Python实现四个经典小游戏合集

作者:嗨学编程 时间:2021-08-16 12:17:35 

 一、效果展示

1、俄罗斯方块

Python实现四个经典小游戏合集

这个应该是玩起来最最简单的了…

2、扫雷

Python实现四个经典小游戏合集

运气好,点了四下都没踩雷哈哈…

3、五子棋

Python实现四个经典小游戏合集

我是菜鸡,玩不赢电脑人…

4、贪吃蛇

Python实现四个经典小游戏合集

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

Python实现四个经典小游戏合集

Python实现四个经典小游戏合集

啊这…

那我不吹牛逼了,我们来敲代码吧~

Python实现四个经典小游戏合集

二、代码展示

1、俄罗斯方块

方块部分

这部分代码单独保存py文件,这里我命名为 blocks.py

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

要实现这个功能,只要固定左上角的坐标就可以了。


import random
from collections import namedtuple

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

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

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

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

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

游戏主代码


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

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

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

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

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

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

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

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

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

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

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

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

_draw_background(screen)

_draw_game_area(screen, game_area)

_draw_gridlines(screen)

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

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

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

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

pygame.display.flip()

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

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

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

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

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

if __name__ == '__main__':
   main()

2、扫雷

地雷部分

一样的,单独保存py文件,mineblock.py


import random
from enum import Enum

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

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

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

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

def get_x(self):
       return self._x

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

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

def get_y(self):
       return self._y

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

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

def get_value(self):
       return self._value

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

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

def get_around_mine_count(self):
       return self._around_mine_count

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

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

def get_status(self):
       return self._status

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

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

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

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

def get_block(self):
       return self._block

block = property(fget=get_block)

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

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

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

around = _get_around(x, y)

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

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

return True

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

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

around = _get_around(x, y)

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

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

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

素材

Python实现四个经典小游戏合集

主代码


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

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

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

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

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

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

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

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

bgcolor = (225, 225, 225)   # 背景色

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

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

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

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

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

flag_count = 0
       opened_count = 0

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

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

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

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

pygame.display.update()

if __name__ == '__main__':
   main()

3、五子棋

五子棋就没那么多七七八八的素材和其它代码了


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

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

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

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

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

def _get_checkerboard(self):
       return self._checkerboard

checkerboard = property(_get_checkerboard)

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

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

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

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

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

return count >= 5

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

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

RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10

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

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

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

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

black_win_count = 0
   white_win_count = 0

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

# 画棋盘
       _draw_checkerboard(screen)

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

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

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

pygame.display.flip()

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

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

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

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

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

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

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

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

return Point(x, y)

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

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

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

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

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

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

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

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

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

if space or _space:
           score /= 2

return score

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

if __name__ == '__main__':
   main()

4、贪吃蛇


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

pygame.display.update()

if __name__ == '__main__':
   main()

以上就是Python实现四个经典小游戏合集的详细内容,更多关于Python游戏合集的资料请关注脚本之家其它相关文章!

来源:https://blog.csdn.net/fei347795790/article/details/122085723

标签:Python,游戏
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