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Python代码,能玩30多款童年游戏!这些有几个是你玩过的

大游戏小游戏有千千万万,这些小游戏应该只有90后才玩过和懂吧

儿童节即将到来,虽然秃头程序员没有头发,但是童心还是一直都在的,今天就分享一些私藏的童年游戏,十几行代码就能进入使用Python开发的小游戏快乐玩耍! 

使用工具:

Python3.8、pycharm2020

也可以不安装pycharm2020也可以直接运行~但是安装了些会好一点

1.五子棋

源码:



'''游戏开始界面'''
class gameStartUI(QWidget):
    def __init__(self, parent=None, **kwargs):
        super(gameStartUI, self).__init__(parent)
        self.setFixedSize(760, 650)
        self.setWindowTitle('五子棋 —— 九歌')
        self.setWindowIcon(QIcon(cfg.ICON_FILEPATH))
        # 背景图片
        palette = QPalette()
        palette.setBrush(self.backgroundRole(), QBrush(QPixmap(cfg.BACKGROUND_IMAGEPATHS.get('bg_start'))))
        self.setPalette(palette)
        # 按钮
        # --人机对战
        self.ai_button = PushButton(cfg.BUTTON_IMAGEPATHS.get('ai'), self)
        self.ai_button.move(250, 200)
        self.ai_button.show()
        self.ai_button.click_signal.connect(self.playWithAI)
        # --联机对战
        self.online_button = PushButton(cfg.BUTTON_IMAGEPATHS.get('online'), self)
        self.online_button.move(250, 350)
        self.online_button.show()
        self.online_button.click_signal.connect(self.playOnline)
    '''人机对战'''
    def playWithAI(self):
        self.close()
        self.gaming_ui = playWithAIUI(cfg)
        self.gaming_ui.exit_signal.connect(lambda: sys.exit())
        self.gaming_ui.back_signal.connect(self.show)
        self.gaming_ui.show()
    '''联机对战'''
    def playOnline(self):
        self.close()
        self.gaming_ui = playOnlineUI(cfg, self)
        self.gaming_ui.show()


'''run'''
if __name__ == '__main__':
    app = QApplication(sys.argv)
    handle = gameStartUI()
    font = QFont()
    font.setPointSize(12)
    handle.setFont(font)
    handle.show()
    sys.exit(app.exec_())

 

 2.超级玛丽

这个源码超级多多,文件很大很大~


        else:
            break
    Interface(screen, cfg, mode='game_end')

可以关注公众号:学习py最风sao的方式
pygame.display.update()
            clock.tick(cfg.FPS)
        if is_win_flag:
    

 3.炸弹人

 源码:

'''游戏主程序'''
def main(cfg):
    # 初始化
    pygame.init()
    pygame.mixer.init()
    pygame.mixer.music.load(cfg.BGMPATH)
    pygame.mixer.music.play(-1, 0.0)
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption('Bomber Man —— 九歌')
    # 开始界面
    Interface(screen, cfg, mode='game_start')
    # 游戏主循环
    font = pygame.font.SysFont('Consolas', 15)
    for gamemap_path in cfg.GAMEMAPPATHS:
        # -地图
        map_parser = mapParser(gamemap_path, bg_paths=cfg.BACKGROUNDPATHS, wall_paths=cfg.WALLPATHS, blocksize=cfg.BLOCKSIZE)
        # -水果
        fruit_sprite_group = pygame.sprite.Group()
        used_spaces = []
        for i in range(5):
            coordinate = map_parser.randomGetSpace(used_spaces)
            used_spaces.append(coordinate)
            fruit_sprite_group.add(Fruit(random.choice(cfg.FRUITPATHS), coordinate=coordinate, blocksize=cfg.BLOCKSIZE))
        # -我方Hero
        coordinate = map_parser.randomGetSpace(used_spaces)
        used_spaces.append(coordinate)
        ourhero = Hero(imagepaths=cfg.HEROZELDAPATHS, coordinate=coordinate, blocksize=cfg.BLOCKSIZE, map_parser=map_parser, hero_name='ZELDA')
        # -电脑Hero
        aihero_sprite_group = pygame.sprite.Group()
        coordinate = map_parser.randomGetSpace(used_spaces)
        aihero_sprite_group.add(Hero(imagepaths=cfg.HEROBATMANPATHS, coordinate=coordinate, blocksize=cfg.BLOCKSIZE, map_parser=map_parser, hero_name='BATMAN'))
        used_spaces.append(coordinate)
        coordinate = map_parser.randomGetSpace(used_spaces)
        aihero_sprite_group.add(Hero(imagepaths=cfg.HERODKPATHS, coordinate=coordinate, blocksize=cfg.BLOCKSIZE, map_parser=map_parser, hero_name='DK'))
        used_spaces.append(coordinate)
        # -炸弹bomb
        bomb_sprite_group = pygame.sprite.Group()
        # -用于判断游戏胜利或者失败的flag
        is_win_flag = False
        # -主循环
        screen = pygame.display.set_mode(map_parser.screen_size)
        clock = pygame.time.Clock()
        while True:
            dt = clock.tick(cfg.FPS)
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit(-1)
                # --↑↓←→键控制上下左右, 空格键丢炸弹
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_UP:
                        ourhero.move('up')
                    elif event.key == pygame.K_DOWN:
                        ourhero.move('down')
                    elif event.key == pygame.K_LEFT:
                        ourhero.move('left')
                    elif event.key == pygame.K_RIGHT:
                        ourhero.move('right')
                    elif event.key == pygame.K_SPACE:
                        if ourhero.bomb_cooling_count <= 0:
                            bomb_sprite_group.add(ourhero.generateBomb(imagepath=cfg.BOMBPATH, digitalcolor=cfg.YELLOW, explode_imagepath=cfg.FIREPATH))
            screen.fill(cfg.WHITE)
            # --电脑Hero随机行动
            for hero in aihero_sprite_group:
                action, flag = hero.randomAction(dt)
                if flag and action == 'dropbomb':
                    bomb_sprite_group.add(hero.generateBomb(imagepath=cfg.BOMBPATH, digitalcolor=cfg.YELLOW, explode_imagepath=cfg.FIREPATH))
            # --吃到水果加生命值(只要是Hero, 都能加)
            ourhero.eatFruit(fruit_sprite_group)
            for hero in aihero_sprite_group:
                hero.eatFruit(fruit_sprite_group)
            # --游戏元素都绑定到屏幕上
            map_parser.draw(screen)
            for bomb in bomb_sprite_group:
                if not bomb.is_being:
                    bomb_sprite_group.remove(bomb)
                explode_area = bomb.draw(screen, dt, map_parser)
                if explode_area:
                    # --爆炸火焰范围内的Hero生命值将持续下降
                    if ourhero.coordinate in explode_area:
                        ourhero.health_value -= bomb.harm_value
                    for hero in aihero_sprite_group:
                        if hero.coordinate in explode_area:
                            hero.health_value -= bomb.harm_value
            fruit_sprite_group.draw(screen)
            for hero in aihero_sprite_group:
                hero.draw(screen, dt)
            ourhero.draw(screen, dt)
            # --左上角显示生命值
            pos_x = showText(screen, font, text=ourhero.hero_name+'(our):'+str(ourhero.health_value), color=cfg.YELLOW, position=[5, 5])
            for hero in aihero_sprite_group:
                pos_x, pos_y = pos_x+15, 5
                pos_x = showText(screen, font, text=hero.hero_name+'(ai):'+str(hero.health_value), color=cfg.YELLOW, position=[pos_x, pos_y])
            # --我方玩家生命值小于等于0/电脑方玩家生命值均小于等于0则判断游戏结束
            if ourhero.health_value <= 0:
                is_win_flag = False
                break
            for hero in aihero_sprite_group:
                if hero.health_value <= 0:
                    aihero_sprite_group.remove(hero)
            if len(aihero_sprite_group) == 0:
                is_win_flag = True
                break
            pygame.display.update()
            clock.tick(cfg.FPS)
        if is_win_flag:
            Interface(screen, cfg, mode='game_switch')
        else:
            break
    Interface(screen, cfg, mode='game_end')


'''run'''
if __name__ == '__main__':
    while True:
        main(cfg)

 4.推箱子

 源码:

'''开始游戏'''
def startGame(screen):
    clock = pygame.time.Clock()
    # 加载字体
    font = pygame.font.SysFont('arial', 18)
    if not os.path.isfile('score'):
        f = open('score', 'w')
        f.write('0')
        f.close()
    with open('score', 'r') as f:
        highest_score = int(f.read().strip())
    # 敌方
    enemies_group = pygame.sprite.Group()
    for i in range(55):
        if i < 11:
            enemy = enemySprite('small', i, cfg.WHITE, cfg.WHITE)
        elif i < 33:
            enemy = enemySprite('medium', i, cfg.WHITE, cfg.WHITE)
        else:
            enemy = enemySprite('large', i, cfg.WHITE, cfg.WHITE)
        enemy.rect.x = 85 + (i % 11) * 50
        enemy.rect.y = 120 + (i // 11) * 45
        enemies_group.add(enemy)
    boomed_enemies_group = pygame.sprite.Group()
    en_bullets_group = pygame.sprite.Group()
    ufo = ufoSprite(color=cfg.RED)
    # 我方
    myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE)
    my_bullets_group = pygame.sprite.Group()
    # 用于控制敌方位置更新
    # --移动一行
    enemy_move_count = 24
    enemy_move_interval = 24
    enemy_move_flag = False
    # --改变移动方向(改变方向的同时集体下降一次)
    enemy_change_direction_count = 0
    enemy_change_direction_interval = 60
    enemy_need_down = False
    enemy_move_right = True
    enemy_need_move_row = 6
    enemy_max_row = 5
    # 用于控制敌方发射子弹
    enemy_shot_interval = 100
    enemy_shot_count = 0
    enemy_shot_flag = False
    # 游戏进行中
    running = True
    is_win = False
    # 主循环
    while running:
        screen.fill(cfg.BLACK)
        for event in pygame.event.get():
            # --点右上角的X或者按Esc键退出游戏
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()
            # --射击
            if event.type == pygame.MOUSEBUTTONDOWN:
                my_bullet = myaircraft.shot()
                if my_bullet:
                    my_bullets_group.add(my_bullet)
        # --我方子弹与敌方/UFO碰撞检测
        for enemy in enemies_group:
            if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None):
                boomed_enemies_group.add(enemy)
                enemies_group.remove(enemy)
                myaircraft.score += enemy.reward
        if pygame.sprite.spritecollide(ufo, my_bullets_group, True, None):
            ufo.is_dead = True
            myaircraft.score += ufo.reward
        # --更新并画敌方
        # ----敌方子弹
        enemy_shot_count += 1
        if enemy_shot_count > enemy_shot_interval:
            enemy_shot_flag = True
            enemies_survive_list = [enemy.number for enemy in enemies_group]
            shot_number = random.choice(enemies_survive_list)
            enemy_shot_count = 0
        # ----敌方移动
        enemy_move_count += 1
        if enemy_move_count > enemy_move_interval:
            enemy_move_count = 0
            enemy_move_flag = True
            enemy_need_move_row -= 1
            if enemy_need_move_row == 0:
                enemy_need_move_row = enemy_max_row
            enemy_change_direction_count += 1
            if enemy_change_direction_count > enemy_change_direction_interval:
                enemy_change_direction_count = 1
                enemy_move_right = not enemy_move_right
                enemy_need_down = True
                # ----每次下降提高移动和射击速度
                enemy_move_interval = max(15, enemy_move_interval-3)
                enemy_shot_interval = max(50, enemy_move_interval-10)
        # ----遍历更新
        for enemy in enemies_group:
            if enemy_shot_flag:
                if enemy.number == shot_number:
                    en_bullet = enemy.shot()
                    en_bullets_group.add(en_bullet)
            if enemy_move_flag:
                if enemy.number in range((enemy_need_move_row-1)*11, enemy_need_move_row*11):
                    if enemy_move_right:
                        enemy.update('right', cfg.SCREENSIZE[1])
                    else:
                        enemy.update('left', cfg.SCREENSIZE[1])
            else:
                enemy.update(None, cfg.SCREENSIZE[1])
            if enemy_need_down:
                if enemy.update('down', cfg.SCREENSIZE[1]):
                    running = False
                    is_win = False
                enemy.change_count -= 1
            enemy.draw(screen)
        enemy_move_flag = False
        enemy_need_down = False
        enemy_shot_flag = False
        # ----敌方爆炸特效
        for boomed_enemy in boomed_enemies_group:
            if boomed_enemy.boom(screen):
                boomed_enemies_group.remove(boomed_enemy)
                del boomed_enemy
        # --敌方子弹与我方飞船碰撞检测
        if not myaircraft.one_dead:
            if pygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None):
                myaircraft.one_dead = True
        if myaircraft.one_dead:
            if myaircraft.boom(screen):
                myaircraft.resetBoom()
                myaircraft.num_life -= 1
                if myaircraft.num_life < 1:
                    running = False
                    is_win = False
        else:
            # ----更新飞船
            myaircraft.update(cfg.SCREENSIZE[0])
            # ----画飞船
            myaircraft.draw(screen)
        if (not ufo.has_boomed) and (ufo.is_dead):
            if ufo.boom(screen):
                ufo.has_boomed = True
        else:
            # ----更新UFO
            ufo.update(cfg.SCREENSIZE[0])
            # ----画UFO
            ufo.draw(screen)
        # --画我方飞船子弹
        for bullet in my_bullets_group:
            if bullet.update():
                my_bullets_group.remove(bullet)
                del bullet
            else:
                bullet.draw(screen)
        # --画敌方子弹
        for bullet in en_bullets_group:
            if bullet.update(cfg.SCREENSIZE[1]):
                en_bullets_group.remove(bullet)
                del bullet
            else:
                bullet.draw(screen)
        if myaircraft.score > highest_score:
            highest_score = myaircraft.score
        # --得分每增加2000我方飞船增加一条生命
        if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score):
            myaircraft.old_score = myaircraft.score
            myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life)
        # --敌人都死光了的话就胜利了
        if len(enemies_group) < 1:
            is_win = True
            running = False
        # --显示文字
        # ----当前得分
        showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8)
        showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)
        # ----敌人数量
        showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8)
        showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)
        # ----历史最高分
        showText(screen, 'HIGHEST: ', cfg.WHITE, font, 540, 8)
        showText(screen, str(highest_score), cfg.WHITE, font, 540, 24)
        # ----FPS
        showText(screen, 'FPS: ' + str(int(clock.get_fps())), cfg.RED, font, 8, 8)
        # --显示剩余生命值
        showLife(screen, myaircraft.num_life, cfg.GREEN)
        pygame.display.update()
        clock.tick(cfg.FPS)
    with open('score', 'w') as f:
        f.write(str(highest_score))
    return is_win


'''主函数'''
def main():
    # 初始化
    pygame.init()
    pygame.display.set_caption('外星人入侵 —— 九歌')
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.mixer.init()
    pygame.mixer.music.load(cfg.BGMPATH)
    pygame.mixer.music.set_volume(0.4)
    pygame.mixer.music.play(-1)
    while True:
        is_win = startGame(screen)
        endInterface(screen, cfg.BLACK, is_win)


'''run'''
if __name__ == '__main__':
    main()

 5.扫雷

上学时恨不得一直待在电脑房玩这个游戏,哈哈哈

 

第二种AI贪吃蛇 

经典游戏俄罗斯方块

 

太多了就不一一展示啦

转载自CSDN-专业IT技术社区

版权声明:本文为博主原创文章,遵循 CC 4.0 BY-SA 版权协议,转载请附上原文出处链接和本声明。

原文链接:https://blog.csdn.net/A_7878520/article/details/116091351

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