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火遍全网的15个Python的实战项目,你该不会还不知道怎么用吧!

2024-08-14 10:00:05Python资料围观49

文章火遍全网的15个Python的实战项目,你该不会还不知道怎么用吧!分享给大家,欢迎收藏Python资料网,专注分享技术知识

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几个Python小游戏,教你如何通过边打游戏边学编程!

今天给大家带来15个Py小游戏,一定要收藏!

  1. 飞扬的小鸟

  2. Python简易时钟

  3. Python中国象棋

  4. Python吃豆豆小游戏

  5. Python幸运大转盘

  6. Python简易植物大战僵尸

  7. Python2048小游戏

  8. Python俄罗斯方块

  9. Python 烟花

  10. Python 贪吃蛇

  11. Python 数字游戏

  12. 拼图游戏

  13. 滑雪小游戏

  14. 数独游戏

  15. 飞机大战

1.飞扬的小鸟

①游戏介绍:

《flappy bird》是一款由来自越南的独立游戏开发者Dong Nguyen所开发的作品,游戏于2013年5月24日上线,并在2014年2月突然暴红。

游戏规则:

游戏玩法非常简单,通过点击屏幕,使小鸟一直飞并穿过水管的空隙。虽然玩法简单,但是却具有一定的难度,因为要一直控制小鸟飞在适合的高度,以避开障碍。

这篇文章呢,就来分析这个游戏的原理,以及用python做一个简易版的FlappyBird。

②源码分享:


#itbaizhan
import pygame
import sys
import random
 
 
class Bird(object):
    """定义一个鸟类"""
 
    def __init__(self):
        """定义初始化方法"""
        self.birdRect = pygame.Rect(65, 50, 50, 50)  # 鸟的矩形
        # 定义鸟的3种状态列表
        self.birdStatus = [pygame.image.load("images/0.png"),
                           pygame.image.load("images/2.png"),
                           pygame.image.load("images/dead.png")]
        self.status = 0      # 默认飞行状态
        self.birdX = 120     # 鸟所在X轴坐标,即是向右飞行的速度
        self.birdY = 350     # 鸟所在Y轴坐标,即上下飞行高度
        self.jump = False    # 默认情况小鸟自动降落
        self.jumpSpeed = 10  # 跳跃高度
        self.gravity = 5     # 重力
        self.dead = False    # 默认小鸟生命状态为活着
 
    def birdUpdate(self):
        if self.jump:
            # 小鸟跳跃
            self.jumpSpeed -= 1           # 速度递减,上升越来越慢
            self.birdY -= self.jumpSpeed  # 鸟Y轴坐标减小,小鸟上升
        else:
            # 小鸟坠落
            self.gravity += 0.1           # 重力递增,下降越来越快
            self.birdY += self.gravity    # 鸟Y轴坐标增加,小鸟下降
        self.birdRect[1] = self.birdY     # 更改Y轴位置
 
 
class Pipeline(object):
    """定义一个管道类"""
 
    def __init__(self):
        """定义初始化方法"""
        self.wallx = 400  # 管道所在X轴坐标
        self.pineUp = pygame.image.load("images/top.png")
        self.pineDown = pygame.image.load("images/bottom.png")
 
    def updatePipeline(self):
        """"管道移动方法"""
        self.wallx -= 5  # 管道X轴坐标递减,即管道向左移动
        # 当管道运行到一定位置,即小鸟飞越管道,分数加1,并且重置管道
        if self.wallx < -80:
            global score
            score += 1
            self.wallx = 400
 
 
def createMap():
    """定义创建地图的方法"""
    screen.fill((255, 255, 255))     # 填充颜色
    screen.blit(background, (0, 0))  # 填入到背景
 
    # 显示管道
    screen.blit(Pipeline.pineUp, (Pipeline.wallx, -300))   # 上管道坐标位置
    screen.blit(Pipeline.pineDown, (Pipeline.wallx, 500))  # 下管道坐标位置
    Pipeline.updatePipeline()  # 管道移动
 
    # 显示小鸟
    if Bird.dead:              # 撞管道状态
        Bird.status = 2
    elif Bird.jump:            # 起飞状态
        Bird.status = 1
    screen.blit(Bird.birdStatus[Bird.status], (Bird.birdX, Bird.birdY))              # 设置小鸟的坐标
    Bird.birdUpdate()          # 鸟移动
 
    # 显示分数
    screen.blit(font.render('Score:' + str(score), -1, (255, 255, 255)), (100, 50))  # 设置颜色及坐标位置
    pygame.display.update()    # 更新显示
 
 
def checkDead():
    # 上方管子的矩形位置
    upRect = pygame.Rect(Pipeline.wallx, -300,
                         Pipeline.pineUp.get_width() - 10,
                         Pipeline.pineUp.get_height())
 
    # 下方管子的矩形位置
    downRect = pygame.Rect(Pipeline.wallx, 500,
                           Pipeline.pineDown.get_width() - 10,
                           Pipeline.pineDown.get_height())
    # 检测小鸟与上下方管子是否碰撞
    if upRect.colliderect(Bird.birdRect) or downRect.colliderect(Bird.birdRect):
        Bird.dead = True
    # 检测小鸟是否飞出上下边界
    if not 0 < Bird.birdRect[1] < height:
        Bird.dead = True
        return True
    else:
        return False
 
 
def getResutl():
    final_text1 = "Game Over"
    final_text2 = "Your final score is:  " + str(score)
    ft1_font = pygame.font.SysFont("Arial", 70)                                      # 设置第一行文字字体
    ft1_surf = font.render(final_text1, 1, (242, 3, 36))                             # 设置第一行文字颜色
    ft2_font = pygame.font.SysFont("Arial", 50)                                      # 设置第二行文字字体
    ft2_surf = font.render(final_text2, 1, (253, 177, 6))                            # 设置第二行文字颜色
    screen.blit(ft1_surf, [screen.get_width() / 2 - ft1_surf.get_width() / 2, 100])  # 设置第一行文字显示位置
    screen.blit(ft2_surf, [screen.get_width() / 2 - ft2_surf.get_width() / 2, 200])  # 设置第二行文字显示位置
    pygame.display.flip()                                                            # 更新整个待显示的Surface对象到屏幕上
 
 
if __name__ == '__main__':
    """主程序"""
    pygame.init()                            # 初始化pygame
    pygame.font.init()                       # 初始化字体
    font = pygame.font.SysFont("ziti.ttf", 50)  # 设置字体和大小
    size = width, height = 400, 650          # 设置窗口
    screen = pygame.display.set_mode(size)   # 显示窗口
    clock = pygame.time.Clock()              # 设置时钟
    Pipeline = Pipeline()                    # 实例化管道类
    Bird = Bird()                            # 实例化鸟类
    score = 0
    while True:
        clock.tick(30)                       # 每秒执行30次
        # 轮询事件
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            if (event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN) and not Bird.dead:
                Bird.jump = True             # 跳跃
                Bird.gravity = 5             # 重力
                Bird.jumpSpeed = 5             # 跳跃速度,可以自己设置,控制速度
 
 
        background = pygame.image.load("images/background.png")  # 加载背景图片
        if checkDead():                      # 检测小鸟生命状态
            getResutl()                      # 如果小鸟死亡,显示游戏总分数
        else:
            createMap()                      # 创建地图
    pygame.quit()

2.Python简易时钟

源码分享:

'''
itbaizhan
'''
import turtle
import datetime
 
 
'''悬空移动'''
def move(distance):
    turtle.penup()
    turtle.forward(distance)
    turtle.pendown()
 
 
'''创建表针turtle'''
def createHand(name, length):
    turtle.reset()
    move(-length * 0.01)
    turtle.begin_poly()
    turtle.forward(length * 1.01)
    turtle.end_poly()
    hand = turtle.get_poly()
    turtle.register_shape(name, hand)
 
 
'''创建时钟'''
def createClock(radius):
    turtle.reset()
    turtle.pensize(7)
    for i in range(60):
        move(radius)
        if i % 5 == 0:
            turtle.forward(20)
            move(-radius-20)
        else:
            turtle.dot(5)
            move(-radius)
        turtle.right(6)
 
 
'''获得今天是星期几'''
def getWeekday(today):
    return ['星期一', '星期二', '星期三', '星期四', '星期五', '星期六', '星期日'][today.weekday()]
 
 
'''获得今天的日期'''
def getDate(today):
    return '%s年%s月%s日' % (today.year, today.month, today.day)
 
 
'''动态显示表针'''
def startTick(second_hand, minute_hand, hour_hand, printer):
    today = datetime.datetime.today()
    second = today.second + today.microsecond * 1e-6
    minute = today.minute + second / 60.
    hour = (today.hour + minute / 60) % 12
    # 设置朝向
    second_hand.setheading(6 * second)
    minute_hand.setheading(6 * minute)
    hour_hand.setheading(12 * hour)
    turtle.tracer(False)
    printer.forward(65)
    printer.write(getWeekday(today), align='center', font=("Courier", 14, "bold"))
    printer.forward(120)
    printer.write('12', align='center', font=("Courier", 14, "bold"))
    printer.back(250)
    printer.write(getDate(today), align='center', font=("Courier", 14, "bold"))
    printer.back(145)
    printer.write('6', align='center', font=("Courier", 14, "bold"))
    printer.home()
    printer.right(92.5)
    printer.forward(200)
    printer.write('3', align='center', font=("Courier", 14, "bold"))
    printer.left(2.5)
    printer.back(400)
    printer.write('9', align='center', font=("Courier", 14, "bold"))
    printer.home()
    turtle.tracer(True)
    # 100ms调用一次
    turtle.ontimer(lambda: startTick(second_hand, minute_hand, hour_hand, printer), 100)
 
 
'''开始运行时钟'''
def start():
    # 不显示绘制时钟的过程
    turtle.tracer(False)
    turtle.mode('logo')
    createHand('second_hand', 150)
    createHand('minute_hand', 125)
    createHand('hour_hand', 85)
    # 秒, 分, 时
    second_hand = turtle.Turtle()
    second_hand.shape('second_hand')
    minute_hand = turtle.Turtle()
    minute_hand.shape('minute_hand')
    hour_hand = turtle.Turtle()
    hour_hand.shape('hour_hand')
    for hand in [second_hand, minute_hand, hour_hand]:
        hand.shapesize(1, 1, 3)
        hand.speed(0)
    # 用于打印日期等文字
    printer = turtle.Turtle()
    printer.hideturtle()
    printer.penup()
    createClock(160)
    # 开始显示轨迹
    turtle.tracer(True)
    startTick(second_hand, minute_hand, hour_hand, printer)
    turtle.mainloop()
 
 
if __name__ == '__main__':
    start()

3.Python中国象棋

源码分享(部分源码):


#itbaizhan
import pygame
import time
import constants
from button import Button
import pieces
 
import computer
 
class MainGame():
    window = None
    Start_X = constants.Start_X
    Start_Y = constants.Start_Y
    Line_Span = constants.Line_Span
    Max_X = Start_X + 8 * Line_Span
    Max_Y = Start_Y + 9 * Line_Span
 
    player1Color = constants.player1Color
    player2Color = constants.player2Color
    Putdownflag = player1Color
    piecesSelected = None
 
    button_go = None
    piecesList = []
 
    def start_game(self):
        MainGame.window = pygame.display.set_mode([constants.SCREEN_WIDTH, constants.SCREEN_HEIGHT])
        pygame.display.set_caption("天青-中国象棋")
        MainGame.button_go = Button(MainGame.window, "重新开始", constants.SCREEN_WIDTH - 100, 300)  # 创建开始按钮
        self.piecesInit()
 
        while True:
            time.sleep(0.1)
            # 获取事件
            MainGame.window.fill(constants.BG_COLOR)
            self.drawChessboard()
            #MainGame.button_go.draw_button()
            self.piecesDisplay()
            self.VictoryOrDefeat()
            self.Computerplay()
            self.getEvent()
            pygame.display.update()
            pygame.display.flip()
 
    def drawChessboard(self):
        mid_end_y = MainGame.Start_Y + 4 * MainGame.Line_Span
        min_start_y = MainGame.Start_Y + 5 * MainGame.Line_Span
        for i in range(0, 9):
            x = MainGame.Start_X + i * MainGame.Line_Span
            if i==0 or i ==8:
                y = MainGame.Start_Y + i * MainGame.Line_Span
                pygame.draw.line(MainGame.window, constants.BLACK, [x, MainGame.Start_Y], [x, MainGame.Max_Y], 1)
            else:
                pygame.draw.line(MainGame.window, constants.BLACK, [x, MainGame.Start_Y], [x, mid_end_y], 1)
                pygame.draw.line(MainGame.window, constants.BLACK, [x, min_start_y], [x, MainGame.Max_Y], 1)
 
        for i in range(0, 10):
            x = MainGame.Start_X + i * MainGame.Line_Span
            y = MainGame.Start_Y + i * MainGame.Line_Span
            pygame.draw.line(MainGame.window, constants.BLACK, [MainGame.Start_X, y], [MainGame.Max_X, y], 1)
 
        speed_dial_start_x =  MainGame.Start_X + 3 * MainGame.Line_Span
        speed_dial_end_x =  MainGame.Start_X + 5 * MainGame.Line_Span
        speed_dial_y1 = MainGame.Start_Y + 0 * MainGame.Line_Span
        speed_dial_y2 = MainGame.Start_Y + 2 * MainGame.Line_Span
        speed_dial_y3 = MainGame.Start_Y + 7 * MainGame.Line_Span
        speed_dial_y4 = MainGame.Start_Y + 9 * MainGame.Line_Span
 
        pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y1], [speed_dial_end_x, speed_dial_y2], 1)
        pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y2],
                         [speed_dial_end_x, speed_dial_y1], 1)
        pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y3],
                         [speed_dial_end_x, speed_dial_y4], 1)
        pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y4],
                         [speed_dial_end_x, speed_dial_y3], 1)
 
    def piecesInit(self):
        MainGame.piecesList.append(pieces.Rooks(MainGame.player2Color, 0,0))
        MainGame.piecesList.append(pieces.Rooks(MainGame.player2Color,  8, 0))
        MainGame.piecesList.append(pieces.Elephants(MainGame.player2Color,  2, 0))
        MainGame.piecesList.append(pieces.Elephants(MainGame.player2Color,  6, 0))
        MainGame.piecesList.append(pieces.King(MainGame.player2Color, 4, 0))
        MainGame.piecesList.append(pieces.Knighs(MainGame.player2Color,  1, 0))
        MainGame.piecesList.append(pieces.Knighs(MainGame.player2Color,  7, 0))
        MainGame.piecesList.append(pieces.Cannons(MainGame.player2Color,  1, 2))
        MainGame.piecesList.append(pieces.Cannons(MainGame.player2Color, 7, 2))
        MainGame.piecesList.append(pieces.Mandarins(MainGame.player2Color,  3, 0))
        MainGame.piecesList.append(pieces.Mandarins(MainGame.player2Color, 5, 0))
        MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 0, 3))
        MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 2, 3))
        MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 4, 3))
        MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 6, 3))
        MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 8, 3))
 
        MainGame.piecesList.append(pieces.Rooks(MainGame.player1Color,  0, 9))
        MainGame.piecesList.append(pieces.Rooks(MainGame.player1Color,  8, 9))
        MainGame.piecesList.append(pieces.Elephants(MainGame.player1Color, 2, 9))
        MainGame.piecesList.append(pieces.Elephants(MainGame.player1Color, 6, 9))
        MainGame.piecesList.append(pieces.King(MainGame.player1Color,  4, 9))
        MainGame.piecesList.append(pieces.Knighs(MainGame.player1Color, 1, 9))
        MainGame.piecesList.append(pieces.Knighs(MainGame.player1Color, 7, 9))
        MainGame.piecesList.append(pieces.Cannons(MainGame.player1Color,  1, 7))
        MainGame.piecesList.append(pieces.Cannons(MainGame.player1Color,  7, 7))
        MainGame.piecesList.append(pieces.Mandarins(MainGame.player1Color,  3, 9))
        MainGame.piecesList.append(pieces.Mandarins(MainGame.player1Color,  5, 9))
        MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 0, 6))
        MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 2, 6))
        MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 4, 6))
        MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 6, 6))
        MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 8, 6))
 
    def piecesDisplay(self):
        for item in MainGame.piecesList:
            item.displaypieces(MainGame.window)
            #MainGame.window.blit(item.image, item.rect)
 
    def getEvent(self):
        # 获取所有的事件
        eventList = pygame.event.get()
        for event in eventList:
            if event.type == pygame.QUIT:
                self.endGame()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                pos = pygame.mouse.get_pos()
                mouse_x = pos[0]
                mouse_y = pos[1]
                if (
                        mouse_x > MainGame.Start_X - MainGame.Line_Span / 2 and mouse_x < MainGame.Max_X + MainGame.Line_Span / 2) and (
                        mouse_y > MainGame.Start_Y - MainGame.Line_Span / 2 and mouse_y < MainGame.Max_Y + MainGame.Line_Span / 2):
                    # print( str(mouse_x) + "" + str(mouse_y))
                    # print(str(MainGame.Putdownflag))
                    if MainGame.Putdownflag != MainGame.player1Color:
                        return
 
                    click_x = round((mouse_x - MainGame.Start_X) / MainGame.Line_Span)
                    click_y = round((mouse_y - MainGame.Start_Y) / MainGame.Line_Span)
                    click_mod_x = (mouse_x - MainGame.Start_X) % MainGame.Line_Span
                    click_mod_y = (mouse_y - MainGame.Start_Y) % MainGame.Line_Span
                    if abs(click_mod_x - MainGame.Line_Span / 2) >= 5 and abs(
                            click_mod_y - MainGame.Line_Span / 2) >= 5:
                        # print("有效点:x="+str(click_x)+" y="+str(click_y))
                        # 有效点击点
                        self.PutdownPieces(MainGame.player1Color, click_x, click_y)
                else:
                    print("out")
                if MainGame.button_go.is_click():
                    #self.restart()
                    print("button_go click")
                else:
                    print("button_go click out")
 
    def PutdownPieces(self, t, x, y):
        selectfilter=list(filter(lambda cm: cm.x == x and cm.y == y and cm.player == MainGame.player1Color,MainGame.piecesList))
        if len(selectfilter):
            MainGame.piecesSelected = selectfilter[0]
            return
 
        if MainGame.piecesSelected :
            #print("1111")
 
            arr = pieces.listPiecestoArr(MainGame.piecesList)
            if MainGame.piecesSelected.canmove(arr, x, y):
                self.PiecesMove(MainGame.piecesSelected, x, y)
                MainGame.Putdownflag = MainGame.player2Color
        else:
            fi = filter(lambda p: p.x == x and p.y == y, MainGame.piecesList)
            listfi = list(fi)
            if len(listfi) != 0:
                MainGame.piecesSelected = listfi[0]
 
    def PiecesMove(self,pieces,  x , y):
        for item in  MainGame.piecesList:
            if item.x ==x and item.y == y:
                MainGame.piecesList.remove(item)
        pieces.x = x
        pieces.y = y
        print("move to " +str(x) +" "+str(y))
        return True
 
    def Computerplay(self):
        if MainGame.Putdownflag == MainGame.player2Color:
            print("轮到电脑了")
            computermove = computer.getPlayInfo(MainGame.piecesList)
            #if computer==None:
                #return
            piecemove = None
            for item in MainGame.piecesList:
                if item.x == computermove[0] and item.y == computermove[1]:
                    piecemove= item
 
            self.PiecesMove(piecemove, computermove[2], computermove[3])
            MainGame.Putdownflag = MainGame.player1Color
 
    #判断游戏胜利
    def VictoryOrDefeat(self):
        txt =""
        result = [MainGame.player1Color,MainGame.player2Color]
        for item in MainGame.piecesList:
            if type(item) ==pieces.King:
                if item.player == MainGame.player1Color:
                    result.remove(MainGame.player1Color)
                if item.player == MainGame.player2Color:
                    result.remove(MainGame.player2Color)
 
        if len(result)==0:
            return
        if result[0] == MainGame.player1Color :
            txt = "失败!"
        else:
            txt = "胜利!"
        MainGame.window.blit(self.getTextSuface("%s" % txt), (constants.SCREEN_WIDTH - 100, 200))
        MainGame.Putdownflag = constants.overColor
 
    def getTextSuface(self, text):
        pygame.font.init()
        # print(pygame.font.get_fonts())
        font = pygame.font.SysFont('kaiti', 18)
        txt = font.render(text, True, constants.TEXT_COLOR)
        return txt
 
    def endGame(self):
        print("exit")
        exit()
 
if __name__ == '__main__':
    MainGame().start_game()

4.Python吃豆豆小游戏

源码分享(部分源码):

'''
itbaizhan
'''
import os
import sys
import pygame
import Levels
 
 
'''定义一些必要的参数'''
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
PURPLE = (255, 0, 255)
SKYBLUE = (0, 191, 255)
BGMPATH = os.path.join(os.getcwd(), 'resources/sounds/bg.mp3')
ICONPATH = os.path.join(os.getcwd(), 'resources/images/icon.png')
FONTPATH = os.path.join(os.getcwd(), 'resources/font/ALGER.TTF')
HEROPATH = os.path.join(os.getcwd(), 'resources/images/pacman.png')
BlinkyPATH = os.path.join(os.getcwd(), 'resources/images/Blinky.png')
ClydePATH = os.path.join(os.getcwd(), 'resources/images/Clyde.png')
InkyPATH = os.path.join(os.getcwd(), 'resources/images/Inky.png')
PinkyPATH = os.path.join(os.getcwd(), 'resources/images/Pinky.png')
 
 
'''开始某一关游戏'''
def startLevelGame(level, screen, font):
    clock = pygame.time.Clock()
    SCORE = 0
    wall_sprites = level.setupWalls(SKYBLUE)
    gate_sprites = level.setupGate(WHITE)
    hero_sprites, ghost_sprites = level.setupPlayers(HEROPATH, [BlinkyPATH, ClydePATH, InkyPATH, PinkyPATH])
    food_sprites = level.setupFood(YELLOW, WHITE)
    is_clearance = False
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit(-1)
                pygame.quit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    for hero in hero_sprites:
                        hero.changeSpeed([-1, 0])
                        hero.is_move = True
                elif event.key == pygame.K_RIGHT:
                    for hero in hero_sprites:
                        hero.changeSpeed([1, 0])
                        hero.is_move = True
                elif event.key == pygame.K_UP:
                    for hero in hero_sprites:
                        hero.changeSpeed([0, -1])
                        hero.is_move = True
                elif event.key == pygame.K_DOWN:
                    for hero in hero_sprites:
                        hero.changeSpeed([0, 1])
                        hero.is_move = True
            if event.type == pygame.KEYUP:
                if (event.key == pygame.K_LEFT) or (event.key == pygame.K_RIGHT) or (event.key == pygame.K_UP) or (event.key == pygame.K_DOWN):
                    hero.is_move = False
        screen.fill(BLACK)
        for hero in hero_sprites:
            hero.update(wall_sprites, gate_sprites)
        hero_sprites.draw(screen)
        for hero in hero_sprites:
            food_eaten = pygame.sprite.spritecollide(hero, food_sprites, True)
        SCORE += len(food_eaten)
        wall_sprites.draw(screen)
        gate_sprites.draw(screen)
        food_sprites.draw(screen)
        for ghost in ghost_sprites:
            # 幽灵随机运动()
            '''
            res = ghost.update(wall_sprites, None)
            while not res:
                ghost.changeSpeed(ghost.randomDirection())
                res = ghost.update(wall_sprites, None)
            '''
            # 指定幽灵运动路径
            if ghost.tracks_loc[1] < ghost.tracks[ghost.tracks_loc[0]][2]:
                ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2])
                ghost.tracks_loc[1] += 1
            else:
                if ghost.tracks_loc[0] < len(ghost.tracks) - 1:
                    ghost.tracks_loc[0] += 1
                elif ghost.role_name == 'Clyde':
                    ghost.tracks_loc[0] = 2
                else:
                    ghost.tracks_loc[0] = 0
                ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2])
                ghost.tracks_loc[1] = 0
            if ghost.tracks_loc[1] < ghost.tracks[ghost.tracks_loc[0]][2]:
                ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2])
            else:
                if ghost.tracks_loc[0] < len(ghost.tracks) - 1:
                    loc0 = ghost.tracks_loc[0] + 1
                elif ghost.role_name == 'Clyde':
                    loc0 = 2
                else:
                    loc0 = 0
                ghost.changeSpeed(ghost.tracks[loc0][0: 2])
            ghost.update(wall_sprites, None)
        ghost_sprites.draw(screen)
        score_text = font.render("Score: %s" % SCORE, True, RED)
        screen.blit(score_text, [10, 10])
        if len(food_sprites) == 0:
            is_clearance = True
            break
        if pygame.sprite.groupcollide(hero_sprites, ghost_sprites, False, False):
            is_clearance = False
            break
        pygame.display.flip()
        clock.tick(10)
    return is_clearance
 
 
'''显示文字'''
def showText(screen, font, is_clearance, flag=False):
    clock = pygame.time.Clock()
    msg = 'Game Over!' if not is_clearance else 'Congratulations, you won!'
    positions = [[235, 233], [65, 303], [170, 333]] if not is_clearance else [[145, 233], [65, 303], [170, 333]]
    surface = pygame.Surface((400, 200))
    surface.set_alpha(10)
    surface.fill((128, 128, 128))
    screen.blit(surface, (100, 200))
    texts = [font.render(msg, True, WHITE),
             font.render('Press ENTER to continue or play again.', True, WHITE),
             font.render('Press ESCAPE to quit.', True, WHITE)]
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
                pygame.quit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RETURN:
                    if is_clearance:
                        if not flag:
                            return
                        else:
                            main(initialize())
                    else:
                        main(initialize())
                elif event.key == pygame.K_ESCAPE:
                    sys.exit()
                    pygame.quit()
        for idx, (text, position) in enumerate(zip(texts, positions)):
            screen.blit(text, position)
        pygame.display.flip()
        clock.tick(10)
 
 
'''初始化'''
def initialize():
    pygame.init()
    icon_image = pygame.image.load(ICONPATH)
    pygame.display.set_icon(icon_image)
    screen = pygame.display.set_mode([606, 606])
    pygame.display.set_caption('吃豆人')
    return screen
 
 
'''主函数'''
def main(screen):
    pygame.mixer.init()
    pygame.mixer.music.load(BGMPATH)
    pygame.mixer.music.play(-1, 0.0)
    pygame.font.init()
    font_small = pygame.font.Font(FONTPATH, 18)
    font_big = pygame.font.Font(FONTPATH, 24)
    for num_level in range(1, Levels.NUMLEVELS+1):
        if num_level == 1:
            level = Levels.Level1()
            is_clearance = startLevelGame(level, screen, font_small)
            if num_level == Levels.NUMLEVELS:
                showText(screen, font_big, is_clearance, True)
            else:
                showText(screen, font_big, is_clearance)
     
 
'''test'''
if __name__ == '__main__':
    main(initialize())

5.Python幸运大转盘

源码分享(部分源码):


#itbaizhan
import pygame,sys
import math
import random
 
pygame.init()  # 初始化pygame类
screen = pygame.display.set_mode((600, 600))  # 设置窗口大小
pygame.display.set_caption('幸运大转盘')  # 设置窗口标题
tick = pygame.time.Clock()
fps = 10  # 设置刷新率,数字越大刷新率越高
picture = pygame.transform.scale(pygame.image.load("./幸运大转盘.png"), (600, 600))
bg=picture.convert()
picture = pygame.transform.scale(pygame.image.load("./1.png"), (30, 230))
hand = picture.convert_alpha()
 
rewardDict = {
    'first level': (0, 0.03),
    'second level': (0.03, 0.2),
    'third level': (0.2, 1)
}
def rewardFun():
    """用户的得奖等级"""
    # 生成一个0~1之间的随机数
    number = random.random()
    # 判断随机转盘是几等奖
    for k, v in rewardDict.items():
        if v[0] <= number < v[1]:
            return k
 
def start():
    while True:
        for event in pygame.event.get():
 
            # 处理退出事件
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                if (event.key == pygame.K_ESCAPE):
                    pygame.quit()
                    sys.exit()
                else:
                    return
        screen.blit(bg,(0,0))
        newRect = hand.get_rect(center=(300,150))
        screen.blit(hand,newRect)
 
        pygame.draw.circle(screen,(255,255,0),(300,300),50)
 
        textFont = pygame.font.Font("./font.ttf", 80)
        textSurface = textFont.render("go", True, (110, 55, 155))
        screen.blit(textSurface, (270, 230))
        pygame.display.update()
 
def middle():
    angle = 0
    while True:
        posx = 300 + int(150 * math.sin(angle * math.pi / 180))
        posy = 300 - int(150 * math.cos(angle * math.pi / 180))
        print(posx, posy, math.sin(angle * math.pi / 180))
 
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
        screen.blit(bg,(0,0))
 
        newhand = pygame.transform.rotate(hand, -angle)
 
        newRect = newhand.get_rect(center=(posx,posy))
        screen.blit(newhand,newRect)
        pygame.draw.circle(screen,(255,255,0),(300,300),50)
 
        angle += 10
 
        if angle > 500:
            k = rewardFun()
            end(k)
            break
 
        tick.tick(fps)
        pygame.display.flip()  # 刷新窗口
 
 
def end(k):
    textFont = pygame.font.Font("./font.ttf", 50)
    print("恭喜你,你抽中了"+k)
    textSurface = textFont.render("your awards is :%s" % k, True, (110, 55, 155))
    screen.fill((155, 155, 0))
    screen.blit(textSurface, (30, 230))
 
 
if __name__ == '__main__':
    start()
    middle()

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