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分享30个有趣的 Python小游戏,我能玩一天

时间:08-04来源:作者:点击数:42
城东书院 www.cdsy.xyz

大家好,今天给大家带来30个 Python 小游戏,喜欢记得点赞、一定要收藏,完整版代码,文末获取

文章目录

有手就行

1、吃金币

源码分享:

  • screen = pygame.display.set_mode(cfg.SCREENSIZE)
  • pygame.display.set_caption('catch coins —— 九歌')
  • for key, value in cfg.IMAGE_PATHS.items():
  • if isinstance(value, list):
  • for item in value: images.append(pygame.image.load(item))
  • game_images[key] = images
  • game_images[key] = pygame.image.load(value)
  • for key, value in cfg.AUDIO_PATHS.items():
  • if key == 'bgm': continue
  • game_sounds[key] = pygame.mixer.Sound(value)
  • return screen, game_images, game_sounds
  • screen, game_images, game_sounds = initGame()
  • pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm'])
  • pygame.mixer.music.play(-1, 0.0)
  • font = pygame.font.Font(cfg.FONT_PATH, 40)
  • hero = Hero(game_images['hero'], position=(375, 520))
  • food_sprites_group = pygame.sprite.Group()
  • generate_food_freq = random.randint(10, 20)
  • generate_food_count = 0
  • highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())
  • clock = pygame.time.Clock()
  • screen.blit(game_images['background'], (0, 0))
  • countdown_text = 'Count down: ' + str((90000 - pygame.time.get_ticks()) // 60000) + ":" + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2)
  • countdown_text = font.render(countdown_text, True, (0, 0, 0))
  • countdown_rect = countdown_text.get_rect()
  • countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5]
  • screen.blit(countdown_text, countdown_rect)
  • for event in pygame.event.get():
  • if event.type == pygame.QUIT:
  • pygame.quit()
  • sys.exit()
  • key_pressed = pygame.key.get_pressed()
  • if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:
  • hero.move(cfg.SCREENSIZE, 'left')
  • if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:
  • hero.move(cfg.SCREENSIZE, 'right')
  • generate_food_count += 1
  • if generate_food_count > generate_food_freq:
  • generate_food_freq = random.randint(10, 20)
  • generate_food_count = 0
  • food = Food(game_images, random.choice(['gold',] * 10 + ['apple']), cfg.SCREENSIZE)
  • food_sprites_group.add(food)
  • for food in food_sprites_group:
  • if food.update(): food_sprites_group.remove(food)
  • for food in food_sprites_group:
  • if pygame.sprite.collide_mask(food, hero):
  • game_sounds['get'].play()
  • food_sprites_group.remove(food)
  • score += food.score
  • if score > highest_score: highest_score = score
  • hero.draw(screen)
  • food_sprites_group.draw(screen)
  • score_text = f'Score: {score}, Highest: {highest_score}'
  • score_text = font.render(score_text, True, (0, 0, 0))
  • score_rect = score_text.get_rect()
  • score_rect.topleft = [5, 5]
  • screen.blit(score_text, score_rect)
  • if pygame.time.get_ticks() >= 90000:
  • pygame.display.flip()
  • clock.tick(cfg.FPS)
  • # 游戏结束, 记录最高分并显示游戏结束画面
  • fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, 'w')
  • fp.write(str(highest_score))
  • return showEndGameInterface(screen, cfg, score, highest_score)
  • if __name__ == '__main__':
2、打乒乓

源码分享:

  • def Button(screen, position, text, button_size=(200, 50)):
  • bwidth, bheight = button_size
  • pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)
  • pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)
  • pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)
  • pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)
  • pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))
  • font = pygame.font.Font(cfg.FONTPATH, 30)
  • text_render = font.render(text, 1, (255, 235, 205))
  • return screen.blit(text_render, (left+50, top+10))
  • --game_mode: 1(单人模式)/2(双人模式)
  • def startInterface(screen):
  • clock = pygame.time.Clock()
  • screen.fill((41, 36, 33))
  • button_1 = Button(screen, (150, 175), '1 Player')
  • button_2 = Button(screen, (150, 275), '2 Player')
  • for event in pygame.event.get():
  • if event.type == pygame.QUIT:
  • pygame.quit()
  • sys.exit()
  • if event.type == pygame.MOUSEBUTTONDOWN:
  • if button_1.collidepoint(pygame.mouse.get_pos()):
  • return 1
  • elif button_2.collidepoint(pygame.mouse.get_pos()):
  • return 2
  • pygame.display.update()
  • def endInterface(screen, score_left, score_right):
  • clock = pygame.time.Clock()
  • font1 = pygame.font.Font(cfg.FONTPATH, 30)
  • font2 = pygame.font.Font(cfg.FONTPATH, 20)
  • msg = 'Player on left won!' if score_left > score_right else 'Player on right won!'
  • texts = [font1.render(msg, True, cfg.WHITE),
  • font2.render('Press ESCAPE to quit.', True, cfg.WHITE),
  • font2.render('Press ENTER to continue or play again.', True, cfg.WHITE)]
  • positions = [[120, 200], [155, 270], [80, 300]]
  • screen.fill((41, 36, 33))
  • for event in pygame.event.get():
  • if event.type == pygame.QUIT:
  • pygame.quit()
  • sys.exit()
  • if event.type == pygame.KEYDOWN:
  • if event.key == pygame.K_RETURN:
  • return
  • elif event.key == pygame.K_ESCAPE:
  • sys.exit()
  • pygame.quit()
  • for text, pos in zip(texts, positions):
  • screen.blit(text, pos)
  • pygame.display.update()
  • hit_sound = pygame.mixer.Sound(cfg.HITSOUNDPATH)
  • goal_sound = pygame.mixer.Sound(cfg.GOALSOUNDPATH)
  • pygame.mixer.music.load(cfg.BGMPATH)
  • pygame.mixer.music.play(-1, 0.0)
  • font = pygame.font.Font(cfg.FONTPATH, 50)
  • game_mode = startInterface(screen)
  • # --左边球拍(ws控制, 仅双人模式时可控制)
  • racket_left = Racket(cfg.RACKETPICPATH, 'LEFT', cfg)
  • racket_right = Racket(cfg.RACKETPICPATH, 'RIGHT', cfg)
  • ball = Ball(cfg.BALLPICPATH, cfg)
  • clock = pygame.time.Clock()
  • for event in pygame.event.get():
  • if event.type == pygame.QUIT:
  • pygame.quit()
  • sys.exit(-1)
  • screen.fill((41, 36, 33))
  • pressed_keys = pygame.key.get_pressed()
  • if pressed_keys[pygame.K_UP]:
  • racket_right.move('UP')
  • elif pressed_keys[pygame.K_DOWN]:
  • racket_right.move('DOWN')
  • if game_mode == 2:
  • if pressed_keys[pygame.K_w]:
  • racket_left.move('UP')
  • elif pressed_keys[pygame.K_s]:
  • racket_left.move('DOWN')
  • racket_left.automove(ball)
  • scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)
  • score_left += scores[0]
  • score_right += scores[1]
  • pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))
  • ball.draw(screen)
  • racket_left.draw(screen)
  • racket_right.draw(screen)
  • screen.blit(font.render(str(score_left), False, cfg.WHITE), (150, 10))
  • screen.blit(font.render(str(score_right), False, cfg.WHITE), (300, 10))
  • if score_left == 11 or score_right == 11:
  • return score_left, score_right
  • pygame.display.update()
  • screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT))
  • pygame.display.set_caption('pingpong —— 九歌')
  • score_left, score_right = runDemo(screen)
  • endInterface(screen, score_left, score_right)
  • if __name__ == '__main__':
3、滑雪

源码分享:

  • class SkierClass(pygame.sprite.Sprite):
  • pygame.sprite.Sprite.__init__(self)
  • self.direction = 0
  • self.imagepaths = cfg.SKIER_IMAGE_PATHS[:-1]
  • self.image = pygame.image.load(self.imagepaths[self.direction])
  • self.rect = self.image.get_rect()
  • self.rect.center = [320, 100]
  • self.speed = [self.direction, 6-abs(self.direction)*2]
  • '''改变滑雪者的朝向. 负数为向左,正数为向右,0为向前'''
  • self.direction += num
  • self.direction = max(-2, self.direction)
  • self.direction = min(2, self.direction)
  • center = self.rect.center
  • self.image = pygame.image.load(self.imagepaths[self.direction])
  • self.rect = self.image.get_rect()
  • self.rect.center = center
  • self.speed = [self.direction, 6-abs(self.direction)*2]
  • return self.speed
  • self.rect.centerx += self.speed[0]
  • self.rect.centerx = max(20, self.rect.centerx)
  • self.rect.centerx = min(620, self.rect.centerx)
  • self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])
  • def setForward(self):
  • self.direction = 0
  • self.image = pygame.image.load(self.imagepaths[self.direction])
  • class ObstacleClass(pygame.sprite.Sprite):
  • def __init__(self, img_path, location, attribute):
  • pygame.sprite.Sprite.__init__(self)
  • self.img_path = img_path
  • self.image = pygame.image.load(self.img_path)
  • self.location = location
  • self.rect = self.image.get_rect()
  • self.rect.center = self.location
  • self.attribute = attribute
  • self.passed = False
  • self.rect.centery = self.location[1] - num
  • def createObstacles(s, e, num=10):
  • obstacles = pygame.sprite.Group()
  • row = random.randint(s, e)
  • col = random.randint(0, 9)
  • location = [col*64+20, row*64+20]
  • if location not in locations:
  • locations.append(location)
  • attribute = random.choice(list(cfg.OBSTACLE_PATHS.keys()))
  • img_path = cfg.OBSTACLE_PATHS[attribute]
  • obstacle = ObstacleClass(img_path, location, attribute)
  • obstacles.add(obstacle)
  • def AddObstacles(obstacles0, obstacles1):
  • obstacles = pygame.sprite.Group()
  • for obstacle in obstacles0:
  • obstacles.add(obstacle)
  • for obstacle in obstacles1:
  • obstacles.add(obstacle)
  • def ShowStartInterface(screen, screensize):
  • screen.fill((255, 255, 255))
  • tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5)
  • cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20)
  • title = tfont.render(u'滑雪游戏', True, (255, 0, 0))
  • content = cfont.render(u'按任意键开始游戏', True, (0, 0, 255))
  • trect = title.get_rect()
  • trect.midtop = (screensize[0]/2, screensize[1]/5)
  • crect = content.get_rect()
  • crect.midtop = (screensize[0]/2, screensize[1]/2)
  • screen.blit(title, trect)
  • screen.blit(content, crect)
  • for event in pygame.event.get():
  • if event.type == pygame.QUIT:
  • pygame.quit()
  • sys.exit()
  • elif event.type == pygame.KEYDOWN:
  • pygame.display.update()
  • def showScore(screen, score, pos=(10, 10)):
  • font = pygame.font.Font(cfg.FONTPATH, 30)
  • score_text = font.render("Score: %s" % score, True, (0, 0, 0))
  • screen.blit(score_text, pos)
  • def updateFrame(screen, obstacles, skier, score):
  • screen.fill((255, 255, 255))
  • obstacles.draw(screen)
  • screen.blit(skier.image, skier.rect)
  • showScore(screen, score)
  • pygame.display.update()
  • pygame.mixer.music.load(cfg.BGMPATH)
  • pygame.mixer.music.set_volume(0.4)
  • pygame.mixer.music.play(-1)
  • screen = pygame.display.set_mode(cfg.SCREENSIZE)
  • pygame.display.set_caption('滑雪游戏 —— 九歌')
  • ShowStartInterface(screen, cfg.SCREENSIZE)
  • obstacles0 = createObstacles(20, 29)
  • obstacles1 = createObstacles(10, 19)
  • obstacles = AddObstacles(obstacles0, obstacles1)
  • clock = pygame.time.Clock()
  • for event in pygame.event.get():
  • if event.type == pygame.QUIT:
  • pygame.quit()
  • sys.exit()
  • if event.type == pygame.KEYDOWN:
  • if event.key == pygame.K_LEFT or event.key == pygame.K_a:
  • speed = skier.turn(-1)
  • elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:
  • speed = skier.turn(1)
  • distance += speed[1]
  • if distance >= 640 and obstaclesflag == 0:
  • obstaclesflag = 1
  • obstacles0 = createObstacles(20, 29)
  • obstacles = AddObstacles(obstacles0, obstacles1)
  • if distance >= 1280 and obstaclesflag == 1:
  • obstaclesflag = 0
  • distance -= 1280
  • for obstacle in obstacles0:
  • obstacle.location[1] = obstacle.location[1] - 1280
  • obstacles1 = createObstacles(10, 19)
  • obstacles = AddObstacles(obstacles0, obstacles1)
  • for obstacle in obstacles:
  • obstacle.move(distance)
  • hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False)
  • if hitted_obstacles:
  • if hitted_obstacles[0].attribute == "tree" and not hitted_obstacles[0].passed:
  • score -= 50
  • skier.setFall()
  • updateFrame(screen, obstacles, skier, score)
  • pygame.time.delay(1000)
  • skier.setForward()
  • speed = [0, 6]
  • hitted_obstacles[0].passed = True
  • elif hitted_obstacles[0].attribute == "flag" and not hitted_obstacles[0].passed:
  • score += 10
  • obstacles.remove(hitted_obstacles[0])
  • updateFrame(screen, obstacles, skier, score)
  • clock.tick(cfg.FPS)
  • if __name__ == '__main__':
4、并夕夕版飞机大战

源码分享:

  • def GamingInterface(num_player, screen):
  • pygame.mixer.music.load(cfg.SOUNDPATHS['Cool Space Music'])
  • pygame.mixer.music.set_volume(0.4)
  • pygame.mixer.music.play(-1)
  • explosion_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['boom'])
  • fire_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['shot'])
  • font = pygame.font.Font(cfg.FONTPATH, 20)
  • bg_imgs = [cfg.IMAGEPATHS['bg_big'], cfg.IMAGEPATHS['seamless_space'], cfg.IMAGEPATHS['space3']]
  • bg_1 = pygame.image.load(bg_imgs[0]).convert()
  • bg_2 = pygame.image.load(bg_imgs[1]).convert()
  • bg_3 = pygame.image.load(bg_imgs[2]).convert()
  • player_group = pygame.sprite.Group()
  • bullet_group = pygame.sprite.Group()
  • asteroid_group = pygame.sprite.Group()
  • for i in range(num_player):
  • player_group.add(Ship(i+1, cfg))
  • clock = pygame.time.Clock()
  • score_1, score_2 = 0, 0
  • for event in pygame.event.get():
  • if event.type == pygame.QUIT:
  • pygame.quit()
  • sys.exit()
  • # --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击
  • pressed_keys = pygame.key.get_pressed()
  • for idx, player in enumerate(player_group):
  • direction = None
  • if pressed_keys[pygame.K_UP]:
  • direction = 'up'
  • elif pressed_keys[pygame.K_DOWN]:
  • direction = 'down'
  • elif pressed_keys[pygame.K_LEFT]:
  • direction = 'left'
  • elif pressed_keys[pygame.K_RIGHT]:
  • direction = 'right'
  • if direction:
  • player.move(direction)
  • if pressed_keys[pygame.K_j]:
  • if player.cooling_time == 0:
  • fire_sound.play()
  • bullet_group.add(player.shot())
  • player.cooling_time = 20
  • elif idx == 1:
  • if pressed_keys[pygame.K_w]:
  • direction = 'up'
  • elif pressed_keys[pygame.K_s]:
  • direction = 'down'
  • elif pressed_keys[pygame.K_a]:
  • direction = 'left'
  • elif pressed_keys[pygame.K_d]:
  • direction = 'right'
  • if direction:
  • player.move(direction)
  • if pressed_keys[pygame.K_SPACE]:
  • if player.cooling_time == 0:
  • fire_sound.play()
  • bullet_group.add(player.shot())
  • player.cooling_time = 20
  • if player.cooling_time > 0:
  • player.cooling_time -= 1
  • if (score_1 + score_2) < 500:
  • background = bg_1
  • elif (score_1 + score_2) < 1500:
  • background = bg_2
  • background = bg_3
  • # --向下移动背景图实现飞船向上移动的效果
  • screen.blit(background, (0, -background.get_rect().height + bg_move_dis))
  • screen.blit(background, (0, bg_move_dis))
  • bg_move_dis = (bg_move_dis + 2) % background.get_rect().height
  • if asteroid_ticks == 0:
  • asteroid_ticks = 90
  • asteroid_group.add(Asteroid(cfg))
  • asteroid_ticks -= 1
  • for player in player_group:
  • if pygame.sprite.spritecollide(player, asteroid_group, True, None):
  • player.explode_step = 1
  • explosion_sound.play()
  • elif player.explode_step > 0:
  • if player.explode_step > 3:
  • player_group.remove(player)
  • if len(player_group) == 0:
  • return
  • player.explode(screen)
  • player.draw(screen)
  • for bullet in bullet_group:
  • bullet.move()
  • if pygame.sprite.spritecollide(bullet, asteroid_group, True, None):
  • bullet_group.remove(bullet)
  • if bullet.player_idx == 1:
  • score_1 += 1
  • score_2 += 1
  • bullet.draw(screen)
  • for asteroid in asteroid_group:
  • asteroid.move()
  • asteroid.rotate()
  • asteroid.draw(screen)
  • score_1_text = '玩家一得分: %s' % score_1
  • score_2_text = '玩家二得分: %s' % score_2
  • text_1 = font.render(score_1_text, True, (0, 0, 255))
  • text_2 = font.render(score_2_text, True, (255, 0, 0))
  • screen.blit(text_1, (2, 5))
  • screen.blit(text_2, (2, 35))
  • pygame.display.update()
  • screen = pygame.display.set_mode(cfg.SCREENSIZE)
  • pygame.display.set_caption('飞机大战 —— 九歌')
  • num_player = StartInterface(screen, cfg)
  • GamingInterface(num_player=1, screen=screen)
  • EndInterface(screen, cfg)
  • GamingInterface(num_player=2, screen=screen)
  • EndInterface(screen, cfg)
  • if __name__ == '__main__':
5、打地鼠

源码分享:

  • screen = pygame.display.set_mode(cfg.SCREENSIZE)
  • pygame.display.set_caption('打地鼠 —— 九歌')
  • pygame.mixer.music.load(cfg.BGM_PATH)
  • pygame.mixer.music.play(-1)
  • 'count_down': pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH),
  • 'hammering': pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH)
  • font = pygame.font.Font(cfg.FONT_PATH, 40)
  • bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)
  • startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)
  • hole_pos = random.choice(cfg.HOLE_POSITIONS)
  • change_hole_event = pygame.USEREVENT
  • pygame.time.set_timer(change_hole_event, 800)
  • mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)
  • hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))
  • clock = pygame.time.Clock()
  • init_time = pygame.time.get_ticks()
  • time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.)
  • # --游戏时间减少, 地鼠变位置速度变快
  • if time_remain == 40 and not flag:
  • hole_pos = random.choice(cfg.HOLE_POSITIONS)
  • mole.setPosition(hole_pos)
  • pygame.time.set_timer(change_hole_event, 650)
  • elif time_remain == 20 and flag:
  • hole_pos = random.choice(cfg.HOLE_POSITIONS)
  • mole.setPosition(hole_pos)
  • pygame.time.set_timer(change_hole_event, 500)
  • if time_remain == 10:
  • audios['count_down'].play()
  • if time_remain < 0: break
  • count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)
  • for event in pygame.event.get():
  • if event.type == pygame.QUIT:
  • pygame.quit()
  • sys.exit()
  • elif event.type == pygame.MOUSEMOTION:
  • hammer.setPosition(pygame.mouse.get_pos())
  • elif event.type == pygame.MOUSEBUTTONDOWN:
  • if event.button == 1:
  • hammer.setHammering()
  • elif event.type == change_hole_event:
  • hole_pos = random.choice(cfg.HOLE_POSITIONS)
  • mole.reset()
  • mole.setPosition(hole_pos)
  • if hammer.is_hammering and not mole.is_hammer:
  • is_hammer = pygame.sprite.collide_mask(hammer, mole)
  • if is_hammer:
  • audios['hammering'].play()
  • mole.setBeHammered()
  • your_score += 10
  • your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN)
  • # --绑定必要的游戏元素到屏幕(注意顺序)
  • screen.blit(bg_img, (0, 0))
  • screen.blit(count_down_text, (875, 8))
  • screen.blit(your_score_text, (800, 430))
  • mole.draw(screen)
  • hammer.draw(screen)
  • pygame.display.flip()
  • # 读取最佳分数(try块避免第一次游戏无.rec文件)
  • best_score = int(open(cfg.RECORD_PATH).read())
  • if your_score > best_score:
  • f = open(cfg.RECORD_PATH, 'w')
  • f.write(str(your_score))
  • score_info = {'your_score': your_score, 'best_score': best_score}
  • is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE)
  • if __name__ == '__main__':
  • is_restart = main()
  • if not is_restart:

简简单单

6、小恐龙

玩法:上下控制起跳躲避

源码分享:

  • screen = pygame.display.set_mode(cfg.SCREENSIZE)
  • pygame.display.set_caption('九歌')
  • for key, value in cfg.AUDIO_PATHS.items():
  • sounds[key] = pygame.mixer.Sound(value)
  • GameStartInterface(screen, sounds, cfg)
  • score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(534, 15), bg_color=cfg.BACKGROUND_COLOR)
  • highest_score = highest_score
  • highest_score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(435, 15), bg_color=cfg.BACKGROUND_COLOR, is_highest=True)
  • dino = Dinosaur(cfg.IMAGE_PATHS['dino'])
  • ground = Ground(cfg.IMAGE_PATHS['ground'], position=(0, cfg.SCREENSIZE[1]))
  • cloud_sprites_group = pygame.sprite.Group()
  • cactus_sprites_group = pygame.sprite.Group()
  • ptera_sprites_group = pygame.sprite.Group()
  • add_obstacle_timer = 0
  • clock = pygame.time.Clock()
  • for event in pygame.event.get():
  • if event.type == pygame.QUIT:
  • pygame.quit()
  • sys.exit()
  • elif event.type == pygame.KEYDOWN:
  • if event.key == pygame.K_SPACE or event.key == pygame.K_UP:
  • dino.jump(sounds)
  • elif event.key == pygame.K_DOWN:
  • dino.duck()
  • elif event.type == pygame.KEYUP and event.key == pygame.K_DOWN:
  • dino.unduck()
  • screen.fill(cfg.BACKGROUND_COLOR)
  • if len(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10:
  • cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS['cloud'], position=(cfg.SCREENSIZE[0], random.randrange(30, 75))))
  • add_obstacle_timer += 1
  • if add_obstacle_timer > random.randrange(50, 150):
  • add_obstacle_timer = 0
  • random_value = random.randrange(0, 10)
  • if random_value >= 5 and random_value <= 7:
  • cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS['cacti']))
  • position_ys = [cfg.SCREENSIZE[1]*0.82, cfg.SCREENSIZE[1]*0.75, cfg.SCREENSIZE[1]*0.60, cfg.SCREENSIZE[1]*0.20]
  • ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS['ptera'], position=(600, random.choice(position_ys))))
  • cloud_sprites_group.update()
  • cactus_sprites_group.update()
  • ptera_sprites_group.update()
  • if score_timer > (cfg.FPS//12):
  • score_timer = 0
  • score = min(score, 99999)
  • if score > highest_score:
  • highest_score = score
  • if score % 100 == 0:
  • sounds['point'].play()
  • if score % 1000 == 0:
  • ground.speed -= 1
  • for item in cloud_sprites_group:
  • item.speed -= 1
  • for item in cactus_sprites_group:
  • item.speed -= 1
  • for item in ptera_sprites_group:
  • item.speed -= 1
  • for item in cactus_sprites_group:
  • if pygame.sprite.collide_mask(dino, item):
  • dino.die(sounds)
  • for item in ptera_sprites_group:
  • if pygame.sprite.collide_mask(dino, item):
  • dino.die(sounds)
  • dino.draw(screen)
  • ground.draw(screen)
  • cloud_sprites_group.draw(screen)
  • cactus_sprites_group.draw(screen)
  • ptera_sprites_group.draw(screen)
  • score_board.set(score)
  • highest_score_board.set(highest_score)
  • score_board.draw(screen)
  • highest_score_board.draw(screen)
  • pygame.display.update()
  • clock.tick(cfg.FPS)
  • return GameEndInterface(screen, cfg), highest_score
  • if __name__ == '__main__':
  • flag, highest_score = main(highest_score)
  • if not flag: break
7、消消乐

玩法:三个相连就能消除

源码分享:

  • screen = pygame.display.set_mode(cfg.SCREENSIZE)
  • pygame.display.set_caption('Gemgem —— 九歌')
  • pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, "resources/audios/bg.mp3"))
  • pygame.mixer.music.set_volume(0.6)
  • pygame.mixer.music.play(-1)
  • sounds['mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/badswap.wav'))
  • sounds['match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/match%s.wav' % i)))
  • font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25)
  • for i in range(1, 8):
  • gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i))
  • game = gemGame(screen, sounds, font, gem_imgs, cfg)
  • score = game.start()
  • # 一轮游戏结束后玩家选择重玩或者退出
  • for event in pygame.event.get():
  • if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE):
  • pygame.quit()
  • sys.exit()
  • elif event.type == pygame.KEYUP and event.key == pygame.K_r:
  • flag = True
  • screen.fill((135, 206, 235))
  • text0 = 'Final score: %s' % score
  • text1 = 'Press <R> to restart the game.'
  • text2 = 'Press <Esc> to quit the game.'
  • for idx, text in enumerate([text0, text1, text2]):
  • text_render = font.render(text, 1, (85, 65, 0))
  • rect = text_render.get_rect()
  • if idx == 0:
  • rect.left, rect.top = (212, y)
  • elif idx == 1:
  • rect.left, rect.top = (122.5, y)
  • rect.left, rect.top = (126.5, y)
  • screen.blit(text_render, rect)
  • pygame.display.update()
  • if __name__ == '__main__':
8、俄罗斯方块

玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的。

源码分享:

  • from PyQt5.QtGui import *
  • from PyQt5.QtCore import *
  • from PyQt5.QtWidgets import *
  • class TetrisGame(QMainWindow):
  • def __init__(self, parent=None):
  • super(TetrisGame, self).__init__(parent)
  • self.is_paused = False
  • self.is_started = False
  • self.setWindowIcon(QIcon(os.path.join(os.getcwd(), 'resources/icon.jpg')))
  • self.grid_size = 22
  • self.timer = QBasicTimer()
  • self.setFocusPolicy(Qt.StrongFocus)
  • layout_horizontal = QHBoxLayout()
  • self.inner_board = InnerBoard()
  • self.external_board = ExternalBoard(self, self.grid_size, self.inner_board)
  • layout_horizontal.addWidget(self.external_board)
  • self.side_panel = SidePanel(self, self.grid_size, self.inner_board)
  • layout_horizontal.addWidget(self.side_panel)
  • self.status_bar = self.statusBar()
  • self.external_board.score_signal[str].connect(self.status_bar.showMessage)
  • self.setWindowTitle('Tetris —— 九歌')
  • self.setFixedSize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height())
  • screen = QDesktopWidget().screenGeometry()
  • size = self.geometry()
  • self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)
  • def updateWindow(self):
  • self.external_board.updateData()
  • self.side_panel.updateData()
  • if self.is_started:
  • self.is_started = True
  • self.inner_board.createNewTetris()
  • self.timer.start(self.fps, self)
  • if not self.is_started:
  • self.is_paused = not self.is_paused
  • if self.is_paused:
  • self.timer.stop()
  • self.external_board.score_signal.emit('Paused')
  • self.timer.start(self.fps, self)
  • self.updateWindow()
  • def timerEvent(self, event):
  • if event.timerId() == self.timer.timerId():
  • removed_lines = self.inner_board.moveDown()
  • self.external_board.score += removed_lines
  • self.updateWindow()
  • super(TetrisGame, self).timerEvent(event)
  • def keyPressEvent(self, event):
  • if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty:
  • super(TetrisGame, self).keyPressEvent(event)
  • key = event.key()
  • if key == Qt.Key_P:
  • if self.is_paused:
  • elif key == Qt.Key_Left:
  • self.inner_board.moveLeft()
  • elif key == Qt.Key_Right:
  • self.inner_board.moveRight()
  • elif key == Qt.Key_Up:
  • self.inner_board.rotateAnticlockwise()
  • elif key == Qt.Key_Space:
  • self.external_board.score += self.inner_board.dropDown()
  • super(TetrisGame, self).keyPressEvent(event)
  • self.updateWindow()
  • if __name__ == '__main__':
  • app = QApplication([])
  • tetris = TetrisGame()
  • sys.exit(app.exec_())
9、贪吃蛇

玩法:童年经典,普通魔术也没啥意思,小时候玩的也是加速的。

源码分享:

  • screen = pygame.display.set_mode(cfg.SCREENSIZE)
  • pygame.display.set_caption('Greedy Snake —— 九歌')
  • clock = pygame.time.Clock()
  • pygame.mixer.music.load(cfg.BGMPATH)
  • pygame.mixer.music.play(-1)
  • apple = Apple(cfg, snake.coords)
  • screen.fill(cfg.BLACK)
  • for event in pygame.event.get():
  • if event.type == pygame.QUIT:
  • pygame.quit()
  • sys.exit()
  • elif event.type == pygame.KEYDOWN:
  • if event.key in [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]:
  • snake.setDirection({pygame.K_UP: 'up', pygame.K_DOWN: 'down', pygame.K_LEFT: 'left', pygame.K_RIGHT: 'right'}[event.key])
  • if snake.update(apple):
  • apple = Apple(cfg, snake.coords)
  • if snake.isgameover: break
  • drawGameGrid(cfg, screen)
  • snake.draw(screen)
  • apple.draw(screen)
  • showScore(cfg, score, screen)
  • pygame.display.update()
  • clock.tick(cfg.FPS)
  • return endInterface(screen, cfg)
  • if __name__ == '__main__':
  • if not main(cfg):

普普通通

10、24点小游戏

玩法:通过加减乘除操作,小学生都没问题的。

源码分享:

  • from fractions import Fraction
  • def checkClicked(group, mouse_pos, group_type='NUMBER'):
  • if group_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]:
  • max_selected = 2 if group_type == GROUPTYPES[0] else 1
  • for each in group:
  • num_selected += int(each.is_selected)
  • for each in group:
  • if each.rect.collidepoint(mouse_pos):
  • if each.is_selected:
  • each.is_selected = not each.is_selected
  • num_selected -= 1
  • each.select_order = None
  • if num_selected < max_selected:
  • each.is_selected = not each.is_selected
  • num_selected += 1
  • each.select_order = str(num_selected)
  • if each.is_selected:
  • selected.append(each.attribute)
  • elif group_type == GROUPTYPES[2]:
  • for each in group:
  • if each.rect.collidepoint(mouse_pos):
  • each.is_selected = True
  • selected.append(each.attribute)
  • raise ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *GROUPTYPES))
  • def getNumberSpritesGroup(numbers):
  • number_sprites_group = pygame.sprite.Group()
  • for idx, number in enumerate(numbers):
  • args = (*NUMBERCARD_POSITIONS[idx], str(number), NUMBERFONT, NUMBERFONT_COLORS, NUMBERCARD_COLORS, str(number))
  • number_sprites_group.add(Card(*args))
  • return number_sprites_group
  • def getOperatorSpritesGroup(operators):
  • operator_sprites_group = pygame.sprite.Group()
  • for idx, operator in enumerate(operators):
  • args = (*OPERATORCARD_POSITIONS[idx], str(operator), OPERATORFONT, OPREATORFONT_COLORS, OPERATORCARD_COLORS, str(operator))
  • operator_sprites_group.add(Card(*args))
  • return operator_sprites_group
  • def getButtonSpritesGroup(buttons):
  • button_sprites_group = pygame.sprite.Group()
  • for idx, button in enumerate(buttons):
  • args = (*BUTTONCARD_POSITIONS[idx], str(button), BUTTONFONT, BUTTONFONT_COLORS, BUTTONCARD_COLORS, str(button))
  • button_sprites_group.add(Button(*args))
  • return button_sprites_group
  • def calculate(number1, number2, operator):
  • operator_map = {'+': '+', '-': '-', '×': '*', '÷': '/'}
  • result = str(eval(number1+operator_map[operator]+number2))
  • return result if '.' not in result else str(Fraction(number1+operator_map[operator]+number2))
  • def showInfo(text, screen):
  • rect = pygame.Rect(200, 180, 400, 200)
  • pygame.draw.rect(screen, PAPAYAWHIP, rect)
  • font = pygame.font.Font(FONTPATH, 40)
  • text_render = font.render(text, True, BLACK)
  • font_size = font.size(text)
  • screen.blit(text_render, (rect.x+(rect.width-font_size[0])/2, rect.y+(rect.height-font_size[1])/2))
  • screen = pygame.display.set_mode(SCREENSIZE)
  • pygame.display.set_caption('24 point —— 九歌')
  • win_sound = pygame.mixer.Sound(AUDIOWINPATH)
  • lose_sound = pygame.mixer.Sound(AUDIOLOSEPATH)
  • warn_sound = pygame.mixer.Sound(AUDIOWARNPATH)
  • pygame.mixer.music.load(BGMPATH)
  • pygame.mixer.music.play(-1, 0.0)
  • game24_gen = game24Generator()
  • game24_gen.generate()
  • number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
  • operator_sprites_group = getOperatorSpritesGroup(OPREATORS)
  • button_sprites_group = getButtonSpritesGroup(BUTTONS)
  • clock = pygame.time.Clock()
  • selected_numbers = []
  • selected_operators = []
  • selected_buttons = []
  • for event in pygame.event.get():
  • if event.type == pygame.QUIT:
  • pygame.quit()
  • sys.exit(-1)
  • elif event.type == pygame.MOUSEBUTTONUP:
  • mouse_pos = pygame.mouse.get_pos()
  • selected_numbers = checkClicked(number_sprites_group, mouse_pos, 'NUMBER')
  • selected_operators = checkClicked(operator_sprites_group, mouse_pos, 'OPREATOR')
  • selected_buttons = checkClicked(button_sprites_group, mouse_pos, 'BUTTON')
  • screen.fill(AZURE)
  • if len(selected_numbers) == 2 and len(selected_operators) == 1:
  • noselected_numbers = []
  • for each in number_sprites_group:
  • if each.is_selected:
  • if each.select_order == '1':
  • selected_number1 = each.attribute
  • elif each.select_order == '2':
  • selected_number2 = each.attribute
  • else:
  • raise ValueError('Unknow select_order %s, expect 1 or 2...' % each.select_order)
  • noselected_numbers.append(each.attribute)
  • each.is_selected = False
  • for each in operator_sprites_group:
  • each.is_selected = False
  • result = calculate(selected_number1, selected_number2, *selected_operators)
  • if result is not None:
  • game24_gen.numbers_now = noselected_numbers + [result]
  • is_win = game24_gen.check()
  • if is_win:
  • win_sound.play()
  • if not is_win and len(game24_gen.numbers_now) == 1:
  • lose_sound.play()
  • warn_sound.play()
  • selected_numbers = []
  • selected_operators = []
  • number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
  • for each in number_sprites_group:
  • each.draw(screen, pygame.mouse.get_pos())
  • for each in operator_sprites_group:
  • each.draw(screen, pygame.mouse.get_pos())
  • for each in button_sprites_group:
  • if selected_buttons and selected_buttons[0] in ['RESET', 'NEXT']:
  • is_win = False
  • if selected_buttons and each.attribute == selected_buttons[0]:
  • each.is_selected = False
  • number_sprites_group = each.do(game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group)
  • selected_buttons = []
  • each.draw(screen, pygame.mouse.get_pos())
  • showInfo('Congratulations', screen)
  • if not is_win and len(game24_gen.numbers_now) == 1:
  • showInfo('Game Over', screen)
  • pygame.display.flip()
  • if __name__ == '__main__':
11、平衡木

玩法:也是小时候的经典游戏,控制左右就行,到后面才有一点点难度。

源码分享:

  • from modules import breakoutClone
  • game = breakoutClone(cfg)
  • if __name__ == '__main__':

还有配置文件

12、外星人入侵

玩法:这让我想起了魂斗罗那第几关的boss,有点类似,不过魂斗罗那个难度肯定高点。

源码分享:

  • clock = pygame.time.Clock()
  • font = pygame.font.SysFont('arial', 18)
  • if not os.path.isfile('score'):
  • f = open('score', 'w')
  • with open('score', 'r') as f:
  • highest_score = int(f.read().strip())
  • enemies_group = pygame.sprite.Group()
  • enemy = enemySprite('small', i, cfg.WHITE, cfg.WHITE)
  • enemy = enemySprite('medium', i, cfg.WHITE, cfg.WHITE)
  • enemy = enemySprite('large', i, cfg.WHITE, cfg.WHITE)
  • enemy.rect.x = 85 + (i % 11) * 50
  • enemy.rect.y = 120 + (i // 11) * 45
  • enemies_group.add(enemy)
  • boomed_enemies_group = pygame.sprite.Group()
  • en_bullets_group = pygame.sprite.Group()
  • ufo = ufoSprite(color=cfg.RED)
  • myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE)
  • my_bullets_group = pygame.sprite.Group()
  • enemy_move_count = 24
  • enemy_move_interval = 24
  • enemy_move_flag = False
  • # --改变移动方向(改变方向的同时集体下降一次)
  • enemy_change_direction_count = 0
  • enemy_change_direction_interval = 60
  • enemy_need_down = False
  • enemy_move_right = True
  • enemy_need_move_row = 6
  • enemy_shot_interval = 100
  • enemy_shot_flag = False
  • screen.fill(cfg.BLACK)
  • for event in pygame.event.get():
  • # --点右上角的X或者按Esc键退出游戏
  • if event.type == pygame.QUIT:
  • pygame.quit()
  • sys.exit()
  • if event.type == pygame.KEYDOWN:
  • if event.key == pygame.K_ESCAPE:
  • pygame.quit()
  • sys.exit()
  • if event.type == pygame.MOUSEBUTTONDOWN:
  • my_bullet = myaircraft.shot()
  • if my_bullet:
  • my_bullets_group.add(my_bullet)
  • # --我方子弹与敌方/UFO碰撞检测
  • for enemy in enemies_group:
  • if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None):
  • boomed_enemies_group.add(enemy)
  • enemies_group.remove(enemy)
  • myaircraft.score += enemy.reward
  • if pygame.sprite.spritecollide(ufo, my_bullets_group, True, None):
  • ufo.is_dead = True
  • myaircraft.score += ufo.reward
  • enemy_shot_count += 1
  • if enemy_shot_count > enemy_shot_interval:
  • enemy_shot_flag = True
  • enemies_survive_list = [enemy.number for enemy in enemies_group]
  • shot_number = random.choice(enemies_survive_list)
  • enemy_shot_count = 0
  • enemy_move_count += 1
  • if enemy_move_count > enemy_move_interval:
  • enemy_move_count = 0
  • enemy_move_flag = True
  • enemy_need_move_row -= 1
  • if enemy_need_move_row == 0:
  • enemy_need_move_row = enemy_max_row
  • enemy_change_direction_count += 1
  • if enemy_change_direction_count > enemy_change_direction_interval:
  • enemy_change_direction_count = 1
  • enemy_move_right = not enemy_move_right
  • enemy_need_down = True
  • # ----每次下降提高移动和射击速度
  • enemy_move_interval = max(15, enemy_move_interval-3)
  • enemy_shot_interval = max(50, enemy_move_interval-10)
  • for enemy in enemies_group:
  • if enemy_shot_flag:
  • if enemy.number == shot_number:
  • en_bullet = enemy.shot()
  • en_bullets_group.add(en_bullet)
  • if enemy_move_flag:
  • if enemy.number in range((enemy_need_move_row-1)*11, enemy_need_move_row*11):
  • if enemy_move_right:
  • enemy.update('right', cfg.SCREENSIZE[1])
  • else:
  • enemy.update('left', cfg.SCREENSIZE[1])
  • enemy.update(None, cfg.SCREENSIZE[1])
  • if enemy_need_down:
  • if enemy.update('down', cfg.SCREENSIZE[1]):
  • running = False
  • is_win = False
  • enemy.change_count -= 1
  • enemy.draw(screen)
  • enemy_move_flag = False
  • enemy_need_down = False
  • enemy_shot_flag = False
  • for boomed_enemy in boomed_enemies_group:
  • if boomed_enemy.boom(screen):
  • boomed_enemies_group.remove(boomed_enemy)
  • del boomed_enemy
  • # --敌方子弹与我方飞船碰撞检测
  • if not myaircraft.one_dead:
  • if pygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None):
  • myaircraft.one_dead = True
  • if myaircraft.one_dead:
  • if myaircraft.boom(screen):
  • myaircraft.resetBoom()
  • myaircraft.num_life -= 1
  • if myaircraft.num_life < 1:
  • running = False
  • is_win = False
  • myaircraft.update(cfg.SCREENSIZE[0])
  • myaircraft.draw(screen)
  • if (not ufo.has_boomed) and (ufo.is_dead):
  • if ufo.boom(screen):
  • ufo.has_boomed = True
  • ufo.update(cfg.SCREENSIZE[0])
  • ufo.draw(screen)
  • for bullet in my_bullets_group:
  • if bullet.update():
  • my_bullets_group.remove(bullet)
  • del bullet
  • bullet.draw(screen)
  • for bullet in en_bullets_group:
  • if bullet.update(cfg.SCREENSIZE[1]):
  • en_bullets_group.remove(bullet)
  • del bullet
  • bullet.draw(screen)
  • if myaircraft.score > highest_score:
  • highest_score = myaircraft.score
  • # --得分每增加2000我方飞船增加一条生命
  • if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score):
  • myaircraft.old_score = myaircraft.score
  • myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life)
  • if len(enemies_group) < 1:
  • is_win = True
  • running = False
  • showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8)
  • showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)
  • showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8)
  • showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)
  • showText(screen, 'HIGHEST: ', cfg.WHITE, font, 540, 8)
  • showText(screen, str(highest_score), cfg.WHITE, font, 540, 24)
  • showText(screen, 'FPS: ' + str(int(clock.get_fps())), cfg.RED, font, 8, 8)
  • showLife(screen, myaircraft.num_life, cfg.GREEN)
  • pygame.display.update()
  • clock.tick(cfg.FPS)
  • with open('score', 'w') as f:
  • f.write(str(highest_score))
  • pygame.display.set_caption('外星人入侵 —— 九歌')
  • screen = pygame.display.set_mode(cfg.SCREENSIZE)
  • pygame.mixer.music.load(cfg.BGMPATH)
  • pygame.mixer.music.set_volume(0.4)
  • pygame.mixer.music.play(-1)
  • is_win = startGame(screen)
  • endInterface(screen, cfg.BLACK, is_win)
  • if __name__ == '__main__':
13、贪心鸟

玩法:有点类似那个炸弹人,控制好走位问题不大。

14、井字棋888

玩法:我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。

源码分享

  • import tkinter.messagebox as msg
  • root.title('TIC-TAC-TOE---Project Gurukul')
  • Label(root, text="player1 : X", font="times 15").grid(row=0, column=1)
  • Label(root, text="player2 : O", font="times 15").grid(row=0, column=2)
  • digits = [1, 2, 3, 4, 5, 6, 7, 8, 9]
  • # for player1 sign = X and for player2 sign= Y
  • # counting the no. of click
  • return ((panels[1] == panels[2] == panels[3] == sign)
  • or (panels[1] == panels[4] == panels[7] == sign)
  • or (panels[1] == panels[5] == panels[9] == sign)
  • or (panels[2] == panels[5] == panels[8] == sign)
  • or (panels[3] == panels[6] == panels[9] == sign)
  • or (panels[3] == panels[5] == panels[7] == sign)
  • or (panels[4] == panels[5] == panels[6] == sign)
  • or (panels[7] == panels[8] == panels[9] == sign))
  • global count, mark, digits
  • # Check which button clicked
  • if digit == 1 and digit in digits:
  • digits.remove(digit)
  • ##player1 will play if the value of count is even and for odd player2 will play
  • if count % 2 == 0:
  • panels[digit] = mark
  • elif count % 2 != 0:
  • panels[digit] = mark
  • button1.config(text=mark)
  • count = count + 1
  • if (win(panels, sign) and sign == 'X'):
  • msg.showinfo("Result", "Player1 wins")
  • root.destroy()
  • elif (win(panels, sign) and sign == 'O'):
  • msg.showinfo("Result", "Player2 wins")
  • root.destroy()
  • if digit == 2 and digit in digits:
  • digits.remove(digit)
  • if count % 2 == 0:
  • panels[digit] = mark
  • elif count % 2 != 0:
  • panels[digit] = mark
  • button2.config(text=mark)
  • count = count + 1
  • if (win(panels, sign) and sign == 'X'):
  • msg.showinfo("Result", "Player1 wins")
  • root.destroy()
  • elif (win(panels, sign) and sign == 'O'):
  • msg.showinfo("Result", "Player2 wins")
  • root.destroy()
  • if digit == 3 and digit in digits:
  • digits.remove(digit)
  • if count % 2 == 0:
  • panels[digit] = mark
  • elif count % 2 != 0:
  • panels[digit] = mark
  • button3.config(text=mark)
  • count = count + 1
  • if (win(panels, sign) and sign == 'X'):
  • msg.showinfo("Result", "Player1 wins")
  • root.destroy()
  • elif (win(panels, sign) and sign == 'O'):
  • msg.showinfo("Result", "Player2 wins")
  • root.destroy()
  • if digit == 4 and digit in digits:
  • digits.remove(digit)
  • if count % 2 == 0:
  • panels[digit] = mark
  • elif count % 2 != 0:
  • panels[digit] = mark
  • button4.config(text=mark)
  • count = count + 1
  • if (win(panels, sign) and sign == 'X'):
  • msg.showinfo("Result", "Player1 wins")
  • root.destroy()
  • elif (win(panels, sign) and sign == 'O'):
  • msg.showinfo("Result", "Player2 wins")
  • root.destroy()
  • if digit == 5 and digit in digits:
  • digits.remove(digit)
  • if count % 2 == 0:
  • panels[digit] = mark
  • elif count % 2 != 0:
  • panels[digit] = mark
  • button5.config(text=mark)
  • count = count + 1
  • if (win(panels, sign) and sign == 'X'):
  • msg.showinfo("Result", "Player1 wins")
  • root.destroy()
  • elif (win(panels, sign) and sign == 'O'):
  • msg.showinfo("Result", "Player2 wins")
  • root.destroy()
  • if digit == 6 and digit in digits:
  • digits.remove(digit)
  • if count % 2 == 0:
  • panels[digit] = mark
  • elif count % 2 != 0:
  • panels[digit] = mark
  • button6.config(text=mark)
  • count = count + 1
  • if (win(panels, sign) and sign == 'X'):
  • msg.showinfo("Result", "Player1 wins")
  • root.destroy()
  • elif (win(panels, sign) and sign == 'O'):
  • msg.showinfo("Result", "Player2 wins")
  • root.destroy()
  • if digit == 7 and digit in digits:
  • digits.remove(digit)
  • if count % 2 == 0:
  • panels[digit] = mark
  • elif count % 2 != 0:
  • panels[digit] = mark
  • button7.config(text=mark)
  • count = count + 1
  • if (win(panels, sign) and sign == 'X'):
  • msg.showinfo("Result", "Player1 wins")
  • root.destroy()
  • elif (win(panels, sign) and sign == 'O'):
  • msg.showinfo("Result", "Player2 wins")
  • root.destroy()
  • if digit == 8 and digit in digits:
  • digits.remove(digit)
  • if count % 2 == 0:
  • panels[digit] = mark
  • elif count % 2 != 0:
  • panels[digit] = mark
  • button8.config(text=mark)
  • count = count + 1
  • if (win(panels, sign) and sign == 'X'):
  • msg.showinfo("Result", "Player1 wins")
  • root.destroy()
  • elif (win(panels, sign) and sign == 'O'):
  • msg.showinfo("Result", "Player2 wins")
  • root.destroy()
  • if digit == 9 and digit in digits:
  • digits.remove(digit)
  • if count % 2 == 0:
  • panels[digit] = mark
  • elif count % 2 != 0:
  • panels[digit] = mark
  • button9.config(text=mark)
  • count = count + 1
  • if (win(panels, sign) and sign == 'X'):
  • msg.showinfo("Result", "Player1 wins")
  • root.destroy()
  • elif (win(panels, sign) and sign == 'O'):
  • msg.showinfo("Result", "Player2 wins")
  • root.destroy()
  • ###if count is greater then 8 then the match has been tied
  • if (count > 8 and win(panels, 'X') == False and win(panels, 'O') == False):
  • msg.showinfo("Result", "Match Tied")
  • button1 = Button(root, width=15, font=('Times 16 bold'), height=7, command=lambda: checker(1))
  • button1.grid(row=1, column=1)
  • button2 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(2))
  • button2.grid(row=1, column=2)
  • button3 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(3))
  • button3.grid(row=1, column=3)
  • button4 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(4))
  • button4.grid(row=2, column=1)
  • button5 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(5))
  • button5.grid(row=2, column=2)
  • button6 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(6))
  • button6.grid(row=2, column=3)
  • button7 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(7))
  • button7.grid(row=3, column=1)
  • button8 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(8))
  • button8.grid(row=3, column=2)
  • button9 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(9))
  • button9.grid(row=3, column=3)

有点困难

15、炸弹人

玩法详解:小时候的又一经典游戏,小时候很多次都被自己炸死了。

16、保卫森林

玩法详解:类似保卫萝卜,塔防类的小游戏,布局一定要合理,考虑射程属性等等

17、五子棋

玩法详解:小时候很爱玩,先出是有必胜方法的,后面才知道会有禁手这个规则,就比较复杂了,大家可以学一下先出必胜的开局,有浦月、流星、丘月、游星、慧星等等。

18、吃豆豆

玩法详解:考验手速和操作和走位,我不喜欢玩这类跑来跑去的。

19、坦克大战

玩法详解:这是经典中的经典,我喜欢玩双人模式,后面有一些改版的模式,这是我觉得少数几个现在玩都不过时的游戏。

20、超级玛丽

玩法详解:经典中的经典,小时候玩觉得可难了,操作不必介绍了吧。

21、水果忍者

玩法详解:切水果风靡一时的游戏,不知道为啥总是切刀炸掉,挺解压的游戏。

极度困难

22、飞机大战

攻略大全:从这里开始的游戏,真正算的上有难度了,这个飞机大战跟童年玩的比起来还是差一点。

23、2048

攻略大全:也是曾经风靡一时的,越到后面越难,合成的时候一定要大数放在角落。

24、推箱子

攻略大全:以前的那个手机上都有的游戏,越推到后面的关卡越难,我好像是玩到二十多关就玩不下去了。

25、塔防

攻略大全:又是一种塔防类的游戏,有点意思,就是速度太快了,反应不过来。

26、植物大战僵尸

攻略大全:最经典的植物大战僵尸,操作不用介绍了,不过可以自己玩玩看。

27、扫雷

玩法详解:扫雷还是挺有意思的,技能玩又考验推理

终极挑战

28、拼图

游戏体验:三个终极挑战,能完成一个就算你厉害,拼图是我最烦的,太难了。

29、走迷宫

游戏体验:我反正没走出去,大家能走出去吗

30、最强游戏

游戏体验:可太难控制了。。

30个小游戏链接:https://pan.quark.cn/s/f48e7bf222c5

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