经常听到有朋友说,学习编程是一件非常枯燥无味的事情。其实,大家有没有认真想过,可能是我们的学习方法不对?
比方说,你有没有想过,可以通过打游戏来学编程?
今天我想跟大家分享10个Python小游戏,教你如何通过边打游戏边学编程!
接下来就一起来看看吧~
1、飞机大战
源码分享:
import random
import pygame
from objects import Background, Player, Enemy, Bullet, Explosion, Fuel, \
Powerup, Button, Message, BlinkingText
pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512
info = pygame.display.Info()
width = info.current_w
height = info.current_h
if width >= height:
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
else:
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME | pygame.SCALED | pygame.FULLSCREEN)
clock = pygame.time.Clock()
FPS = 60
# COLORS **********************************************************************
WHITE = (255, 255, 255)
BLUE = (30, 144,255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLACK = (0, 0, 20)
# IMAGES **********************************************************************
plane_img = pygame.image.load('Assets/plane.png')
logo_img = pygame.image.load('Assets/logo.png')
fighter_img = pygame.image.load('Assets/fighter.png')
clouds_img = pygame.image.load('Assets/clouds.png')
clouds_img = pygame.transform.scale(clouds_img, (WIDTH, 350))
home_img = pygame.image.load('Assets/Buttons/homeBtn.png')
replay_img = pygame.image.load('Assets/Buttons/replay.png')
sound_off_img = pygame.image.load("Assets/Buttons/soundOffBtn.png")
sound_on_img = pygame.image.load("Assets/Buttons/soundOnBtn.png")
# BUTTONS *********************************************************************
home_btn = Button(home_img, (24, 24), WIDTH // 4 - 18, HEIGHT//2 + 120)
replay_btn = Button(replay_img, (36,36), WIDTH // 2 - 18, HEIGHT//2 + 115)
sound_btn = Button(sound_on_img, (24, 24), WIDTH - WIDTH // 4 - 18, HEIGHT//2 + 120)
# FONTS ***********************************************************************
game_over_font = 'Fonts/ghostclan.ttf'
tap_to_play_font = 'Fonts/BubblegumSans-Regular.ttf'
score_font = 'Fonts/DalelandsUncialBold-82zA.ttf'
final_score_font = 'Fonts/DroneflyRegular-K78LA.ttf'
game_over_msg = Message(WIDTH//2, 230, 30, 'Game Over', game_over_font, WHITE, win)
score_msg = Message(WIDTH-50, 28, 30, '0', final_score_font, RED, win)
final_score_msg = Message(WIDTH//2, 280, 30, '0', final_score_font, RED, win)
tap_to_play_msg = tap_to_play = BlinkingText(WIDTH//2, HEIGHT-60, 25, "Tap To Play",
tap_to_play_font, WHITE, win)
# SOUNDS **********************************************************************
player_bullet_fx = pygame.mixer.Sound('Sounds/gunshot.wav')
click_fx = pygame.mixer.Sound('Sounds/click.mp3')
collision_fx = pygame.mixer.Sound('Sounds/mini_exp.mp3')
blast_fx = pygame.mixer.Sound('Sounds/blast.wav')
fuel_fx = pygame.mixer.Sound('Sounds/fuel.wav')
pygame.mixer.music.load('Sounds/Defrini - Spookie.mp3')
pygame.mixer.music.play(loops=-1)
pygame.mixer.music.set_volume(0.1)
# GROUPS & OBJECTS ************************************************************
bg = Background(win)
p = Player(144, HEIGHT - 100)
enemy_group = pygame.sprite.Group()
player_bullet_group = pygame.sprite.Group()
enemy_bullet_group = pygame.sprite.Group()
explosion_group = pygame.sprite.Group()
fuel_group = pygame.sprite.Group()
powerup_group = pygame.sprite.Group()
# FUNCTIONS *******************************************************************
def shoot_bullet():
x, y = p.rect.center[0], p.rect.y
if p.powerup > 0:
for dx in range(-3, 4):
b = Bullet(x, y, 4, dx)
player_bullet_group.add(b)
p.powerup -= 1
else:
b = Bullet(x-30, y, 6)
player_bullet_group.add(b)
b = Bullet(x+30, y, 6)
player_bullet_group.add(b)
player_bullet_fx.play()
def reset():
enemy_group.empty()
player_bullet_group.empty()
enemy_bullet_group.empty()
explosion_group.empty()
fuel_group.empty()
powerup_group.empty()
p.reset(p.x, p.y)
# VARIABLES *******************************************************************
level = 1
plane_destroy_count = 0
plane_frequency = 5000
start_time = pygame.time.get_ticks()
moving_left = False
moving_right = False
home_page = True
game_page = False
score_page = False
score = 0
sound_on = True
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or event.key == pygame.K_q:
running = False
if event.type == pygame.KEYDOWN and game_page:
if event.key == pygame.K_LEFT:
moving_left = True
if event.key == pygame.K_RIGHT:
moving_right = True
if event.key == pygame.K_SPACE:
shoot_bullet()
if event.type == pygame.MOUSEBUTTONDOWN:
if home_page:
home_page = False
game_page = True
click_fx.play()
elif game_page:
x, y = event.pos
if p.rect.collidepoint((x,y)):
shoot_bullet()
elif x <= WIDTH // 2:
moving_left = True
elif x > WIDTH // 2:
moving_right = True
if event.type == pygame.KEYUP:
moving_left = False
moving_right = False
if event.type == pygame.MOUSEBUTTONUP:
moving_left = False
moving_right = False
if home_page:
win.fill(BLACK)
win.blit(logo_img, (30, 80))
win.blit(fighter_img, (WIDTH//2 - 50, HEIGHT//2))
pygame.draw.circle(win, WHITE, (WIDTH//2, HEIGHT//2 + 50), 50, 4)
tap_to_play_msg.update()
if score_page:
win.fill(BLACK)
win.blit(logo_img, (30, 50))
game_over_msg.update()
final_score_msg.update(score)
if home_btn.draw(win):
home_page = True
game_page = False
score_page = False
reset()
click_fx.play()
plane_destroy_count = 0
level = 1
score = 0
if replay_btn.draw(win):
score_page = False
game_page = True
reset()
click_fx.play()
plane_destroy_count = 0
score = 0
if sound_btn.draw(win):
sound_on = not sound_on
if sound_on:
sound_btn.update_image(sound_on_img)
pygame.mixer.music.play(loops=-1)
else:
sound_btn.update_image(sound_off_img)
pygame.mixer.music.stop()
if game_page:
current_time = pygame.time.get_ticks()
delta_time = current_time - start_time
if delta_time >= plane_frequency:
if level == 1:
type = 1
elif level == 2:
type = 2
elif level == 3:
type = 3
elif level == 4:
type = random.randint(4, 5)
elif level == 5:
type = random.randint(1, 5)
x = random.randint(10, WIDTH - 100)
e = Enemy(x, -150, type)
enemy_group.add(e)
start_time = current_time
if plane_destroy_count:
if plane_destroy_count % 5 == 0 and level < 5:
level += 1
plane_destroy_count = 0
p.fuel -= 0.05
bg.update(1)
win.blit(clouds_img, (0, 70))
p.update(moving_left, moving_right, explosion_group)
p.draw(win)
player_bullet_group.update()
player_bullet_group.draw(win)
enemy_bullet_group.update()
enemy_bullet_group.draw(win)
explosion_group.update()
explosion_group.draw(win)
fuel_group.update()
fuel_group.draw(win)
powerup_group.update()
powerup_group.draw(win)
enemy_group.update(enemy_bullet_group, explosion_group)
enemy_group.draw(win)
if p.alive:
player_hit = pygame.sprite.spritecollide(p, enemy_bullet_group, False)
for bullet in player_hit:
p.health -= bullet.damage
x, y = bullet.rect.center
explosion = Explosion(x, y, 1)
explosion_group.add(explosion)
bullet.kill()
collision_fx.play()
for bullet in player_bullet_group:
planes_hit = pygame.sprite.spritecollide(bullet, enemy_group, False)
for plane in planes_hit:
plane.health -= bullet.damage
if plane.health <= 0:
x, y = plane.rect.center
rand = random.random()
if rand >= 0.9:
power = Powerup(x, y)
powerup_group.add(power)
elif rand >= 0.3:
fuel = Fuel(x, y)
fuel_group.add(fuel)
plane_destroy_count += 1
blast_fx.play()
x, y = bullet.rect.center
explosion = Explosion(x, y, 1)
explosion_group.add(explosion)
bullet.kill()
collision_fx.play()
player_collide = pygame.sprite.spritecollide(p, enemy_group, True)
if player_collide:
x, y = p.rect.center
explosion = Explosion(x, y, 2)
explosion_group.add(explosion)
x, y = player_collide[0].rect.center
explosion = Explosion(x, y, 2)
explosion_group.add(explosion)
p.health = 0
p.alive = False
if pygame.sprite.spritecollide(p, fuel_group, True):
p.fuel += 25
if p.fuel >= 100:
p.fuel = 100
fuel_fx.play()
if pygame.sprite.spritecollide(p, powerup_group, True):
p.powerup += 2
fuel_fx.play()
if not p.alive or p.fuel <= -10:
if len(explosion_group) == 0:
game_page = False
score_page = True
reset()
score += 1
score_msg.update(score)
fuel_color = RED if p.fuel <= 40 else GREEN
pygame.draw.rect(win, fuel_color, (30, 20, p.fuel, 10), border_radius=4)
pygame.draw.rect(win, WHITE, (30, 20, 100, 10), 2, border_radius=4)
pygame.draw.rect(win, BLUE, (30, 32, p.health, 10), border_radius=4)
pygame.draw.rect(win, WHITE, (30, 32, 100, 10), 2, border_radius=4)
win.blit(plane_img, (10, 15))
pygame.draw.rect(win, WHITE, (0,0, WIDTH, HEIGHT), 5, border_radius=4)
clock.tick(FPS)
pygame.display.update()
pygame.quit()
2、愤怒的墙
源码分享:
import pygame
import random
from objects import Player, Bar, Ball, Block, ScoreCard, Message, Particle, generate_particles
pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512
info = pygame.display.Info()
width = info.current_w
height = info.current_h
if width >= height:
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
else:
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME | pygame.SCALED | pygame.FULLSCREEN)
clock = pygame.time.Clock()
FPS = 45
# COLORS
RED = (255, 0, 0)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GRAY = (54, 69, 79)
c_list = [RED, BLACK, WHITE]
# Fonts
pygame.font.init()
score_font = pygame.font.Font('Fonts/BubblegumSans-Regular.ttf', 50)
# Sounds
coin_fx = pygame.mixer.Sound('Sounds/coin.mp3')
death_fx = pygame.mixer.Sound('Sounds/death.mp3')
move_fx = pygame.mixer.Sound('Sounds/move.mp3')
# backgrounds
bg_list = []
for i in range(1,5):
if i == 2:
ext = "jpeg"
else:
ext = "jpg"
img = pygame.image.load(f"Assets/Backgrounds/bg{i}.{ext}")
img = pygame.transform.scale(img, (WIDTH, HEIGHT))
bg_list.append(img)
home_bg = pygame.image.load(f"Assets/Backgrounds/home.jpeg")
bg = home_bg
# objects
bar_group = pygame.sprite.Group()
ball_group = pygame.sprite.Group()
block_group = pygame.sprite.Group()
destruct_group = pygame.sprite.Group()
win_particle_group = pygame.sprite.Group()
bar_gap = 120
particles = []
p = Player(win)
score_card = ScoreCard(140, 40, win)
# Functions
def destroy_bird():
x, y = p.rect.center
for i in range (50):
c = random.choice(c_list)
particle = Particle(x,y, 1,c, win)
destruct_group.add(particle)
def win_particles():
for x,y in [(40, 120), (WIDTH - 20, 240), (15, HEIGHT - 30)]:
for i in range(10):
particle = Particle (x,y, 2, WHITE, win)
win_particle_group.add(particle)
# Messages
title_font = "Fonts/Robus-BWqOd.otf"
dodgy = Message(134, 90, 100, "Angry",title_font, WHITE, win)
walls = Message(164, 145, 80, "Walls",title_font, WHITE, win)
tap_to_play_font = "Fonts/DebugFreeTrial-MVdYB.otf"
tap_to_play = Message(144, 400, 32, "TAP TO PLAY",tap_to_play_font, WHITE, win)
tap_to_replay = Message(144, 400, 30, "Tap to Replay",tap_to_play_font, WHITE, win)
# Variables
bar_width_list = [i for i in range (40,150,10)]
bar_frequency = 1200
bar_speed = 4
touched = False
pos = None
home_page = True
score_page = False
bird_dead = False
score = 0
high_score = 0
move_left = False
move_right = True
prev_x = 0
p_count = 0
running = True
while running:
win.blit(bg, (0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
if event.type == pygame.MOUSEBUTTONDOWN and (home_page or score_page):
home_page = False
score_page = False
win_particle_group.empty()
bg = random.choice(bg_list)
particles = []
last_bar = pygame.time.get_ticks() - bar_frequency
next_bar = 0
bar_speed = 4
bar_frequency = 1200
bird_dead = False
score = 0
p_count = 0
score_list = []
for _ in range(15):
x = random.randint(30, WIDTH - 30)
y = random.randint(60, HEIGHT - 60)
max = random.randint(8,16)
b = Block(x,y,max, win)
block_group.add(b)
if event.type == pygame.MOUSEBUTTONDOWN and not home_page:
if p.rect.collidepoint(event.pos):
touched = True
x, y = event.pos
offset_x = p.rect.x - x
if event.type == pygame.MOUSEBUTTONUP and not home_page:
touched = False
if event.type == pygame.MOUSEMOTION and not home_page:
if touched:
x, y = event.pos
if move_right and prev_x > x:
move_right = False
move_left = True
move_fx.play()
if move_left and prev_x < x:
move_right = True
move_left = False
move_fx.play()
prev_x = x
p.rect.x = x + offset_x
if home_page:
bg = home_bg
particles = generate_particles(p, particles, WHITE, win)
dodgy.update()
walls.update()
tap_to_play.update()
p.update()
elif score_page:
bg = home_bg
particles = generate_particles(p, particles, WHITE, win)
tap_to_replay.update()
p.update()
score_msg.update()
score_point.update()
if p_count % 5 == 0:
win_particles()
p_count += 1
win_particle_group.update()
else:
next_bar = pygame.time.get_ticks()
if next_bar - last_bar >= bar_frequency and not bird_dead:
bwidth = random.choice(bar_width_list)
b1prime = Bar(0,0,bwidth+3,GRAY, win)
b1 = Bar(0,-3,bwidth,WHITE,win)
b2prime = Bar(bwidth+bar_gap+3, 0, WIDTH - bwidth - bar_gap, GRAY, win)
b2 = Bar(bwidth+bar_gap, -3, WIDTH - bwidth - bar_gap, WHITE, win)
bar_group.add(b1prime)
bar_group.add(b1)
bar_group.add(b2prime)
bar_group.add(b2)
color = random.choice(["red", "white"])
pos = random.choice([0,1])
if pos == 0:
x = bwidth + 12
elif pos == 1:
x = bwidth + bar_gap - 12
ball = Ball(x, 10, 1, color, win)
ball_group.add(ball)
last_bar = next_bar
for ball in ball_group:
if ball.rect.colliderect(p):
if ball.color == "white":
ball.kill()
coin_fx.play()
score += 1
if score > high_score:
high_score += 1
score_card.animate = True
elif ball.color == "red":
if not bird_dead:
death_fx.play()
destroy_bird()
bird_dead = True
bar_speed = 0
if pygame.sprite.spritecollide(p, bar_group, False):
if not bird_dead:
death_fx.play()
destroy_bird()
bird_dead = True
bar_speed = 0
block_group.update()
bar_group.update(bar_speed)
ball_group.update(bar_speed)
if bird_dead:
destruct_group.update()
score_card.update(score)
if not bird_dead:
particles = generate_particles(p, particles, WHITE, win)
p.update()
if score and score % 10 == 0:
rem = score // 10
if rem not in score_list:
score_list.append(rem)
bar_speed += 1
bar_frequency -= 200
if bird_dead and len(destruct_group) == 0:
score_page = True
font = "Fonts/BubblegumSans-Regular.ttf"
if score < high_score:
score_msg = Message(144, 60, 55, "Score",font, WHITE, win)
else:
score_msg = Message(144, 60, 55, "New High",font, WHITE, win)
score_point = Message(144, 110, 45, f"{score}", font, WHITE, win)
if score_page:
block_group.empty()
bar_group.empty()
ball_group.empty()
p.reset()
clock.tick(FPS)
pygame.display.update()
pygame.quit()
3、圆弧冲刺
源码分享:
import random
import pygame
from objects import Player, Balls, Dot, Shadow, Particle, Message, BlinkingText, Button
pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512
CENTER = WIDTH //2, HEIGHT // 2
info = pygame.display.Info()
width = info.current_w
height = info.current_h
if width >= height:
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
else:
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME | pygame.SCALED | pygame.FULLSCREEN)
clock = pygame.time.Clock()
FPS = 60
# COLORS **********************************************************************
RED = (255,0,0)
GREEN = (0,177,64)
BLUE = (30, 144,255)
ORANGE = (252,76,2)
YELLOW = (254,221,0)
PURPLE = (155,38,182)
AQUA = (0,103,127)
WHITE = (255,255,255)
BLACK = (0,0,0)
color_list = [RED, GREEN, BLUE, ORANGE, YELLOW, PURPLE]
color_index = 0
color = color_list[color_index]
# FONTS ***********************************************************************
title_font = "Fonts/Aladin-Regular.ttf"
tap_to_play_font = "Fonts/BubblegumSans-Regular.ttf"
score_font = "Fonts/DalelandsUncialBold-82zA.ttf"
game_over_font = "Fonts/ghostclan.ttf"
# MESSAGES ********************************************************************
arc = Message(WIDTH-90, 200, 80, "Arc", title_font, WHITE, win)
dash = Message(80, 300, 60, "Dash", title_font, WHITE, win)
tap_to_play = BlinkingText(WIDTH//2, HEIGHT-60, 20, "Tap To Play", tap_to_play_font, WHITE, win)
game_msg = Message(80, 150, 40, "GAME", game_over_font, BLACK, win)
over_msg = Message(210, 150, 40, "OVER!", game_over_font, WHITE, win)
score_text = Message(90, 230, 20, "SCORE", None, BLACK, win)
best_text = Message(200, 230, 20, "BEST", None, BLACK, win)
score_msg = Message(WIDTH-60, 50, 50, "0", score_font, WHITE, win)
final_score_msg = Message(90, 280, 40, "0", tap_to_play_font, BLACK, win)
high_score_msg = Message(200, 280, 40, "0", tap_to_play_font, BLACK, win)
# SOUNDS **********************************************************************
score_fx = pygame.mixer.Sound('Sounds/point.mp3')
death_fx = pygame.mixer.Sound('Sounds/dead.mp3')
score_page_fx = pygame.mixer.Sound('Sounds/score_page.mp3')
pygame.mixer.music.load('Sounds/hk.mp3')
pygame.mixer.music.play(loops=-1)
pygame.mixer.music.set_volume(0.5)
# Button images
home_img = pygame.image.load('Assets/homeBtn.png')
replay_img = pygame.image.load('Assets/replay.png')
sound_off_img = pygame.image.load("Assets/soundOffBtn.png")
sound_on_img = pygame.image.load("Assets/soundOnBtn.png")
# Buttons
home_btn = Button(home_img, (24, 24), WIDTH // 4 - 18, 390)
replay_btn = Button(replay_img, (36,36), WIDTH // 2 - 18, 382)
sound_btn = Button(sound_on_img, (24, 24), WIDTH - WIDTH // 4 - 18, 390)
# GAME VARIABLES **************************************************************
MAX_RAD = 120
rad_delta = 50
# OBJECTS *********************************************************************
ball_group = pygame.sprite.Group()
dot_group = pygame.sprite.Group()
shadow_group = pygame.sprite.Group()
particle_group = pygame.sprite.Group()
p = Player(win)
ball_positions = [(CENTER[0]-105, CENTER[1]), (CENTER[0]+105, CENTER[1]),
(CENTER[0]-45, CENTER[1]), (CENTER[0]+45, CENTER[1]),
(CENTER[0], CENTER[1]-75), (CENTER[0], CENTER[1]+75)]
for index, pos in enumerate(ball_positions):
if index in (0,1):
type_ = 1
inverter = 5
if index in (2,3):
type_ = 1
inverter = 3
if index in (4,5):
type_ = 2
inverter = 1
ball = Balls(pos, type_, inverter, win)
ball_group.add(ball)
dot_list = [(CENTER[0], CENTER[1]-MAX_RAD+3), (CENTER[0]+MAX_RAD-3, CENTER[1]),
(CENTER[0], CENTER[1]+MAX_RAD-3), (CENTER[0]-MAX_RAD+3, CENTER[1])]
dot_index = random.choice([1,2,3,4])
dot_pos = dot_list[dot_index-1]
dot = Dot(*dot_pos, win)
dot_group.add(dot)
shadow = Shadow(dot_index, win)
shadow_group.add(shadow)
# VARIABLES *******************************************************************
clicked = False
num_clicks = 0
player_alive = True
sound_on = True
score = 0
highscore = 0
home_page = True
game_page = False
score_page = False
running = True
while running:
win.fill(color)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or \
event.key == pygame.K_q:
running = False
if event.type == pygame.MOUSEBUTTONDOWN and home_page:
home_page = False
game_page = True
score_page = False
rad_delta = 50
clicked = True
score = 0
num_clicks = 0
player_alive = True
if event.type == pygame.MOUSEBUTTONDOWN and game_page:
if not clicked:
clicked = True
for ball in ball_group:
if num_clicks % ball.inverter == 0:
ball.dtheta *= -1
p.set_move(dot_index)
num_clicks += 1
if num_clicks % 5 == 0:
color_index += 1
if color_index > len(color_list) - 1:
color_index = 0
color = color_list[color_index]
if event.type == pygame.MOUSEBUTTONDOWN and game_page:
clicked = False
if home_page:
for radius in [30, 60, 90, 120]:
pygame.draw.circle(win, (0,0,0), CENTER, radius, 8)
pygame.draw.circle(win, (255,255,255), CENTER, radius, 5)
pygame.draw.rect(win, color, [CENTER[0]-10, CENTER[1]-MAX_RAD, MAX_RAD+50, MAX_RAD])
pygame.draw.rect(win, color, [CENTER[0]-MAX_RAD, CENTER[1]-10, MAX_RAD, MAX_RAD+50])
arc.update()
dash.update()
tap_to_play.update()
if score_page:
game_msg.update()
over_msg.update()
score_text.update(shadow=False)
best_text.update(shadow=False)
final_score_msg.update(score, shadow=False)
high_score_msg.update(highscore, shadow=False)
if home_btn.draw(win):
home_page = True
score_page = False
game_page = False
score = 0
score_msg = Message(WIDTH-60, 50, 50, "0", score_font, WHITE, win)
if replay_btn.draw(win):
home_page = False
score_page = False
game_page = True
player_alive = True
score = 0
score_msg = Message(WIDTH-60, 50, 50, "0", score_font, WHITE, win)
p = Player(win)
if sound_btn.draw(win):
sound_on = not sound_on
if sound_on:
sound_btn.update_image(sound_on_img)
pygame.mixer.music.play(loops=-1)
else:
sound_btn.update_image(sound_off_img)
pygame.mixer.music.stop()
if game_page:
for radius in [30 + rad_delta, 60 + rad_delta, 90 + rad_delta, 120 + rad_delta]:
if rad_delta > 0:
radius -= 1
rad_delta -= 1
pygame.draw.circle(win, (0,0,0), CENTER, radius, 5)
pygame.draw.rect(win, color, [CENTER[0]-10, CENTER[1]-MAX_RAD, 20, MAX_RAD*2])
pygame.draw.rect(win, color, [CENTER[0]-MAX_RAD, CENTER[1]-10, MAX_RAD*2, 20])
if rad_delta <= 0:
p.update(player_alive, color, shadow_group)
shadow_group.update()
ball_group.update()
dot_group.update()
particle_group.update()
score_msg.update(score)
for dot in dot_group:
if dot.rect.colliderect(p):
dot.kill()
score_fx.play()
score += 1
if highscore <= score:
highscore = score
if pygame.sprite.spritecollide(p, ball_group, False) and player_alive:
death_fx.play()
x, y = p.rect.center
for i in range(20):
particle = Particle(x, y, WHITE, win)
particle_group.add(particle)
player_alive = False
p.reset()
if p.can_move and len(dot_group) == 0 and player_alive:
dot_index = random.randint(1,4)
dot_pos = dot_list[dot_index-1]
dot = Dot(*dot_pos, win)
dot_group.add(dot)
shadow_group.empty()
shadow = Shadow(dot_index, win)
shadow_group.add(shadow)
if not player_alive and len(particle_group) == 0:
game_page = False
score_page = True
dot_group.empty()
shadow_group.empty()
for ball in ball_group:
ball.reset()
score_page_fx.play()
pygame.draw.rect(win, WHITE, (0, 0, WIDTH, HEIGHT), 5, border_radius=10)
clock.tick(FPS)
pygame.display.update()
pygame.quit()
4、行星游戏
源码分享:
import random
import pygame
from pygame.locals import KEYDOWN, QUIT, K_ESCAPE, K_SPACE, K_q, K_e
from objects import Rocket, Asteroid, Bullet, Explosion
### SETUP *********************************************************************
SIZE = SCREEN_WIDTH, SCREEN_HEIGHT = 500, 500
pygame.mixer.init()
pygame.init()
clock = pygame.time.Clock()
win = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('Asteroids')
gunshot_sound = pygame.mixer.Sound("music/laser.wav")
explosion_sound = pygame.mixer.Sound("music/explosion.mp3")
font = pygame.font.Font('freesansbold.ttf', 32)
# text = font.render('', True, green, blue)
### Objects & Events **********************************************************
ADDAST1 = pygame.USEREVENT + 1
ADDAST2 = pygame.USEREVENT + 2
ADDAST3 = pygame.USEREVENT + 3
ADDAST4 = pygame.USEREVENT + 4
ADDAST5 = pygame.USEREVENT + 5
pygame.time.set_timer(ADDAST1, 2000)
pygame.time.set_timer(ADDAST2, 6000)
pygame.time.set_timer(ADDAST3, 10000)
pygame.time.set_timer(ADDAST4, 15000)
pygame.time.set_timer(ADDAST5, 20000)
rocket = Rocket(SIZE)
asteroids = pygame.sprite.Group()
bullets = pygame.sprite.Group()
explosions = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(rocket)
backgrounds = [f'assets/background/bg{i}s.png' for i in range(1,5)]
bg = pygame.image.load(random.choice(backgrounds))
startbg = pygame.image.load('assets/start.jpg')
### Game **********************************************************************
if __name__ == '__main__':
score = 0
running = True
gameStarted = False
musicStarted = False
while running:
if not gameStarted:
if not musicStarted:
pygame.mixer.music.load('music/Apoxode_-_Electric_1.mp3')
pygame.mixer.music.play(loops=-1)
musicStarted = True
for event in pygame.event.get():
if event.type == QUIT:
running = False
if event.type == KEYDOWN:
if event.key == K_SPACE:
gameStarted = True
musicStarted = False
win.blit(startbg, (0,0))
else:
if not musicStarted:
pygame.mixer.music.load('music/rpg_ambience_-_exploration.ogg')
pygame.mixer.music.play(loops=-1)
musicStarted = True
for event in pygame.event.get():
if event.type == QUIT:
running = False
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
if event.key == K_SPACE:
pos = rocket.rect[:2]
bullet = Bullet(pos, rocket.dir, SIZE)
bullets.add(bullet)
all_sprites.add(bullet)
gunshot_sound.play()
if event.key == K_q:
rocket.rotate_left()
if event.key == K_e:
rocket.rotate_right()
elif event.type == ADDAST1:
ast = Asteroid(1, SIZE)
asteroids.add(ast)
all_sprites.add(ast)
elif event.type == ADDAST2:
ast = Asteroid(2, SIZE)
asteroids.add(ast)
all_sprites.add(ast)
elif event.type == ADDAST3:
ast = Asteroid(3, SIZE)
asteroids.add(ast)
all_sprites.add(ast)
elif event.type == ADDAST4:
ast = Asteroid(4, SIZE)
asteroids.add(ast)
all_sprites.add(ast)
elif event.type == ADDAST5:
ast = Asteroid(5, SIZE)
asteroids.add(ast)
all_sprites.add(ast)
pressed_keys = pygame.key.get_pressed()
rocket.update(pressed_keys)
asteroids.update()
bullets.update()
explosions.update()
win.blit(bg, (0,0))
explosions.draw(win)
for sprite in all_sprites:
win.blit(sprite.surf, sprite.rect)
win.blit(rocket.surf, rocket.rect)
if pygame.sprite.spritecollideany(rocket, asteroids):
rocket.kill()
score = 0
for sprite in all_sprites:
sprite.kill()
all_sprites.empty()
rocket = Rocket(SIZE)
all_sprites.add(rocket)
gameStarted = False
musicStarted = False
for bullet in bullets:
collision = pygame.sprite.spritecollide(bullet, asteroids, True)
if collision:
pos = bullet.rect[:2]
explosion = Explosion(pos)
explosions.add(explosion)
score += 1
explosion_sound.play()
bullet.kill()
bullets.remove(bullet)
text = font.render('Score : ' + str(score), 1, (200,255,0))
win.blit(text, (340, 10))
pygame.display.flip()
clock.tick(30)
pygame.quit()
5、弹跳的球
源码分享:
import os
import pygame
from player import Ball
from world import World, load_level
from texts import Text, Message
from button import Button, LevelButton
pygame.init()
WIDTH, HEIGHT = 192, 212
win = pygame.display.set_mode((WIDTH, HEIGHT), pygame.NOFRAME)
pygame.display.set_caption('Bounce')
clock = pygame.time.Clock()
FPS = 30
# GAME VARIABLES **************************************************************
ROWS = 12
MAX_COLS = 150
TILE_SIZE = 16
MAX_LEVEL = 8
# COLORS **********************************************************************
BLUE = (175, 207, 240)
BLUE2 = (0, 0, 255)
WHITE = (255, 255, 255)
# FONTS ***********************************************************************
health_font = "Fonts/ARCADECLASSIC.TTF"
level_text = Text(health_font, 24)
health_text = Message(40, WIDTH + 10, 19, "x3", health_font, WHITE, win)
select_level_text = Message(WIDTH//2, 20, 24, "Select Level", health_font, BLUE2, win)
current_level_text = Message(WIDTH - 40, WIDTH + 10, 20, "Level 1", health_font, WHITE, win)
you_win = Message(WIDTH //2, HEIGHT//2, 40, "You Win", health_font, BLUE2, win)
# SOUNDS **********************************************************************
click_fx = pygame.mixer.Sound('Sounds/click.mp3')
life_fx = pygame.mixer.Sound('Sounds/gate.mp3')
checkpoint_fx = pygame.mixer.Sound('Sounds/checkpoint.mp3')
pygame.mixer.music.load('Sounds/track1.wav')
pygame.mixer.music.play(loops=-1)
pygame.mixer.music.set_volume(0.4)
# LOADING IMAGES **************************************************************
ball_image = pygame.image.load('Assets/ball.png')
splash_img = pygame.transform.scale(pygame.image.load('Assets/splash_logo.png'),
(2*WIDTH, HEIGHT))
bounce_img = pygame.image.load('Assets/menu_logo.png')
game_lost_img = pygame.image.load('Assets/lose.png')
game_lost_img = pygame.transform.scale(game_lost_img, (WIDTH//2, 80))
level_locked_img = pygame.image.load('Assets/level_locked.png')
level_locked_img = pygame.transform.scale(level_locked_img, (40, 40))
level_unlocked_img = pygame.image.load('Assets/level_unlocked.png')
level_unlocked_img = pygame.transform.scale(level_unlocked_img, (40, 40))
play_img = pygame.image.load('Assets/play.png')
restart_img = pygame.image.load('Assets/restart.png')
menu_img = pygame.image.load('Assets/menu.png')
sound_on_img = pygame.image.load('Assets/SoundOnBtn.png')
sound_off_img = pygame.image.load('Assets/SoundOffBtn.png')
game_won_img = pygame.image.load('Assets/game won.png')
# BUTTONS *********************************************************************
play_btn = Button(play_img, False, 45, 130)
sound_btn = Button(sound_on_img, False, 45, 170)
restart_btn = Button(restart_img, False, 45, 130)
menu_btn = Button(menu_img, False, 45, 170)
# LEVEL TEXT & BUTTONS ********************************************************
level_btns = []
for level in range(MAX_LEVEL):
text = level_text.render(f'{level+1}', (255, 255, 255))
r = level // 3
c = level % 3
btn = LevelButton(level_locked_img, (40, 40), 20 + c * 55, 50 + r * 55, text)
level_btns.append(btn)
# GROUPS **********************************************************************
spikes_group = pygame.sprite.Group()
inflator_group = pygame.sprite.Group()
deflator_group = pygame.sprite.Group()
enemy_group = pygame.sprite.Group()
exit_group = pygame.sprite.Group()
checkpoint_group = pygame.sprite.Group()
health_group = pygame.sprite.Group()
objects_groups = [spikes_group, inflator_group, deflator_group, enemy_group, exit_group,
checkpoint_group, health_group]
collision_groups = [inflator_group, deflator_group]
# RESET ***********************************************************************
def reset_level_data(level):
for group in objects_groups:
group.empty()
# LOAD LEVEL WORLD
world_data, level_length = load_level(level)
w = World(objects_groups)
w.generate_world(world_data, win)
return world_data, level_length, w
def reset_player_data(level):
if level == 1:
x, y = 64, 50
if level == 2:
x, y = 65, 50
if level == 3:
x, y = 64, 50
if level == 4:
x, y = 63, 50
if level == 5:
x, y = 64, 50
if level == 6:
x, y = 48, 50
if level == 7:
x, y = 78, 80
if level == 8:
x, y = 112,100
p = Ball(x, y)
moving_left = False
moving_right = False
return p, moving_left, moving_right
# VARIABLES *******************************************************************
moving_left = False
moving_right = False
SCROLL_THRES = 80
screen_scroll = 0
level_scroll = 0
level = 1
next_level = False
reset_level = False
checkpoint = None
health = 3
splash_count = 0
sound_on = True
logo_page = True
home_page = False
level_page = False
game_page = False
restart_page = False
win_page = False
running = True
while running:
win.fill(BLUE)
pygame.draw.rect(win, (255, 255,255), (0, 0, WIDTH, HEIGHT), 1, border_radius=5)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or \
event.key == pygame.K_q:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
moving_left = True
if event.key == pygame.K_RIGHT:
moving_right = True
if event.key == pygame.K_UP:
if not p.jump:
p.jump = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
moving_left = False
if event.key == pygame.K_RIGHT:
moving_right = False
if logo_page:
win.blit(splash_img, (-100,0))
splash_count += 1
if splash_count % 50 == 0:
logo_page = False
home_page = True
if home_page:
win.blit(bounce_img, (10,10))
if play_btn.draw(win):
click_fx.play()
home_page = False
level_page = True
if sound_btn.draw(win):
click_fx.play()
sound_on = not sound_on
if sound_on:
sound_btn.update_image(sound_on_img)
pygame.mixer.music.play(loops=-1)
else:
sound_btn.update_image(sound_off_img)
pygame.mixer.music.stop()
if level_page:
select_level_text.update(shadow=False)
for index, btn in enumerate(level_btns):
if index < level:
if not btn.unlocked:
btn.unlocked = True
btn.update_image(level_unlocked_img)
if btn.draw(win):
if index < level:
click_fx.play()
level_page = False
game_page = True
level = index + 1
screen_scroll = 0
level_scroll = 0
health = 3
world_data, level_length, w = reset_level_data(level)
p, moving_left, moving_right = reset_player_data(level)
if restart_page:
win.blit(game_lost_img, (45,20))
if restart_btn.draw(win):
click_fx.play()
world_data, level_length, w = reset_level_data(level)
p, moving_left, moving_right = reset_player_data(level)
level_scroll = 0
screen_scroll = 0
health = 3
checkpoint = None
restart_page = False
game_page = True
if menu_btn.draw(win):
click_fx.play()
home_page = True
restart_page = False
if win_page:
win.blit(game_won_img, (45, 20))
you_win.update()
if menu_btn.draw(win):
click_fx.play()
home_page = True
win_page = False
restart_page = False
if game_page:
w.update(screen_scroll)
w.draw(win)
spikes_group.update(screen_scroll)
spikes_group.draw(win)
health_group.update(screen_scroll)
health_group.draw(win)
inflator_group.update(screen_scroll)
inflator_group.draw(win)
deflator_group.update(screen_scroll)
deflator_group.draw(win)
exit_group.update(screen_scroll)
exit_group.draw(win)
checkpoint_group.update(screen_scroll)
checkpoint_group.draw(win)
enemy_group.update(screen_scroll)
enemy_group.draw(win)
screen_scroll = 0
p.update(moving_left, moving_right, w, collision_groups)
p.draw(win)
if ((p.rect.right >= WIDTH - SCROLL_THRES) and level_scroll < (level_length * 16) - WIDTH) \
or ((p.rect.left <= SCROLL_THRES) and level_scroll > 0):
dx = p.dx
p.rect.x -= dx
screen_scroll = -dx
level_scroll += dx
if len(exit_group) > 0:
exit = exit_group.sprites()[0]
if not exit.open:
if abs(p.rect.x - exit.rect.x) <= 80 and len(health_group) == 0:
exit.open = True
if p.rect.colliderect(exit.rect) and exit.index == 11:
checkpoint = None
checkpoint_fx.play()
level += 1
if level < MAX_LEVEL:
checkpoint = False
reset_level = True
next_level = True
else:
checkpoint = None
win_page = True
cp = pygame.sprite.spritecollide(p, checkpoint_group, False)
if cp:
checkpoint = cp[0]
if not checkpoint.catched:
checkpoint_fx.play()
checkpoint.catched = True
checkpoint_pos = p.rect.center
checkpoint_screen_scroll = screen_scroll
checkpoint_level_scroll = level_scroll
if pygame.sprite.spritecollide(p, spikes_group, False):
reset_level = True
if pygame.sprite.spritecollide(p, health_group, True):
health += 1
life_fx.play()
if pygame.sprite.spritecollide(p, enemy_group, False):
reset_level = True
if reset_level:
if health > 0:
if next_level:
world_data, level_length, w = reset_level_data(level)
p, moving_left, moving_right = reset_player_data(level)
level_scroll = 0
health = 3
checkpoint = None
next_level = False
elif checkpoint:
checkpoint_dx = level_scroll - checkpoint_level_scroll
w.update(checkpoint_dx)
for group in objects_groups:
group.update(checkpoint_dx)
p.rect.center = checkpoint_pos
level_scroll = checkpoint_level_scroll
else:
w.update(level_scroll)
for group in objects_groups:
group.update(level_scroll)
p, moving_left, moving_right = reset_player_data(level)
level_scroll = 0
screen_scroll = 0
reset_level = False
health -= 1
else:
restart_page = True
game_page = False
reset_level = False
# Drawing info bar
pygame.draw.rect(win, (25, 25, 25), (0, HEIGHT-20, WIDTH, 20))
pygame.draw.rect(win, (255, 255,255), (0, 0, WIDTH, WIDTH), 2, border_radius=5)
win.blit(ball_image, (5, WIDTH + 2))
health_text.update(f'x{health}', shadow=False)
current_level_text.update(f'Level {level}', shadow=False)
clock.tick(FPS)
pygame.display.update()
pygame.quit()
6、汽车避障
源码分享:
import pygame
import random
from objects import Road, Player, Nitro, Tree, Button, \
Obstacle, Coins, Fuel
pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512
info = pygame.display.Info()
width = info.current_w
height = info.current_h
if width >= height:
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
else:
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME | pygame.SCALED | pygame.FULLSCREEN)
clock = pygame.time.Clock()
FPS = 30
lane_pos = [50, 95, 142, 190]
# COLORS **********************************************************************
WHITE = (255, 255, 255)
BLUE = (30, 144,255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLACK = (0, 0, 20)
# FONTS ***********************************************************************
font = pygame.font.SysFont('cursive', 32)
select_car = font.render('Select Car', True, WHITE)
# IMAGES **********************************************************************
bg = pygame.image.load('Assets/bg.png')
home_img = pygame.image.load('Assets/home.png')
play_img = pygame.image.load('Assets/buttons/play.png')
end_img = pygame.image.load('Assets/end.jpg')
end_img = pygame.transform.scale(end_img, (WIDTH, HEIGHT))
game_over_img = pygame.image.load('Assets/game_over.png')
game_over_img = pygame.transform.scale(game_over_img, (220, 220))
coin_img = pygame.image.load('Assets/coins/1.png')
dodge_img = pygame.image.load('Assets/car_dodge.png')
left_arrow = pygame.image.load('Assets/buttons/arrow.png')
right_arrow = pygame.transform.flip(left_arrow, True, False)
home_btn_img = pygame.image.load('Assets/buttons/home.png')
replay_img = pygame.image.load('Assets/buttons/replay.png')
sound_off_img = pygame.image.load("Assets/buttons/soundOff.png")
sound_on_img = pygame.image.load("Assets/buttons/soundOn.png")
cars = []
car_type = 0
for i in range(1, 9):
img = pygame.image.load(f'Assets/cars/{i}.png')
img = pygame.transform.scale(img, (59, 101))
cars.append(img)
nitro_frames = []
nitro_counter = 0
for i in range(6):
img = pygame.image.load(f'Assets/nitro/{i}.gif')
img = pygame.transform.flip(img, False, True)
img = pygame.transform.scale(img, (18, 36))
nitro_frames.append(img)
# FUNCTIONS *******************************************************************
def center(image):
return (WIDTH // 2) - image.get_width() // 2
# BUTTONS *********************************************************************
play_btn = Button(play_img, (100, 34), center(play_img)+10, HEIGHT-80)
la_btn = Button(left_arrow, (32, 42), 40, 180)
ra_btn = Button(right_arrow, (32, 42), WIDTH-60, 180)
home_btn = Button(home_btn_img, (24, 24), WIDTH // 4 - 18, HEIGHT - 80)
replay_btn = Button(replay_img, (36,36), WIDTH // 2 - 18, HEIGHT - 86)
sound_btn = Button(sound_on_img, (24, 24), WIDTH - WIDTH // 4 - 18, HEIGHT - 80)
# SOUNDS **********************************************************************
click_fx = pygame.mixer.Sound('Sounds/click.mp3')
fuel_fx = pygame.mixer.Sound('Sounds/fuel.wav')
start_fx = pygame.mixer.Sound('Sounds/start.mp3')
restart_fx = pygame.mixer.Sound('Sounds/restart.mp3')
coin_fx = pygame.mixer.Sound('Sounds/coin.mp3')
pygame.mixer.music.load('Sounds/mixkit-tech-house-vibes-130.mp3')
pygame.mixer.music.play(loops=-1)
pygame.mixer.music.set_volume(0.6)
# OBJECTS *********************************************************************
road = Road()
nitro = Nitro(WIDTH-80, HEIGHT-80)
p = Player(100, HEIGHT-120, car_type)
tree_group = pygame.sprite.Group()
coin_group = pygame.sprite.Group()
fuel_group = pygame.sprite.Group()
obstacle_group = pygame.sprite.Group()
# VARIABLES *******************************************************************
home_page = True
car_page = False
game_page = False
over_page = False
move_left = False
move_right = False
nitro_on = False
sound_on = True
counter = 0
counter_inc = 1
# speed = 3
speed = 10
dodged = 0
coins = 0
cfuel = 100
endx, enddx = 0, 0.5
gameovery = -50
running = True
while running:
win.fill(BLACK)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or event.key == pygame.K_q:
running = False
if event.key == pygame.K_LEFT:
move_left = True
if event.key == pygame.K_RIGHT:
move_right = True
if event.key == pygame.K_n:
nitro_on = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
move_left = False
if event.key == pygame.K_RIGHT:
move_right = False
if event.key == pygame.K_n:
nitro_on = False
speed = 3
counter_inc = 1
if event.type == pygame.MOUSEBUTTONDOWN:
x, y = event.pos
if nitro.rect.collidepoint((x, y)):
nitro_on = True
else:
if x <= WIDTH // 2:
move_left = True
else:
move_right = True
if event.type == pygame.MOUSEBUTTONUP:
move_left = False
move_right = False
nitro_on = False
speed = 3
counter_inc = 1
if home_page:
win.blit(home_img, (0,0))
counter += 1
if counter % 60 == 0:
home_page = False
car_page = True
if car_page:
win.blit(select_car, (center(select_car), 80))
win.blit(cars[car_type], (WIDTH//2-30, 150))
if la_btn.draw(win):
car_type -= 1
click_fx.play()
if car_type < 0:
car_type = len(cars) - 1
if ra_btn.draw(win):
car_type += 1
click_fx.play()
if car_type >= len(cars):
car_type = 0
if play_btn.draw(win):
car_page = False
game_page = True
start_fx.play()
p = Player(100, HEIGHT-120, car_type)
counter = 0
if over_page:
win.blit(end_img, (endx, 0))
endx += enddx
if endx >= 10 or endx<=-10:
enddx *= -1
win.blit(game_over_img, (center(game_over_img), gameovery))
if gameovery < 16:
gameovery += 1
num_coin_img = font.render(f'{coins}', True, WHITE)
num_dodge_img = font.render(f'{dodged}', True, WHITE)
distance_img = font.render(f'Distance : {counter/1000:.2f} km', True, WHITE)
win.blit(coin_img, (80, 240))
win.blit(dodge_img, (50, 280))
win.blit(num_coin_img, (180, 250))
win.blit(num_dodge_img, (180, 300))
win.blit(distance_img, (center(distance_img), (350)))
if home_btn.draw(win):
over_page = False
home_page = True
coins = 0
dodged = 0
counter = 0
nitro.gas = 0
cfuel = 100
endx, enddx = 0, 0.5
gameovery = -50
if replay_btn.draw(win):
over_page = False
game_page = True
coins = 0
dodged = 0
counter = 0
nitro.gas = 0
cfuel = 100
endx, enddx = 0, 0.5
gameovery = -50
restart_fx.play()
if sound_btn.draw(win):
sound_on = not sound_on
if sound_on:
sound_btn.update_image(sound_on_img)
pygame.mixer.music.play(loops=-1)
else:
sound_btn.update_image(sound_off_img)
pygame.mixer.music.stop()
if game_page:
win.blit(bg, (0,0))
road.update(speed)
road.draw(win)
counter += counter_inc
if counter % 60 == 0:
tree = Tree(random.choice([-5, WIDTH-35]), -20)
tree_group.add(tree)
if counter % 270 == 0:
type = random.choices([1, 2], weights=[6, 4], k=1)[0]
x = random.choice(lane_pos)+10
if type == 1:
count = random.randint(1, 3)
for i in range(count):
coin = Coins(x,-100 - (25 * i))
coin_group.add(coin)
elif type == 2:
fuel = Fuel(x, -100)
fuel_group.add(fuel)
elif counter % 90 == 0:
obs = random.choices([1, 2, 3], weights=[6,2,2], k=1)[0]
obstacle = Obstacle(obs)
obstacle_group.add(obstacle)
if nitro_on and nitro.gas > 0:
x, y = p.rect.centerx - 8, p.rect.bottom - 10
win.blit(nitro_frames[nitro_counter], (x, y))
nitro_counter = (nitro_counter + 1) % len(nitro_frames)
speed = 10
if counter_inc == 1:
counter = 0
counter_inc = 5
if nitro.gas <= 0:
speed = 3
counter_inc = 1
nitro.update(nitro_on)
nitro.draw(win)
obstacle_group.update(speed)
obstacle_group.draw(win)
tree_group.update(speed)
tree_group.draw(win)
coin_group.update(speed)
coin_group.draw(win)
fuel_group.update(speed)
fuel_group.draw(win)
p.update(move_left, move_right)
p.draw(win)
if cfuel > 0:
pygame.draw.rect(win, GREEN, (20, 20, cfuel, 15), border_radius=5)
pygame.draw.rect(win, WHITE, (20, 20, 100, 15), 2, border_radius=5)
cfuel -= 0.05
# COLLISION DETECTION & KILLS
for obstacle in obstacle_group:
if obstacle.rect.y >= HEIGHT:
if obstacle.type == 1:
dodged += 1
obstacle.kill()
if pygame.sprite.collide_mask(p, obstacle):
pygame.draw.rect(win, RED, p.rect, 1)
speed = 0
game_page = False
over_page = True
tree_group.empty()
coin_group.empty()
fuel_group.empty()
obstacle_group.empty()
if pygame.sprite.spritecollide(p, coin_group, True):
coins += 1
coin_fx.play()
if pygame.sprite.spritecollide(p, fuel_group, True):
cfuel += 25
fuel_fx.play()
if cfuel >= 100:
cfuel = 100
pygame.draw.rect(win, BLUE, (0, 0, WIDTH, HEIGHT), 3)
clock.tick(FPS)
pygame.display.update()
pygame.quit()
7、洞窟物语
源码分享:
import pygame
import pickle
from objects import World, load_level, Button, Player, Portal, game_data
pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512
win = pygame.display.set_mode(SCREEN, pygame.SCALED | pygame.FULLSCREEN)
clock = pygame.time.Clock()
FPS = 45
tile_size = 16
# Images
bg = pygame.image.load("Assets/bg.png")
cave_story = pygame.transform.rotate(pygame.image.load("Assets/cave_story.png"), 90)
cave_story = pygame.transform.scale(cave_story, (150,300))
game_won_img = pygame.transform.rotate(pygame.image.load("Assets/win.png"), -90)
game_won_img = pygame.transform.scale(game_won_img, (150,300))
# Sounds
pygame.mixer.music.load('Sounds/goodbyte_sad-rpg-town.mp3')
pygame.mixer.music.play(loops=-1)
replay_fx = pygame.mixer.Sound('Sounds/replay.wav')
# Buttons
move_btn = pygame.image.load("Assets/movement.jpeg")
move_btn = pygame.transform.rotate(move_btn, -90)
move_btn = pygame.transform.scale(move_btn, (42, HEIGHT))
play_img = pygame.transform.rotate(pygame.image.load("Assets/play.png"), -90)
play_btn = Button(play_img, (60, 150), 30, 170)
quit_img = pygame.transform.rotate(pygame.image.load("Assets/quit.png"), -90)
quit_btn = Button(quit_img, (60, 150), 140, 170)
replay_img = pygame.transform.rotate(pygame.image.load("Assets/replay.png"), -90)
replay_btn = Button(replay_img, (40, 40), 100, 190)
sound_off_img = pygame.transform.rotate(pygame.image.load("Assets/sound_off.png"), -90)
sound_on_img = pygame.transform.rotate(pygame.image.load("Assets/sound_on.png"), -90)
sound_btn = Button(sound_on_img, (40, 40), 100, 260)
# Variables
current_level = 1
MAX_LEVEL = 3
show_keys = True
pressed_keys = [False, False, False, False]
dir_dict = {
'Up' : pygame.Rect(5, 27, 35, 50),
'Down' : pygame.Rect(5, 160, 35, 50),
'Left' : pygame.Rect(5, 320, 35, 50),
'Right' : pygame.Rect(5, 450, 35, 50)
}
# groups
diamond_group = pygame.sprite.Group()
spike_group = pygame.sprite.Group()
plant_group = pygame.sprite.Group()
board_group = pygame.sprite.Group()
chain_group = pygame.sprite.Group()
groups = [diamond_group, spike_group, plant_group, board_group, chain_group]
data = load_level(current_level)
(player_x, player_y), (portal_x, portal_y) = game_data(current_level)
world = World(win, data, groups)
player = Player(win, (player_x,player_y), world, groups)
portal = Portal(portal_x, portal_y, win)
game_started = False
game_over = False
game_won = False
replay_menu = False
sound_on = True
bgx = 0
bgcounter = 0
bgdx = 1
running = True
while running:
win.blit(bg, (bgx, 0))
for group in groups:
group.draw(win)
world.draw()
if not game_started:
win.blit(cave_story, (100,100))
if play_btn.draw(win):
game_started = True
elif game_won:
win.blit(game_won_img, (100,100))
else:
if show_keys:
win.blit(move_btn, (0,0))
bgcounter += 1
if bgcounter >= 15:
bgcounter = 0
bgx += bgdx
if bgx < 0 or bgx >5 :
bgdx *= -1
# for rect in dir_dict:
# pygame.draw.rect(win, (255, 0, 0), dir_dict[rect])
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.MOUSEBUTTONDOWN:
pos = event.pos
if show_keys:
if dir_dict["Up"].collidepoint(pos):
pressed_keys[0] = True
if dir_dict["Down"].collidepoint(pos):
pressed_keys[1] = True
if dir_dict["Left"].collidepoint(pos):
pressed_keys[2] = True
if dir_dict["Right"].collidepoint(pos):
pressed_keys[3] = True
if event.type == pygame.MOUSEBUTTONUP:
pressed_keys = [False, False, False, False]
portal.update()
if not game_over:
game_over = player.update(pressed_keys, game_over)
if game_over:
show_keys = False
replay_menu = True
if player.rect.colliderect(portal) and player.rect.top > portal.rect.top and player.rect.bottom < portal.rect.bottom:
if current_level < MAX_LEVEL:
current_level += 1
for group in groups:
group.empty()
data = load_level(current_level)
(player_x, player_y), (portal_x, portal_y) = game_data(current_level)
world = World(win, data, groups)
player = Player(win, (player_x,player_y), world, groups)
portal = Portal(portal_x, portal_y, win)
else:
show_keys = False
game_won = True
if replay_menu:
if quit_btn.draw(win):
running = False
if sound_btn.draw(win):
sound_on = not sound_on
if sound_on:
sound_btn.update_image(sound_on_img)
pygame.mixer.music.play(loops=-1)
else:
sound_btn.update_image(sound_off_img)
pygame.mixer.music.stop()
if replay_btn.draw(win):
show_keys = True
replay_menu = False
game_over = False
replay_fx.play()
for group in groups:
group.empty()
data = load_level(current_level)
(player_x, player_y), (portal_x, portal_y) = game_data(current_level)
world = World(win, data, groups)
player = Player(win, (player_x,player_y), world, groups)
portal = Portal(portal_x, portal_y, win)
clock.tick(FPS)
pygame.display.update()
pygame.quit()
8、联系
源码分享:
# Connected
# Author : Prajjwal Pathak (pyguru)
# Date : Thursday, 8 August, 2021
import random
import pygame
from objects import Balls, Coins, Tiles, Particle, Message, Button
pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512
CENTER = WIDTH //2, HEIGHT // 2
info = pygame.display.Info()
width = info.current_w
height = info.current_h
if width >= height:
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
else:
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME | pygame.SCALED | pygame.FULLSCREEN)
pygame.display.set_caption('Connected')
clock = pygame.time.Clock()
FPS = 90
# COLORS **********************************************************************
RED = (255,0,0)
GREEN = (0,177,64)
BLUE = (30, 144,255)
ORANGE = (252,76,2)
YELLOW = (254,221,0)
PURPLE = (155,38,182)
AQUA = (0,103,127)
WHITE = (255,255,255)
BLACK = (0,0,0)
GRAY = (25, 25, 25)
color_list = [PURPLE, GREEN, BLUE, ORANGE, YELLOW, RED]
color_index = 0
color = color_list[color_index]
# SOUNDS **********************************************************************
flip_fx = pygame.mixer.Sound('Sounds/flip.mp3')
score_fx = pygame.mixer.Sound('Sounds/point.mp3')
dead_fx = pygame.mixer.Sound('Sounds/dead.mp3')
score_page_fx = pygame.mixer.Sound('Sounds/score_page.mp3')
pygame.mixer.music.load('Sounds/bgm.mp3')
pygame.mixer.music.play(loops=-1)
pygame.mixer.music.set_volume(0.5)
# FONTS ***********************************************************************
title_font = "Fonts/Aladin-Regular.ttf"
score_font = "Fonts/DroneflyRegular-K78LA.ttf"
game_over_font = "Fonts/ghostclan.ttf"
final_score_font = "Fonts/DalelandsUncialBold-82zA.ttf"
new_high_font = "Fonts/BubblegumSans-Regular.ttf"
connected = Message(WIDTH//2, 120, 55, "ConnecteD", title_font, WHITE, win)
score_msg = Message(WIDTH//2, 100, 60, "0", score_font, (150, 150, 150), win)
game_msg = Message(80, 150, 40, "GAME", game_over_font, BLACK, win)
over_msg = Message(210, 150, 40, "OVER!", game_over_font, WHITE, win)
final_score = Message(WIDTH//2, HEIGHT//2, 90, "0", final_score_font, RED, win)
new_high_msg = Message(WIDTH//2, HEIGHT//2+60, 20, "New High", None, GREEN, win)
# Button images
home_img = pygame.image.load('Assets/homeBtn.png')
replay_img = pygame.image.load('Assets/replay.png')
sound_off_img = pygame.image.load("Assets/soundOffBtn.png")
sound_on_img = pygame.image.load("Assets/soundOnBtn.png")
easy_img = pygame.image.load("Assets/easy.jpg")
hard_img = pygame.image.load("Assets/hard.jpg")
# Buttons
easy_btn = Button(easy_img, (70, 24), WIDTH//4-10, HEIGHT-100)
hard_btn = Button(hard_img, (70, 24), WIDTH//2 + 10, HEIGHT-100)
home_btn = Button(home_img, (24, 24), WIDTH // 4 - 18, HEIGHT//2 + 120)
replay_btn = Button(replay_img, (36,36), WIDTH // 2 - 18, HEIGHT//2 + 115)
sound_btn = Button(sound_on_img, (24, 24), WIDTH - WIDTH // 4 - 18, HEIGHT//2 + 120)
# Groups **********************************************************************
RADIUS = 70
ball_group = pygame.sprite.Group()
coin_group = pygame.sprite.Group()
tile_group = pygame.sprite.Group()
particle_group = pygame.sprite.Group()
ball = Balls((CENTER[0], CENTER[1]+RADIUS), RADIUS, 90, win)
ball_group.add(ball)
ball = Balls((CENTER[0], CENTER[1]-RADIUS), RADIUS, 270, win)
ball_group.add(ball)
# TIME ************************************************************************
start_time = pygame.time.get_ticks()
current_time = 0
coin_delta = 850
tile_delta = 2000
# VARIABLES *******************************************************************
clicked = False
new_coin = True
num_clicks = 0
score = 0
player_alive = True
score = 0
highscore = 0
sound_on = True
easy_level = True
home_page = True
game_page = False
score_page = False
running = True
while running:
win.fill(GRAY)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or \
event.key == pygame.K_q:
running = False
if event.type == pygame.MOUSEBUTTONDOWN and game_page:
if not clicked:
clicked = True
for ball in ball_group:
ball.dtheta *= -1
flip_fx.play()
num_clicks += 1
if num_clicks % 5 == 0:
color_index += 1
if color_index > len(color_list) - 1:
color_index = 0
color = color_list[color_index]
if event.type == pygame.MOUSEBUTTONDOWN and game_page:
clicked = False
if home_page:
connected.update()
pygame.draw.circle(win, BLACK, CENTER, 80, 20)
ball_group.update(color)
if easy_btn.draw(win):
ball_group.empty()
ball = Balls((CENTER[0], CENTER[1]+RADIUS), RADIUS, 90, win)
ball_group.add(ball)
home_page = False
game_page = True
easy_level = True
if hard_btn.draw(win):
ball_group.empty()
ball = Balls((CENTER[0], CENTER[1]+RADIUS), RADIUS, 90, win)
ball_group.add(ball)
ball = Balls((CENTER[0], CENTER[1]-RADIUS), RADIUS, 270, win)
ball_group.add(ball)
home_page = False
game_page = True
easy_level = False
if score_page:
game_msg.update()
over_msg.update()
if score:
final_score.update(score, color)
else:
final_score.update("0", color)
if score and (score >= highscore):
new_high_msg.update(shadow=False)
if home_btn.draw(win):
home_page = True
score_page = False
game_page = False
player_alive = True
score = 0
score_msg = Message(WIDTH//2, 100, 60, "0", score_font, (150, 150, 150), win)
if replay_btn.draw(win):
home_page = False
score_page = False
game_page = True
score = 0
score_msg = Message(WIDTH//2, 100, 60, "0", score_font, (150, 150, 150), win)
if easy_level:
ball = Balls((CENTER[0], CENTER[1]+RADIUS), RADIUS, 90, win)
ball_group.add(ball)
else:
ball = Balls((CENTER[0], CENTER[1]+RADIUS), RADIUS, 90, win)
ball_group.add(ball)
ball = Balls((CENTER[0], CENTER[1]-RADIUS), RADIUS, 270, win)
ball_group.add(ball)
player_alive = True
if sound_btn.draw(win):
sound_on = not sound_on
if sound_on:
sound_btn.update_image(sound_on_img)
pygame.mixer.music.play(loops=-1)
else:
sound_btn.update_image(sound_off_img)
pygame.mixer.music.stop()
if game_page:
pygame.draw.circle(win, BLACK, CENTER, 80, 20)
ball_group.update(color)
coin_group.update(color)
tile_group.update()
score_msg.update(score)
particle_group.update()
if player_alive:
for ball in ball_group:
if pygame.sprite.spritecollide(ball, coin_group, True):
score_fx.play()
score += 1
if highscore <= score:
highscore = score
x, y = ball.rect.center
for i in range(10):
particle = Particle(x, y, color, win)
particle_group.add(particle)
if pygame.sprite.spritecollide(ball, tile_group, True):
x, y = ball.rect.center
for i in range(30):
particle = Particle(x, y, color, win)
particle_group.add(particle)
player_alive = False
dead_fx.play()
current_time = pygame.time.get_ticks()
delta = current_time- start_time
if coin_delta < delta < coin_delta + 100 and new_coin:
y = random.randint(CENTER[1]-RADIUS, CENTER[1]+RADIUS)
coin = Coins(y, win)
coin_group.add(coin)
new_coin = False
if current_time- start_time >= tile_delta:
y = random.choice([CENTER[1]-80, CENTER[1], CENTER[1]+80])
type_ = random.randint(1,3)
t = Tiles(y, type_, win)
tile_group.add(t)
start_time = current_time
new_coin = True
if not player_alive and len(particle_group) == 0:
score_page = True
game_page = False
score_page_fx.play()
ball_group.empty()
tile_group.empty()
coin_group.empty()
pygame.draw.rect(win, BLUE, (0, 0, WIDTH, HEIGHT), 5, border_radius=10)
clock.tick(FPS)
pygame.display.update()
pygame.quit()