大家好,今天给大家带来30个 Python 小游戏,喜欢记得点赞、一定要收藏,完整版代码,文末获取
源码分享:
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('catch coins —— 九歌')
for key, value in cfg.IMAGE_PATHS.items():
if isinstance(value, list):
for item in value: images.append(pygame.image.load(item))
game_images[key] = images
game_images[key] = pygame.image.load(value)
for key, value in cfg.AUDIO_PATHS.items():
if key == 'bgm': continue
game_sounds[key] = pygame.mixer.Sound(value)
return screen, game_images, game_sounds
screen, game_images, game_sounds = initGame()
pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm'])
pygame.mixer.music.play(-1, 0.0)
font = pygame.font.Font(cfg.FONT_PATH, 40)
hero = Hero(game_images['hero'], position=(375, 520))
food_sprites_group = pygame.sprite.Group()
generate_food_freq = random.randint(10, 20)
generate_food_count = 0
highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())
clock = pygame.time.Clock()
screen.blit(game_images['background'], (0, 0))
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)
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')
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)
for food in food_sprites_group:
if food.update(): food_sprites_group.remove(food)
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
hero.draw(screen)
food_sprites_group.draw(screen)
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)
if pygame.time.get_ticks() >= 90000:
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))
return showEndGameInterface(screen, cfg, score, highest_score)
if __name__ == '__main__':
源码分享:
def Button(screen, position, text, button_size=(200, 50)):
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))
--game_mode: 1(单人模式)/2(双人模式)
def startInterface(screen):
clock = pygame.time.Clock()
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
pygame.display.update()
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]]
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)
pygame.display.update()
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)
game_mode = startInterface(screen)
# --左边球拍(ws控制, 仅双人模式时可控制)
racket_left = Racket(cfg.RACKETPICPATH, 'LEFT', cfg)
racket_right = Racket(cfg.RACKETPICPATH, 'RIGHT', cfg)
ball = Ball(cfg.BALLPICPATH, cfg)
clock = pygame.time.Clock()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(-1)
screen.fill((41, 36, 33))
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')
racket_left.automove(ball)
scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)
score_left += scores[0]
score_right += scores[1]
pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))
ball.draw(screen)
racket_left.draw(screen)
racket_right.draw(screen)
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
pygame.display.update()
screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT))
pygame.display.set_caption('pingpong —— 九歌')
score_left, score_right = runDemo(screen)
endInterface(screen, score_left, score_right)
if __name__ == '__main__':
源码分享:
class SkierClass(pygame.sprite.Sprite):
pygame.sprite.Sprite.__init__(self)
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'''
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
self.rect.centerx += self.speed[0]
self.rect.centerx = max(20, self.rect.centerx)
self.rect.centerx = min(620, self.rect.centerx)
self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])
def setForward(self):
self.direction = 0
self.image = pygame.image.load(self.imagepaths[self.direction])
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
self.rect.centery = self.location[1] - num
def createObstacles(s, e, num=10):
obstacles = pygame.sprite.Group()
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)
def AddObstacles(obstacles0, obstacles1):
obstacles = pygame.sprite.Group()
for obstacle in obstacles0:
obstacles.add(obstacle)
for obstacle in obstacles1:
obstacles.add(obstacle)
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)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
pygame.display.update()
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)
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()
pygame.mixer.music.load(cfg.BGMPATH)
pygame.mixer.music.set_volume(0.4)
pygame.mixer.music.play(-1)
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('滑雪游戏 —— 九歌')
ShowStartInterface(screen, cfg.SCREENSIZE)
obstacles0 = createObstacles(20, 29)
obstacles1 = createObstacles(10, 19)
obstacles = AddObstacles(obstacles0, obstacles1)
clock = pygame.time.Clock()
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)
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)
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])
updateFrame(screen, obstacles, skier, score)
clock.tick(cfg.FPS)
if __name__ == '__main__':
源码分享:
def GamingInterface(num_player, screen):
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)
bg_imgs = [cfg.IMAGEPATHS['bg_big'], cfg.IMAGEPATHS['seamless_space'], cfg.IMAGEPATHS['space3']]
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()
player_group = pygame.sprite.Group()
bullet_group = pygame.sprite.Group()
asteroid_group = pygame.sprite.Group()
for i in range(num_player):
player_group.add(Ship(i+1, cfg))
clock = pygame.time.Clock()
score_1, score_2 = 0, 0
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 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
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
if asteroid_ticks == 0:
asteroid_ticks = 90
asteroid_group.add(Asteroid(cfg))
asteroid_ticks -= 1
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
player.explode(screen)
player.draw(screen)
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
score_2 += 1
bullet.draw(screen)
for asteroid in asteroid_group:
asteroid.move()
asteroid.rotate()
asteroid.draw(screen)
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))
pygame.display.update()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('飞机大战 —— 九歌')
num_player = StartInterface(screen, cfg)
GamingInterface(num_player=1, screen=screen)
EndInterface(screen, cfg)
GamingInterface(num_player=2, screen=screen)
EndInterface(screen, cfg)
if __name__ == '__main__':
源码分享:
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('打地鼠 —— 九歌')
pygame.mixer.music.load(cfg.BGM_PATH)
pygame.mixer.music.play(-1)
'count_down': pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH),
'hammering': pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH)
font = pygame.font.Font(cfg.FONT_PATH, 40)
bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)
startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)
hole_pos = random.choice(cfg.HOLE_POSITIONS)
change_hole_event = pygame.USEREVENT
pygame.time.set_timer(change_hole_event, 800)
mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)
hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))
clock = pygame.time.Clock()
init_time = pygame.time.get_ticks()
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.setPosition(hole_pos)
pygame.time.set_timer(change_hole_event, 650)
elif time_remain == 20 and flag:
hole_pos = random.choice(cfg.HOLE_POSITIONS)
mole.setPosition(hole_pos)
pygame.time.set_timer(change_hole_event, 500)
if time_remain == 10:
audios['count_down'].play()
if time_remain < 0: break
count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)
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)
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
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)
pygame.display.flip()
# 读取最佳分数(try块避免第一次游戏无.rec文件)
best_score = int(open(cfg.RECORD_PATH).read())
if your_score > best_score:
f = open(cfg.RECORD_PATH, 'w')
f.write(str(your_score))
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)
if __name__ == '__main__':
is_restart = main()
if not is_restart:
玩法:上下控制起跳躲避
源码分享:
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('九歌')
for key, value in cfg.AUDIO_PATHS.items():
sounds[key] = pygame.mixer.Sound(value)
GameStartInterface(screen, sounds, cfg)
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
clock = pygame.time.Clock()
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)
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))))
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']))
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))))
cloud_sprites_group.update()
cactus_sprites_group.update()
ptera_sprites_group.update()
if score_timer > (cfg.FPS//12):
score_timer = 0
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
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)
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)
pygame.display.update()
clock.tick(cfg.FPS)
return GameEndInterface(screen, cfg), highest_score
if __name__ == '__main__':
flag, highest_score = main(highest_score)
if not flag: break
玩法:三个相连就能消除
源码分享:
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('Gemgem —— 九歌')
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)
sounds['mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/badswap.wav'))
sounds['match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/match%s.wav' % i)))
font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25)
for i in range(1, 8):
gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i))
game = gemGame(screen, sounds, font, gem_imgs, cfg)
score = game.start()
# 一轮游戏结束后玩家选择重玩或者退出
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
screen.fill((135, 206, 235))
text0 = 'Final score: %s' % score
text1 = 'Press to restart the game.'
text2 = 'Press to quit the game.'
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)
rect.left, rect.top = (126.5, y)
screen.blit(text_render, rect)
pygame.display.update()
if __name__ == '__main__':
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:
from PyQt5.QtGui import *
from PyQt5.QtCore import *
from PyQt5.QtWidgets import *
class TetrisGame(QMainWindow):
def __init__(self, parent=None):
super(TetrisGame, self).__init__(parent)
self.is_paused = False
self.is_started = False
self.setWindowIcon(QIcon(os.path.join(os.getcwd(), 'resources/icon.jpg')))
self.grid_size = 22
self.timer = QBasicTimer()
self.setFocusPolicy(Qt.StrongFocus)
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.setWindowTitle('Tetris —— 九歌')
self.setFixedSize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height())
screen = QDesktopWidget().screenGeometry()
size = self.geometry()
self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)
def updateWindow(self):
self.external_board.updateData()
self.side_panel.updateData()
if self.is_started:
self.is_started = True
self.inner_board.createNewTetris()
self.timer.start(self.fps, self)
if not self.is_started:
self.is_paused = not self.is_paused
if self.is_paused:
self.timer.stop()
self.external_board.score_signal.emit('Paused')
self.timer.start(self.fps, self)
self.updateWindow()
def timerEvent(self, event):
if event.timerId() == self.timer.timerId():
removed_lines = self.inner_board.moveDown()
self.external_board.score += removed_lines
self.updateWindow()
super(TetrisGame, self).timerEvent(event)
def keyPressEvent(self, event):
if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty:
super(TetrisGame, self).keyPressEvent(event)
key = event.key()
if key == Qt.Key_P:
if self.is_paused:
elif key == Qt.Key_Left:
self.inner_board.moveLeft()
elif key == Qt.Key_Right:
self.inner_board.moveRight()
elif key == Qt.Key_Up:
self.inner_board.rotateAnticlockwise()
elif key == Qt.Key_Space:
self.external_board.score += self.inner_board.dropDown()
super(TetrisGame, self).keyPressEvent(event)
self.updateWindow()
if __name__ == '__main__':
app = QApplication([])
tetris = TetrisGame()
sys.exit(app.exec_())
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:
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('Greedy Snake —— 九歌')
clock = pygame.time.Clock()
pygame.mixer.music.load(cfg.BGMPATH)
pygame.mixer.music.play(-1)
apple = Apple(cfg, snake.coords)
screen.fill(cfg.BLACK)
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])
if snake.update(apple):
apple = Apple(cfg, snake.coords)
if snake.isgameover: break
drawGameGrid(cfg, screen)
snake.draw(screen)
apple.draw(screen)
showScore(cfg, score, screen)
pygame.display.update()
clock.tick(cfg.FPS)
return endInterface(screen, cfg)
if __name__ == '__main__':
if not main(cfg):
玩法:通过加减乘除操作,小学生都没问题的。
源码分享:
from fractions import Fraction
def checkClicked(group, mouse_pos, group_type='NUMBER'):
if group_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]:
max_selected = 2 if group_type == GROUPTYPES[0] else 1
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
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)
elif group_type == GROUPTYPES[2]:
for each in group:
if each.rect.collidepoint(mouse_pos):
each.is_selected = True
selected.append(each.attribute)
raise ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *GROUPTYPES))
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
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
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
def calculate(number1, number2, operator):
operator_map = {'+': '+', '-': '-', '×': '*', '÷': '/'}
result = str(eval(number1+operator_map[operator]+number2))
return result if '.' not in result else str(Fraction(number1+operator_map[operator]+number2))
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))
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)
game24_gen = game24Generator()
game24_gen.generate()
number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
operator_sprites_group = getOperatorSpritesGroup(OPREATORS)
button_sprites_group = getButtonSpritesGroup(BUTTONS)
clock = pygame.time.Clock()
selected_numbers = []
selected_operators = []
selected_buttons = []
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)
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)
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()
warn_sound.play()
selected_numbers = []
selected_operators = []
number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
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())
showInfo('Congratulations', screen)
if not is_win and len(game24_gen.numbers_now) == 1:
showInfo('Game Over', screen)
pygame.display.flip()
if __name__ == '__main__':
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:
from modules import breakoutClone
game = breakoutClone(cfg)
if __name__ == '__main__':
【还有配置文件】
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:
clock = pygame.time.Clock()
font = pygame.font.SysFont('arial', 18)
if not os.path.isfile('score'):
f = open('score', 'w')
with open('score', 'r') as f:
highest_score = int(f.read().strip())
enemies_group = pygame.sprite.Group()
enemy = enemySprite('small', i, cfg.WHITE, cfg.WHITE)
enemy = enemySprite('medium', i, cfg.WHITE, cfg.WHITE)
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)
myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE)
my_bullets_group = pygame.sprite.Group()
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_shot_interval = 100
enemy_shot_flag = False
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()
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
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
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)
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])
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
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
myaircraft.update(cfg.SCREENSIZE[0])
myaircraft.draw(screen)
if (not ufo.has_boomed) and (ufo.is_dead):
if ufo.boom(screen):
ufo.has_boomed = True
ufo.update(cfg.SCREENSIZE[0])
ufo.draw(screen)
for bullet in my_bullets_group:
if bullet.update():
my_bullets_group.remove(bullet)
del bullet
bullet.draw(screen)
for bullet in en_bullets_group:
if bullet.update(cfg.SCREENSIZE[1]):
en_bullets_group.remove(bullet)
del bullet
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)
if len(enemies_group) < 1:
is_win = True
running = False
showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8)
showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)
showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8)
showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)
showText(screen, 'HIGHEST: ', cfg.WHITE, font, 540, 8)
showText(screen, str(highest_score), cfg.WHITE, font, 540, 24)
showText(screen, 'FPS: ' + str(int(clock.get_fps())), cfg.RED, font, 8, 8)
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))
pygame.display.set_caption('外星人入侵 —— 九歌')
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.mixer.music.load(cfg.BGMPATH)
pygame.mixer.music.set_volume(0.4)
pygame.mixer.music.play(-1)
is_win = startGame(screen)
endInterface(screen, cfg.BLACK, is_win)
if __name__ == '__main__':
玩法:有点类似那个炸弹人,控制好走位问题不大。
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
import tkinter.messagebox as msg
root.title('TIC-TAC-TOE---Project Gurukul')
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
# counting the no. of click
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))
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:
panels[digit] = mark
elif count % 2 != 0:
panels[digit] = mark
button1.config(text=mark)
count = count + 1
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:
panels[digit] = mark
elif count % 2 != 0:
panels[digit] = mark
button2.config(text=mark)
count = count + 1
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:
panels[digit] = mark
elif count % 2 != 0:
panels[digit] = mark
button3.config(text=mark)
count = count + 1
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:
panels[digit] = mark
elif count % 2 != 0:
panels[digit] = mark
button4.config(text=mark)
count = count + 1
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:
panels[digit] = mark
elif count % 2 != 0:
panels[digit] = mark
button5.config(text=mark)
count = count + 1
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:
panels[digit] = mark
elif count % 2 != 0:
panels[digit] = mark
button6.config(text=mark)
count = count + 1
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:
panels[digit] = mark
elif count % 2 != 0:
panels[digit] = mark
button7.config(text=mark)
count = count + 1
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:
panels[digit] = mark
elif count % 2 != 0:
panels[digit] = mark
button8.config(text=mark)
count = count + 1
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:
panels[digit] = mark
elif count % 2 != 0:
panels[digit] = mark
button9.config(text=mark)
count = count + 1
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")
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)
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。
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
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。
玩法详解:考验手速和操作和走位,我不喜欢玩这类跑来跑去的。
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。
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。
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。
攻略大全:从这里开始的游戏,真正算的上有难度了,这个飞机大战跟童年玩的比起来还是差一点。
攻略大全:也是曾经风靡一时的,越到后面越难,合成的时候一定要大数放在角落。
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。
攻略大全:又是一种塔防类的游戏,有点意思,就是速度太快了,反应不过来。
攻略大全:最经典的植物大战僵尸,操作不用介绍了,不过可以自己玩玩看。
玩法详解:扫雷还是挺有意思的,技能玩又考验推理
游戏体验:三个终极挑战,能完成一个就算你厉害,拼图是我最烦的,太难了。
游戏体验:我反正没走出去,大家能走出去吗
游戏体验:可太难控制了。。