1、24点小游戏

源码分享:

 import osimport sysimport pygamefrom 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()

2、保卫森林

玩法详解:类似保卫萝卜,塔防类的小游戏,布局一定要合理,考虑射程属性等等

3、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 cfgfrom modules import breakoutClone  '''主函数'''def main():    game = breakoutClone(cfg)    game.run()  '''run'''if __name__ == '__main__':    main()

4、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 osimport sysimport cfgimport randomimport pygamefrom 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)  Python学习群:748989764 '''run'''if __name__ == '__main__':    main()

5、炸弹人

玩法详解:小时候的又一经典游戏,小时候很多次都被自己炸死了。

6、五子棋

玩法详解:小时候很爱玩,先出是有必胜方法的,后面才知道会有禁手这个规则,就比较复杂了,大家可以学一下先出必胜的开局,有浦月、流星、丘月、游星、慧星等等。

7、坦克大战

玩法详解:这是经典中的经典,我喜欢玩双人模式,后面有一些改版的模式,这是我觉得少数几个现在玩都不过时的游戏。

8、超级玛丽

玩法详解:经典中的经典,小时候玩觉得可难了,操作不必介绍了吧。

9、水果忍者

玩法详解:切水果风靡一时的游戏,不知道为啥总是切刀炸掉,挺解压的游戏。

10、推箱子

攻略大全:以前的那个手机上都有的游戏,越推到后面的关卡越难,我好像是玩到二十多关就玩不下去了。

11、最强游戏

游戏体验:可太难控制了。