还记得小时候在4399小游戏里面玩的那叫一个上瘾,现在小编在学Python中,一直想拿什么来练练手,然后我疯狂的找各种小游戏的教程源码和请教身边的大神,现在先分享三个小游戏的代码和码源(21点数字小游戏、保卫森林大作战、超级大迷宫),这些是小编特别仔细认真毫不保留的分享,喜欢就一定要收藏起来哦~
提示:不要沉迷游戏,平时打发一下无聊时间最好啦
首先配置文件的源码:
一些常量
RED = (255, 0, 0)
BLACK = (0, 0, 0)
AZURE = (240, 255, 255)
WHITE = (255, 255, 255)
MISTYROSE = (255, 228, 225)
PALETURQUOISE = (175, 238, 238)
PAPAYAWHIP = (255, 239, 213)
CURRENTPATH = os.getcwd()
FONTPATH = os.path.join(CURRENTPATH, 'resources/fonts/font.TTF')
AUDIOWINPATH = os.path.join(CURRENTPATH, 'resources/audios/win.wav')
AUDIOLOSEPATH = os.path.join(CURRENTPATH, 'resources/audios/lose.wav')
AUDIOWARNPATH = os.path.join(CURRENTPATH, 'resources/audios/warn.wav')
BGMPATH = os.path.join(CURRENTPATH, 'resources/audios/bgm.mp3')
数字卡片
#--数字卡片字体颜色
NUMBERFONT_COLORS = [BLACK, RED]
#--数字卡片背景颜色
NUMBERCARD_COLORS = [MISTYROSE, PALETURQUOISE]
#--数字卡片字体路径与大小
NUMBERFONT = [FONTPATH, 50]
--数字卡片位置
NUMBERCARD_POSITIONS = [(25, 50, 150, 200), (225, 50, 150, 200), (425, 50, 150, 200),
(625, 50, 150, 200)]
运算符卡片
--运算符种类
OPREATORS = ['+', '-', '×', '÷']
--运算符卡片字体颜色
OPREATORFONT_COLORS = [BLACK, RED]
--运算符卡片背景颜色
OPERATORCARD_COLORS = [MISTYROSE, PALETURQUOISE]
--运算符卡片字体路径与大小
OPERATORFONT = [FONTPATH, 30]
#--运算符卡片位置
OPERATORCARD_POSITIONS = [(230, 300, 50, 50), (330, 300, 50, 50), (430, 300, 50, 50),
(530, 300, 50, 50)]
按钮卡片
#--按钮类型
BUTTONS = ['RESET', 'ANSWERS', 'NEXT']
#--按钮卡片字体颜色
BUTTONFONT_COLORS = [BLACK, BLACK]
--按钮卡片背景颜色
BUTTONCARD_COLORS = [MISTYROSE, PALETURQUOISE]
--按钮卡片字体路径与大小
BUTTONFONT = [FONTPATH, 30]
--按钮卡片位置
BUTTONCARD_POSITIONS = [(25, 400, 700/3, 150), (50+700/3, 400, 700/3, 150), (75+1400/3,
400, 700/3, 150)]
屏幕大小
SCREENSIZE = (800, 600)
卡片类型
GROUPTYPES = ['NUMBER', 'OPREATOR', 'BUTTON']
游戏源码:
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()
展示:
首先配置文件的源码:
‘’‘配置文件’’’
import os
‘’‘屏幕大小’’’
SCREENSIZE = (800, 600)
‘’‘图片路径’’’
IMAGEPATHS = {
'choice': {
'load_game': os.path.join(os.getcwd(), 'resources/images/choice/load_game.png'),
'map1': os.path.join(os.getcwd(), 'resources/images/choice/map1.png'),
'map1_black': os.path.join(os.getcwd(), 'resources/images/choice/map1_black.png'),
'map1_red': os.path.join(os.getcwd(), 'resources/images/choice/map1_red.png'),
'map2': os.path.join(os.getcwd(), 'resources/images/choice/map2.png'),
'map2_black': os.path.join(os.getcwd(), 'resources/images/choice/map2_black.png'),
'map2_red': os.path.join(os.getcwd(), 'resources/images/choice/map2_red.png'),
'map3': os.path.join(os.getcwd(), 'resources/images/choice/map3.png'),
'map3_black': os.path.join(os.getcwd(), 'resources/images/choice/map3_black.png'),
'map3_red': os.path.join(os.getcwd(), 'resources/images/choice/map3_red.png'),
},
'end': {
'gameover': os.path.join(os.getcwd(), 'resources/images/end/gameover.png'),
'continue_red': os.path.join(os.getcwd(), 'resources/images/end/continue_red.png'),
'continue_black': os.path.join(os.getcwd(), 'resources/images/end/continue_black.png'),
},
'game': {
'arrow1': os.path.join(os.getcwd(), 'resources/images/game/arrow1.png'),
'arrow2': os.path.join(os.getcwd(), 'resources/images/game/arrow2.png'),
'arrow3': os.path.join(os.getcwd(), 'resources/images/game/arrow3.png'),
'basic_tower': os.path.join(os.getcwd(), 'resources/images/game/basic_tower.png'),
'boulder': os.path.join(os.getcwd(), 'resources/images/game/boulder.png'),
'bush': os.path.join(os.getcwd(), 'resources/images/game/bush.png'),
'cave': os.path.join(os.getcwd(), 'resources/images/game/cave.png'),
'dirt': os.path.join(os.getcwd(), 'resources/images/game/dirt.png'),
'enemy_blue': os.path.join(os.getcwd(), 'resources/images/game/enemy_blue.png'),
'enemy_pink': os.path.join(os.getcwd(), 'resources/images/game/enemy_pink.png'),
'enemy_red': os.path.join(os.getcwd(), 'resources/images/game/enemy_red.png'),
'enemy_yellow': os.path.join(os.getcwd(), 'resources/images/game/enemy_yellow.png'),
'godark': os.path.join(os.getcwd(), 'resources/images/game/godark.png'),
'golight': os.path.join(os.getcwd(), 'resources/images/game/golight.png'),
'grass': os.path.join(os.getcwd(), 'resources/images/game/grass.png'),
'healthfont': os.path.join(os.getcwd(), 'resources/images/game/healthfont.png'),
'heavy_tower': os.path.join(os.getcwd(), 'resources/images/game/heavy_tower.png'),
'med_tower': os.path.join(os.getcwd(), 'resources/images/game/med_tower.png'),
'nexus': os.path.join(os.getcwd(), 'resources/images/game/nexus.png'),
'othergrass': os.path.join(os.getcwd(), 'resources/images/game/othergrass.png'),
'path': os.path.join(os.getcwd(), 'resources/images/game/path.png'),
'rock': os.path.join(os.getcwd(), 'resources/images/game/rock.png'),
'tiles': os.path.join(os.getcwd(), 'resources/images/game/tiles.png'),
'unitfont': os.path.join(os.getcwd(), 'resources/images/game/unitfont.png'),
'water': os.path.join(os.getcwd(), 'resources/images/game/water.png'),
'x': os.path.join(os.getcwd(), 'resources/images/game/x.png'),
},
'pause': {
'gamepaused': os.path.join(os.getcwd(), 'resources/images/pause/gamepaused.png'),
'resume_black': os.path.join(os.getcwd(), 'resources/images/pause/resume_black.png'),
'resume_red': os.path.join(os.getcwd(), 'resources/images/pause/resume_red.png'),
},
'start': {
'play_black': os.path.join(os.getcwd(), 'resources/images/start/play_black.png'),
'play_red': os.path.join(os.getcwd(), 'resources/images/start/play_red.png'),
'quit_black': os.path.join(os.getcwd(), 'resources/images/start/quit_black.png'),
'quit_red': os.path.join(os.getcwd(), 'resources/images/start/quit_red.png'),
'start_interface': os.path.join(os.getcwd(), 'resources/images/start/start_interface.png'),
},
}
'''地图路径'''
MAPPATHS = {
'1': os.path.join(os.getcwd(), 'resources/maps/1.map'),
'2': os.path.join(os.getcwd(), 'resources/maps/2.map'),
'3': os.path.join(os.getcwd(), 'resources/maps/3.map'),
}
'''字体路径'''
FONTPATHS = {
'Calibri': os.path.join(os.getcwd(), 'resources/fonts/Calibri.ttf'),
'm04': os.path.join(os.getcwd(), 'resources/fonts/m04.ttf'),
'Microsoft Sans Serif': os.path.join(os.getcwd(), 'resources/fonts/Microsoft Sans Serif.ttf'),
}
'''不同难度的settings'''
DIFFICULTYPATHS = {
'easy': os.path.join(os.getcwd(), 'resources/difficulties/easy.json'),
'hard': os.path.join(os.getcwd(), 'resources/difficulties/hard.json'),
'medium': os.path.join(os.getcwd(), 'resources/difficulties/medium.json'),
}
**游戏源码:**
```python
import cfg
import pygame
from modules import *
'''主函数'''
def main():
pygame.init()
pygame.mixer.init()
pygame.mixer.music.load(cfg.AUDIOPATHS['bgm'])
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25)
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption("塔防游戏 —— 九歌")
**调用游戏开始界面**
start_interface = StartInterface(cfg)
is_play = start_interface.update(screen)
if not is_play:
return
**调用游戏界面**
while True:
choice_interface = ChoiceInterface(cfg)
map_choice, difficulty_choice = choice_interface.update(screen)
game_interface = GamingInterface(cfg)
game_interface.start(screen, map_path=cfg.MAPPATHS[str(map_choice)], difficulty_path=cfg.DIFFICULTYPATHS[str(difficulty_choice)])
end_interface = EndInterface(cfg)
end_interface.update(screen)
'''run'''
if __name__ == '__main__':
main()
首先配置文件的源码:
‘’‘配置文件’’’
import os
‘’‘屏幕大小’’’
SCREENSIZE = (800, 625)
‘’‘游戏素材’’’
BGMPATH = os.path.join(os.getcwd(), ‘resources/audios/bgm.mp3’)
HEROPICPATH = os.path.join(os.getcwd(), ‘resources/images/hero.png’)
‘’‘FPS’’’
FPS = 20
‘’‘块大小’’’
BLOCKSIZE = 15
MAZESIZE = (35, 50) # num_rows * num_cols
BORDERSIZE = (25, 50) # 25 * 2 + 50 * 15 = 800, 50 * 2 + 35 * 15 = 625
游戏源码:
import cfg
import sys
import pygame
from modules import *
‘’‘主函数’’’
def main(cfg):
初始化
pygame.init()
pygame.mixer.init()
pygame.font.init()
pygame.mixer.music.load(cfg.BGMPATH)
pygame.mixer.music.play(-1, 0.0)
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('Maze —— 九歌')
font = pygame.font.SysFont('Consolas', 15)
开始界面
Interface(screen, cfg, ‘game_start’)
记录关卡数
num_levels = 0
记录最少用了多少步通关
best_scores = ‘None’
关卡循环切换
while True:
num_levels += 1
clock = pygame.time.Clock()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
–随机生成关卡地图
maze_now = RandomMaze(cfg.MAZESIZE, cfg.BLOCKSIZE, cfg.BORDERSIZE)
–生成hero
hero_now = Hero(cfg.HEROPICPATH, [0, 0], cfg.BLOCKSIZE, cfg.BORDERSIZE)
–统计步数
num_steps = 0
–关卡内主循环
while True:
dt = clock.tick(cfg.FPS)
screen.fill((255, 255, 255))
is_move = False
# ----↑↓←→控制hero
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(-1)
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
is_move = hero_now.move('up', maze_now)
elif event.key == pygame.K_DOWN:
is_move = hero_now.move('down', maze_now)
elif event.key == pygame.K_LEFT:
is_move = hero_now.move('left', maze_now)
elif event.key == pygame.K_RIGHT:
is_move = hero_now.move('right', maze_now)
num_steps += int(is_move)
hero_now.draw(screen)
maze_now.draw(screen)
----显示一些信息
showText(screen, font, 'LEVELDONE: %d' % num_levels, (255, 0, 0), (10, 10))
showText(screen, font, 'BESTSCORE: %s' % best_scores, (255, 0, 0), (210, 10))
showText(screen, font, 'USEDSTEPS: %s' % num_steps, (255, 0, 0), (410, 10))
showText(screen, font, 'S: your starting point D: your destination', (255, 0, 0), (10, 600))
----判断游戏是否胜利
if (hero_now.coordinate[0] == cfg.MAZESIZE[1] - 1) and (hero_now.coordinate[1] == cfg.MAZESIZE[0] - 1):
break
pygame.display.update()
--更新最优成绩
if best_scores == 'None':
best_scores = num_steps
else:
if best_scores > num_steps:
best_scores = num_steps
--关卡切换
Interface(screen, cfg, mode='game_switch')
'''run'''
if __name__ == '__main__':
main(cfg)
…未完
太多了,好累呀!喜欢的就一定要收藏起来,如果感兴趣的小伙伴很多,我会分享更多的小游戏代码哦 。小编这边还有很多学习Python基础的学习资料,可以私信我,免费分享学习资料~