星期几'''
def getWeekday(today):
return ['星期一', '星期二', '星期三', '星期四', '星期五', '星期六', '星期日'][today.weekday()]
'''获得今天的日期'''
def getDate(today):
return '%s年%s月%s日' % (today.year, today.month, today.day)
'''动态显示表针'''
def startTick(second_hand, minute_hand, hour_hand, printer):
today = datetime.datetime.today()
second = today.second + today.microsecond * 1e-6
minute = today.minute + second / 60.
hour = (today.hour + minute / 60) % 12
# 设置朝向
second_hand.setheading(6 * second)
minute_hand.setheading(6 * minute)
hour_hand.setheading(12 * hour)
turtle.tracer(False)
printer.forward(65)
printer.write(getWeekday(today), align='center', font=("Courier", 14, "bold"))code>
printer.forward(120)
printer.write('12', align='center', font=("Courier", 14, "bold"))code>
printer.back(250)
printer.write(getDate(today), align='center', font=("Courier", 14, "bold"))code>
printer.back(145)
printer.write('6', align='center', font=("Courier", 14, "bold"))code>
printer.home()
printer.right(92.5)
printer.forward(200)
printer.write('3', align='center', font=("Courier", 14, "bold"))code>
printer.left(2.5)
printer.back(400)
printer.write('9', align='center', font=("Courier", 14, "bold"))code>
printer.home()
turtle.tracer(True)
# 100ms调用一次
turtle.ontimer(lambda: startTick(second_hand, minute_hand, hour_hand, printer), 100)
'''开始运行时钟'''
def start():
# 不显示绘制时钟的过程
turtle.tracer(False)
turtle.mode('logo')
createHand('second_hand', 150)
createHand('minute_hand', 125)
createHand('hour_hand', 85)
# 秒, 分, 时
second_hand = turtle.Turtle()
second_hand.shape('second_hand')
minute_hand = turtle.Turtle()
minute_hand.shape('minute_hand')
hour_hand = turtle.Turtle()
hour_hand.shape('hour_hand')
for hand in [second_hand, minute_hand, hour_hand]:
hand.shapesize(1, 1, 3)
hand.speed(0)
# 用于打印日期等文字
printer = turtle.Turtle()
printer.hideturtle()
printer.penup()
createClock(160)
# 开始显示轨迹
turtle.tracer(True)
startTick(second_hand, minute_hand, hour_hand, printer)
turtle.mainloop()
if __name__ == '__main__':
start()
3.Python中国象棋
源码分享(部分源码):
#itbaizhan
import pygame
import time
import constants
from button import Button
import pieces
import computer
class MainGame():
window = None
Start_X = constants.Start_X
Start_Y = constants.Start_Y
Line_Span = constants.Line_Span
Max_X = Start_X + 8 * Line_Span
Max_Y = Start_Y + 9 * Line_Span
player1Color = constants.player1Color
player2Color = constants.player2Color
Putdownflag = player1Color
piecesSelected = None
button_go = None
piecesList = []
def start_game(self):
MainGame.window = pygame.display.set_mode([constants.SCREEN_WIDTH, constants.SCREEN_HEIGHT])
pygame.display.set_caption("天青-中国象棋")
MainGame.button_go = Button(MainGame.window, "重新开始", constants.SCREEN_WIDTH - 100, 300) # 创建开始按钮
self.piecesInit()
while True:
time.sleep(0.1)
# 获取事件
MainGame.window.fill(constants.BG_COLOR)
self.drawChessboard()
#MainGame.button_go.draw_button()
self.piecesDisplay()
self.VictoryOrDefeat()
self.Computerplay()
self.getEvent()
pygame.display.update()
pygame.display.flip()
def drawChessboard(self):
mid_end_y = MainGame.Start_Y + 4 * MainGame.Line_Span
min_start_y = MainGame.Start_Y + 5 * MainGame.Line_Span
for i in range(0, 9):
x = MainGame.Start_X + i * MainGame.Line_Span
if i==0 or i ==8:
y = MainGame.Start_Y + i * MainGame.Line_Span
pygame.draw.line(MainGame.window, constants.BLACK, [x, MainGame.Start_Y], [x, MainGame.Max_Y], 1)
else:
pygame.draw.line(MainGame.window, constants.BLACK, [x, MainGame.Start_Y], [x, mid_end_y], 1)
pygame.draw.line(MainGame.window, constants.BLACK, [x, min_start_y], [x, MainGame.Max_Y], 1)
for i in range(0, 10):
x = MainGame.Start_X + i * MainGame.Line_Span
y = MainGame.Start_Y + i * MainGame.Line_Span
pygame.draw.line(MainGame.window, constants.BLACK, [MainGame.Start_X, y], [MainGame.Max_X, y], 1)
speed_dial_start_x = MainGame.Start_X + 3 * MainGame.Line_Span
speed_dial_end_x = MainGame.Start_X + 5 * MainGame.Line_Span
speed_dial_y1 = MainGame.Start_Y + 0 * MainGame.Line_Span
speed_dial_y2 = MainGame.Start_Y + 2 * MainGame.Line_Span
speed_dial_y3 = MainGame.Start_Y + 7 * MainGame.Line_Span
speed_dial_y4 = MainGame.Start_Y + 9 * MainGame.Line_Span
pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y1], [speed_dial_end_x, speed_dial_y2], 1)
pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y2],
[speed_dial_end_x, speed_dial_y1], 1)
pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y3],
[speed_dial_end_x, speed_dial_y4], 1)
pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y4],
[speed_dial_end_x, speed_dial_y3], 1)
def piecesInit(self):
MainGame.piecesList.append(pieces.Rooks(MainGame.player2Color, 0,0))
MainGame.piecesList.append(pieces.Rooks(MainGame.player2Color, 8, 0))
MainGame.piecesList.append(pieces.Elephants(MainGame.player2Color, 2, 0))
MainGame.piecesList.append(pieces.Elephants(MainGame.player2Color, 6, 0))
MainGame.piecesList.append(pieces.King(MainGame.player2Color, 4, 0))
MainGame.piecesList.append(pieces.Knighs(MainGame.player2Color, 1, 0))
MainGame.piecesList.append(pieces.Knighs(MainGame.player2Color, 7, 0))
MainGame.piecesList.append(pieces.Cannons(MainGame.player2Color, 1, 2))
MainGame.piecesList.append(pieces.Cannons(MainGame.player2Color, 7, 2))
MainGame.piecesList.append(pieces.Mandarins(MainGame.player2Color, 3, 0))
MainGame.piecesList.append(pieces.Mandarins(MainGame.player2Color, 5, 0))
MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 0, 3))
MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 2, 3))
MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 4, 3))
MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 6, 3))
MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 8, 3))
MainGame.piecesList.append(pieces.Rooks(MainGame.player1Color, 0, 9))
MainGame.piecesList.append(pieces.Rooks(MainGame.player1Color, 8, 9))
MainGame.piecesList.append(pieces.Elephants(MainGame.player1Color, 2, 9))
MainGame.piecesList.append(pieces.Elephants(MainGame.player1Color, 6, 9))
MainGame.piecesList.append(pieces.King(MainGame.player1Color, 4, 9))
MainGame.piecesList.append(pieces.Knighs(MainGame.player1Color, 1, 9))
MainGame.piecesList.append(pieces.Knighs(MainGame.player1Color, 7, 9))
MainGame.piecesList.append(pieces.Cannons(MainGame.player1Color, 1, 7))
MainGame.piecesList.append(pieces.Cannons(MainGame.player1Color, 7, 7))
MainGame.piecesList.append(pieces.Mandarins(MainGame.player1Color, 3, 9))
MainGame.piecesList.append(pieces.Mandarins(MainGame.player1Color, 5, 9))
MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 0, 6))
MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 2, 6))
MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 4, 6))
MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 6, 6))
MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 8, 6))
def piecesDisplay(self):
for item in MainGame.piecesList:
item.displaypieces(MainGame.window)
#MainGame.window.blit(item.image, item.rect)
def getEvent(self):
# 获取所有的事件
eventList = pygame.event.get()
for event in eventList:
if event.type == pygame.QUIT:
self.endGame()
elif event.type == pygame.MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
mouse_x = pos[0]
mouse_y = pos[1]
if (
mouse_x > MainGame.Start_X - MainGame.Line_Span / 2 and mouse_x < MainGame.Max_X + MainGame.Line_Span / 2) and (
mouse_y > MainGame.Start_Y - MainGame.Line_Span / 2 and mouse_y < MainGame.Max_Y + MainGame.Line_Span / 2):
# print( str(mouse_x) + "" + str(mouse_y))
# print(str(MainGame.Putdownflag))
if MainGame.Putdownflag != MainGame.player1Color:
return
click_x = round((mouse_x - MainGame.Start_X) / MainGame.Line_Span)
click_y = round((mouse_y - MainGame.Start_Y) / MainGame.Line_Span)
click_mod_x = (mouse_x - MainGame.Start_X) % MainGame.Line_Span
click_mod_y = (mouse_y - MainGame.Start_Y) % MainGame.Line_Span
if abs(click_mod_x - MainGame.Line_Span / 2) >= 5 and abs(
click_mod_y - MainGame.Line_Span / 2) >= 5:
# print("有效点:x="+str(click_x)+" y="+str(click_y))
# 有效点击点
self.PutdownPieces(MainGame.player1Color, click_x, click_y)
else:
print("out")code>
if MainGame.button_go.is_click():
#self.restart()
print("button_go click")
else:
print("button_go click out")
def PutdownPieces(self, t, x, y):
selectfilter=list(filter(lambda cm: cm.x == x and cm.y == y and cm.player == MainGame.player1Color,MainGame.piecesList))
if len(selectfilter):
MainGame.piecesSelected = selectfilter[0]
return
if MainGame.piecesSelected :
#print("1111")
arr = pieces.listPiecestoArr(MainGame.piecesList)
if MainGame.piecesSelected.canmove(arr, x, y):
self.PiecesMove(MainGame.piecesSelected, x, y)
MainGame.Putdownflag = MainGame.player2Color
else:
fi = filter(lambda p: p.x == x and p.y == y, MainGame.piecesList)
listfi = list(fi)
if len(listfi) != 0:
MainGame.piecesSelected = listfi[0]
def PiecesMove(self,pieces, x , y):
for item in MainGame.piecesList:
if item.x ==x and item.y == y:
MainGame.piecesList.remove(item)
pieces.x = x
pieces.y = y
print("move to " +str(x) +" "+str(y))
return True
def Computerplay(self):
if MainGame.Putdownflag == MainGame.player2Color:
print("轮到电脑了")
computermove = computer.getPlayInfo(MainGame.piecesList)
#if computer==None:
#return
piecemove = None
for item in MainGame.piecesList:
if item.x == computermove[0] and item.y == computermove[1]:
piecemove= item
self.PiecesMove(piecemove, computermove[2], computermove[3])
MainGame.Putdownflag = MainGame.player1Color
#判断游戏胜利
def VictoryOrDefeat(self):
txt =""
result = [MainGame.player1Color,MainGame.player2Color]
for item in MainGame.piecesList:
if type(item) ==pieces.King:
if item.player == MainGame.player1Color:
result.remove(MainGame.player1Color)
if item.player == MainGame.player2Color:
result.remove(MainGame.player2Color)
if len(result)==0:
return
if result[0] == MainGame.player1Color :
txt = "失败!"
else:
txt = "胜利!"
MainGame.window.blit(self.getTextSuface("%s" % txt), (constants.SCREEN_WIDTH - 100, 200))
MainGame.Putdownflag = constants.overColor
def getTextSuface(self, text):
pygame.font.init()
# print(pygame.font.get_fonts())
font = pygame.font.SysFont('kaiti', 18)
txt = font.render(text, True, constants.TEXT_COLOR)
return txt
def endGame(self):
print("exit")
exit()
if __name__ == '__main__':
MainGame().start_game()
4.Python吃豆豆小游戏
源码分享(部分源码):
'''
itbaizhan
'''
import os
import sys
import pygame
import Levels
'''定义一些必要的参数'''
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
PURPLE = (255, 0, 255)
SKYBLUE = (0, 191, 255)
BGMPATH = os.path.join(os.getcwd(), 'resources/sounds/bg.mp3')
ICONPATH = os.path.join(os.getcwd(), 'resources/images/icon.png')
FONTPATH = os.path.join(os.getcwd(), 'resources/font/ALGER.TTF')
HEROPATH = os.path.join(os.getcwd(), 'resources/images/pacman.png')
BlinkyPATH = os.path.join(os.getcwd(), 'resources/images/Blinky.png')
ClydePATH = os.path.join(os.getcwd(), 'resources/images/Clyde.png')
InkyPATH = os.path.join(os.getcwd(), 'resources/images/Inky.png')
PinkyPATH = os.path.join(os.getcwd(), 'resources/images/Pinky.png')
'''开始某一关游戏'''
def startLevelGame(level, screen, font):
clock = pygame.time.Clock()
SCORE = 0
wall_sprites = level.setupWalls(SKYBLUE)
gate_sprites = level.setupGate(WHITE)
hero_sprites, ghost_sprites = level.setupPlayers(HEROPATH, [BlinkyPATH, ClydePATH, InkyPATH, PinkyPATH])
food_sprites = level.setupFood(YELLOW, WHITE)
is_clearance = False
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(-1)
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
for hero in hero_sprites:
hero.changeSpeed([-1, 0])
hero.is_move = True
elif event.key == pygame.K_RIGHT:
for hero in hero_sprites:
hero.changeSpeed([1, 0])
hero.is_move = True
elif event.key == pygame.K_UP:
for hero in hero_sprites:
hero.changeSpeed([0, -1])
hero.is_move = True
elif event.key == pygame.K_DOWN:
for hero in hero_sprites:
hero.changeSpeed([0, 1])
hero.is_move = True
if event.type == pygame.KEYUP:
if (event.key == pygame.K_LEFT) or (event.key == pygame.K_RIGHT) or (event.key == pygame.K_UP) or (event.key == pygame.K_DOWN):
hero.is_move = False
screen.fill(BLACK)
for hero in hero_sprites:
hero.update(wall_sprites, gate_sprites)
hero_sprites.draw(screen)
for hero in hero_sprites:
food_eaten = pygame.sprite.spritecollide(hero, food_sprites, True)
SCORE += len(food_eaten)
wall_sprites.draw(screen)
gate_sprites.draw(screen)
food_sprites.draw(screen)
for ghost in ghost_sprites:
# 幽灵随机运动()
'''
res = ghost.update(wall_sprites, None)
while not res:
ghost.changeSpeed(ghost.randomDirection())
res = ghost.update(wall_sprites, None)
'''
# 指定幽灵运动路径
if ghost.tracks_loc[1] < ghost.tracks[ghost.tracks_loc[0]][2]:
ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2])
ghost.tracks_loc[1] += 1
else:
if ghost.tracks_loc[0] < len(ghost.tracks) - 1:
ghost.tracks_loc[0] += 1
elif ghost.role_name == 'Clyde':
ghost.tracks_loc[0] = 2
else:
ghost.tracks_loc[0] = 0
ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2])
ghost.tracks_loc[1] = 0
if ghost.tracks_loc[1] < ghost.tracks[ghost.tracks_loc[0]][2]:
ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2])
else:
if ghost.tracks_loc[0] < len(ghost.tracks) - 1:
loc0 = ghost.tracks_loc[0] + 1
elif ghost.role_name == 'Clyde':
loc0 = 2
else:
loc0 = 0
ghost.changeSpeed(ghost.tracks[loc0][0: 2])
ghost.update(wall_sprites, None)
ghost_sprites.draw(screen)
score_text = font.render("Score: %s" % SCORE, True, RED)
screen.blit(score_text, [10, 10])
if len(food_sprites) == 0:
is_clearance = True
break
if pygame.sprite.groupcollide(hero_sprites, ghost_sprites, False, False):
is_clearance = False
break
pygame.display.flip()
clock.tick(10)
return is_clearance
'''显示文字'''
def showText(screen, font, is_clearance, flag=False):
clock = pygame.time.Clock()
msg = 'Game Over!' if not is_clearance else 'Congratulations, you won!'
positions = [[235, 233], [65, 303], [170, 333]] if not is_clearance else [[145, 233], [65, 303], [170, 333]]
surface = pygame.Surface((400, 200))
surface.set_alpha(10)
surface.fill((128, 128, 128))
screen.blit(surface, (100, 200))
texts = [font.render(msg, True, WHITE),
font.render('Press ENTER to continue or play again.', True, WHITE),
font.render('Press ESCAPE to quit.', True, WHITE)]
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
if is_clearance:
if not flag:
return
else:
main(initialize())
else:
main(initialize())
elif event.key == pygame.K_ESCAPE:
sys.exit()
pygame.quit()
for idx, (text, position) in enumerate(zip(texts, positions)):
screen.blit(text, position)
pygame.display.flip()
clock.tick(10)
'''初始化'''
def initialize():
pygame.init()
icon_image = pygame.image.load(ICONPATH)
pygame.display.set_icon(icon_image)
screen = pygame.display.set_mode([606, 606])
pygame.display.set_caption('吃豆人')
return screen
'''主函数'''
def main(screen):
pygame.mixer.init()
pygame.mixer.music.load(BGMPATH)
pygame.mixer.music.play(-1, 0.0)
pygame.font.init()
font_small = pygame.font.Font(FONTPATH, 18)
font_big = pygame.font.Font(FONTPATH, 24)
for num_level in range(1, Levels.NUMLEVELS+1):
if num_level == 1:
level = Levels.Level1()
is_clearance = startLevelGame(level, screen, font_small)
if num_level == Levels.NUMLEVELS:
showText(screen, font_big, is_clearance, True)
else:
showText(screen, font_big, is_clearance)
'''test'''
if __name__ == '__main__':
main(initialize())
5.Python幸运大转盘
源码分享(部分源码):
#itbaizhan
import pygame,sys
import math
import random
pygame.init() # 初始化pygame类
screen = pygame.display.set_mode((600, 600)) # 设置窗口大小
pygame.display.set_caption('幸运大转盘') # 设置窗口标题
tick = pygame.time.Clock()
fps = 10 # 设置刷新率,数字越大刷新率越高
picture = pygame.transform.scale(pygame.image.load("./幸运大转盘.png"), (600, 600))
bg=picture.convert()
picture = pygame.transform.scale(pygame.image.load("./1.png"), (30, 230))
hand = picture.convert_alpha()
rewardDict = {
'first level': (0, 0.03),
'second level': (0.03, 0.2),
'third level': (0.2, 1)
}
def rewardFun():
"""用户的得奖等级"""
# 生成一个0~1之间的随机数
number = random.random()
# 判断随机转盘是几等奖
for k, v in rewardDict.items():
if v[0] <= number < v[1]:
return k
def start():
while True:
for event in pygame.event.get():
# 处理退出事件
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if (event.key == pygame.K_ESCAPE):
pygame.quit()
sys.exit()
else:
return
screen.blit(bg,(0,0))
newRect = hand.get_rect(center=(300,150))
screen.blit(hand,newRect)
pygame.draw.circle(screen,(255,255,0),(300,300),50)
textFont = pygame.font.Font("./font.ttf", 80)
textSurface = textFont.render("go", True, (110, 55, 155))
screen.blit(textSurface, (270, 230))
pygame.display.update()
def middle():
angle = 0
while True:
posx = 300 + int(150 * math.sin(angle * math.pi / 180))
posy = 300 - int(150 * math.cos(angle * math.pi / 180))
print(posx, posy, math.sin(angle * math.pi / 180))
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
screen.blit(bg,(0,0))
newhand = pygame.transform.rotate(hand, -angle)
newRect = newhand.get_rect(center=(posx,posy))
screen.blit(newhand,newRect)
pygame.draw.circle(screen,(255,255,0),(300,300),50)
angle += 10
if angle > 500:
k = rewardFun()
end(k)
break
tick.tick(fps)
pygame.display.flip() # 刷新窗口
def end(k):
textFont = pygame.font.Font("./font.ttf", 50)
print("恭喜你,你抽中了"+k)
textSurface = textFont.render("your awards is :%s" % k, True, (110, 55, 155))
screen.fill((155, 155, 0))
screen.blit(textSurface, (30, 230))
if __name__ == '__main__':
start()
middle()
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