返回顶部
首页 > 资讯 > 后端开发 > Python >Python实现四个经典小游戏合集
  • 939
分享到

Python实现四个经典小游戏合集

2024-04-02 19:04:59 939人浏览 泡泡鱼

Python 官方文档:入门教程 => 点击学习

摘要

目录 一、效果展示1、俄罗斯方块2、扫雷3、五子棋4、贪吃蛇二、代码展示1、俄罗斯方块2、扫雷3、五子棋4、贪吃蛇 一、效果展示 1、俄罗斯方块 这个应该是玩起来最最简单的了… 2

 一、效果展示

1、俄罗斯方块

这个应该是玩起来最最简单的了…

2、扫雷

运气好,点了四下都没踩雷哈哈…

3、五子棋

我是菜鸡,玩不赢电脑人…

4、贪吃蛇

害,这个是最惊心动魄的,为了我的小心脏,不玩了不玩了…

女朋友:你就是借机在玩游戏,逮到了

啊这…

那我不吹牛逼了,我们来敲代码吧~

二、代码展示

1、俄罗斯方块

方块部分

这部分代码单独保存py文件,这里我命名为 blocks.py

方块形状的设计,一开始我是做成 4 × 4,长宽最长都是4的话旋转的时候就不考虑怎么转了,就是从一个图形替换成另一个。

要实现这个功能,只要固定左上角的坐标就可以了。


import random
from collections import namedtuple

Point = namedtuple('Point', 'X Y')
Shape = namedtuple('Shape', 'X Y Width Height')
Block = namedtuple('Block', 'template start_pos end_pos name next')


# S形方块
S_BLOCK = [Block(['.OO',
                  'OO.',
                  '...'], Point(0, 0), Point(2, 1), 'S', 1),
           Block(['O..',
                  'OO.',
                  '.O.'], Point(0, 0), Point(1, 2), 'S', 0)]
# Z形方块
Z_BLOCK = [Block(['OO.',
                  '.OO',
                  '...'], Point(0, 0), Point(2, 1), 'Z', 1),
           Block(['.O.',
                  'OO.',
                  'O..'], Point(0, 0), Point(1, 2), 'Z', 0)]
# I型方块
I_BLOCK = [Block(['.O..',
                  '.O..',
                  '.O..',
                  '.O..'], Point(1, 0), Point(1, 3), 'I', 1),
           Block(['....',
                  '....',
                  'OOOO',
                  '....'], Point(0, 2), Point(3, 2), 'I', 0)]
# O型方块
O_BLOCK = [Block(['OO',
                  'OO'], Point(0, 0), Point(1, 1), 'O', 0)]
# J型方块
J_BLOCK = [Block(['O..',
                  'OOO',
                  '...'], Point(0, 0), Point(2, 1), 'J', 1),
           Block(['.OO',
                  '.O.',
                  '.O.'], Point(1, 0), Point(2, 2), 'J', 2),
           Block(['...',
                  'OOO',
                  '..O'], Point(0, 1), Point(2, 2), 'J', 3),
           Block(['.O.',
                  '.O.',
                  'OO.'], Point(0, 0), Point(1, 2), 'J', 0)]
# L型方块
L_BLOCK = [Block(['..O',
                  'OOO',
                  '...'], Point(0, 0), Point(2, 1), 'L', 1),
           Block(['.O.',
                  '.O.',
                  '.OO'], Point(1, 0), Point(2, 2), 'L', 2),
           Block(['...',
                  'OOO',
                  'O..'], Point(0, 1), Point(2, 2), 'L', 3),
           Block(['OO.',
                  '.O.',
                  '.O.'], Point(0, 0), Point(1, 2), 'L', 0)]
# T型方块
T_BLOCK = [Block(['.O.',
                  'OOO',
                  '...'], Point(0, 0), Point(2, 1), 'T', 1),
           Block(['.O.',
                  '.OO',
                  '.O.'], Point(1, 0), Point(2, 2), 'T', 2),
           Block(['...',
                  'OOO',
                  '.O.'], Point(0, 1), Point(2, 2), 'T', 3),
           Block(['.O.',
                  'OO.',
                  '.O.'], Point(0, 0), Point(1, 2), 'T', 0)]

BLOCKS = {'O': O_BLOCK,
          'I': I_BLOCK,
          'Z': Z_BLOCK,
          'T': T_BLOCK,
          'L': L_BLOCK,
          'S': S_BLOCK,
          'J': J_BLOCK}


def get_block():
    block_name = random.choice('OIZTLSJ')
    b = BLOCKS[block_name]
    idx = random.randint(0, len(b) - 1)
    return b[idx]


def get_next_block(block):
    b = BLOCKS[block.name]
    return b[block.next]

游戏主代码


import sys
import time
import pygame
from pygame.locals import *
import blocks

SIZE = 30  # 每个小方格大小
BLOCK_HEIGHT = 25  # 游戏区高度
BLOCK_WIDTH = 10   # 游戏区宽度
BORDER_WIDTH = 4   # 游戏区边框宽度
BORDER_COLOR = (40, 40, 200)  # 游戏区边框颜色
SCREEN_WIDTH = SIZE * (BLOCK_WIDTH + 5)  # 游戏屏幕的宽
SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT      # 游戏屏幕的高
BG_COLOR = (40, 40, 60)  # 背景色
BLOCK_COLOR = (20, 128, 200)  #
BLACK = (0, 0, 0)
RED = (200, 30, 30)      # GAME OVER 的字体颜色


def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
    imgText = font.render(text, True, fcolor)
    screen.blit(imgText, (x, y))


def main():
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    pygame.display.set_caption('俄罗斯方块')

    font1 = pygame.font.SysFont('SimHei', 24)  # 黑体24
    font2 = pygame.font.Font(None, 72)  # GAME OVER 的字体
    font_pos_x = BLOCK_WIDTH * SIZE + BORDER_WIDTH + 10  # 右侧信息显示区域字体位置的X坐标
    gameover_size = font2.size('GAME OVER')
    font1_height = int(font1.size('得分')[1])

    cur_block = None   # 当前下落方块
    next_block = None  # 下一个方块
    cur_pos_x, cur_pos_y = 0, 0

    game_area = None    # 整个游戏区域
    game_over = True
    start = False       # 是否开始,当start = True,game_over = True 时,才显示 GAME OVER
    score = 0           # 得分
    orispeed = 0.5      # 原始速度
    speed = orispeed    # 当前速度
    pause = False       # 暂停
    last_drop_time = None   # 上次下落时间
    last_press_time = None  # 上次按键时间

    def _dock():
        nonlocal cur_block, next_block, game_area, cur_pos_x, cur_pos_y, game_over, score, speed
        for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
            for _j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1):
                if cur_block.template[_i][_j] != '.':
                    game_area[cur_pos_y + _i][cur_pos_x + _j] = '0'
        if cur_pos_y + cur_block.start_pos.Y <= 0:
            game_over = True
        else:
            # 计算消除
            remove_idxs = []
            for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
                if all(_x == '0' for _x in game_area[cur_pos_y + _i]):
                    remove_idxs.append(cur_pos_y + _i)
            if remove_idxs:
                # 计算得分
                remove_count = len(remove_idxs)
                if remove_count == 1:
                    score += 100
                elif remove_count == 2:
                    score += 300
                elif remove_count == 3:
                    score += 700
                elif remove_count == 4:
                    score += 1500
                speed = orispeed - 0.03 * (score // 10000)
                # 消除
                _i = _j = remove_idxs[-1]
                while _i >= 0:
                    while _j in remove_idxs:
                        _j -= 1
                    if _j < 0:
                        game_area[_i] = ['.'] * BLOCK_WIDTH
                    else:
                        game_area[_i] = game_area[_j]
                    _i -= 1
                    _j -= 1
            cur_block = next_block
            next_block = blocks.get_block()
            cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y

    def _judge(pos_x, pos_y, block):
        nonlocal game_area
        for _i in range(block.start_pos.Y, block.end_pos.Y + 1):
            if pos_y + block.end_pos.Y >= BLOCK_HEIGHT:
                return False
            for _j in range(block.start_pos.X, block.end_pos.X + 1):
                if pos_y + _i >= 0 and block.template[_i][_j] != '.' and game_area[pos_y + _i][pos_x + _j] != '.':
                    return False
        return True

    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            elif event.type == KEYDOWN:
                if event.key == K_RETURN:
                    if game_over:
                        start = True
                        game_over = False
                        score = 0
                        last_drop_time = time.time()
                        last_press_time = time.time()
                        game_area = [['.'] * BLOCK_WIDTH for _ in range(BLOCK_HEIGHT)]
                        cur_block = blocks.get_block()
                        next_block = blocks.get_block()
                        cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
                elif event.key == K_SPACE:
                    if not game_over:
                        pause = not pause
                elif event.key in (K_w, K_UP):

                    if 0 <= cur_pos_x <= BLOCK_WIDTH - len(cur_block.template[0]):
                        _next_block = blocks.get_next_block(cur_block)
                        if _judge(cur_pos_x, cur_pos_y, _next_block):
                            cur_block = _next_block

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                if not game_over and not pause:
                    if time.time() - last_press_time > 0.1:
                        last_press_time = time.time()
                        if cur_pos_x > - cur_block.start_pos.X:
                            if _judge(cur_pos_x - 1, cur_pos_y, cur_block):
                                cur_pos_x -= 1
            if event.key == pygame.K_RIGHT:
                if not game_over and not pause:
                    if time.time() - last_press_time > 0.1:
                        last_press_time = time.time()
                        # 不能移除右边框
                        if cur_pos_x + cur_block.end_pos.X + 1 < BLOCK_WIDTH:
                            if _judge(cur_pos_x + 1, cur_pos_y, cur_block):
                                cur_pos_x += 1
            if event.key == pygame.K_DOWN:
                if not game_over and not pause:
                    if time.time() - last_press_time > 0.1:
                        last_press_time = time.time()
                        if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):
                            _dock()
                        else:
                            last_drop_time = time.time()
                            cur_pos_y += 1

        _draw_background(screen)

        _draw_game_area(screen, game_area)

        _draw_gridlines(screen)

        _draw_info(screen, font1, font_pos_x, font1_height, score)
        # 画显示信息中的下一个方块
        _draw_block(screen, next_block, font_pos_x, 30 + (font1_height + 6) * 5, 0, 0)

        if not game_over:
            cur_drop_time = time.time()
            if cur_drop_time - last_drop_time > speed:
                if not pause:

                    if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):
                        _dock()
                    else:
                        last_drop_time = cur_drop_time
                        cur_pos_y += 1
        else:
            if start:
                print_text(screen, font2,
                           (SCREEN_WIDTH - gameover_size[0]) // 2, (SCREEN_HEIGHT - gameover_size[1]) // 2,
                           'GAME OVER', RED)

        # 画当前下落方块
        _draw_block(screen, cur_block, 0, 0, cur_pos_x, cur_pos_y)

        pygame.display.flip()


# 画背景
def _draw_background(screen):
    # 填充背景色
    screen.fill(BG_COLOR)
    # 画游戏区域分隔线
    pygame.draw.line(screen, BORDER_COLOR,
                     (SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, 0),
                     (SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)


# 画网格线
def _draw_gridlines(screen):
    # 画网格线 竖线
    for x in range(BLOCK_WIDTH):
        pygame.draw.line(screen, BLACK, (x * SIZE, 0), (x * SIZE, SCREEN_HEIGHT), 1)
    # 画网格线 横线
    for y in range(BLOCK_HEIGHT):
        pygame.draw.line(screen, BLACK, (0, y * SIZE), (BLOCK_WIDTH * SIZE, y * SIZE), 1)


# 画已经落下的方块
def _draw_game_area(screen, game_area):
    if game_area:
        for i, row in enumerate(game_area):
            for j, cell in enumerate(row):
                if cell != '.':
                    pygame.draw.rect(screen, BLOCK_COLOR, (j * SIZE, i * SIZE, SIZE, SIZE), 0)


# 画单个方块
def _draw_block(screen, block, offset_x, offset_y, pos_x, pos_y):
    if block:
        for i in range(block.start_pos.Y, block.end_pos.Y + 1):
            for j in range(block.start_pos.X, block.end_pos.X + 1):
                if block.template[i][j] != '.':
                    pygame.draw.rect(screen, BLOCK_COLOR,
                                     (offset_x + (pos_x + j) * SIZE, offset_y + (pos_y + i) * SIZE, SIZE, SIZE), 0)


# 画得分等信息
def _draw_info(screen, font, pos_x, font_height, score):
    print_text(screen, font, pos_x, 10, f'得分: ')
    print_text(screen, font, pos_x, 10 + font_height + 6, f'{score}')
    print_text(screen, font, pos_x, 20 + (font_height + 6) * 2, f'速度: ')
    print_text(screen, font, pos_x, 20 + (font_height + 6) * 3, f'{score // 10000}')
    print_text(screen, font, pos_x, 30 + (font_height + 6) * 4, f'下一个:')


if __name__ == '__main__':
    main()

2、扫雷

地雷部分

一样的,单独保存py文件,mineblock.py


import random
from enum import Enum

BLOCK_WIDTH = 30
BLOCK_HEIGHT = 16
SIZE = 20           # 块大小
MINE_COUNT = 99     # 地雷数


class BlockStatus(Enum):
    nORMal = 1  # 未点击
    opened = 2  # 已点击
    mine = 3    # 地雷
    flag = 4    # 标记为地雷
    ask = 5     # 标记为问号
    bomb = 6    # 踩中地雷
    hint = 7    # 被双击的周围
    double = 8  # 正被鼠标左右键双击


class Mine:
    def __init__(self, x, y, value=0):
        self._x = x
        self._y = y
        self._value = 0
        self._around_mine_count = -1
        self._status = BlockStatus.normal
        self.set_value(value)

    def __repr__(self):
        return str(self._value)
        # return f'({self._x},{self._y})={self._value}, status={self.status}'

    def get_x(self):
        return self._x

    def set_x(self, x):
        self._x = x

    x = property(fget=get_x, fset=set_x)

    def get_y(self):
        return self._y

    def set_y(self, y):
        self._y = y

    y = property(fget=get_y, fset=set_y)

    def get_value(self):
        return self._value

    def set_value(self, value):
        if value:
            self._value = 1
        else:
            self._value = 0

    value = property(fget=get_value, fset=set_value, doc='0:非地雷 1:雷')

    def get_around_mine_count(self):
        return self._around_mine_count

    def set_around_mine_count(self, around_mine_count):
        self._around_mine_count = around_mine_count

    around_mine_count = property(fget=get_around_mine_count, fset=set_around_mine_count, doc='四周地雷数量')

    def get_status(self):
        return self._status

    def set_status(self, value):
        self._status = value

    status = property(fget=get_status, fset=set_status, doc='BlockStatus')


class MineBlock:
    def __init__(self):
        self._block = [[Mine(i, j) for i in range(BLOCK_WIDTH)] for j in range(BLOCK_HEIGHT)]

        # 埋雷
        for i in random.sample(range(BLOCK_WIDTH * BLOCK_HEIGHT), MINE_COUNT):
            self._block[i // BLOCK_WIDTH][i % BLOCK_WIDTH].value = 1

    def get_block(self):
        return self._block

    block = property(fget=get_block)

    def getmine(self, x, y):
        return self._block[y][x]

    def open_mine(self, x, y):
        # 踩到雷了
        if self._block[y][x].value:
            self._block[y][x].status = BlockStatus.bomb
            return False

        # 先把状态改为 opened
        self._block[y][x].status = BlockStatus.opened

        around = _get_around(x, y)

        _sum = 0
        for i, j in around:
            if self._block[j][i].value:
                _sum += 1
        self._block[y][x].around_mine_count = _sum

        # 如果周围没有雷,那么将周围8个未中未点开的递归算一遍
        # 这就能实现一点出现一大片打开的效果了
        if _sum == 0:
            for i, j in around:
                if self._block[j][i].around_mine_count == -1:
                    self.open_mine(i, j)

        return True

    def double_mouse_button_down(self, x, y):
        if self._block[y][x].around_mine_count == 0:
            return True

        self._block[y][x].status = BlockStatus.double

        around = _get_around(x, y)

        sumflag = 0     # 周围被标记的雷数量
        for i, j in _get_around(x, y):
            if self._block[j][i].status == BlockStatus.flag:
                sumflag += 1
        # 周边的雷已经全部被标记
        result = True
        if sumflag == self._block[y][x].around_mine_count:
            for i, j in around:
                if self._block[j][i].status == BlockStatus.normal:
                    if not self.open_mine(i, j):
                        result = False
        else:
            for i, j in around:
                if self._block[j][i].status == BlockStatus.normal:
                    self._block[j][i].status = BlockStatus.hint
        return result

    def double_mouse_button_up(self, x, y):
        self._block[y][x].status = BlockStatus.opened
        for i, j in _get_around(x, y):
            if self._block[j][i].status == BlockStatus.hint:
                self._block[j][i].status = BlockStatus.normal


def _get_around(x, y):
    """返回(x, y)周围的点的坐标"""
    # 这里注意,range 末尾是开区间,所以要加 1
    return [(i, j) for i in range(max(0, x - 1), min(BLOCK_WIDTH - 1, x + 1) + 1)
            for j in range(max(0, y - 1), min(BLOCK_HEIGHT - 1, y + 1) + 1) if i != x or j != y]

素材

主代码


import sys
import time
from enum import Enum
import pygame
from pygame.locals import *
from mineblock import *


# 游戏屏幕的宽
SCREEN_WIDTH = BLOCK_WIDTH * SIZE
# 游戏屏幕的高
SCREEN_HEIGHT = (BLOCK_HEIGHT + 2) * SIZE


class GameStatus(Enum):
    readied = 1,
    started = 2,
    over = 3,
    win = 4


def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
    imgText = font.render(text, True, fcolor)
    screen.blit(imgText, (x, y))


def main():
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    pygame.display.set_caption('扫雷')

    font1 = pygame.font.Font('resources/a.TTF', SIZE * 2)  # 得分的字体
    fwidth, fheight = font1.size('999')
    red = (200, 40, 40)

    # 加载资源图片,因为资源文件大小不一,所以做了统一的缩放处理
    img0 = pygame.image.load('resources/0.bmp').convert()
    img0 = pygame.transform.smoothscale(img0, (SIZE, SIZE))
    img1 = pygame.image.load('resources/1.bmp').convert()
    img1 = pygame.transform.smoothscale(img1, (SIZE, SIZE))
    img2 = pygame.image.load('resources/2.bmp').convert()
    img2 = pygame.transform.smoothscale(img2, (SIZE, SIZE))
    img3 = pygame.image.load('resources/3.bmp').convert()
    img3 = pygame.transform.smoothscale(img3, (SIZE, SIZE))
    img4 = pygame.image.load('resources/4.bmp').convert()
    img4 = pygame.transform.smoothscale(img4, (SIZE, SIZE))
    img5 = pygame.image.load('resources/5.bmp').convert()
    img5 = pygame.transform.smoothscale(img5, (SIZE, SIZE))
    img6 = pygame.image.load('resources/6.bmp').convert()
    img6 = pygame.transform.smoothscale(img6, (SIZE, SIZE))
    img7 = pygame.image.load('resources/7.bmp').convert()
    img7 = pygame.transform.smoothscale(img7, (SIZE, SIZE))
    img8 = pygame.image.load('resources/8.bmp').convert()
    img8 = pygame.transform.smoothscale(img8, (SIZE, SIZE))
    img_blank = pygame.image.load('resources/blank.bmp').convert()
    img_blank = pygame.transform.smoothscale(img_blank, (SIZE, SIZE))
    img_flag = pygame.image.load('resources/flag.bmp').convert()
    img_flag = pygame.transform.smoothscale(img_flag, (SIZE, SIZE))
    img_ask = pygame.image.load('resources/ask.bmp').convert()
    img_ask = pygame.transform.smoothscale(img_ask, (SIZE, SIZE))
    img_mine = pygame.image.load('resources/mine.bmp').convert()
    img_mine = pygame.transform.smoothscale(img_mine, (SIZE, SIZE))
    img_blood = pygame.image.load('resources/blood.bmp').convert()
    img_blood = pygame.transform.smoothscale(img_blood, (SIZE, SIZE))
    img_error = pygame.image.load('resources/error.bmp').convert()
    img_error = pygame.transform.smoothscale(img_error, (SIZE, SIZE))
    face_size = int(SIZE * 1.25)
    img_face_fail = pygame.image.load('resources/face_fail.bmp').convert()
    img_face_fail = pygame.transform.smoothscale(img_face_fail, (face_size, face_size))
    img_face_normal = pygame.image.load('resources/face_normal.bmp').convert()
    img_face_normal = pygame.transform.smoothscale(img_face_normal, (face_size, face_size))
    img_face_success = pygame.image.load('resources/face_success.bmp').convert()
    img_face_success = pygame.transform.smoothscale(img_face_success, (face_size, face_size))
    face_pos_x = (SCREEN_WIDTH - face_size) // 2
    face_pos_y = (SIZE * 2 - face_size) // 2

    img_dict = {
        0: img0,
        1: img1,
        2: img2,
        3: img3,
        4: img4,
        5: img5,
        6: img6,
        7: img7,
        8: img8
    }

    bGColor = (225, 225, 225)   # 背景色

    block = MineBlock()
    game_status = GameStatus.readied
    start_time = None   # 开始时间
    elapsed_time = 0    # 耗时

    while True:
        # 填充背景色
        screen.fill(bgcolor)

        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            elif event.type == MOUSEBUTTONDOWN:
                mouse_x, mouse_y = event.pos
                x = mouse_x // SIZE
                y = mouse_y // SIZE - 2
                b1, b2, b3 = pygame.mouse.get_pressed()
                if game_status == GameStatus.started:
                    # 鼠标左右键同时按下,如果已经标记了所有雷,则打开周围一圈
                    # 如果还未标记完所有雷,则有一个周围一圈被同时按下的效果
                    if b1 and b3:
                        mine = block.getmine(x, y)
                        if mine.status == BlockStatus.opened:
                            if not block.double_mouse_button_down(x, y):
                                game_status = GameStatus.over
            elif event.type == MOUSEBUTTONUP:
                if y < 0:
                    if face_pos_x <= mouse_x <= face_pos_x + face_size \
                            and face_pos_y <= mouse_y <= face_pos_y + face_size:
                        game_status = GameStatus.readied
                        block = MineBlock()
                        start_time = time.time()
                        elapsed_time = 0
                        continue

                if game_status == GameStatus.readied:
                    game_status = GameStatus.started
                    start_time = time.time()
                    elapsed_time = 0

                if game_status == GameStatus.started:
                    mine = block.getmine(x, y)
                    if b1 and not b3:       # 按鼠标左键
                        if mine.status == BlockStatus.normal:
                            if not block.open_mine(x, y):
                                game_status = GameStatus.over
                    elif not b1 and b3:     # 按鼠标右键
                        if mine.status == BlockStatus.normal:
                            mine.status = BlockStatus.flag
                        elif mine.status == BlockStatus.flag:
                            mine.status = BlockStatus.ask
                        elif mine.status == BlockStatus.ask:
                            mine.status = BlockStatus.normal
                    elif b1 and b3:
                        if mine.status == BlockStatus.double:
                            block.double_mouse_button_up(x, y)

        flag_count = 0
        opened_count = 0

        for row in block.block:
            for mine in row:
                pos = (mine.x * SIZE, (mine.y + 2) * SIZE)
                if mine.status == BlockStatus.opened:
                    screen.blit(img_dict[mine.around_mine_count], pos)
                    opened_count += 1
                elif mine.status == BlockStatus.double:
                    screen.blit(img_dict[mine.around_mine_count], pos)
                elif mine.status == BlockStatus.bomb:
                    screen.blit(img_blood, pos)
                elif mine.status == BlockStatus.flag:
                    screen.blit(img_flag, pos)
                    flag_count += 1
                elif mine.status == BlockStatus.ask:
                    screen.blit(img_ask, pos)
                elif mine.status == BlockStatus.hint:
                    screen.blit(img0, pos)
                elif game_status == GameStatus.over and mine.value:
                    screen.blit(img_mine, pos)
                elif mine.value == 0 and mine.status == BlockStatus.flag:
                    screen.blit(img_error, pos)
                elif mine.status == BlockStatus.normal:
                    screen.blit(img_blank, pos)

        print_text(screen, font1, 30, (SIZE * 2 - fheight) // 2 - 2, '%02d' % (MINE_COUNT - flag_count), red)
        if game_status == GameStatus.started:
            elapsed_time = int(time.time() - start_time)
        print_text(screen, font1, SCREEN_WIDTH - fwidth - 30, (SIZE * 2 - fheight) // 2 - 2, '%03D' % elapsed_time, red)

        if flag_count + opened_count == BLOCK_WIDTH * BLOCK_HEIGHT:
            game_status = GameStatus.win

        if game_status == GameStatus.over:
            screen.blit(img_face_fail, (face_pos_x, face_pos_y))
        elif game_status == GameStatus.win:
            screen.blit(img_face_success, (face_pos_x, face_pos_y))
        else:
            screen.blit(img_face_normal, (face_pos_x, face_pos_y))

        pygame.display.update()


if __name__ == '__main__':
    main()

3、五子棋

五子棋就没那么多七七八八的素材和其它代码了


import sys
import random
import pygame
from pygame.locals import *
import pygame.gfxdraw
from collections import namedtuple

CheSSMan = namedtuple('Chessman', 'Name Value Color')
Point = namedtuple('Point', 'X Y')

BLACK_CHESSMAN = Chessman('黑子', 1, (45, 45, 45))
WHITE_CHESSMAN = Chessman('白子', 2, (219, 219, 219))

offset = [(1, 0), (0, 1), (1, 1), (1, -1)]


class Checkerboard:
    def __init__(self, line_points):
        self._line_points = line_points
        self._checkerboard = [[0] * line_points for _ in range(line_points)]

    def _get_checkerboard(self):
        return self._checkerboard

    checkerboard = property(_get_checkerboard)

    # 判断是否可落子
    def can_drop(self, point):
        return self._checkerboard[point.Y][point.X] == 0

    def drop(self, chessman, point):
        """
        落子
        :param chessman:
        :param point:落子位置
        :return:若该子落下之后即可获胜,则返回获胜方,否则返回 None
        """
        print(f'{chessman.Name} ({point.X}, {point.Y})')
        self._checkerboard[point.Y][point.X] = chessman.Value

        if self._win(point):
            print(f'{chessman.Name}获胜')
            return chessman

    # 判断是否赢了
    def _win(self, point):
        cur_value = self._checkerboard[point.Y][point.X]
        for os in offset:
            if self._get_count_on_direction(point, cur_value, os[0], os[1]):
                return True

    def _get_count_on_direction(self, point, value, x_offset, y_offset):
        count = 1
        for step in range(1, 5):
            x = point.X + step * x_offset
            y = point.Y + step * y_offset
            if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
                count += 1
            else:
                break
        for step in range(1, 5):
            x = point.X - step * x_offset
            y = point.Y - step * y_offset
            if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
                count += 1
            else:
                break

        return count >= 5


SIZE = 30  # 棋盘每个点时间的间隔
Line_Points = 19  # 棋盘每行/每列点数
Outer_Width = 20  # 棋盘外宽度
Border_Width = 4  # 边框宽度
Inside_Width = 4  # 边框跟实际的棋盘之间的间隔
Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width  # 边框线的长度
Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width  # 网格线起点(左上角)坐标
SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2  # 游戏屏幕的高
SCREEN_WIDTH = SCREEN_HEIGHT + 200  # 游戏屏幕的宽

Stone_Radius = SIZE // 2 - 3  # 棋子半径
Stone_Radius2 = SIZE // 2 + 3
Checkerboard_Color = (0xE3, 0x92, 0x65)  # 棋盘颜色
BLACK_COLOR = (0, 0, 0)
WHITE_COLOR = (255, 255, 255)
RED_COLOR = (200, 30, 30)
BLUE_COLOR = (30, 30, 200)

RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10


def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
    imgText = font.render(text, True, fcolor)
    screen.blit(imgText, (x, y))


def main():
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    pygame.display.set_caption('五子棋')

    font1 = pygame.font.SysFont('SimHei', 32)
    font2 = pygame.font.SysFont('SimHei', 72)
    fwidth, fheight = font2.size('黑方获胜')

    checkerboard = Checkerboard(Line_Points)
    cur_runner = BLACK_CHESSMAN
    winner = None
    computer = AI(Line_Points, WHITE_CHESSMAN)

    black_win_count = 0
    white_win_count = 0

    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            elif event.type == KEYDOWN:
                if event.key == K_RETURN:
                    if winner is not None:
                        winner = None
                        cur_runner = BLACK_CHESSMAN
                        checkerboard = Checkerboard(Line_Points)
                        computer = AI(Line_Points, WHITE_CHESSMAN)
            elif event.type == MOUSEBUTTONDOWN:
                if winner is None:
                    pressed_array = pygame.mouse.get_pressed()
                    if pressed_array[0]:
                        mouse_pos = pygame.mouse.get_pos()
                        click_point = _get_clickpoint(mouse_pos)
                        if click_point is not None:
                            if checkerboard.can_drop(click_point):
                                winner = checkerboard.drop(cur_runner, click_point)
                                if winner is None:
                                    cur_runner = _get_next(cur_runner)
                                    computer.get_opponent_drop(click_point)
                                    AI_point = computer.AI_drop()
                                    winner = checkerboard.drop(cur_runner, AI_point)
                                    if winner is not None:
                                        white_win_count += 1
                                    cur_runner = _get_next(cur_runner)
                                else:
                                    black_win_count += 1
                        else:
                            print('超出棋盘区域')

        # 画棋盘
        _draw_checkerboard(screen)

        # 画棋盘上已有的棋子
        for i, row in enumerate(checkerboard.checkerboard):
            for j, cell in enumerate(row):
                if cell == BLACK_CHESSMAN.Value:
                    _draw_chessman(screen, Point(j, i), BLACK_CHESSMAN.Color)
                elif cell == WHITE_CHESSMAN.Value:
                    _draw_chessman(screen, Point(j, i), WHITE_CHESSMAN.Color)

        _draw_left_info(screen, font1, cur_runner, black_win_count, white_win_count)

        if winner:
            print_text(screen, font2, (SCREEN_WIDTH - fwidth)//2, (SCREEN_HEIGHT - fheight)//2, winner.Name + '获胜', RED_COLOR)

        pygame.display.flip()


def _get_next(cur_runner):
    if cur_runner == BLACK_CHESSMAN:
        return WHITE_CHESSMAN
    else:
        return BLACK_CHESSMAN


# 画棋盘
def _draw_checkerboard(screen):
    # 填充棋盘背景色
    screen.fill(Checkerboard_Color)
    # 画棋盘网格线外的边框
    pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)
    # 画网格线
    for i in range(Line_Points):
        pygame.draw.line(screen, BLACK_COLOR,
                         (Start_Y, Start_Y + SIZE * i),
                         (Start_Y + SIZE * (Line_Points - 1), Start_Y + SIZE * i),
                         1)
    for j in range(Line_Points):
        pygame.draw.line(screen, BLACK_COLOR,
                         (Start_X + SIZE * j, Start_X),
                         (Start_X + SIZE * j, Start_X + SIZE * (Line_Points - 1)),
                         1)
    # 画星位和天元
    for i in (3, 9, 15):
        for j in (3, 9, 15):
            if i == j == 9:
                radius = 5
            else:
                radius = 3
            # pygame.draw.circle(screen, BLACK, (Start_X + SIZE * i, Start_Y + SIZE * j), radius)
            pygame.gfxdraw.aacircle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)
            pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)


# 画棋子
def _draw_chessman(screen, point, stone_color):
    # pygame.draw.circle(screen, stone_color, (Start_X + SIZE * point.X, Start_Y + SIZE * point.Y), Stone_Radius)
    pygame.gfxdraw.aacircle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)
    pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)


# 画左侧信息显示
def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count):
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), BLACK_CHESSMAN.Color)
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), WHITE_CHESSMAN.Color)

    print_text(screen, font, RIGHT_INFO_POS_X, Start_X + 3, '玩家', BLUE_COLOR)
    print_text(screen, font, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3 + 3, '电脑', BLUE_COLOR)

    print_text(screen, font, SCREEN_HEIGHT, SCREEN_HEIGHT - Stone_Radius2 * 8, '战况:', BLUE_COLOR)
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - int(Stone_Radius2 * 4.5)), BLACK_CHESSMAN.Color)
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - Stone_Radius2 * 2), WHITE_CHESSMAN.Color)
    print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - int(Stone_Radius2 * 5.5) + 3, f'{black_win_count} 胜', BLUE_COLOR)
    print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - Stone_Radius2 * 3 + 3, f'{white_win_count} 胜', BLUE_COLOR)


def _draw_chessman_pos(screen, pos, stone_color):
    pygame.gfxdraw.aacircle(screen, pos[0], pos[1], Stone_Radius2, stone_color)
    pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], Stone_Radius2, stone_color)


# 根据鼠标点击位置,返回游戏区坐标
def _get_clickpoint(click_pos):
    pos_x = click_pos[0] - Start_X
    pos_y = click_pos[1] - Start_Y
    if pos_x < -Inside_Width or pos_y < -Inside_Width:
        return None
    x = pos_x // SIZE
    y = pos_y // SIZE
    if pos_x % SIZE > Stone_Radius:
        x += 1
    if pos_y % SIZE > Stone_Radius:
        y += 1
    if x >= Line_Points or y >= Line_Points:
        return None

    return Point(x, y)


class AI:
    def __init__(self, line_points, chessman):
        self._line_points = line_points
        self._my = chessman
        self._opponent = BLACK_CHESSMAN if chessman == WHITE_CHESSMAN else WHITE_CHESSMAN
        self._checkerboard = [[0] * line_points for _ in range(line_points)]

    def get_opponent_drop(self, point):
        self._checkerboard[point.Y][point.X] = self._opponent.Value

    def AI_drop(self):
        point = None
        score = 0
        for i in range(self._line_points):
            for j in range(self._line_points):
                if self._checkerboard[j][i] == 0:
                    _score = self._get_point_score(Point(i, j))
                    if _score > score:
                        score = _score
                        point = Point(i, j)
                    elif _score == score and _score > 0:
                        r = random.randint(0, 100)
                        if r % 2 == 0:
                            point = Point(i, j)
        self._checkerboard[point.Y][point.X] = self._my.Value
        return point

    def _get_point_score(self, point):
        score = 0
        for os in offset:
            score += self._get_direction_score(point, os[0], os[1])
        return score

    def _get_direction_score(self, point, x_offset, y_offset):
        count = 0   # 落子处我方连续子数
        _count = 0  # 落子处对方连续子数
        space = None   # 我方连续子中有无空格
        _space = None  # 对方连续子中有无空格
        both = 0    # 我方连续子两端有无阻挡
        _both = 0   # 对方连续子两端有无阻挡

        # 如果是 1 表示是边上是我方子,2 表示敌方子
        flag = self._get_stone_color(point, x_offset, y_offset, True)
        if flag != 0:
            for step in range(1, 6):
                x = point.X + step * x_offset
                y = point.Y + step * y_offset
                if 0 <= x < self._line_points and 0 <= y < self._line_points:
                    if flag == 1:
                        if self._checkerboard[y][x] == self._my.Value:
                            count += 1
                            if space is False:
                                space = True
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _both += 1
                            break
                        else:
                            if space is None:
                                space = False
                            else:
                                break   # 遇到第二个空格退出
                    elif flag == 2:
                        if self._checkerboard[y][x] == self._my.Value:
                            _both += 1
                            break
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _count += 1
                            if _space is False:
                                _space = True
                        else:
                            if _space is None:
                                _space = False
                            else:
                                break
                else:
                    # 遇到边也就是阻挡
                    if flag == 1:
                        both += 1
                    elif flag == 2:
                        _both += 1

        if space is False:
            space = None
        if _space is False:
            _space = None

        _flag = self._get_stone_color(point, -x_offset, -y_offset, True)
        if _flag != 0:
            for step in range(1, 6):
                x = point.X - step * x_offset
                y = point.Y - step * y_offset
                if 0 <= x < self._line_points and 0 <= y < self._line_points:
                    if _flag == 1:
                        if self._checkerboard[y][x] == self._my.Value:
                            count += 1
                            if space is False:
                                space = True
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _both += 1
                            break
                        else:
                            if space is None:
                                space = False
                            else:
                                break   # 遇到第二个空格退出
                    elif _flag == 2:
                        if self._checkerboard[y][x] == self._my.Value:
                            _both += 1
                            break
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _count += 1
                            if _space is False:
                                _space = True
                        else:
                            if _space is None:
                                _space = False
                            else:
                                break
                else:
                    # 遇到边也就是阻挡
                    if _flag == 1:
                        both += 1
                    elif _flag == 2:
                        _both += 1

        score = 0
        if count == 4:
            score = 10000
        elif _count == 4:
            score = 9000
        elif count == 3:
            if both == 0:
                score = 1000
            elif both == 1:
                score = 100
            else:
                score = 0
        elif _count == 3:
            if _both == 0:
                score = 900
            elif _both == 1:
                score = 90
            else:
                score = 0
        elif count == 2:
            if both == 0:
                score = 100
            elif both == 1:
                score = 10
            else:
                score = 0
        elif _count == 2:
            if _both == 0:
                score = 90
            elif _both == 1:
                score = 9
            else:
                score = 0
        elif count == 1:
            score = 10
        elif _count == 1:
            score = 9
        else:
            score = 0

        if space or _space:
            score /= 2

        return score

    # 判断指定位置处在指定方向上是我方子、对方子、空
    def _get_stone_color(self, point, x_offset, y_offset, next):
        x = point.X + x_offset
        y = point.Y + y_offset
        if 0 <= x < self._line_points and 0 <= y < self._line_points:
            if self._checkerboard[y][x] == self._my.Value:
                return 1
            elif self._checkerboard[y][x] == self._opponent.Value:
                return 2
            else:
                if next:
                    return self._get_stone_color(Point(x, y), x_offset, y_offset, False)
                else:
                    return 0
        else:
            return 0


if __name__ == '__main__':
    main()

4、贪吃蛇


import random
import sys
import time
import pygame
from pygame.locals import *
from collections import deque

SCREEN_WIDTH = 600      # 屏幕宽度
SCREEN_HEIGHT = 480     # 屏幕高度
SIZE = 20               # 小方格大小
LINE_WIDTH = 1          # 网格线宽度

# 游戏区域的坐标范围
SCOPE_X = (0, SCREEN_WIDTH // SIZE - 1)
SCOPE_Y = (2, SCREEN_HEIGHT // SIZE - 1)

# 食物的分值及颜色
FOOD_STYLE_LIST = [(10, (255, 100, 100)), (20, (100, 255, 100)), (30, (100, 100, 255))]

LIGHT = (100, 100, 100)
DARK = (200, 200, 200)      # 蛇的颜色
BLACK = (0, 0, 0)           # 网格线颜色
RED = (200, 30, 30)         # 红色,GAME OVER 的字体颜色
BGCOLOR = (40, 40, 60)      # 背景色


def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
    imgText = font.render(text, True, fcolor)
    screen.blit(imgText, (x, y))


# 初始化蛇
def init_snake():
    snake = deque()
    snake.append((2, SCOPE_Y[0]))
    snake.append((1, SCOPE_Y[0]))
    snake.append((0, SCOPE_Y[0]))
    return snake


def create_food(snake):
    food_x = random.randint(SCOPE_X[0], SCOPE_X[1])
    food_y = random.randint(SCOPE_Y[0], SCOPE_Y[1])
    while (food_x, food_y) in snake:
        # 如果食物出现在蛇身上,则重来
        food_x = random.randint(SCOPE_X[0], SCOPE_X[1])
        food_y = random.randint(SCOPE_Y[0], SCOPE_Y[1])
    return food_x, food_y


def get_food_style():
    return FOOD_STYLE_LIST[random.randint(0, 2)]


def main():
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    pygame.display.set_caption('贪吃蛇')

    font1 = pygame.font.SysFont('SimHei', 24)  # 得分的字体
    font2 = pygame.font.Font(None, 72)  # GAME OVER 的字体
    fwidth, fheight = font2.size('GAME OVER')

    # 如果蛇正在向右移动,那么快速点击向下向左,由于程序刷新没那么快,向下事件会被向左覆盖掉,导致蛇后退,直接GAME OVER
    # b 变量就是用于防止这种情况的发生
    b = True

    # 蛇
    snake = init_snake()
    # 食物
    food = create_food(snake)
    food_style = get_food_style()
    # 方向
    pos = (1, 0)

    game_over = True
    start = False       # 是否开始,当start = True,game_over = True 时,才显示 GAME OVER
    score = 0           # 得分
    orispeed = 0.5      # 原始速度
    speed = orispeed
    last_move_time = None
    pause = False       # 暂停

    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            elif event.type == KEYDOWN:
                if event.key == K_RETURN:
                    if game_over:
                        start = True
                        game_over = False
                        b = True
                        snake = init_snake()
                        food = create_food(snake)
                        food_style = get_food_style()
                        pos = (1, 0)
                        # 得分
                        score = 0
                        last_move_time = time.time()
                elif event.key == K_SPACE:
                    if not game_over:
                        pause = not pause
                elif event.key in (K_w, K_UP):
                    # 这个判断是为了防止蛇向上移时按了向下键,导致直接 GAME OVER
                    if b and not pos[1]:
                        pos = (0, -1)
                        b = False
                elif event.key in (K_s, K_DOWN):
                    if b and not pos[1]:
                        pos = (0, 1)
                        b = False
                elif event.key in (K_a, K_LEFT):
                    if b and not pos[0]:
                        pos = (-1, 0)
                        b = False
                elif event.key in (K_d, K_RIGHT):
                    if b and not pos[0]:
                        pos = (1, 0)
                        b = False

        # 填充背景色
        screen.fill(BGCOLOR)
        # 画网格线 竖线
        for x in range(SIZE, SCREEN_WIDTH, SIZE):
            pygame.draw.line(screen, BLACK, (x, SCOPE_Y[0] * SIZE), (x, SCREEN_HEIGHT), LINE_WIDTH)
        # 画网格线 横线
        for y in range(SCOPE_Y[0] * SIZE, SCREEN_HEIGHT, SIZE):
            pygame.draw.line(screen, BLACK, (0, y), (SCREEN_WIDTH, y), LINE_WIDTH)

        if not game_over:
            curTime = time.time()
            if curTime - last_move_time > speed:
                if not pause:
                    b = True
                    last_move_time = curTime
                    next_s = (snake[0][0] + pos[0], snake[0][1] + pos[1])
                    if next_s == food:
                        # 吃到了食物
                        snake.appendleft(next_s)
                        score += food_style[0]
                        speed = orispeed - 0.03 * (score // 100)
                        food = create_food(snake)
                        food_style = get_food_style()
                    else:
                        if SCOPE_X[0] <= next_s[0] <= SCOPE_X[1] and SCOPE_Y[0] <= next_s[1] <= SCOPE_Y[1] \
                                and next_s not in snake:
                            snake.appendleft(next_s)
                            snake.pop()
                        else:
                            game_over = True

        # 画食物
        if not game_over:
            # 避免 GAME OVER 的时候把 GAME OVER 的字给遮住了
            pygame.draw.rect(screen, food_style[1], (food[0] * SIZE, food[1] * SIZE, SIZE, SIZE), 0)

        # 画蛇
        for s in snake:
            pygame.draw.rect(screen, DARK, (s[0] * SIZE + LINE_WIDTH, s[1] * SIZE + LINE_WIDTH,
                                            SIZE - LINE_WIDTH * 2, SIZE - LINE_WIDTH * 2), 0)

        print_text(screen, font1, 30, 7, f'速度: {score//100}')
        print_text(screen, font1, 450, 7, f'得分: {score}')

        if game_over:
            if start:
                print_text(screen, font2, (SCREEN_WIDTH - fwidth) // 2, (SCREEN_HEIGHT - fheight) // 2, 'GAME OVER', RED)

        pygame.display.update()


if __name__ == '__main__':
    main()

以上就是python实现四个经典小游戏合集的详细内容,更多关于Python游戏合集的资料请关注编程网其它相关文章!

--结束END--

本文标题: Python实现四个经典小游戏合集

本文链接: https://lsjlt.com/news/161299.html(转载时请注明来源链接)

有问题或投稿请发送至: 邮箱/279061341@qq.com    QQ/279061341

猜你喜欢
  • Python实现四个经典小游戏合集
    目录 一、效果展示1、俄罗斯方块2、扫雷3、五子棋4、贪吃蛇二、代码展示1、俄罗斯方块2、扫雷3、五子棋4、贪吃蛇 一、效果展示 1、俄罗斯方块 这个应该是玩起来最最简单的了… 2...
    99+
    2024-04-02
  • 十个Python经典小游戏的代码合集
    目录1.小猫运动游戏源码游戏效果2.弹球游戏源码游戏效果3.画正方形游戏源码游戏效果4.彩点实验游戏源码游戏效果5.彩点实验圆形游戏源码游戏效果6.彩点实验下三角游戏源码游戏效果7....
    99+
    2024-04-02
  • Python实现四个经典小游戏的示例分析
    本篇文章给大家分享的是有关Python实现四个经典小游戏的示例分析,小编觉得挺实用的,因此分享给大家学习,希望大家阅读完这篇文章后可以有所收获,话不多说,跟着小编一起来看看吧。 一、效果展示1、俄罗斯方块这个应该是玩起来最最简单的...
    99+
    2023-06-22
  • Unity3D实现经典小游戏Pacman
    目录项目概况整体布局地图介绍玩法介绍相关知识版本说明项目源码项目概况 整体布局 地图介绍 除了音效,游戏地图上的元素有: 普通糖豆(玩家通过移动,经过的普通糖豆会被吃掉,...
    99+
    2024-04-02
  • 用Python设计一个经典小游戏
    本文主要介绍如何用Python设计一个经典小游戏:猜大小。 在这个游戏中,将用到前面我介绍过的所有内容:变量的使用、参数传递、函数设计、条件控制和循环等,做个整体的总结和复习。 游戏规则: 初始本金是100...
    99+
    2022-06-04
    经典小游戏 Python
  • Python+Tkinter实现经典井字棋小游戏
    目录演示介绍官方文档tkinter.messagebox源码演示 介绍 首先来介绍一下GUI库Tkinter 主要模块: tkinter Main Tkinter module....
    99+
    2024-04-02
  • Python Pygame实战之五款童年经典游戏合集
    目录一、推箱子1)代码展示2)效果展示二、滑雪1)代码展示2)效果展示​三、声控把音符1)代码展示2)效果展示四、保卫萝卜1)代码展示2)效果展示​五、飞机大战1)代码展示2)效果展...
    99+
    2024-04-02
  • 怎么用Python设计一个经典小游戏
    本篇文章给大家分享的是有关怎么用Python设计一个经典小游戏,小编觉得挺实用的,因此分享给大家学习,希望大家阅读完这篇文章后可以有所收获,话不多说,跟着小编一起来看看吧。前言想不想在闲得无聊的时候,用自己学过的Python基础知识,来做一...
    99+
    2023-06-02
  • Unity3D是怎样实现经典小游戏Pacman
    本篇文章为大家展示了Unity3D是怎样实现经典小游戏Pacman,内容简明扼要并且容易理解,绝对能使你眼前一亮,通过这篇文章的详细介绍希望你能有所收获。项目概况整体布局地图介绍除了音效,游戏地图上的元素有:普通糖豆(玩家通过移动,经过的普...
    99+
    2023-06-22
  • 怎么用Python+Tkinter实现经典井字棋小游戏
    这篇文章主要讲解了“怎么用Python+Tkinter实现经典井字棋小游戏”,文中的讲解内容简单清晰,易于学习与理解,下面请大家跟着小编的思路慢慢深入,一起来研究和学习“怎么用Python+Tkinter实现经典井字棋小游戏”吧!演示介绍首...
    99+
    2023-06-29
  • Python+Pygame实现经典魂斗罗游戏
    目录一、效果展示二、操作说明三、核心代码今天分享一个经典小游戏魂斗罗的 Python 版实现。 一、效果展示 二、操作说明 A:向左 D:向右 W:跳起 S:趴下 J:射击 P:退...
    99+
    2024-04-02
  • js实现经典扫雷游戏
    本文实例为大家分享了js实现经典扫雷游戏的具体代码,供大家参考,具体内容如下 项目结构 实现效果 思路流程 1、写出基本的布局 2、利用js生成扫雷的table表格 3、利用随...
    99+
    2024-04-02
  • 基于Python+Pygame实现经典赛车游戏
    目录导语一、环境安装二、代码展示1.主程序main.py2.地图设置maps.py三、效果展示1.游戏界面2.游戏运行中3.15分到手导语 哈喽!哈喽~我是木木子,很久没给大家更新游...
    99+
    2024-04-02
  • 微信小程序实现经典window扫雷游戏
    前言 打开手机游戏列表发现了一款经典的扫雷游戏,在玩的过程中发现游戏逻辑应该不难,想着是不是能自己写写这个游戏,后来用了1天实现了整体游戏开发,于是有了这篇文章来总结整体的游戏开发思...
    99+
    2024-04-02
  • JavaScript实现经典贪吃蛇游戏
    本文实例为大家分享了JavaScript实现经典贪吃蛇游戏的具体代码,供大家参考,具体内容如下 主要使用单例模式,所有元素动态创建; 1.创建地图 var Map; fu...
    99+
    2024-04-02
  • Pygame实战之经典泡泡龙小游戏
    目录导语​正文一、准备中二、开始敲代码三、效果展示总结导语 Python版的消除类的游戏还是很多的,木木子之前也是推过不少~ 比如:百变的消消乐,还记得嘛?今天就出一个消除类——泡...
    99+
    2024-04-02
  • 基于Python+Pygame怎么实现经典赛车游戏
    这篇文章主要介绍“基于Python+Pygame怎么实现经典赛车游戏”的相关知识,小编通过实际案例向大家展示操作过程,操作方法简单快捷,实用性强,希望这篇“基于Python+Pygame怎么实现经典赛车游戏”文章能帮助大家解决问题。一、环境...
    99+
    2023-06-30
  • C语言实现扫雷经典游戏
    C语言实现扫雷游戏,供大家参考,具体内容如下 实现扫雷游戏 与三子棋游戏类似,为了便于后期对于代码的阅读、理解与地图大小和地雷的数量变更,先用#define定义一个标识符表示一个常量...
    99+
    2024-04-02
  • Java实现经典游戏复杂迷宫
    目录前言主要设计功能截图代码实现总结前言 人类建造迷宫已有5000年的历史。在世界的不同文化发展时期,这些奇特的建筑物始终吸引人们沿着弯弯曲曲、困难重重的小路吃力地行走,寻找真相。迷...
    99+
    2024-04-02
  • JS+HTML实现经典游戏吃豆人
    目录前言HTML代码JS代码游戏截图前言 很早就知道canvas,当时一直没应用到,最近闲来无事就顺便写写看。吃豆游戏可以说是我们80,90后共同的回忆录,小时候常常在学习机上玩,所...
    99+
    2024-04-02
软考高级职称资格查询
编程网,编程工程师的家园,是目前国内优秀的开源技术社区之一,形成了由开源软件库、代码分享、资讯、协作翻译、讨论区和博客等几大频道内容,为IT开发者提供了一个发现、使用、并交流开源技术的平台。
  • 官方手机版

  • 微信公众号

  • 商务合作