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Python实现四个经典小游戏合集

2023-07-24 00:46| 来源: 网络整理| 查看: 265

目录 一、效果展示1、俄罗斯方块2、扫雷3、五子棋4、贪吃蛇二、代码展示1、俄罗斯方块2、扫雷3、五子棋4、贪吃蛇

 一、效果展示

1、俄罗斯方块

这个应该是玩起来最最简单的了…

2、扫雷

运气好,点了四下都没踩雷哈哈…

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: 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_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


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