Python实现四个经典小游戏合集
程序员文章站
2022-06-17 23:28:28
目录 一、效果展示1、俄罗斯方块2、扫雷3、五子棋4、贪吃蛇二、代码展示1、俄罗斯方块2、扫雷3、五子棋4、贪吃蛇 一、效果展示1、俄罗斯方块这个应该是玩起来最最简单的了…2、扫雷运气好,点了四下都没...
一、效果展示
1、俄罗斯方块
这个应该是玩起来最最简单的了…
2、扫雷
运气好,点了四下都没踩雷哈哈…
3、五子棋
我是菜鸡,玩不赢电脑人…
4、贪吃蛇
害,这个是最惊心动魄的,为了我的小心脏,不玩了不玩了…
女朋友:你就是借机在玩游戏,逮到了
啊这…
那我不吹牛逼了,我们来敲代码吧~
二、代码展示
1、俄罗斯方块
方块部分
这部分代码单独保存py文件,这里我命名为 blocks.py
方块形状的设计,一开始我是做成 4 × 4,长宽最长都是4的话旋转的时候就不考虑怎么转了,就是从一个图形替换成另一个。
要实现这个功能,只要固定左上角的坐标就可以了。
import random from collections import namedtuple point = namedtuple('point', 'x y') shape = namedtuple('shape', 'x y width height') block = namedtuple('block', 'template start_pos end_pos name next') # s形方块 s_block = [block(['.oo', 'oo.', '...'], point(0, 0), point(2, 1), 's', 1), block(['o..', 'oo.', '.o.'], point(0, 0), point(1, 2), 's', 0)] # z形方块 z_block = [block(['oo.', '.oo', '...'], point(0, 0), point(2, 1), 'z', 1), block(['.o.', 'oo.', 'o..'], point(0, 0), point(1, 2), 'z', 0)] # i型方块 i_block = [block(['.o..', '.o..', '.o..', '.o..'], point(1, 0), point(1, 3), 'i', 1), block(['....', '....', 'oooo', '....'], point(0, 2), point(3, 2), 'i', 0)] # o型方块 o_block = [block(['oo', 'oo'], point(0, 0), point(1, 1), 'o', 0)] # j型方块 j_block = [block(['o..', 'ooo', '...'], point(0, 0), point(2, 1), 'j', 1), block(['.oo', '.o.', '.o.'], point(1, 0), point(2, 2), 'j', 2), block(['...', 'ooo', '..o'], point(0, 1), point(2, 2), 'j', 3), block(['.o.', '.o.', 'oo.'], point(0, 0), point(1, 2), 'j', 0)] # l型方块 l_block = [block(['..o', 'ooo', '...'], point(0, 0), point(2, 1), 'l', 1), block(['.o.', '.o.', '.oo'], point(1, 0), point(2, 2), 'l', 2), block(['...', 'ooo', 'o..'], point(0, 1), point(2, 2), 'l', 3), block(['oo.', '.o.', '.o.'], point(0, 0), point(1, 2), 'l', 0)] # t型方块 t_block = [block(['.o.', 'ooo', '...'], point(0, 0), point(2, 1), 't', 1), block(['.o.', '.oo', '.o.'], point(1, 0), point(2, 2), 't', 2), block(['...', 'ooo', '.o.'], point(0, 1), point(2, 2), 't', 3), block(['.o.', 'oo.', '.o.'], point(0, 0), point(1, 2), 't', 0)] blocks = {'o': o_block, 'i': i_block, 'z': z_block, 't': t_block, 'l': l_block, 's': s_block, 'j': j_block} def get_block(): block_name = random.choice('oiztlsj') b = blocks[block_name] idx = random.randint(0, len(b) - 1) return b[idx] def get_next_block(block): b = blocks[block.name] return b[block.next]
游戏主代码
import sys import time import pygame from pygame.locals import * import blocks size = 30 # 每个小方格大小 block_height = 25 # 游戏区高度 block_width = 10 # 游戏区宽度 border_width = 4 # 游戏区边框宽度 border_color = (40, 40, 200) # 游戏区边框颜色 screen_width = size * (block_width + 5) # 游戏屏幕的宽 screen_height = size * block_height # 游戏屏幕的高 bg_color = (40, 40, 60) # 背景色 block_color = (20, 128, 200) # black = (0, 0, 0) red = (200, 30, 30) # game over 的字体颜色 def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)): imgtext = font.render(text, true, fcolor) screen.blit(imgtext, (x, y)) def main(): pygame.init() screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('俄罗斯方块') font1 = pygame.font.sysfont('simhei', 24) # 黑体24 font2 = pygame.font.font(none, 72) # game over 的字体 font_pos_x = block_width * size + border_width + 10 # 右侧信息显示区域字体位置的x坐标 gameover_size = font2.size('game over') font1_height = int(font1.size('得分')[1]) cur_block = none # 当前下落方块 next_block = none # 下一个方块 cur_pos_x, cur_pos_y = 0, 0 game_area = none # 整个游戏区域 game_over = true start = false # 是否开始,当start = true,game_over = true 时,才显示 game over score = 0 # 得分 orispeed = 0.5 # 原始速度 speed = orispeed # 当前速度 pause = false # 暂停 last_drop_time = none # 上次下落时间 last_press_time = none # 上次按键时间 def _dock(): nonlocal cur_block, next_block, game_area, cur_pos_x, cur_pos_y, game_over, score, speed for _i in range(cur_block.start_pos.y, cur_block.end_pos.y + 1): for _j in range(cur_block.start_pos.x, cur_block.end_pos.x + 1): if cur_block.template[_i][_j] != '.': game_area[cur_pos_y + _i][cur_pos_x + _j] = '0' if cur_pos_y + cur_block.start_pos.y <= 0: game_over = true else: # 计算消除 remove_idxs = [] for _i in range(cur_block.start_pos.y, cur_block.end_pos.y + 1): if all(_x == '0' for _x in game_area[cur_pos_y + _i]): remove_idxs.append(cur_pos_y + _i) if remove_idxs: # 计算得分 remove_count = len(remove_idxs) if remove_count == 1: score += 100 elif remove_count == 2: score += 300 elif remove_count == 3: score += 700 elif remove_count == 4: score += 1500 speed = orispeed - 0.03 * (score // 10000) # 消除 _i = _j = remove_idxs[-1] while _i >= 0: while _j in remove_idxs: _j -= 1 if _j < 0: game_area[_i] = ['.'] * block_width else: game_area[_i] = game_area[_j] _i -= 1 _j -= 1 cur_block = next_block next_block = blocks.get_block() cur_pos_x, cur_pos_y = (block_width - cur_block.end_pos.x - 1) // 2, -1 - cur_block.end_pos.y def _judge(pos_x, pos_y, block): nonlocal game_area for _i in range(block.start_pos.y, block.end_pos.y + 1): if pos_y + block.end_pos.y >= block_height: return false for _j in range(block.start_pos.x, block.end_pos.x + 1): if pos_y + _i >= 0 and block.template[_i][_j] != '.' and game_area[pos_y + _i][pos_x + _j] != '.': return false return true while true: for event in pygame.event.get(): if event.type == quit: sys.exit() elif event.type == keydown: if event.key == k_return: if game_over: start = true game_over = false score = 0 last_drop_time = time.time() last_press_time = time.time() game_area = [['.'] * block_width for _ in range(block_height)] cur_block = blocks.get_block() next_block = blocks.get_block() cur_pos_x, cur_pos_y = (block_width - cur_block.end_pos.x - 1) // 2, -1 - cur_block.end_pos.y elif event.key == k_space: if not game_over: pause = not pause elif event.key in (k_w, k_up): if 0 <= cur_pos_x <= block_width - len(cur_block.template[0]): _next_block = blocks.get_next_block(cur_block) if _judge(cur_pos_x, cur_pos_y, _next_block): cur_block = _next_block if event.type == pygame.keydown: if event.key == pygame.k_left: if not game_over and not pause: if time.time() - last_press_time > 0.1: last_press_time = time.time() if cur_pos_x > - cur_block.start_pos.x: if _judge(cur_pos_x - 1, cur_pos_y, cur_block): cur_pos_x -= 1 if event.key == pygame.k_right: if not game_over and not pause: if time.time() - last_press_time > 0.1: last_press_time = time.time() # 不能移除右边框 if cur_pos_x + cur_block.end_pos.x + 1 < block_width: if _judge(cur_pos_x + 1, cur_pos_y, cur_block): cur_pos_x += 1 if event.key == pygame.k_down: if not game_over and not pause: if time.time() - last_press_time > 0.1: last_press_time = time.time() if not _judge(cur_pos_x, cur_pos_y + 1, cur_block): _dock() else: last_drop_time = time.time() cur_pos_y += 1 _draw_background(screen) _draw_game_area(screen, game_area) _draw_gridlines(screen) _draw_info(screen, font1, font_pos_x, font1_height, score) # 画显示信息中的下一个方块 _draw_block(screen, next_block, font_pos_x, 30 + (font1_height + 6) * 5, 0, 0) if not game_over: cur_drop_time = time.time() if cur_drop_time - last_drop_time > speed: if not pause: if not _judge(cur_pos_x, cur_pos_y + 1, cur_block): _dock() else: last_drop_time = cur_drop_time cur_pos_y += 1 else: if start: print_text(screen, font2, (screen_width - gameover_size[0]) // 2, (screen_height - gameover_size[1]) // 2, 'game over', red) # 画当前下落方块 _draw_block(screen, cur_block, 0, 0, cur_pos_x, cur_pos_y) pygame.display.flip() # 画背景 def _draw_background(screen): # 填充背景色 screen.fill(bg_color) # 画游戏区域分隔线 pygame.draw.line(screen, border_color, (size * block_width + border_width // 2, 0), (size * block_width + border_width // 2, screen_height), border_width) # 画网格线 def _draw_gridlines(screen): # 画网格线 竖线 for x in range(block_width): pygame.draw.line(screen, black, (x * size, 0), (x * size, screen_height), 1) # 画网格线 横线 for y in range(block_height): pygame.draw.line(screen, black, (0, y * size), (block_width * size, y * size), 1) # 画已经落下的方块 def _draw_game_area(screen, game_area): if game_area: for i, row in enumerate(game_area): for j, cell in enumerate(row): if cell != '.': pygame.draw.rect(screen, block_color, (j * size, i * size, size, size), 0) # 画单个方块 def _draw_block(screen, block, offset_x, offset_y, pos_x, pos_y): if block: for i in range(block.start_pos.y, block.end_pos.y + 1): for j in range(block.start_pos.x, block.end_pos.x + 1): if block.template[i][j] != '.': pygame.draw.rect(screen, block_color, (offset_x + (pos_x + j) * size, offset_y + (pos_y + i) * size, size, size), 0) # 画得分等信息 def _draw_info(screen, font, pos_x, font_height, score): print_text(screen, font, pos_x, 10, f'得分: ') print_text(screen, font, pos_x, 10 + font_height + 6, f'{score}') print_text(screen, font, pos_x, 20 + (font_height + 6) * 2, f'速度: ') print_text(screen, font, pos_x, 20 + (font_height + 6) * 3, f'{score // 10000}') print_text(screen, font, pos_x, 30 + (font_height + 6) * 4, f'下一个:') if __name__ == '__main__': main()
2、扫雷
地雷部分
一样的,单独保存py文件,mineblock.py
import random from enum import enum block_width = 30 block_height = 16 size = 20 # 块大小 mine_count = 99 # 地雷数 class blockstatus(enum): normal = 1 # 未点击 opened = 2 # 已点击 mine = 3 # 地雷 flag = 4 # 标记为地雷 ask = 5 # 标记为问号 bomb = 6 # 踩中地雷 hint = 7 # 被双击的周围 double = 8 # 正被鼠标左右键双击 class mine: def __init__(self, x, y, value=0): self._x = x self._y = y self._value = 0 self._around_mine_count = -1 self._status = blockstatus.normal self.set_value(value) def __repr__(self): return str(self._value) # return f'({self._x},{self._y})={self._value}, status={self.status}' def get_x(self): return self._x def set_x(self, x): self._x = x x = property(fget=get_x, fset=set_x) def get_y(self): return self._y def set_y(self, y): self._y = y y = property(fget=get_y, fset=set_y) def get_value(self): return self._value def set_value(self, value): if value: self._value = 1 else: self._value = 0 value = property(fget=get_value, fset=set_value, doc='0:非地雷 1:雷') def get_around_mine_count(self): return self._around_mine_count def set_around_mine_count(self, around_mine_count): self._around_mine_count = around_mine_count around_mine_count = property(fget=get_around_mine_count, fset=set_around_mine_count, doc='四周地雷数量') def get_status(self): return self._status def set_status(self, value): self._status = value status = property(fget=get_status, fset=set_status, doc='blockstatus') class mineblock: def __init__(self): self._block = [[mine(i, j) for i in range(block_width)] for j in range(block_height)] # 埋雷 for i in random.sample(range(block_width * block_height), mine_count): self._block[i // block_width][i % block_width].value = 1 def get_block(self): return self._block block = property(fget=get_block) def getmine(self, x, y): return self._block[y][x] def open_mine(self, x, y): # 踩到雷了 if self._block[y][x].value: self._block[y][x].status = blockstatus.bomb return false # 先把状态改为 opened self._block[y][x].status = blockstatus.opened around = _get_around(x, y) _sum = 0 for i, j in around: if self._block[j][i].value: _sum += 1 self._block[y][x].around_mine_count = _sum # 如果周围没有雷,那么将周围8个未中未点开的递归算一遍 # 这就能实现一点出现一大片打开的效果了 if _sum == 0: for i, j in around: if self._block[j][i].around_mine_count == -1: self.open_mine(i, j) return true def double_mouse_button_down(self, x, y): if self._block[y][x].around_mine_count == 0: return true self._block[y][x].status = blockstatus.double around = _get_around(x, y) sumflag = 0 # 周围被标记的雷数量 for i, j in _get_around(x, y): if self._block[j][i].status == blockstatus.flag: sumflag += 1 # 周边的雷已经全部被标记 result = true if sumflag == self._block[y][x].around_mine_count: for i, j in around: if self._block[j][i].status == blockstatus.normal: if not self.open_mine(i, j): result = false else: for i, j in around: if self._block[j][i].status == blockstatus.normal: self._block[j][i].status = blockstatus.hint return result def double_mouse_button_up(self, x, y): self._block[y][x].status = blockstatus.opened for i, j in _get_around(x, y): if self._block[j][i].status == blockstatus.hint: self._block[j][i].status = blockstatus.normal def _get_around(x, y): """返回(x, y)周围的点的坐标""" # 这里注意,range 末尾是开区间,所以要加 1 return [(i, j) for i in range(max(0, x - 1), min(block_width - 1, x + 1) + 1) for j in range(max(0, y - 1), min(block_height - 1, y + 1) + 1) if i != x or j != y]
素材
主代码
import sys import time from enum import enum import pygame from pygame.locals import * from mineblock import * # 游戏屏幕的宽 screen_width = block_width * size # 游戏屏幕的高 screen_height = (block_height + 2) * size class gamestatus(enum): readied = 1, started = 2, over = 3, win = 4 def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)): imgtext = font.render(text, true, fcolor) screen.blit(imgtext, (x, y)) def main(): pygame.init() screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('扫雷') font1 = pygame.font.font('resources/a.ttf', size * 2) # 得分的字体 fwidth, fheight = font1.size('999') red = (200, 40, 40) # 加载资源图片,因为资源文件大小不一,所以做了统一的缩放处理 img0 = pygame.image.load('resources/0.bmp').convert() img0 = pygame.transform.smoothscale(img0, (size, size)) img1 = pygame.image.load('resources/1.bmp').convert() img1 = pygame.transform.smoothscale(img1, (size, size)) img2 = pygame.image.load('resources/2.bmp').convert() img2 = pygame.transform.smoothscale(img2, (size, size)) img3 = pygame.image.load('resources/3.bmp').convert() img3 = pygame.transform.smoothscale(img3, (size, size)) img4 = pygame.image.load('resources/4.bmp').convert() img4 = pygame.transform.smoothscale(img4, (size, size)) img5 = pygame.image.load('resources/5.bmp').convert() img5 = pygame.transform.smoothscale(img5, (size, size)) img6 = pygame.image.load('resources/6.bmp').convert() img6 = pygame.transform.smoothscale(img6, (size, size)) img7 = pygame.image.load('resources/7.bmp').convert() img7 = pygame.transform.smoothscale(img7, (size, size)) img8 = pygame.image.load('resources/8.bmp').convert() img8 = pygame.transform.smoothscale(img8, (size, size)) img_blank = pygame.image.load('resources/blank.bmp').convert() img_blank = pygame.transform.smoothscale(img_blank, (size, size)) img_flag = pygame.image.load('resources/flag.bmp').convert() img_flag = pygame.transform.smoothscale(img_flag, (size, size)) img_ask = pygame.image.load('resources/ask.bmp').convert() img_ask = pygame.transform.smoothscale(img_ask, (size, size)) img_mine = pygame.image.load('resources/mine.bmp').convert() img_mine = pygame.transform.smoothscale(img_mine, (size, size)) img_blood = pygame.image.load('resources/blood.bmp').convert() img_blood = pygame.transform.smoothscale(img_blood, (size, size)) img_error = pygame.image.load('resources/error.bmp').convert() img_error = pygame.transform.smoothscale(img_error, (size, size)) face_size = int(size * 1.25) img_face_fail = pygame.image.load('resources/face_fail.bmp').convert() img_face_fail = pygame.transform.smoothscale(img_face_fail, (face_size, face_size)) img_face_normal = pygame.image.load('resources/face_normal.bmp').convert() img_face_normal = pygame.transform.smoothscale(img_face_normal, (face_size, face_size)) img_face_success = pygame.image.load('resources/face_success.bmp').convert() img_face_success = pygame.transform.smoothscale(img_face_success, (face_size, face_size)) face_pos_x = (screen_width - face_size) // 2 face_pos_y = (size * 2 - face_size) // 2 img_dict = { 0: img0, 1: img1, 2: img2, 3: img3, 4: img4, 5: img5, 6: img6, 7: img7, 8: img8 } bgcolor = (225, 225, 225) # 背景色 block = mineblock() game_status = gamestatus.readied start_time = none # 开始时间 elapsed_time = 0 # 耗时 while true: # 填充背景色 screen.fill(bgcolor) for event in pygame.event.get(): if event.type == quit: sys.exit() elif event.type == mousebuttondown: mouse_x, mouse_y = event.pos x = mouse_x // size y = mouse_y // size - 2 b1, b2, b3 = pygame.mouse.get_pressed() if game_status == gamestatus.started: # 鼠标左右键同时按下,如果已经标记了所有雷,则打开周围一圈 # 如果还未标记完所有雷,则有一个周围一圈被同时按下的效果 if b1 and b3: mine = block.getmine(x, y) if mine.status == blockstatus.opened: if not block.double_mouse_button_down(x, y): game_status = gamestatus.over elif event.type == mousebuttonup: if y < 0: if face_pos_x <= mouse_x <= face_pos_x + face_size \ and face_pos_y <= mouse_y <= face_pos_y + face_size: game_status = gamestatus.readied block = mineblock() start_time = time.time() elapsed_time = 0 continue if game_status == gamestatus.readied: game_status = gamestatus.started start_time = time.time() elapsed_time = 0 if game_status == gamestatus.started: mine = block.getmine(x, y) if b1 and not b3: # 按鼠标左键 if mine.status == blockstatus.normal: if not block.open_mine(x, y): game_status = gamestatus.over elif not b1 and b3: # 按鼠标右键 if mine.status == blockstatus.normal: mine.status = blockstatus.flag elif mine.status == blockstatus.flag: mine.status = blockstatus.ask elif mine.status == blockstatus.ask: mine.status = blockstatus.normal elif b1 and b3: if mine.status == blockstatus.double: block.double_mouse_button_up(x, y) flag_count = 0 opened_count = 0 for row in block.block: for mine in row: pos = (mine.x * size, (mine.y + 2) * size) if mine.status == blockstatus.opened: screen.blit(img_dict[mine.around_mine_count], pos) opened_count += 1 elif mine.status == blockstatus.double: screen.blit(img_dict[mine.around_mine_count], pos) elif mine.status == blockstatus.bomb: screen.blit(img_blood, pos) elif mine.status == blockstatus.flag: screen.blit(img_flag, pos) flag_count += 1 elif mine.status == blockstatus.ask: screen.blit(img_ask, pos) elif mine.status == blockstatus.hint: screen.blit(img0, pos) elif game_status == gamestatus.over and mine.value: screen.blit(img_mine, pos) elif mine.value == 0 and mine.status == blockstatus.flag: screen.blit(img_error, pos) elif mine.status == blockstatus.normal: screen.blit(img_blank, pos) print_text(screen, font1, 30, (size * 2 - fheight) // 2 - 2, '%02d' % (mine_count - flag_count), red) if game_status == gamestatus.started: elapsed_time = int(time.time() - start_time) print_text(screen, font1, screen_width - fwidth - 30, (size * 2 - fheight) // 2 - 2, '%03d' % elapsed_time, red) if flag_count + opened_count == block_width * block_height: game_status = gamestatus.win if game_status == gamestatus.over: screen.blit(img_face_fail, (face_pos_x, face_pos_y)) elif game_status == gamestatus.win: screen.blit(img_face_success, (face_pos_x, face_pos_y)) else: screen.blit(img_face_normal, (face_pos_x, face_pos_y)) pygame.display.update() if __name__ == '__main__': main()
3、五子棋
五子棋就没那么多七七八八的素材和其它代码了
import sys import random import pygame from pygame.locals import * import pygame.gfxdraw from collections import namedtuple chessman = namedtuple('chessman', 'name value color') point = namedtuple('point', 'x y') black_chessman = chessman('黑子', 1, (45, 45, 45)) white_chessman = chessman('白子', 2, (219, 219, 219)) offset = [(1, 0), (0, 1), (1, 1), (1, -1)] class checkerboard: def __init__(self, line_points): self._line_points = line_points self._checkerboard = [[0] * line_points for _ in range(line_points)] def _get_checkerboard(self): return self._checkerboard checkerboard = property(_get_checkerboard) # 判断是否可落子 def can_drop(self, point): return self._checkerboard[point.y][point.x] == 0 def drop(self, chessman, point): """ 落子 :param chessman: :param point:落子位置 :return:若该子落下之后即可获胜,则返回获胜方,否则返回 none """ print(f'{chessman.name} ({point.x}, {point.y})') self._checkerboard[point.y][point.x] = chessman.value if self._win(point): print(f'{chessman.name}获胜') return chessman # 判断是否赢了 def _win(self, point): cur_value = self._checkerboard[point.y][point.x] for os in offset: if self._get_count_on_direction(point, cur_value, os[0], os[1]): return true def _get_count_on_direction(self, point, value, x_offset, y_offset): count = 1 for step in range(1, 5): x = point.x + step * x_offset y = point.y + step * y_offset if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value: count += 1 else: break for step in range(1, 5): x = point.x - step * x_offset y = point.y - step * y_offset if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value: count += 1 else: break return count >= 5 size = 30 # 棋盘每个点时间的间隔 line_points = 19 # 棋盘每行/每列点数 outer_width = 20 # 棋盘外宽度 border_width = 4 # 边框宽度 inside_width = 4 # 边框跟实际的棋盘之间的间隔 border_length = size * (line_points - 1) + inside_width * 2 + border_width # 边框线的长度 start_x = start_y = outer_width + int(border_width / 2) + inside_width # 网格线起点(左上角)坐标 screen_height = size * (line_points - 1) + outer_width * 2 + border_width + inside_width * 2 # 游戏屏幕的高 screen_width = screen_height + 200 # 游戏屏幕的宽 stone_radius = size // 2 - 3 # 棋子半径 stone_radius2 = size // 2 + 3 checkerboard_color = (0xe3, 0x92, 0x65) # 棋盘颜色 black_color = (0, 0, 0) white_color = (255, 255, 255) red_color = (200, 30, 30) blue_color = (30, 30, 200) right_info_pos_x = screen_height + stone_radius2 * 2 + 10 def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)): imgtext = font.render(text, true, fcolor) screen.blit(imgtext, (x, y)) def main(): pygame.init() screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('五子棋') font1 = pygame.font.sysfont('simhei', 32) font2 = pygame.font.sysfont('simhei', 72) fwidth, fheight = font2.size('黑方获胜') checkerboard = checkerboard(line_points) cur_runner = black_chessman winner = none computer = ai(line_points, white_chessman) black_win_count = 0 white_win_count = 0 while true: for event in pygame.event.get(): if event.type == quit: sys.exit() elif event.type == keydown: if event.key == k_return: if winner is not none: winner = none cur_runner = black_chessman checkerboard = checkerboard(line_points) computer = ai(line_points, white_chessman) elif event.type == mousebuttondown: if winner is none: pressed_array = pygame.mouse.get_pressed() if pressed_array[0]: mouse_pos = pygame.mouse.get_pos() click_point = _get_clickpoint(mouse_pos) if click_point is not none: if checkerboard.can_drop(click_point): winner = checkerboard.drop(cur_runner, click_point) if winner is none: cur_runner = _get_next(cur_runner) computer.get_opponent_drop(click_point) ai_point = computer.ai_drop() winner = checkerboard.drop(cur_runner, ai_point) if winner is not none: white_win_count += 1 cur_runner = _get_next(cur_runner) else: black_win_count += 1 else: print('超出棋盘区域') # 画棋盘 _draw_checkerboard(screen) # 画棋盘上已有的棋子 for i, row in enumerate(checkerboard.checkerboard): for j, cell in enumerate(row): if cell == black_chessman.value: _draw_chessman(screen, point(j, i), black_chessman.color) elif cell == white_chessman.value: _draw_chessman(screen, point(j, i), white_chessman.color) _draw_left_info(screen, font1, cur_runner, black_win_count, white_win_count) if winner: print_text(screen, font2, (screen_width - fwidth)//2, (screen_height - fheight)//2, winner.name + '获胜', red_color) pygame.display.flip() def _get_next(cur_runner): if cur_runner == black_chessman: return white_chessman else: return black_chessman # 画棋盘 def _draw_checkerboard(screen): # 填充棋盘背景色 screen.fill(checkerboard_color) # 画棋盘网格线外的边框 pygame.draw.rect(screen, black_color, (outer_width, outer_width, border_length, border_length), border_width) # 画网格线 for i in range(line_points): pygame.draw.line(screen, black_color, (start_y, start_y + size * i), (start_y + size * (line_points - 1), start_y + size * i), 1) for j in range(line_points): pygame.draw.line(screen, black_color, (start_x + size * j, start_x), (start_x + size * j, start_x + size * (line_points - 1)), 1) # 画星位和天元 for i in (3, 9, 15): for j in (3, 9, 15): if i == j == 9: radius = 5 else: radius = 3 # pygame.draw.circle(screen, black, (start_x + size * i, start_y + size * j), radius) pygame.gfxdraw.aacircle(screen, start_x + size * i, start_y + size * j, radius, black_color) pygame.gfxdraw.filled_circle(screen, start_x + size * i, start_y + size * j, radius, black_color) # 画棋子 def _draw_chessman(screen, point, stone_color): # pygame.draw.circle(screen, stone_color, (start_x + size * point.x, start_y + size * point.y), stone_radius) pygame.gfxdraw.aacircle(screen, start_x + size * point.x, start_y + size * point.y, stone_radius, stone_color) pygame.gfxdraw.filled_circle(screen, start_x + size * point.x, start_y + size * point.y, stone_radius, stone_color) # 画左侧信息显示 def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count): _draw_chessman_pos(screen, (screen_height + stone_radius2, start_x + stone_radius2), black_chessman.color) _draw_chessman_pos(screen, (screen_height + stone_radius2, start_x + stone_radius2 * 4), white_chessman.color) print_text(screen, font, right_info_pos_x, start_x + 3, '玩家', blue_color) print_text(screen, font, right_info_pos_x, start_x + stone_radius2 * 3 + 3, '电脑', blue_color) print_text(screen, font, screen_height, screen_height - stone_radius2 * 8, '战况:', blue_color) _draw_chessman_pos(screen, (screen_height + stone_radius2, screen_height - int(stone_radius2 * 4.5)), black_chessman.color) _draw_chessman_pos(screen, (screen_height + stone_radius2, screen_height - stone_radius2 * 2), white_chessman.color) print_text(screen, font, right_info_pos_x, screen_height - int(stone_radius2 * 5.5) + 3, f'{black_win_count} 胜', blue_color) print_text(screen, font, right_info_pos_x, screen_height - stone_radius2 * 3 + 3, f'{white_win_count} 胜', blue_color) def _draw_chessman_pos(screen, pos, stone_color): pygame.gfxdraw.aacircle(screen, pos[0], pos[1], stone_radius2, stone_color) pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], stone_radius2, stone_color) # 根据鼠标点击位置,返回游戏区坐标 def _get_clickpoint(click_pos): pos_x = click_pos[0] - start_x pos_y = click_pos[1] - start_y if pos_x < -inside_width or pos_y < -inside_width: return none x = pos_x // size y = pos_y // size if pos_x % size > stone_radius: x += 1 if pos_y % size > stone_radius: y += 1 if x >= line_points or y >= line_points: return none return point(x, y) class ai: def __init__(self, line_points, chessman): self._line_points = line_points self._my = chessman self._opponent = black_chessman if chessman == white_chessman else white_chessman self._checkerboard = [[0] * line_points for _ in range(line_points)] def get_opponent_drop(self, point): self._checkerboard[point.y][point.x] = self._opponent.value def ai_drop(self): point = none score = 0 for i in range(self._line_points): for j in range(self._line_points): if self._checkerboard[j][i] == 0: _score = self._get_point_score(point(i, j)) if _score > score: score = _score point = point(i, j) elif _score == score and _score > 0: r = random.randint(0, 100) if r % 2 == 0: point = point(i, j) self._checkerboard[point.y][point.x] = self._my.value return point def _get_point_score(self, point): score = 0 for os in offset: score += self._get_direction_score(point, os[0], os[1]) return score def _get_direction_score(self, point, x_offset, y_offset): count = 0 # 落子处我方连续子数 _count = 0 # 落子处对方连续子数 space = none # 我方连续子中有无空格 _space = none # 对方连续子中有无空格 both = 0 # 我方连续子两端有无阻挡 _both = 0 # 对方连续子两端有无阻挡 # 如果是 1 表示是边上是我方子,2 表示敌方子 flag = self._get_stone_color(point, x_offset, y_offset, true) if flag != 0: for step in range(1, 6): x = point.x + step * x_offset y = point.y + step * y_offset if 0 <= x < self._line_points and 0 <= y < self._line_points: if flag == 1: if self._checkerboard[y][x] == self._my.value: count += 1 if space is false: space = true elif self._checkerboard[y][x] == self._opponent.value: _both += 1 break else: if space is none: space = false else: break # 遇到第二个空格退出 elif flag == 2: if self._checkerboard[y][x] == self._my.value: _both += 1 break elif self._checkerboard[y][x] == self._opponent.value: _count += 1 if _space is false: _space = true else: if _space is none: _space = false else: break else: # 遇到边也就是阻挡 if flag == 1: both += 1 elif flag == 2: _both += 1 if space is false: space = none if _space is false: _space = none _flag = self._get_stone_color(point, -x_offset, -y_offset, true) if _flag != 0: for step in range(1, 6): x = point.x - step * x_offset y = point.y - step * y_offset if 0 <= x < self._line_points and 0 <= y < self._line_points: if _flag == 1: if self._checkerboard[y][x] == self._my.value: count += 1 if space is false: space = true elif self._checkerboard[y][x] == self._opponent.value: _both += 1 break else: if space is none: space = false else: break # 遇到第二个空格退出 elif _flag == 2: if self._checkerboard[y][x] == self._my.value: _both += 1 break elif self._checkerboard[y][x] == self._opponent.value: _count += 1 if _space is false: _space = true else: if _space is none: _space = false else: break else: # 遇到边也就是阻挡 if _flag == 1: both += 1 elif _flag == 2: _both += 1 score = 0 if count == 4: score = 10000 elif _count == 4: score = 9000 elif count == 3: if both == 0: score = 1000 elif both == 1: score = 100 else: score = 0 elif _count == 3: if _both == 0: score = 900 elif _both == 1: score = 90 else: score = 0 elif count == 2: if both == 0: score = 100 elif both == 1: score = 10 else: score = 0 elif _count == 2: if _both == 0: score = 90 elif _both == 1: score = 9 else: score = 0 elif count == 1: score = 10 elif _count == 1: score = 9 else: score = 0 if space or _space: score /= 2 return score # 判断指定位置处在指定方向上是我方子、对方子、空 def _get_stone_color(self, point, x_offset, y_offset, next): x = point.x + x_offset y = point.y + y_offset if 0 <= x < self._line_points and 0 <= y < self._line_points: if self._checkerboard[y][x] == self._my.value: return 1 elif self._checkerboard[y][x] == self._opponent.value: return 2 else: if next: return self._get_stone_color(point(x, y), x_offset, y_offset, false) else: return 0 else: return 0 if __name__ == '__main__': main()
4、贪吃蛇
import random import sys import time import pygame from pygame.locals import * from collections import deque screen_width = 600 # 屏幕宽度 screen_height = 480 # 屏幕高度 size = 20 # 小方格大小 line_width = 1 # 网格线宽度 # 游戏区域的坐标范围 scope_x = (0, screen_width // size - 1) scope_y = (2, screen_height // size - 1) # 食物的分值及颜色 food_style_list = [(10, (255, 100, 100)), (20, (100, 255, 100)), (30, (100, 100, 255))] light = (100, 100, 100) dark = (200, 200, 200) # 蛇的颜色 black = (0, 0, 0) # 网格线颜色 red = (200, 30, 30) # 红色,game over 的字体颜色 bgcolor = (40, 40, 60) # 背景色 def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)): imgtext = font.render(text, true, fcolor) screen.blit(imgtext, (x, y)) # 初始化蛇 def init_snake(): snake = deque() snake.append((2, scope_y[0])) snake.append((1, scope_y[0])) snake.append((0, scope_y[0])) return snake def create_food(snake): food_x = random.randint(scope_x[0], scope_x[1]) food_y = random.randint(scope_y[0], scope_y[1]) while (food_x, food_y) in snake: # 如果食物出现在蛇身上,则重来 food_x = random.randint(scope_x[0], scope_x[1]) food_y = random.randint(scope_y[0], scope_y[1]) return food_x, food_y def get_food_style(): return food_style_list[random.randint(0, 2)] def main(): pygame.init() screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('贪吃蛇') font1 = pygame.font.sysfont('simhei', 24) # 得分的字体 font2 = pygame.font.font(none, 72) # game over 的字体 fwidth, fheight = font2.size('game over') # 如果蛇正在向右移动,那么快速点击向下向左,由于程序刷新没那么快,向下事件会被向左覆盖掉,导致蛇后退,直接game over # b 变量就是用于防止这种情况的发生 b = true # 蛇 snake = init_snake() # 食物 food = create_food(snake) food_style = get_food_style() # 方向 pos = (1, 0) game_over = true start = false # 是否开始,当start = true,game_over = true 时,才显示 game over score = 0 # 得分 orispeed = 0.5 # 原始速度 speed = orispeed last_move_time = none pause = false # 暂停 while true: for event in pygame.event.get(): if event.type == quit: sys.exit() elif event.type == keydown: if event.key == k_return: if game_over: start = true game_over = false b = true snake = init_snake() food = create_food(snake) food_style = get_food_style() pos = (1, 0) # 得分 score = 0 last_move_time = time.time() elif event.key == k_space: if not game_over: pause = not pause elif event.key in (k_w, k_up): # 这个判断是为了防止蛇向上移时按了向下键,导致直接 game over if b and not pos[1]: pos = (0, -1) b = false elif event.key in (k_s, k_down): if b and not pos[1]: pos = (0, 1) b = false elif event.key in (k_a, k_left): if b and not pos[0]: pos = (-1, 0) b = false elif event.key in (k_d, k_right): if b and not pos[0]: pos = (1, 0) b = false # 填充背景色 screen.fill(bgcolor) # 画网格线 竖线 for x in range(size, screen_width, size): pygame.draw.line(screen, black, (x, scope_y[0] * size), (x, screen_height), line_width) # 画网格线 横线 for y in range(scope_y[0] * size, screen_height, size): pygame.draw.line(screen, black, (0, y), (screen_width, y), line_width) if not game_over: curtime = time.time() if curtime - last_move_time > speed: if not pause: b = true last_move_time = curtime next_s = (snake[0][0] + pos[0], snake[0][1] + pos[1]) if next_s == food: # 吃到了食物 snake.appendleft(next_s) score += food_style[0] speed = orispeed - 0.03 * (score // 100) food = create_food(snake) food_style = get_food_style() else: if scope_x[0] <= next_s[0] <= scope_x[1] and scope_y[0] <= next_s[1] <= scope_y[1] \ and next_s not in snake: snake.appendleft(next_s) snake.pop() else: game_over = true # 画食物 if not game_over: # 避免 game over 的时候把 game over 的字给遮住了 pygame.draw.rect(screen, food_style[1], (food[0] * size, food[1] * size, size, size), 0) # 画蛇 for s in snake: pygame.draw.rect(screen, dark, (s[0] * size + line_width, s[1] * size + line_width, size - line_width * 2, size - line_width * 2), 0) print_text(screen, font1, 30, 7, f'速度: {score//100}') print_text(screen, font1, 450, 7, f'得分: {score}') if game_over: if start: print_text(screen, font2, (screen_width - fwidth) // 2, (screen_height - fheight) // 2, 'game over', red) pygame.display.update() if __name__ == '__main__': main()
以上就是python实现四个经典小游戏合集的详细内容,更多关于python游戏合集的资料请关注其它相关文章!
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