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python简单小游戏代码50行,python超简单小游戏代码

大家好,小编来为大家解答以下问题,python小游戏代码50 到100行,python简单小游戏代码200行,现在让我们一起来看看吧!

e89e28975f5d25088ec4795f49fa9e5d.gif

大家好,我是小F~

经常听到有朋友说,学习编程是一件非常枯燥无味的事情。其实,大家有没有认真想过,可能是我们的学习方法不对?

比方说,你有没有想过,可以通过打游戏来学编程?

今天我想跟大家分享30个Python小游戏,教你如何通过边打游戏边学编程!

相关文件及代码都已上传,公众号回复【游戏】即可获取python自动化运维工资

接下来就一起来看看吧~

1、飞机大战

42eafd0d93328ca02763f59f398701ac.png

源码分享:

import random
import pygame
from objects import Background, Player, Enemy, Bullet, Explosion, Fuel, \
                    Powerup, Button, Message, BlinkingText

pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512

info = pygame.display.Info()
width = info.current_w
height = info.current_h

if width >= height:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
else:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME | pygame.SCALED | pygame.FULLSCREEN)

clock = pygame.time.Clock()
FPS = 60

# COLORS **********************************************************************

WHITE = (255, 255, 255)
BLUE = (30, 144,255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLACK = (0, 0, 20)

# IMAGES **********************************************************************

plane_img = pygame.image.load('Assets/plane.png')
logo_img = pygame.image.load('Assets/logo.png')
fighter_img = pygame.image.load('Assets/fighter.png')
clouds_img = pygame.image.load('Assets/clouds.png')
clouds_img = pygame.transform.scale(clouds_img, (WIDTH, 350))

home_img = pygame.image.load('Assets/Buttons/homeBtn.png')
replay_img = pygame.image.load('Assets/Buttons/replay.png')
sound_off_img = pygame.image.load("Assets/Buttons/soundOffBtn.png")
sound_on_img = pygame.image.load("Assets/Buttons/soundOnBtn.png")


# BUTTONS *********************************************************************

home_btn = Button(home_img, (24, 24), WIDTH // 4 - 18, HEIGHT//2 + 120)
replay_btn = Button(replay_img, (36,36), WIDTH // 2  - 18, HEIGHT//2 + 115)
sound_btn = Button(sound_on_img, (24, 24), WIDTH - WIDTH // 4 - 18, HEIGHT//2 + 120)


# FONTS ***********************************************************************

game_over_font = 'Fonts/ghostclan.ttf'
tap_to_play_font = 'Fonts/BubblegumSans-Regular.ttf'
score_font = 'Fonts/DalelandsUncialBold-82zA.ttf'
final_score_font = 'Fonts/DroneflyRegular-K78LA.ttf'

game_over_msg = Message(WIDTH//2, 230, 30, 'Game Over', game_over_font, WHITE, win)
score_msg = Message(WIDTH-50, 28, 30, '0', final_score_font, RED, win)
final_score_msg = Message(WIDTH//2, 280, 30, '0', final_score_font, RED, win)
tap_to_play_msg = tap_to_play = BlinkingText(WIDTH//2, HEIGHT-60, 25, "Tap To Play",
                 tap_to_play_font, WHITE, win)


# SOUNDS **********************************************************************

player_bullet_fx = pygame.mixer.Sound('Sounds/gunshot.wav')
click_fx = pygame.mixer.Sound('Sounds/click.mp3')
collision_fx = pygame.mixer.Sound('Sounds/mini_exp.mp3')
blast_fx = pygame.mixer.Sound('Sounds/blast.wav')
fuel_fx = pygame.mixer.Sound('Sounds/fuel.wav')

pygame.mixer.music.load('Sounds/Defrini - Spookie.mp3')
pygame.mixer.music.play(loops=-1)
pygame.mixer.music.set_volume(0.1)


# GROUPS & OBJECTS ************************************************************

bg = Background(win)
p = Player(144, HEIGHT - 100)

enemy_group = pygame.sprite.Group()
player_bullet_group = pygame.sprite.Group()
enemy_bullet_group = pygame.sprite.Group()
explosion_group = pygame.sprite.Group()
fuel_group = pygame.sprite.Group()
powerup_group = pygame.sprite.Group()

# FUNCTIONS *******************************************************************

def shoot_bullet():
    x, y = p.rect.center[0], p.rect.y

    if p.powerup > 0:
        for dx in range(-3, 4):
            b = Bullet(x, y, 4, dx)
            player_bullet_group.add(b)
        p.powerup -= 1
    else:
        b = Bullet(x-30, y, 6)
        player_bullet_group.add(b)
        b = Bullet(x+30, y, 6)
        player_bullet_group.add(b)
    player_bullet_fx.play()

def reset():
    enemy_group.empty()
    player_bullet_group.empty()
    enemy_bullet_group.empty()
    explosion_group.empty()
    fuel_group.empty()
    powerup_group.empty()

    p.reset(p.x, p.y)

# VARIABLES *******************************************************************

level = 1
plane_destroy_count = 0
plane_frequency = 5000
start_time = pygame.time.get_ticks()

moving_left = False
moving_right = False

home_page = True
game_page = False
score_page = False

score = 0
sound_on = True

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE or event.key == pygame.K_q:
                running = False

        if event.type == pygame.KEYDOWN and game_page:
            if event.key == pygame.K_LEFT:
                moving_left = True
            if event.key == pygame.K_RIGHT:
                moving_right = True
            if event.key == pygame.K_SPACE:
                shoot_bullet()

        if event.type == pygame.MOUSEBUTTONDOWN:
            if home_page:
                home_page = False
                game_page = True
                click_fx.play()
            elif game_page:
                x, y = event.pos
                if p.rect.collidepoint((x,y)):
                    shoot_bullet()
                elif x <= WIDTH // 2:
                    moving_left = True
                elif x > WIDTH // 2:
                    moving_right = True

        if event.type == pygame.KEYUP:
            moving_left = False
            moving_right = False

        if event.type == pygame.MOUSEBUTTONUP:
            moving_left = False
            moving_right = False

    if home_page:
        win.fill(BLACK)
        win.blit(logo_img, (30, 80))
        win.blit(fighter_img, (WIDTH//2 - 50, HEIGHT//2))
        pygame.draw.circle(win, WHITE, (WIDTH//2, HEIGHT//2 + 50), 50, 4)
        tap_to_play_msg.update()

    if score_page:
        win.fill(BLACK)
        win.blit(logo_img, (30, 50))
        game_over_msg.update()
        final_score_msg.update(score)

        if home_btn.draw(win):
            home_page = True
            game_page = False
            score_page = False
            reset()
            click_fx.play()

            plane_destroy_count = 0
            level = 1
            score = 0

        if replay_btn.draw(win):
            score_page = False
            game_page = True
            reset()
            click_fx.play()

            plane_destroy_count = 0
            score = 0

        if sound_btn.draw(win):
            sound_on = not sound_on

            if sound_on:
                sound_btn.update_image(sound_on_img)
                pygame.mixer.music.play(loops=-1)
            else:
                sound_btn.update_image(sound_off_img)
                pygame.mixer.music.stop()

    if game_page:

        current_time = pygame.time.get_ticks()
        delta_time = current_time - start_time
        if delta_time >= plane_frequency:
            if level == 1:
                type = 1
            elif level == 2:
                type = 2
            elif level == 3:
                type = 3
            elif level == 4:
                type = random.randint(4, 5)
            elif level == 5:
                type = random.randint(1, 5)

            x = random.randint(10, WIDTH - 100)
            e = Enemy(x, -150, type)
            enemy_group.add(e)
            start_time = current_time

        if plane_destroy_count:
            if plane_destroy_count % 5 == 0 and level < 5:
                level += 1
                plane_destroy_count = 0

        p.fuel -= 0.05
        bg.update(1)
        win.blit(clouds_img, (0, 70))

        p.update(moving_left, moving_right, explosion_group)
        p.draw(win)

        player_bullet_group.update()
        player_bullet_group.draw(win)
        enemy_bullet_group.update()
        enemy_bullet_group.draw(win)
        explosion_group.update()
        explosion_group.draw(win)
        fuel_group.update()
        fuel_group.draw(win)
        powerup_group.update()
        powerup_group.draw(win)

        enemy_group.update(enemy_bullet_group, explosion_group)
        enemy_group.draw(win)

        if p.alive:
            player_hit = pygame.sprite.spritecollide(p, enemy_bullet_group, False)
            for bullet in player_hit:
                p.health -= bullet.damage

                x, y = bullet.rect.center
                explosion = Explosion(x, y, 1)
                explosion_group.add(explosion)

                bullet.kill()
                collision_fx.play()

            for bullet in player_bullet_group:
                planes_hit = pygame.sprite.spritecollide(bullet, enemy_group, False)
                for plane in planes_hit:
                    plane.health -= bullet.damage
                    if plane.health <= 0:
                        x, y = plane.rect.center
                        rand = random.random()
                        if rand >= 0.9:
                            power = Powerup(x, y)
                            powerup_group.add(power)
                        elif rand >= 0.3:
                            fuel = Fuel(x, y)
                            fuel_group.add(fuel)

                        plane_destroy_count += 1
                        blast_fx.play()

                    x, y = bullet.rect.center
                    explosion = Explosion(x, y, 1)
                    explosion_group.add(explosion)

                    bullet.kill()
                    collision_fx.play()

            player_collide = pygame.sprite.spritecollide(p, enemy_group, True)
            if player_collide:
                x, y = p.rect.center
                explosion = Explosion(x, y, 2)
                explosion_group.add(explosion)

                x, y = player_collide[0].rect.center
                explosion = Explosion(x, y, 2)
                explosion_group.add(explosion)

                p.health = 0
                p.alive = False

            if pygame.sprite.spritecollide(p, fuel_group, True):
                p.fuel += 25
                if p.fuel >= 100:
                    p.fuel = 100
                fuel_fx.play()

            if pygame.sprite.spritecollide(p, powerup_group, True):
                p.powerup += 2
                fuel_fx.play()

        if not p.alive or p.fuel <= -10:
            if len(explosion_group) == 0:
                game_page = False
                score_page = True
                reset()

        score += 1
        score_msg.update(score)

        fuel_color = RED if p.fuel <= 40 else GREEN
        pygame.draw.rect(win, fuel_color, (30, 20, p.fuel, 10), border_radius=4)
        pygame.draw.rect(win, WHITE, (30, 20, 100, 10), 2, border_radius=4)
        pygame.draw.rect(win, BLUE, (30, 32, p.health, 10), border_radius=4)
        pygame.draw.rect(win, WHITE, (30, 32, 100, 10), 2, border_radius=4)
        win.blit(plane_img, (10, 15))

    pygame.draw.rect(win, WHITE, (0,0, WIDTH, HEIGHT), 5, border_radius=4)
    clock.tick(FPS)
    pygame.display.update()

pygame.quit()

2、愤怒的墙

7d7c9eaa34401b50ca051a06b15d0a5b.png

源码分享:

import pygame
import random

from objects import Player, Bar, Ball, Block, ScoreCard, Message, Particle, generate_particles

pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512

info = pygame.display.Info()
width = info.current_w
height = info.current_h

if width >= height:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
else:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME | pygame.SCALED | pygame.FULLSCREEN)

clock = pygame.time.Clock()
FPS = 45

# COLORS

RED = (255, 0, 0)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GRAY = (54, 69, 79)
c_list = [RED, BLACK, WHITE]

# Fonts

pygame.font.init()
score_font = pygame.font.Font('Fonts/BubblegumSans-Regular.ttf', 50)

# Sounds

coin_fx = pygame.mixer.Sound('Sounds/coin.mp3')
death_fx = pygame.mixer.Sound('Sounds/death.mp3')
move_fx = pygame.mixer.Sound('Sounds/move.mp3')

# backgrounds

bg_list = []
for i in range(1,5):
    if i == 2:
        ext = "jpeg"
    else:
        ext = "jpg"
    img = pygame.image.load(f"Assets/Backgrounds/bg{i}.{ext}")
    img = pygame.transform.scale(img, (WIDTH, HEIGHT))
    bg_list.append(img)

home_bg = pygame.image.load(f"Assets/Backgrounds/home.jpeg")

bg = home_bg

# objects
bar_group = pygame.sprite.Group()
ball_group = pygame.sprite.Group()
block_group = pygame.sprite.Group()
destruct_group = pygame.sprite.Group()
win_particle_group = pygame.sprite.Group()
bar_gap = 120

particles = []

p = Player(win)
score_card = ScoreCard(140, 40, win)

# Functions

def destroy_bird():
    x, y = p.rect.center
    for i in range (50):
        c = random.choice(c_list)
        particle = Particle(x,y, 1,c, win)
        destruct_group.add(particle)

def win_particles():
    for x,y in [(40, 120), (WIDTH - 20, 240), (15, HEIGHT - 30)]:
        for i in range(10):
            particle = Particle (x,y, 2, WHITE, win)
            win_particle_group.add(particle)

# Messages
title_font = "Fonts/Robus-BWqOd.otf"
dodgy = Message(134, 90, 100, "Angry",title_font, WHITE, win)
walls = Message(164, 145, 80, "Walls",title_font, WHITE, win)

tap_to_play_font = "Fonts/DebugFreeTrial-MVdYB.otf"
tap_to_play = Message(144, 400, 32, "TAP TO PLAY",tap_to_play_font, WHITE, win)
tap_to_replay = Message(144, 400, 30, "Tap to Replay",tap_to_play_font, WHITE, win)

# Variables

bar_width_list = [i for i in range (40,150,10)]
bar_frequency = 1200
bar_speed = 4
touched = False
pos = None
home_page = True
score_page = False
bird_dead = False
score = 0
high_score = 0
move_left = False
move_right = True
prev_x = 0
p_count = 0

running = True
while running:
    win.blit(bg, (0,0))

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                running = False

        if event.type == pygame.MOUSEBUTTONDOWN and (home_page or score_page):
            home_page = False
            score_page = False
            win_particle_group.empty()

            bg = random.choice(bg_list)

            particles = []
            last_bar = pygame.time.get_ticks() - bar_frequency
            next_bar = 0
            bar_speed = 4
            bar_frequency = 1200
            bird_dead = False
            score = 0
            p_count = 0
            score_list = []

            for _ in range(15):
                x = random.randint(30, WIDTH - 30)
                y = random.randint(60, HEIGHT - 60)
                max = random.randint(8,16)
                b = Block(x,y,max, win)
                block_group.add(b)

        if event.type == pygame.MOUSEBUTTONDOWN and not home_page:
            if p.rect.collidepoint(event.pos):
                touched = True
                x, y = event.pos
                offset_x = p.rect.x - x

        if event.type == pygame.MOUSEBUTTONUP and not home_page:
            touched = False

        if event.type == pygame.MOUSEMOTION and not home_page:
            if touched:
                x, y = event.pos
                if move_right and prev_x > x:
                    move_right = False
                    move_left = True
                    move_fx.play()
                if move_left and  prev_x < x:
                    move_right = True
                    move_left = False
                    move_fx.play()

                prev_x = x
                p.rect.x =  x + offset_x

    if home_page:
        bg = home_bg
        particles = generate_particles(p, particles, WHITE, win)
        dodgy.update()
        walls.update()
        tap_to_play.update()
        p.update()

    elif score_page:
        bg = home_bg
        particles = generate_particles(p, particles, WHITE, win)
        tap_to_replay.update()
        p.update()
        score_msg.update()
        score_point.update()
        if p_count % 5 == 0:
            win_particles()
        p_count += 1
        win_particle_group.update()

    else:

        next_bar = pygame.time.get_ticks()
        if next_bar - last_bar >= bar_frequency and not bird_dead:
            bwidth = random.choice(bar_width_list)

            b1prime = Bar(0,0,bwidth+3,GRAY, win)
            b1 = Bar(0,-3,bwidth,WHITE,win)

            b2prime = Bar(bwidth+bar_gap+3, 0, WIDTH - bwidth - bar_gap, GRAY, win)
            b2 = Bar(bwidth+bar_gap, -3, WIDTH - bwidth - bar_gap, WHITE, win)

            bar_group.add(b1prime)
            bar_group.add(b1)
            bar_group.add(b2prime)
            bar_group.add(b2)

            color = random.choice(["red", "white"])
            pos = random.choice([0,1])
            if pos == 0:
                x = bwidth + 12
            elif pos == 1:
                x = bwidth + bar_gap - 12
            ball = Ball(x, 10, 1, color, win)

            ball_group.add(ball)
            last_bar = next_bar

        for ball in ball_group:
            if ball.rect.colliderect(p):
                if ball.color == "white":
                    ball.kill()
                    coin_fx.play()
                    score += 1
                    if score > high_score:
                        high_score += 1
                    score_card.animate = True
                elif ball.color == "red":
                    if not bird_dead:
                        death_fx.play()
                        destroy_bird()

                    bird_dead = True
                    bar_speed = 0

        if pygame.sprite.spritecollide(p, bar_group, False):
            if not bird_dead:
                death_fx.play()
                destroy_bird()

            bird_dead = True
            bar_speed = 0

        block_group.update()
        bar_group.update(bar_speed)
        ball_group.update(bar_speed)

        if bird_dead:
                destruct_group.update()

        score_card.update(score)

        if not bird_dead:
            particles = generate_particles(p, particles, WHITE, win)
            p.update()

        if score and score % 10 == 0:
            rem = score // 10
            if rem not in score_list:
                score_list.append(rem)
                bar_speed += 1
                bar_frequency -= 200

        if bird_dead and len(destruct_group) == 0:
            score_page = True
            font =  "Fonts/BubblegumSans-Regular.ttf"
            if score < high_score:
                score_msg = Message(144, 60, 55, "Score",font, WHITE, win)
            else:
                score_msg = Message(144, 60, 55, "New High",font, WHITE, win)

            score_point = Message(144, 110, 45, f"{score}", font, WHITE, win)

        if score_page:
            block_group.empty()
            bar_group.empty()
            ball_group.empty()

            p.reset()

    clock.tick(FPS)
    pygame.display.update()

pygame.quit()

3、圆弧冲刺

86f717c40518946ebaf62710004defa1.png

源码分享:

import random
import pygame

from objects import Player, Balls, Dot, Shadow, Particle, Message, BlinkingText, Button

pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512
CENTER = WIDTH //2, HEIGHT // 2

info = pygame.display.Info()
width = info.current_w
height = info.current_h

if width >= height:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
else:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME | pygame.SCALED | pygame.FULLSCREEN)

clock = pygame.time.Clock()
FPS = 60

# COLORS **********************************************************************

RED = (255,0,0)
GREEN = (0,177,64)
BLUE = (30, 144,255)
ORANGE = (252,76,2)
YELLOW = (254,221,0)
PURPLE = (155,38,182)
AQUA = (0,103,127)
WHITE = (255,255,255)
BLACK = (0,0,0)

color_list = [RED, GREEN, BLUE, ORANGE, YELLOW, PURPLE]
color_index = 0
color = color_list[color_index]

# FONTS ***********************************************************************

title_font = "Fonts/Aladin-Regular.ttf"
tap_to_play_font = "Fonts/BubblegumSans-Regular.ttf"
score_font = "Fonts/DalelandsUncialBold-82zA.ttf"
game_over_font = "Fonts/ghostclan.ttf"

# MESSAGES ********************************************************************

arc = Message(WIDTH-90, 200, 80, "Arc", title_font, WHITE, win)
dash = Message(80, 300, 60, "Dash", title_font, WHITE, win)
tap_to_play = BlinkingText(WIDTH//2, HEIGHT-60, 20, "Tap To Play", tap_to_play_font, WHITE, win)
game_msg = Message(80, 150, 40, "GAME", game_over_font, BLACK, win)
over_msg = Message(210, 150, 40, "OVER!", game_over_font, WHITE, win)
score_text = Message(90, 230, 20, "SCORE", None, BLACK, win)
best_text = Message(200, 230, 20, "BEST", None, BLACK, win)

score_msg = Message(WIDTH-60, 50, 50, "0", score_font, WHITE, win)
final_score_msg = Message(90, 280, 40, "0", tap_to_play_font, BLACK, win)
high_score_msg = Message(200, 280, 40, "0", tap_to_play_font, BLACK, win)

# SOUNDS **********************************************************************

score_fx = pygame.mixer.Sound('Sounds/point.mp3')
death_fx = pygame.mixer.Sound('Sounds/dead.mp3')
score_page_fx = pygame.mixer.Sound('Sounds/score_page.mp3')

pygame.mixer.music.load('Sounds/hk.mp3')
pygame.mixer.music.play(loops=-1)
pygame.mixer.music.set_volume(0.5)

# Button images

home_img = pygame.image.load('Assets/homeBtn.png')
replay_img = pygame.image.load('Assets/replay.png')
sound_off_img = pygame.image.load("Assets/soundOffBtn.png")
sound_on_img = pygame.image.load("Assets/soundOnBtn.png")

# Buttons

home_btn = Button(home_img, (24, 24), WIDTH // 4 - 18, 390)
replay_btn = Button(replay_img, (36,36), WIDTH // 2  - 18, 382)
sound_btn = Button(sound_on_img, (24, 24), WIDTH - WIDTH // 4 - 18, 390)

# GAME VARIABLES **************************************************************

MAX_RAD = 120
rad_delta = 50

# OBJECTS *********************************************************************

ball_group = pygame.sprite.Group()
dot_group = pygame.sprite.Group()
shadow_group = pygame.sprite.Group()
particle_group = pygame.sprite.Group()
p = Player(win)

ball_positions = [(CENTER[0]-105, CENTER[1]), (CENTER[0]+105, CENTER[1]),
                    (CENTER[0]-45, CENTER[1]), (CENTER[0]+45, CENTER[1]),
                    (CENTER[0], CENTER[1]-75), (CENTER[0], CENTER[1]+75)]
for index, pos in enumerate(ball_positions):
    if index in (0,1):
        type_ = 1
        inverter = 5
    if index in (2,3):
        type_ = 1
        inverter = 3
    if index in (4,5):
        type_ = 2
        inverter = 1
    ball = Balls(pos, type_, inverter, win)
    ball_group.add(ball)

dot_list = [(CENTER[0], CENTER[1]-MAX_RAD+3), (CENTER[0]+MAX_RAD-3, CENTER[1]),
            (CENTER[0], CENTER[1]+MAX_RAD-3), (CENTER[0]-MAX_RAD+3, CENTER[1])]
dot_index = random.choice([1,2,3,4])
dot_pos = dot_list[dot_index-1]
dot = Dot(*dot_pos, win)
dot_group.add(dot)

shadow = Shadow(dot_index, win)
shadow_group.add(shadow)


# VARIABLES *******************************************************************

clicked = False
num_clicks = 0
player_alive = True
sound_on = True

score = 0
highscore = 0

home_page = True
game_page = False
score_page = False

running = True
while running:
    win.fill(color)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE or \
                event.key == pygame.K_q:
                running = False

        if event.type == pygame.MOUSEBUTTONDOWN and home_page:
            home_page = False
            game_page = True
            score_page = False

            rad_delta = 50
            clicked = True
            score = 0
            num_clicks = 0
            player_alive = True

        if event.type == pygame.MOUSEBUTTONDOWN and game_page:
            if not clicked:
                clicked = True
                for ball in ball_group:
                    if num_clicks % ball.inverter == 0:
                        ball.dtheta *= -1

                p.set_move(dot_index)

                num_clicks += 1
                if num_clicks % 5 == 0:
                    color_index += 1
                    if color_index > len(color_list) - 1:
                        color_index = 0

                    color = color_list[color_index]

        if event.type == pygame.MOUSEBUTTONDOWN and game_page:
            clicked = False

    if home_page:
        for radius in [30, 60, 90, 120]:
            pygame.draw.circle(win, (0,0,0), CENTER, radius, 8)
            pygame.draw.circle(win, (255,255,255), CENTER, radius, 5)

        pygame.draw.rect(win, color, [CENTER[0]-10, CENTER[1]-MAX_RAD, MAX_RAD+50, MAX_RAD])
        pygame.draw.rect(win, color, [CENTER[0]-MAX_RAD, CENTER[1]-10, MAX_RAD, MAX_RAD+50])

        arc.update()
        dash.update()
        tap_to_play.update()

    if score_page:
        game_msg.update()
        over_msg.update()
        score_text.update(shadow=False)
        best_text.update(shadow=False)

        final_score_msg.update(score, shadow=False)
        high_score_msg.update(highscore, shadow=False)

        if home_btn.draw(win):
            home_page = True
            score_page = False
            game_page = False
            score = 0
            score_msg = Message(WIDTH-60, 50, 50, "0", score_font, WHITE, win)

        if replay_btn.draw(win):
            home_page = False
            score_page = False
            game_page = True

            player_alive = True
            score = 0
            score_msg = Message(WIDTH-60, 50, 50, "0", score_font, WHITE, win)
            p = Player(win)

        if sound_btn.draw(win):
            sound_on = not sound_on

            if sound_on:
                sound_btn.update_image(sound_on_img)
                pygame.mixer.music.play(loops=-1)
            else:
                sound_btn.update_image(sound_off_img)
                pygame.mixer.music.stop()

    if game_page:

        for radius in [30 + rad_delta, 60 + rad_delta, 90 + rad_delta, 120 + rad_delta]:
            if rad_delta > 0:
                radius -= 1
                rad_delta -= 1
            pygame.draw.circle(win, (0,0,0), CENTER, radius, 5)


        pygame.draw.rect(win, color, [CENTER[0]-10, CENTER[1]-MAX_RAD, 20, MAX_RAD*2])
        pygame.draw.rect(win, color, [CENTER[0]-MAX_RAD, CENTER[1]-10, MAX_RAD*2, 20])

        if rad_delta <= 0:
            p.update(player_alive, color, shadow_group)
            shadow_group.update()
            ball_group.update()
            dot_group.update()
            particle_group.update()
            score_msg.update(score)

            for dot in dot_group:
                if dot.rect.colliderect(p):
                    dot.kill()
                    score_fx.play()

                    score += 1
                    if highscore <= score:
                        highscore = score

            if pygame.sprite.spritecollide(p, ball_group, False) and player_alive:
                death_fx.play()
                x, y = p.rect.center
                for i in range(20):
                    particle = Particle(x, y, WHITE, win)
                    particle_group.add(particle)
                player_alive = False
                p.reset()

            if p.can_move and len(dot_group) == 0 and player_alive:
                dot_index = random.randint(1,4)
                dot_pos = dot_list[dot_index-1]
                dot = Dot(*dot_pos, win)
                dot_group.add(dot)

                shadow_group.empty()
                shadow = Shadow(dot_index, win)
                shadow_group.add(shadow)

            if not player_alive and len(particle_group) == 0:
                game_page = False
                score_page = True

                dot_group.empty()
                shadow_group.empty()
                for ball in ball_group:
                    ball.reset()
                score_page_fx.play()


    pygame.draw.rect(win, WHITE, (0, 0, WIDTH, HEIGHT), 5, border_radius=10)
    clock.tick(FPS)
    pygame.display.update()

pygame.quit()

4、行星游戏

bf8f4cedab9e0b8358b3815b54f75343.png

源码分享:

import random
import pygame
from pygame.locals import KEYDOWN, QUIT, K_ESCAPE, K_SPACE, K_q, K_e

from objects import Rocket, Asteroid, Bullet, Explosion


### SETUP *********************************************************************
SIZE = SCREEN_WIDTH, SCREEN_HEIGHT = 500, 500

pygame.mixer.init()
pygame.init()
clock = pygame.time.Clock()
win = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('Asteroids')

gunshot_sound = pygame.mixer.Sound("music/laser.wav")
explosion_sound = pygame.mixer.Sound("music/explosion.mp3")

font = pygame.font.Font('freesansbold.ttf', 32)
# text = font.render('', True, green, blue)


### Objects & Events **********************************************************
ADDAST1 = pygame.USEREVENT + 1
ADDAST2 = pygame.USEREVENT + 2
ADDAST3 = pygame.USEREVENT + 3
ADDAST4 = pygame.USEREVENT + 4
ADDAST5 = pygame.USEREVENT + 5
pygame.time.set_timer(ADDAST1, 2000)
pygame.time.set_timer(ADDAST2, 6000)
pygame.time.set_timer(ADDAST3, 10000)
pygame.time.set_timer(ADDAST4, 15000)
pygame.time.set_timer(ADDAST5, 20000)

rocket = Rocket(SIZE)

asteroids = pygame.sprite.Group()
bullets = pygame.sprite.Group()
explosions = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(rocket)

backgrounds = [f'assets/background/bg{i}s.png' for i in range(1,5)]
bg = pygame.image.load(random.choice(backgrounds))

startbg = pygame.image.load('assets/start.jpg')

### Game **********************************************************************
if __name__ == '__main__':
    score = 0
    running = True
    gameStarted = False
    musicStarted = False
    while running:
        if not gameStarted:
            if not musicStarted:
                pygame.mixer.music.load('music/Apoxode_-_Electric_1.mp3')
                pygame.mixer.music.play(loops=-1)
                musicStarted = True
            for event in pygame.event.get():
                if event.type == QUIT:
                    running = False

                if event.type == KEYDOWN:
                    if event.key == K_SPACE:
                        gameStarted = True
                        musicStarted = False

                win.blit(startbg, (0,0))        
        else:
            if not musicStarted:
                pygame.mixer.music.load('music/rpg_ambience_-_exploration.ogg')
                pygame.mixer.music.play(loops=-1)
                musicStarted = True
            for event in pygame.event.get():
                if event.type == QUIT:
                    running = False

                if event.type == KEYDOWN:
                    if event.key == K_ESCAPE:
                        running = False
                    if event.key == K_SPACE:
                        pos = rocket.rect[:2]
                        bullet = Bullet(pos, rocket.dir, SIZE)
                        bullets.add(bullet)
                        all_sprites.add(bullet)
                        gunshot_sound.play()
                    if event.key == K_q:
                        rocket.rotate_left()
                    if event.key == K_e:
                        rocket.rotate_right()

                elif event.type == ADDAST1:
                    ast = Asteroid(1, SIZE)
                    asteroids.add(ast)
                    all_sprites.add(ast)
                elif event.type == ADDAST2:
                    ast = Asteroid(2, SIZE)
                    asteroids.add(ast)
                    all_sprites.add(ast)
                elif event.type == ADDAST3:
                    ast = Asteroid(3, SIZE)
                    asteroids.add(ast)
                    all_sprites.add(ast)
                elif event.type == ADDAST4:
                    ast = Asteroid(4, SIZE)
                    asteroids.add(ast)
                    all_sprites.add(ast)
                elif event.type == ADDAST5:
                    ast = Asteroid(5, SIZE)
                    asteroids.add(ast)
                    all_sprites.add(ast)


            pressed_keys = pygame.key.get_pressed()
            rocket.update(pressed_keys)

            asteroids.update()
            bullets.update()
            explosions.update()

            win.blit(bg, (0,0))
            explosions.draw(win)

            for sprite in all_sprites:
                win.blit(sprite.surf, sprite.rect)
            win.blit(rocket.surf, rocket.rect)

            if pygame.sprite.spritecollideany(rocket, asteroids):
                rocket.kill()
                score = 0
                for sprite in all_sprites:
                    sprite.kill()
                all_sprites.empty()
                rocket = Rocket(SIZE)
                all_sprites.add(rocket)
                gameStarted = False
                musicStarted = False

            for bullet in bullets:
                collision = pygame.sprite.spritecollide(bullet, asteroids, True)
                if collision:
                    pos = bullet.rect[:2]
                    explosion = Explosion(pos)
                    explosions.add(explosion)
                    score += 1
                    explosion_sound.play()

                    bullet.kill()
                    bullets.remove(bullet)

            text = font.render('Score : ' + str(score), 1, (200,255,0))
            win.blit(text, (340, 10))

        pygame.display.flip()
        clock.tick(30)

    pygame.quit()

5、弹跳的球

b64cce1c70ece4bcf927fd2d0f755ae5.png

源码分享:

import os
import pygame

from player import Ball
from world import World, load_level
from texts import Text, Message
from button import Button, LevelButton

pygame.init()
WIDTH, HEIGHT = 192, 212
win = pygame.display.set_mode((WIDTH, HEIGHT), pygame.NOFRAME)
pygame.display.set_caption('Bounce')

clock = pygame.time.Clock()
FPS = 30

# GAME VARIABLES **************************************************************
ROWS = 12
MAX_COLS = 150
TILE_SIZE = 16
MAX_LEVEL = 8

# COLORS **********************************************************************

BLUE = (175, 207, 240)
BLUE2 = (0, 0, 255)
WHITE = (255, 255, 255)

# FONTS ***********************************************************************

health_font = "Fonts/ARCADECLASSIC.TTF"

level_text = Text(health_font, 24)
health_text = Message(40, WIDTH + 10, 19, "x3", health_font, WHITE, win)
select_level_text = Message(WIDTH//2, 20, 24, "Select  Level", health_font, BLUE2, win)
current_level_text = Message(WIDTH - 40, WIDTH + 10, 20, "Level 1", health_font, WHITE, win)
you_win = Message(WIDTH //2, HEIGHT//2, 40, "You  Win", health_font, BLUE2, win)

# SOUNDS **********************************************************************

click_fx = pygame.mixer.Sound('Sounds/click.mp3')
life_fx = pygame.mixer.Sound('Sounds/gate.mp3')
checkpoint_fx = pygame.mixer.Sound('Sounds/checkpoint.mp3')

pygame.mixer.music.load('Sounds/track1.wav')
pygame.mixer.music.play(loops=-1)
pygame.mixer.music.set_volume(0.4)

# LOADING IMAGES **************************************************************

ball_image = pygame.image.load('Assets/ball.png')
splash_img = pygame.transform.scale(pygame.image.load('Assets/splash_logo.png'),
             (2*WIDTH, HEIGHT))
bounce_img = pygame.image.load('Assets/menu_logo.png')
game_lost_img = pygame.image.load('Assets/lose.png')
game_lost_img = pygame.transform.scale(game_lost_img, (WIDTH//2, 80))
level_locked_img = pygame.image.load('Assets/level_locked.png')
level_locked_img = pygame.transform.scale(level_locked_img, (40, 40))
level_unlocked_img = pygame.image.load('Assets/level_unlocked.png')
level_unlocked_img = pygame.transform.scale(level_unlocked_img, (40, 40))


play_img = pygame.image.load('Assets/play.png')
restart_img = pygame.image.load('Assets/restart.png')
menu_img = pygame.image.load('Assets/menu.png')
sound_on_img = pygame.image.load('Assets/SoundOnBtn.png')
sound_off_img = pygame.image.load('Assets/SoundOffBtn.png')
game_won_img = pygame.image.load('Assets/game won.png')


# BUTTONS *********************************************************************

play_btn = Button(play_img, False, 45, 130)
sound_btn = Button(sound_on_img, False, 45, 170)
restart_btn = Button(restart_img, False, 45, 130)
menu_btn = Button(menu_img, False, 45, 170)

# LEVEL TEXT & BUTTONS ********************************************************

level_btns = []
for level in range(MAX_LEVEL):
    text = level_text.render(f'{level+1}', (255, 255, 255))
    r = level // 3
    c = level % 3
    btn = LevelButton(level_locked_img, (40, 40), 20 + c * 55, 50 + r * 55, text)
    level_btns.append(btn)

# GROUPS **********************************************************************

spikes_group = pygame.sprite.Group()
inflator_group = pygame.sprite.Group()
deflator_group = pygame.sprite.Group()
enemy_group = pygame.sprite.Group()
exit_group = pygame.sprite.Group()
checkpoint_group = pygame.sprite.Group()
health_group = pygame.sprite.Group()

objects_groups = [spikes_group, inflator_group, deflator_group, enemy_group, exit_group, 
                    checkpoint_group, health_group]
collision_groups = [inflator_group, deflator_group]

# RESET ***********************************************************************

def reset_level_data(level):
    for group in objects_groups:
        group.empty()

    # LOAD LEVEL WORLD

    world_data, level_length = load_level(level)
    w = World(objects_groups)
    w.generate_world(world_data, win)

    return world_data, level_length, w

def reset_player_data(level):
    if level == 1:
        x, y = 64, 50
    if level == 2:
        x, y = 65, 50
    if level == 3:
        x, y = 64, 50
    if level == 4:
        x, y = 63, 50
    if level == 5:
        x, y = 64, 50
    if level == 6:
        x, y = 48, 50
    if level == 7:
        x, y = 78, 80
    if level == 8:
        x, y = 112,100

    p = Ball(x, y)
    moving_left = False
    moving_right = False

    return p, moving_left, moving_right

# VARIABLES *******************************************************************

moving_left = False
moving_right = False

SCROLL_THRES = 80
screen_scroll = 0
level_scroll = 0
level = 1
next_level = False
reset_level = False

checkpoint = None
health = 3
splash_count = 0
sound_on = True

logo_page = True
home_page = False
level_page = False
game_page = False
restart_page = False
win_page = False

running = True
while running:
    win.fill(BLUE)
    pygame.draw.rect(win, (255, 255,255), (0, 0, WIDTH, HEIGHT), 1, border_radius=5)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE or \
                event.key == pygame.K_q:
                running = False

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                moving_left = True
            if event.key == pygame.K_RIGHT:
                moving_right = True
            if event.key == pygame.K_UP:
                if not p.jump:
                    p.jump = True

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT:
                moving_left = False
            if event.key == pygame.K_RIGHT:
                moving_right = False

    if logo_page:
        win.blit(splash_img, (-100,0))
        splash_count += 1
        if splash_count % 50 == 0:
            logo_page = False
            home_page = True

    if home_page:
        win.blit(bounce_img, (10,10))

        if play_btn.draw(win):
            click_fx.play()
            home_page = False
            level_page = True

        if sound_btn.draw(win):
            click_fx.play()
            sound_on = not sound_on

            if sound_on:
                sound_btn.update_image(sound_on_img)
                pygame.mixer.music.play(loops=-1)
            else:
                sound_btn.update_image(sound_off_img)
                pygame.mixer.music.stop()

    if level_page:
        select_level_text.update(shadow=False)
        for index, btn in enumerate(level_btns):
            if index < level:
                if not btn.unlocked:
                    btn.unlocked = True
                    btn.update_image(level_unlocked_img)
            if btn.draw(win):
                if index < level:
                    click_fx.play()
                    level_page = False
                    game_page = True
                    level = index + 1
                    screen_scroll = 0
                    level_scroll = 0
                    health = 3
                    world_data, level_length, w = reset_level_data(level)
                    p, moving_left, moving_right = reset_player_data(level)

    if restart_page:
        win.blit(game_lost_img, (45,20))
        if restart_btn.draw(win):
            click_fx.play()
            world_data, level_length, w = reset_level_data(level)
            p, moving_left, moving_right = reset_player_data(level)
            level_scroll = 0
            screen_scroll = 0
            health = 3
            checkpoint = None
            restart_page = False
            game_page = True

        if menu_btn.draw(win):
            click_fx.play()
            home_page = True
            restart_page = False

    if win_page:
        win.blit(game_won_img, (45, 20))
        you_win.update()
        if menu_btn.draw(win):
            click_fx.play()
            home_page = True
            win_page = False
            restart_page = False


    if game_page:
        w.update(screen_scroll)
        w.draw(win)

        spikes_group.update(screen_scroll)
        spikes_group.draw(win)
        health_group.update(screen_scroll)
        health_group.draw(win)
        inflator_group.update(screen_scroll)
        inflator_group.draw(win)
        deflator_group.update(screen_scroll)
        deflator_group.draw(win)
        exit_group.update(screen_scroll)
        exit_group.draw(win)
        checkpoint_group.update(screen_scroll)
        checkpoint_group.draw(win)
        enemy_group.update(screen_scroll)
        enemy_group.draw(win)

        screen_scroll = 0
        p.update(moving_left, moving_right, w, collision_groups)
        p.draw(win)

        if ((p.rect.right >= WIDTH - SCROLL_THRES) and level_scroll < (level_length * 16) - WIDTH) \
                or ((p.rect.left <= SCROLL_THRES) and level_scroll > 0):
                dx = p.dx
                p.rect.x -= dx
                screen_scroll = -dx
                level_scroll += dx

        if len(exit_group) > 0:
            exit = exit_group.sprites()[0]
            if not exit.open:
                if abs(p.rect.x - exit.rect.x) <= 80 and len(health_group) == 0:
                    exit.open = True

            if p.rect.colliderect(exit.rect) and exit.index == 11:
                checkpoint = None
                checkpoint_fx.play()
                level += 1
                if level < MAX_LEVEL:
                    checkpoint = False
                    reset_level = True
                    next_level = True
                else:
                    checkpoint = None
                    win_page = True

        cp = pygame.sprite.spritecollide(p, checkpoint_group, False)
        if cp:
            checkpoint = cp[0]
            if not checkpoint.catched:
                checkpoint_fx.play()
                checkpoint.catched = True
                checkpoint_pos = p.rect.center
                checkpoint_screen_scroll = screen_scroll
                checkpoint_level_scroll = level_scroll

        if pygame.sprite.spritecollide(p, spikes_group, False):
            reset_level = True

        if pygame.sprite.spritecollide(p, health_group, True):
            health += 1
            life_fx.play()

        if pygame.sprite.spritecollide(p, enemy_group, False):
            reset_level = True

        if reset_level:
            if health > 0:
                if next_level:
                    world_data, level_length, w = reset_level_data(level)
                    p, moving_left, moving_right = reset_player_data(level)
                    level_scroll = 0
                    health = 3
                    checkpoint = None
                    next_level = False

                elif checkpoint:
                    checkpoint_dx = level_scroll - checkpoint_level_scroll
                    w.update(checkpoint_dx)
                    for group in objects_groups:
                        group.update(checkpoint_dx)
                    p.rect.center = checkpoint_pos
                    level_scroll = checkpoint_level_scroll

                else:
                    w.update(level_scroll)
                    for group in objects_groups:
                        group.update(level_scroll)
                    p, moving_left, moving_right = reset_player_data(level)
                    level_scroll = 0

                screen_scroll = 0
                reset_level = False
                health -= 1
            else:
                restart_page = True
                game_page = False
                reset_level = False

        # Drawing info bar
        pygame.draw.rect(win, (25, 25, 25), (0, HEIGHT-20, WIDTH, 20))
        pygame.draw.rect(win, (255, 255,255), (0, 0, WIDTH, WIDTH), 2, border_radius=5)

        win.blit(ball_image, (5, WIDTH + 2))
        health_text.update(f'x{health}', shadow=False)
        current_level_text.update(f'Level {level}', shadow=False)

    clock.tick(FPS)
    pygame.display.update()

pygame.quit()

6、汽车避障

80e18062fd663585128e3071b72ebfb4.png

源码分享:

import pygame
import random
from objects import Road, Player, Nitro, Tree, Button, \
                    Obstacle, Coins, Fuel

pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512

info = pygame.display.Info()
width = info.current_w
height = info.current_h

if width >= height:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
else:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME | pygame.SCALED | pygame.FULLSCREEN)

clock = pygame.time.Clock()
FPS = 30

lane_pos = [50, 95, 142, 190]

# COLORS **********************************************************************

WHITE = (255, 255, 255)
BLUE = (30, 144,255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLACK = (0, 0, 20)

# FONTS ***********************************************************************

font = pygame.font.SysFont('cursive', 32)

select_car = font.render('Select Car', True, WHITE)

# IMAGES **********************************************************************

bg = pygame.image.load('Assets/bg.png')

home_img = pygame.image.load('Assets/home.png')
play_img = pygame.image.load('Assets/buttons/play.png')
end_img = pygame.image.load('Assets/end.jpg')
end_img = pygame.transform.scale(end_img, (WIDTH, HEIGHT))
game_over_img = pygame.image.load('Assets/game_over.png')
game_over_img = pygame.transform.scale(game_over_img, (220, 220))
coin_img = pygame.image.load('Assets/coins/1.png')
dodge_img = pygame.image.load('Assets/car_dodge.png')

left_arrow = pygame.image.load('Assets/buttons/arrow.png')
right_arrow = pygame.transform.flip(left_arrow, True, False)

home_btn_img = pygame.image.load('Assets/buttons/home.png')
replay_img = pygame.image.load('Assets/buttons/replay.png')
sound_off_img = pygame.image.load("Assets/buttons/soundOff.png")
sound_on_img = pygame.image.load("Assets/buttons/soundOn.png")

cars = []
car_type = 0
for i in range(1, 9):
    img = pygame.image.load(f'Assets/cars/{i}.png')
    img = pygame.transform.scale(img, (59, 101))
    cars.append(img)

nitro_frames = []
nitro_counter = 0
for i in range(6):
    img = pygame.image.load(f'Assets/nitro/{i}.gif')
    img = pygame.transform.flip(img, False, True)
    img = pygame.transform.scale(img, (18, 36))
    nitro_frames.append(img)

# FUNCTIONS *******************************************************************
def center(image):
    return (WIDTH // 2) - image.get_width() // 2

# BUTTONS *********************************************************************
play_btn = Button(play_img, (100, 34), center(play_img)+10, HEIGHT-80)
la_btn = Button(left_arrow, (32, 42), 40, 180)
ra_btn = Button(right_arrow, (32, 42), WIDTH-60, 180)

home_btn = Button(home_btn_img, (24, 24), WIDTH // 4 - 18, HEIGHT - 80)
replay_btn = Button(replay_img, (36,36), WIDTH // 2  - 18, HEIGHT - 86)
sound_btn = Button(sound_on_img, (24, 24), WIDTH - WIDTH // 4 - 18, HEIGHT - 80)

# SOUNDS **********************************************************************

click_fx = pygame.mixer.Sound('Sounds/click.mp3')
fuel_fx = pygame.mixer.Sound('Sounds/fuel.wav')
start_fx = pygame.mixer.Sound('Sounds/start.mp3')
restart_fx = pygame.mixer.Sound('Sounds/restart.mp3')
coin_fx = pygame.mixer.Sound('Sounds/coin.mp3')

pygame.mixer.music.load('Sounds/mixkit-tech-house-vibes-130.mp3')
pygame.mixer.music.play(loops=-1)
pygame.mixer.music.set_volume(0.6)

# OBJECTS *********************************************************************
road = Road()
nitro = Nitro(WIDTH-80, HEIGHT-80)
p = Player(100, HEIGHT-120, car_type)

tree_group = pygame.sprite.Group()
coin_group = pygame.sprite.Group()
fuel_group = pygame.sprite.Group()
obstacle_group = pygame.sprite.Group()

# VARIABLES *******************************************************************
home_page = True
car_page = False
game_page = False
over_page = False

move_left = False
move_right = False
nitro_on = False
sound_on = True

counter = 0
counter_inc = 1
# speed = 3
speed = 10
dodged = 0
coins = 0
cfuel = 100

endx, enddx = 0, 0.5
gameovery = -50

running = True
while running:
    win.fill(BLACK)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE or event.key == pygame.K_q:
                running = False

            if event.key == pygame.K_LEFT:
                move_left = True

            if event.key == pygame.K_RIGHT:
                move_right = True

            if event.key == pygame.K_n:
                nitro_on = True

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT:
                move_left = False

            if event.key == pygame.K_RIGHT:
                move_right = False

            if event.key == pygame.K_n:
                nitro_on = False
                speed = 3
                counter_inc = 1

        if event.type == pygame.MOUSEBUTTONDOWN:
            x, y = event.pos

            if nitro.rect.collidepoint((x, y)):
                nitro_on = True
            else:
                if x <= WIDTH // 2:
                    move_left = True
                else:
                    move_right = True

        if event.type == pygame.MOUSEBUTTONUP:
            move_left = False
            move_right = False
            nitro_on = False
            speed = 3
            counter_inc = 1

    if home_page:
        win.blit(home_img, (0,0))
        counter += 1
        if counter % 60 == 0:
            home_page = False
            car_page = True

    if car_page:
        win.blit(select_car, (center(select_car), 80))

        win.blit(cars[car_type], (WIDTH//2-30, 150))
        if la_btn.draw(win):
            car_type -= 1
            click_fx.play()
            if car_type < 0:
                car_type = len(cars) - 1

        if ra_btn.draw(win):
            car_type += 1
            click_fx.play()
            if car_type >= len(cars):
                car_type = 0

        if play_btn.draw(win):
            car_page = False
            game_page = True

            start_fx.play()

            p = Player(100, HEIGHT-120, car_type)
            counter = 0

    if over_page:
        win.blit(end_img, (endx, 0))
        endx += enddx
        if endx >= 10 or endx<=-10:
            enddx *= -1

        win.blit(game_over_img, (center(game_over_img), gameovery))
        if gameovery < 16:
            gameovery += 1

        num_coin_img = font.render(f'{coins}', True, WHITE)
        num_dodge_img = font.render(f'{dodged}', True, WHITE)
        distance_img = font.render(f'Distance : {counter/1000:.2f} km', True, WHITE)

        win.blit(coin_img, (80, 240))
        win.blit(dodge_img, (50, 280))
        win.blit(num_coin_img, (180, 250))
        win.blit(num_dodge_img, (180, 300))
        win.blit(distance_img, (center(distance_img), (350)))

        if home_btn.draw(win):
            over_page = False
            home_page = True

            coins = 0
            dodged = 0
            counter = 0
            nitro.gas = 0
            cfuel = 100

            endx, enddx = 0, 0.5
            gameovery = -50

        if replay_btn.draw(win):
            over_page = False
            game_page = True

            coins = 0
            dodged = 0
            counter = 0
            nitro.gas = 0
            cfuel = 100

            endx, enddx = 0, 0.5
            gameovery = -50

            restart_fx.play()

        if sound_btn.draw(win):
            sound_on = not sound_on

            if sound_on:
                sound_btn.update_image(sound_on_img)
                pygame.mixer.music.play(loops=-1)
            else:
                sound_btn.update_image(sound_off_img)
                pygame.mixer.music.stop()

    if game_page:
        win.blit(bg, (0,0))
        road.update(speed)
        road.draw(win)

        counter += counter_inc
        if counter % 60 == 0:
            tree = Tree(random.choice([-5, WIDTH-35]), -20)
            tree_group.add(tree)

        if counter % 270 == 0:
            type = random.choices([1, 2], weights=[6, 4], k=1)[0]
            x = random.choice(lane_pos)+10
            if type == 1:
                count = random.randint(1, 3)
                for i in range(count):
                    coin = Coins(x,-100 - (25 * i))
                    coin_group.add(coin)
            elif type == 2:
                fuel = Fuel(x, -100)
                fuel_group.add(fuel)
        elif counter % 90 == 0:
            obs = random.choices([1, 2, 3], weights=[6,2,2], k=1)[0]
            obstacle = Obstacle(obs)
            obstacle_group.add(obstacle)

        if nitro_on and nitro.gas > 0:
            x, y = p.rect.centerx - 8, p.rect.bottom - 10
            win.blit(nitro_frames[nitro_counter], (x, y))
            nitro_counter = (nitro_counter + 1) % len(nitro_frames)

            speed = 10
            if counter_inc == 1:
                counter = 0
                counter_inc = 5

        if nitro.gas <= 0:
            speed = 3
            counter_inc = 1

        nitro.update(nitro_on)
        nitro.draw(win)
        obstacle_group.update(speed)
        obstacle_group.draw(win)
        tree_group.update(speed)
        tree_group.draw(win)
        coin_group.update(speed)
        coin_group.draw(win)
        fuel_group.update(speed)
        fuel_group.draw(win)

        p.update(move_left, move_right)
        p.draw(win)

        if cfuel > 0:
            pygame.draw.rect(win, GREEN, (20, 20, cfuel, 15), border_radius=5)
        pygame.draw.rect(win, WHITE, (20, 20, 100, 15), 2, border_radius=5)
        cfuel -= 0.05

        # COLLISION DETECTION & KILLS
        for obstacle in obstacle_group:
            if obstacle.rect.y >= HEIGHT:
                if obstacle.type == 1:
                    dodged += 1
                obstacle.kill() 

            if pygame.sprite.collide_mask(p, obstacle):
                pygame.draw.rect(win, RED, p.rect, 1)
                speed = 0

                game_page = False
                over_page = True

                tree_group.empty()
                coin_group.empty()
                fuel_group.empty()
                obstacle_group.empty()

        if pygame.sprite.spritecollide(p, coin_group, True):
            coins += 1
            coin_fx.play()

        if pygame.sprite.spritecollide(p, fuel_group, True):
            cfuel += 25
            fuel_fx.play()
            if cfuel >= 100:
                cfuel = 100

    pygame.draw.rect(win, BLUE, (0, 0, WIDTH, HEIGHT), 3)
    clock.tick(FPS)
    pygame.display.update()

pygame.quit()

# 今天给大家介绍一款Python制作的汽车避障小游戏
# 主要通过Pygame实现的,运行代码,选择车型,进入游戏
# 可以控制左右移动,点击右下角可以进行加速
# 金币可以增加积分,撞到障碍物则游戏介绍

7、洞窟物语

d06e091f98705592b39171cb91854292.jpeg

源码分享:

import pygame
import pickle

from objects import World, load_level, Button, Player, Portal, game_data

pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512
win = pygame.display.set_mode(SCREEN, pygame.SCALED | pygame.FULLSCREEN)
clock = pygame.time.Clock()
FPS = 45

tile_size = 16

# Images

bg = pygame.image.load("Assets/bg.png")

cave_story = pygame.transform.rotate(pygame.image.load("Assets/cave_story.png"), 90)
cave_story = pygame.transform.scale(cave_story, (150,300))

game_won_img = pygame.transform.rotate(pygame.image.load("Assets/win.png"), -90)
game_won_img = pygame.transform.scale(game_won_img, (150,300))

# Sounds
pygame.mixer.music.load('Sounds/goodbyte_sad-rpg-town.mp3')
pygame.mixer.music.play(loops=-1)

replay_fx =  pygame.mixer.Sound('Sounds/replay.wav')

# Buttons

move_btn = pygame.image.load("Assets/movement.jpeg")
move_btn = pygame.transform.rotate(move_btn, -90)
move_btn = pygame.transform.scale(move_btn, (42, HEIGHT))

play_img = pygame.transform.rotate(pygame.image.load("Assets/play.png"), -90)
play_btn = Button(play_img, (60, 150), 30, 170)

quit_img = pygame.transform.rotate(pygame.image.load("Assets/quit.png"), -90)
quit_btn = Button(quit_img, (60, 150), 140, 170)

replay_img = pygame.transform.rotate(pygame.image.load("Assets/replay.png"), -90)
replay_btn = Button(replay_img, (40, 40), 100, 190)

sound_off_img = pygame.transform.rotate(pygame.image.load("Assets/sound_off.png"), -90)
sound_on_img = pygame.transform.rotate(pygame.image.load("Assets/sound_on.png"), -90)
sound_btn = Button(sound_on_img, (40, 40), 100, 260)

# Variables

current_level = 1
MAX_LEVEL = 3
show_keys = True
pressed_keys = [False, False, False, False]

dir_dict = {
    'Up' : pygame.Rect(5, 27, 35, 50),
    'Down' : pygame.Rect(5, 160, 35, 50),
    'Left' :  pygame.Rect(5, 320, 35, 50),
    'Right' : pygame.Rect(5, 450, 35, 50)
}

# groups 
diamond_group = pygame.sprite.Group()
spike_group = pygame.sprite.Group()
plant_group = pygame.sprite.Group()
board_group = pygame.sprite.Group()
chain_group = pygame.sprite.Group()
groups = [diamond_group, spike_group, plant_group, board_group, chain_group]

data = load_level(current_level)
(player_x, player_y), (portal_x, portal_y) = game_data(current_level)

world = World(win, data, groups)
player = Player(win, (player_x,player_y), world, groups)
portal = Portal(portal_x, portal_y, win)

game_started = False
game_over = False
game_won = False
replay_menu = False
sound_on = True

bgx = 0
bgcounter = 0
bgdx = 1

running = True
while running:
    win.blit(bg, (bgx, 0))
    for group in groups:
        group.draw(win)
    world.draw()

    if not game_started:
        win.blit(cave_story, (100,100))
        if play_btn.draw(win):
            game_started = True
    elif game_won:
        win.blit(game_won_img, (100,100))
    else:
        if show_keys:
            win.blit(move_btn, (0,0))
            bgcounter += 1
            if bgcounter >= 15:
                bgcounter = 0
                bgx += bgdx
                if bgx < 0 or bgx >5 :
                    bgdx *= -1

    #   for rect in dir_dict:
    #       pygame.draw.rect(win, (255, 0, 0), dir_dict[rect])

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False

            if event.type == pygame.MOUSEBUTTONDOWN:
                pos = event.pos
                if show_keys:
                    if dir_dict["Up"].collidepoint(pos):
                        pressed_keys[0] = True
                    if dir_dict["Down"].collidepoint(pos):
                        pressed_keys[1] = True
                    if dir_dict["Left"].collidepoint(pos):
                        pressed_keys[2] = True
                    if dir_dict["Right"].collidepoint(pos):
                        pressed_keys[3] = True

            if event.type == pygame.MOUSEBUTTONUP:
                pressed_keys = [False, False, False, False]

        portal.update()

        if not game_over:
            game_over = player.update(pressed_keys, game_over)
            if game_over:
                show_keys = False
                replay_menu = True

        if player.rect.colliderect(portal) and player.rect.top > portal.rect.top and player.rect.bottom < portal.rect.bottom:
            if current_level < MAX_LEVEL:
                current_level += 1
                for group in groups:
                    group.empty()

                data = load_level(current_level)
                (player_x, player_y), (portal_x, portal_y) = game_data(current_level)

                world = World(win, data, groups)
                player = Player(win, (player_x,player_y), world, groups)
                portal = Portal(portal_x, portal_y, win)
            else:
                show_keys = False
                game_won = True

        if replay_menu:
            if quit_btn.draw(win):
                running = False

            if sound_btn.draw(win):
                sound_on = not sound_on

                if sound_on:
                    sound_btn.update_image(sound_on_img)
                    pygame.mixer.music.play(loops=-1)
                else:
                    sound_btn.update_image(sound_off_img)
                    pygame.mixer.music.stop()

            if replay_btn.draw(win):
                show_keys = True
                replay_menu = False
                game_over = False
                replay_fx.play()

                for group in groups:
                    group.empty()

                data = load_level(current_level)
                (player_x, player_y), (portal_x, portal_y) = game_data(current_level)

                world = World(win, data, groups)
                player = Player(win, (player_x,player_y), world, groups)
                portal = Portal(portal_x, portal_y, win)

    clock.tick(FPS)
    pygame.display.update()

pygame.quit()

8、联系

7ec4e247ac6a38b936ccaed2fde70ca3.png

源码分享:

# Connected

# Author : Prajjwal Pathak (pyguru)
# Date : Thursday, 8 August, 2021

import random
import pygame

from objects import Balls, Coins, Tiles, Particle, Message, Button

pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512
CENTER = WIDTH //2, HEIGHT // 2

info = pygame.display.Info()
width = info.current_w
height = info.current_h

if width >= height:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
else:
    win = pygame.display.set_mode(SCREEN, pygame.NOFRAME | pygame.SCALED | pygame.FULLSCREEN)
pygame.display.set_caption('Connected')

clock = pygame.time.Clock()
FPS = 90

# COLORS **********************************************************************

RED = (255,0,0)
GREEN = (0,177,64)
BLUE = (30, 144,255)
ORANGE = (252,76,2)
YELLOW = (254,221,0)
PURPLE = (155,38,182)
AQUA = (0,103,127)
WHITE = (255,255,255)
BLACK = (0,0,0)
GRAY = (25, 25, 25)

color_list = [PURPLE, GREEN, BLUE, ORANGE, YELLOW, RED]
color_index = 0
color = color_list[color_index]

# SOUNDS **********************************************************************

flip_fx = pygame.mixer.Sound('Sounds/flip.mp3')
score_fx = pygame.mixer.Sound('Sounds/point.mp3')
dead_fx = pygame.mixer.Sound('Sounds/dead.mp3')
score_page_fx = pygame.mixer.Sound('Sounds/score_page.mp3')

pygame.mixer.music.load('Sounds/bgm.mp3')
pygame.mixer.music.play(loops=-1)
pygame.mixer.music.set_volume(0.5)


# FONTS ***********************************************************************

title_font = "Fonts/Aladin-Regular.ttf"
score_font = "Fonts/DroneflyRegular-K78LA.ttf"
game_over_font = "Fonts/ghostclan.ttf"
final_score_font = "Fonts/DalelandsUncialBold-82zA.ttf"
new_high_font = "Fonts/BubblegumSans-Regular.ttf"


connected = Message(WIDTH//2, 120, 55, "ConnecteD", title_font, WHITE, win)
score_msg = Message(WIDTH//2, 100, 60, "0", score_font, (150, 150, 150), win)
game_msg = Message(80, 150, 40, "GAME", game_over_font, BLACK, win)
over_msg = Message(210, 150, 40, "OVER!", game_over_font, WHITE, win)
final_score = Message(WIDTH//2, HEIGHT//2, 90, "0", final_score_font, RED, win)
new_high_msg = Message(WIDTH//2, HEIGHT//2+60, 20, "New High", None, GREEN, win)

# Button images

home_img = pygame.image.load('Assets/homeBtn.png')
replay_img = pygame.image.load('Assets/replay.png')
sound_off_img = pygame.image.load("Assets/soundOffBtn.png")
sound_on_img = pygame.image.load("Assets/soundOnBtn.png")
easy_img = pygame.image.load("Assets/easy.jpg")
hard_img = pygame.image.load("Assets/hard.jpg")

# Buttons

easy_btn = Button(easy_img, (70, 24), WIDTH//4-10, HEIGHT-100)
hard_btn = Button(hard_img, (70, 24), WIDTH//2 + 10, HEIGHT-100)
home_btn = Button(home_img, (24, 24), WIDTH // 4 - 18, HEIGHT//2 + 120)
replay_btn = Button(replay_img, (36,36), WIDTH // 2  - 18, HEIGHT//2 + 115)
sound_btn = Button(sound_on_img, (24, 24), WIDTH - WIDTH // 4 - 18, HEIGHT//2 + 120)

# Groups **********************************************************************

RADIUS = 70
ball_group = pygame.sprite.Group()
coin_group = pygame.sprite.Group()
tile_group = pygame.sprite.Group()
particle_group = pygame.sprite.Group()

ball = Balls((CENTER[0], CENTER[1]+RADIUS), RADIUS, 90, win)
ball_group.add(ball)
ball = Balls((CENTER[0], CENTER[1]-RADIUS), RADIUS, 270, win)
ball_group.add(ball)

# TIME ************************************************************************

start_time = pygame.time.get_ticks()
current_time = 0
coin_delta = 850
tile_delta = 2000

# VARIABLES *******************************************************************

clicked = False
new_coin = True
num_clicks = 0
score = 0

player_alive = True
score = 0
highscore = 0
sound_on = True
easy_level = True

home_page = True
game_page = False
score_page = False

running = True
while running:
    win.fill(GRAY)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE or \
                event.key == pygame.K_q:
                running = False

        if event.type == pygame.MOUSEBUTTONDOWN and game_page:
            if not clicked:
                clicked = True
                for ball in ball_group:
                    ball.dtheta *= -1
                    flip_fx.play()

                num_clicks += 1
                if num_clicks % 5 == 0:
                    color_index += 1
                    if color_index > len(color_list) - 1:
                        color_index = 0

                    color = color_list[color_index]

        if event.type == pygame.MOUSEBUTTONDOWN and game_page:
            clicked = False

    if home_page:
        connected.update()

        pygame.draw.circle(win, BLACK, CENTER, 80, 20)
        ball_group.update(color)

        if easy_btn.draw(win):
            ball_group.empty()
            ball = Balls((CENTER[0], CENTER[1]+RADIUS), RADIUS, 90, win)
            ball_group.add(ball)

            home_page = False
            game_page = True
            easy_level = True

        if hard_btn.draw(win):
            ball_group.empty()
            ball = Balls((CENTER[0], CENTER[1]+RADIUS), RADIUS, 90, win)
            ball_group.add(ball)
            ball = Balls((CENTER[0], CENTER[1]-RADIUS), RADIUS, 270, win)
            ball_group.add(ball)

            home_page = False
            game_page = True
            easy_level = False

    if score_page:
        game_msg.update()
        over_msg.update()

        if score:
            final_score.update(score, color)
        else:
            final_score.update("0", color)
        if score and (score >= highscore):
            new_high_msg.update(shadow=False)

        if home_btn.draw(win):
            home_page = True
            score_page = False
            game_page = False
            player_alive = True
            score = 0
            score_msg = Message(WIDTH//2, 100, 60, "0", score_font, (150, 150, 150), win)

        if replay_btn.draw(win):
            home_page = False
            score_page = False
            game_page = True
            score = 0
            score_msg = Message(WIDTH//2, 100, 60, "0", score_font, (150, 150, 150), win)

            if easy_level:
                ball = Balls((CENTER[0], CENTER[1]+RADIUS), RADIUS, 90, win)
                ball_group.add(ball)
            else:
                ball = Balls((CENTER[0], CENTER[1]+RADIUS), RADIUS, 90, win)
                ball_group.add(ball)
                ball = Balls((CENTER[0], CENTER[1]-RADIUS), RADIUS, 270, win)
                ball_group.add(ball)

            player_alive = True


        if sound_btn.draw(win):
            sound_on = not sound_on

            if sound_on:
                sound_btn.update_image(sound_on_img)
                pygame.mixer.music.play(loops=-1)
            else:
                sound_btn.update_image(sound_off_img)
                pygame.mixer.music.stop()

    if game_page:
        pygame.draw.circle(win, BLACK, CENTER, 80, 20)
        ball_group.update(color)
        coin_group.update(color)
        tile_group.update()
        score_msg.update(score)
        particle_group.update()

        if player_alive:
            for ball in ball_group:
                if pygame.sprite.spritecollide(ball, coin_group, True):
                    score_fx.play()
                    score += 1
                    if highscore <= score:
                            highscore = score

                    x, y = ball.rect.center
                    for i in range(10):
                        particle = Particle(x, y, color, win)
                        particle_group.add(particle)

                if pygame.sprite.spritecollide(ball, tile_group, True):
                    x, y = ball.rect.center
                    for i in range(30):
                        particle = Particle(x, y, color, win)
                        particle_group.add(particle)

                    player_alive = False
                    dead_fx.play()

            current_time = pygame.time.get_ticks()
            delta = current_time- start_time
            if  coin_delta < delta < coin_delta + 100 and new_coin:
                y = random.randint(CENTER[1]-RADIUS, CENTER[1]+RADIUS)
                coin = Coins(y, win)
                coin_group.add(coin)
                new_coin = False

            if current_time- start_time >= tile_delta:
                y = random.choice([CENTER[1]-80, CENTER[1], CENTER[1]+80])
                type_ = random.randint(1,3)
                t = Tiles(y, type_, win)
                tile_group.add(t)

                start_time = current_time
                new_coin = True

        if not player_alive and len(particle_group) == 0:
            score_page = True
            game_page = False

            score_page_fx.play()

            ball_group.empty()
            tile_group.empty()
            coin_group.empty()

    pygame.draw.rect(win, BLUE, (0, 0, WIDTH, HEIGHT), 5, border_radius=10)
    clock.tick(FPS)
    pygame.display.update()

pygame.quit()

9、恐龙避障

代码太多了,接下来就简单介绍下,有兴趣的在公众号内回复【游戏】即可获取所有的游戏源码。

bdb8284f1276606975cd07c6a395f428.png

10、狡猾的墙

7ba8f83cf6a4b136e7197d86cca4c6e7.png

11、点和盒子

14e19b00380d3f13e80b41bb636d0359.png

12、捉蛋游戏

5f8e4bb8741de73fd5dcadce2d123b32.png

13、愤怒的小鸟

ab1c3f0d79e4f6ddf40b24f8c4dd6282.png

14、捉鬼特工队

22c56fc6b9a4b4ef4d49c4f4de40c161.png

15、绞刑吏

f0a5e453961395d574ae8489266c2fb0.png

16、六角冲

9b1987e5d6d54edefcd6e8db694b676d.png

17、匹配选择

6ad0920678ffe9a60d280db02acd431d.png

18、丛林探险

ca0529194c59c2cddaa7ed0a9deffef2.png

19、关卡设计

d74d13aacf8881999a2834a42f00747c.png

20、记忆拼图

9e3113efdbc45c501af0f8ec31806866.png

21、扫雷

4cde00396ba36ff63b15cae24e96e595.png

22、钢琴砖

f0caa0fd45aa5bba01ee8f0d313c22e8.png

23、图片滑动拼图

2c7911e0304267417fbd368b7e174a80.png

24、乒乓球

2819d5f826ccc562451907ea0409eb50.png

25、冲刺

a57d82cccb3f582fb507d27b87bf1c75.png

26、石头剪刀布

dc740fa6b1b062586e75f0d3f20cd0e1.png

27、旋转冲击

9d5c744eba36fd1415503d6588a906ff.png

28、贪吃蛇

6ef7c818f394a98181d18ef7072788a9.png

29、剪刀

acc09de593d0cd83edd7c7bd67dcdeec.png

30、俄罗斯方块

348bb1d0dabaef400e813af366728909.png

相关文件及代码都已上传,公众号回复【游戏】即可获取。

万水千山总是情,点个 👍 行不行。

推荐阅读


 
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