python简单小游戏代码200行(python入门小游戏代码20行)
求大神编一个python 200-300行的小游戏(比如贪食蛇 俄罗斯方块 剪刀石头布一类的)求速度 真的 就4天
skier_images = ["skier_down.png", "skier_right1.png", "skier_right2.png",
"skier_left2.png", "skier_left1.png"]
# class for the skier sprite
class SkierClass(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("skier_down.png")
self.rect = self.image.get_rect()
self.rect.center = [320, 100]
self.angle = 0
def turn(self, direction):
# load new image and change speed when the skier turns
self.angle = self.angle + direction
if self.angle -2: self.angle = -2
if self.angle 2: self.angle = 2
center = self.rect.center
self.image = pygame.image.load(skier_images[self.angle])
self.rect = self.image.get_rect()
self.rect.center = center
speed = [self.angle, 6 - abs(self.angle) * 2]
return speed
def move(self, speed):
# move the skier right and left
self.rect.centerx = self.rect.centerx + speed[0]
if self.rect.centerx 20: self.rect.centerx = 20
if self.rect.centerx 620: self.rect.centerx = 620
# class for obstacle sprites (trees and flags)
class ObstacleClass(pygame.sprite.Sprite):
def __init__(self, image_file, location, type):
pygame.sprite.Sprite.__init__(self) #call Sprite initializer
self.image_file = image_file
self.image = pygame.image.load(image_file)
self.location = location
self.rect = self.image.get_rect()
self.rect.center = location
self.type = type
self.passed = False
def scroll(self, terrainPos):
self.rect.centery = self.location[1] - terrainPos
# create one "screen" of terrain: 640 x 640
# use "blocks" of 64 x 64 pixels, so objects aren't too close together
def create_map(start, end):
obstacles = pygame.sprite.Group()
locations = []
gates = pygame.sprite.Group()
for i in range(10): # 10 obstacles per screen
row = random.randint(start, end)
col = random.randint(0, 9)
location = [col * 64 + 20, row * 64 + 20] #center x, y for obstacle
if not (location in locations): # prevent 2 obstacles in the same place
locations.append(location)
type = random.choice(["tree", "flag"])
if type == "tree": img = "skier_tree.png"
elif type == "flag": img = "skier_flag.png"
obstacle = ObstacleClass(img, location, type)
obstacles.add(obstacle)
return obstacles
# redraw the screen, including all sprites
def animate():
screen.fill([255, 255, 255])
pygame.display.update(obstacles.draw(screen))
screen.blit(skier.image, skier.rect)
screen.blit(score_text, [10, 10])
pygame.display.flip()
def updateObstacleGroup(map0, map1):
obstacles = pygame.sprite.Group()
for ob in map0: obstacles.add(ob)
for ob in map1: obstacles.add(ob)
return obstacles
# initialize everything
pygame.init()
screen = pygame.display.set_mode([640,640])
clock = pygame.time.Clock()
skier = SkierClass()
speed = [0, 6]
map_position = 0
points = 0
map0 = create_map(20, 29)
map1 = create_map(10, 19)
activeMap = 0
# group for all obstacles to do collision detection
obstacles = updateObstacleGroup(map0, map1)
# font object for score
font = pygame.font.Font(None, 50)
# main Pygame event loop
while True:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
if event.type == pygame.KEYDOWN: # check for key presses
if event.key == pygame.K_LEFT: # left arrow turns left
speed = skier.turn(-1)
elif event.key == pygame.K_RIGHT: #right arrow turns right
speed = skier.turn(1)
skier.move(speed)
map_position += speed[1] # scroll the terrain
# manage terrain maps, switch between them,
# and create new terrain at the bottom
if map_position =640 and activeMap == 0:
activeMap = 1
map0 = create_map(20, 29)
obstacles = updateObstacleGroup(map0, map1)
if map_position =1280 and activeMap == 1:
activeMap = 0
for ob in map0:
ob.location[1] = ob.location[1] - 1280 # wrap around to top
map_position = map_position - 1280 #
map1 = create_map(10, 19)
obstacles = updateObstacleGroup(map0, map1)
for obstacle in obstacles:
obstacle.scroll(map_position)
# check for hitting trees or getting flags
hit = pygame.sprite.spritecollide(skier, obstacles, False)
if hit:
if hit[0].type == "tree" and not hit[0].passed: #crashed into tree
points = points - 100
skier.image = pygame.image.load("skier_crash.png") # crash image
animate()
pygame.time.delay(1000)
skier.image = pygame.image.load("skier_down.png") # resume skiing
skier.angle = 0
speed = [0, 6]
hit[0].passed = True
elif hit[0].type == "flag" and not hit[0].passed: # got a flag
points += 10
obstacles.remove(hit[0]) # remove the flag
score_text = font.render("Score: " +str(points), 1, (0, 0, 0))
animate()
图片自己找,滑雪人
python简单小游戏代码 怎么用Python制作简单小游戏
1、Python猜拳小游戏代码:
2、import random #导入随机模块
3、
4、num = 1
5、yin_num = 0
6、shu_num = 0
7、while num 2:
12、 print('不能出大于2的值')
13、 else:
14、 data = ['石头', '剪刀', '布']
15、 com = random.randint(0, 2)
16、 print(您出的是{},电脑出的是{}.format(data[user], data[com]))
17、 if user == com:
18、 print('平局')
19、 continue
20、 elif (user == 0 and com == 1) or (user == 1 and com == 2) or (user == 2 and com == 0):
21、 print('你赢了')
22、 yin_num += 1
23、 else:
24、 print('你输了')
25、 shu_num += 1
26、 num += 1
27、Python数字炸弹小游戏代码:
28、import random
29、import time
30、
31、bomb = random.randint(1, 99)
32、print(bomb)
33、start = 0
34、end = 99
35、while 1 == 1:
36、
37、 people = int(input('请输入{}到{}之间的数:'.format(start, end)))
38、 if people bomb:
39、 print('大了')
40、 end = people
41、 elif people bomb:
42、 print('小了')
43、 start = people
44、 else:
45、 print('BOOM!!!')
46、 break
47、 print('等待电脑了输入{}到{}之间的数:'.format(start, end))
48、 time.sleep(1)
49、 com = random.randint(start + 1, end - 1)
50、 print('电脑输入:{}'.format(com))
51、 if com bomb:
52、 print('大了')
53、 end = com
54、 elif com bomb:
55、 print('小了')
56、 start = com
57、 else:
58、 print('BOOM!!!')
59、 break
300行代码,用Python写个飞机大战
春节这些天,闲赋在家,甚是无聊,便萌发了研究经典小 游戏 :飞机大战的念头,想必大家可能玩过微信的这款小 游戏 ,给我的感觉是这款 游戏 怎么可以做得这么好呢,操作简单,容易上手,简直是“老少皆宜”啊~
既然这款 游戏 这么棒,能否自己动手用 Python 来实现呢?事实证明是可以的。
先来看下飞机大战 游戏 最终实现的动态效果图。
在导入pygame之前,需要先使用命令:
进行包模块的安装
(1). __init__初始化方法:
进行 游戏 开始的初始化操作,包含:创建 游戏 窗口,创建 游戏 的敌机,背景等精灵
(2). __create_sprites创建精灵方法:
负责创建不同角色的精灵,并将其添加至精灵组
(3). start_game 游戏 开始方法:
负责播放背景音乐,使用while循环来设置刷新帧率、事件监听、碰撞检测、更新绘制精灵组、更新显示屏幕图像
(4). __event_handler事件监听方法:
负责监听用户在 游戏 界面的操作,例如:关闭 游戏 窗口,左右方向键的移动等
(5). __check_collide碰撞检测方法:
负责检测子弹是否碰撞到敌机,敌机是否碰撞到英雄飞机,然后做出相应的操作
(6). __update_sprites更新精灵方法:
负责各个角色精灵的更新并绘制到屏幕,展示给用户
(7). __game_over 游戏 结束方法:
当检测到碰撞事件的发生,判断是否需要调用该方法来退出 游戏
鼓励大家亲自动手实现一下这个小 游戏 ,还是挺有趣的。代码注释较为详细,在实践过程中,可以仔细阅读以便于加深理解。
用Python写一个简单的小游戏
相信大家都玩过俄罗斯方块吧,应该是小时候的回忆吧,但是想不想了解一下这个程序是怎么写出来的呢,自己写出来的应该玩起来更有感觉吧!
感觉还是蛮好玩吧!
接下来,我就分享一下这个游戏的源码过程啊!
先用python创建一个py文件
定义这次程序所需要的类
然后写出它所需要的模块
画背景图
画网格线
# 画已经落下的方块
# 画单个方块
# 画得分等信息
这样就可以写出来一个十分简单的俄罗斯方块啦,是不是觉得还不错呢!
python有趣的编程代码
class?Point:
??row=0
??col=0
??def?__init__(self,?row,?col):
????self.row=row
????self.col=col
??def?copy(self):
????return?Point(row=self.row,?col=self.col)
#初始框架
import?pygame
import?random
#初始化
pygame.init()
W=800
H=600
ROW=30
COL=40
size=(W,H)
window=pygame.display.set_mode(size)
pygame.display.set_caption('贪吃蛇')
bg_color=(255,255,255)
snake_color=(200,200,200)
head=Point(row=int(ROW/2),?col=int(COL/2))
head_color=(0,128,128)
snakes=[
??Point(row=head.row,?col=head.col+1),
??Point(row=head.row,?col=head.col+2),
??Point(row=head.row,?col=head.col+3)
]
#生成食物
def?gen_food():
??while?1:
????pos=Point(row=random.randint(0,ROW-1),?col=random.randint(0,COL-1))
????#
????is_coll=False
????#是否跟蛇碰上了
????if?head.row==pos.row?and?head.col==pos.col:
??????is_coll=True
????#蛇身子
????for?snake?in?snakes:
??????if?snake.row==pos.row?and?snake.col==pos.col:
????????is_coll=True
????????break
????if?not?is_coll:
??????break
??return?pos
#定义坐标
food=gen_food()
food_color=(255,255,0)
direct='left'???????#left,right,up,down
#
def?rect(point,?color):
??cell_width=W/COL
??cell_height=H/ROW
??left=point.col*cell_width
??top=point.row*cell_height
??pygame.draw.rect(
????window,?color,
????(left,?top,?cell_width,?cell_height)
??)
??pass
#游戏循环
quit=True
clock=pygame.time.Clock()
while?quit:
??#处理事件
??for?event?in?pygame.event.get():
????if?event.type==pygame.QUIT:
??????quit=False
????elif?event.type==pygame.KEYDOWN:
??????if?event.key==273?or?event.key==119:
????????if?direct=='left'?or?direct=='right':
??????????direct='up'
??????elif?event.key==274?or?event.key==115:
????????if?direct?==?'left'?or?direct?==?'right':
??????????direct='down'
??????elif?event.key==276?or?event.key==97:
????????if?direct?==?'up'?or?direct?==?'down':
??????????direct='left'
??????elif?event.key==275?or?event.key==100:
????????if?direct?==?'up'?or?direct?==?'down':
??????????direct='right'
??#吃东西
??eat=(head.row==food.row?and?head.col==food.col)
??#重新产生食物
??if?eat:
????food?=?gen_food()
??#处理身子
??#1.把原来的头,插入到snakes的头上
??snakes.insert(0,?head.copy())
??#2.把snakes的最后一个删掉
??if?not?eat:
????snakes.pop()
??#移动
??if?direct=='left':
????head.col-=1
??elif?direct=='right':
????head.col+=1
??elif?direct=='up':
????head.row-=1
??elif?direct=='down':
????head.row+=1
??#检测
??dead=False
??#1.撞墙
??if?head.col0?or?head.row0?or?head.col=COL?or?head.row=ROW:
????dead=True
??#2.撞自己
??for?snake?in?snakes:
????if?head.col==snake.col?and?head.row==snake.row:
??????dead=True
??????break
??if?dead:
????print('死了')
????quit=False
??#渲染——画出来
??#背景
??pygame.draw.rect(window,?bg_color,?(0,0,W,H))
??#蛇头
??for?snake?in?snakes:
????rect(snake,?snake_color)
??rect(head,?head_color)
??rect(food,?food_color)
??#
??pygame.display.flip()
??#设置帧频(速度)
??clock.tick(8)
#收尾工作
这是一个简易版贪吃蛇的代码,虽然结构简单,但是该有的功能都是完整的,可玩性也不错
求个Python小游戏
浅浅的笑着:“我会带着你的孩子,
顚节进入
Python程序开发之简单小程序实例 (11)小 游戏 -跳动的小球 一、项目功能 用户控制挡板来阻挡跳动的小球。 二、项目分析 根据项目功能自定义两个类,一个用于控制小球在窗体中的运动,一个用于接收用户按下左右键时,挡板在窗体中的运动。在控制小球的类中,我们还需要考虑当小球下降时,碰到挡板时的位置判断。 三、程序源代码 源码部分截图: 源码: #!/usr/bin/python3.6 # -*- coding: GBK -*- #导入相应模块 from tkinter import * import random import time #自定义小球的类 Ball class Ball: # 初始化 def __init__(self,canvas,paddle,color): #传递画布值 self.canvas=canvas #传递挡板值 self.paddle=paddle #画圆并且保存其ID self.id=canvas.create_oval(10,10,25,25,fill=color) self.canvas.move(self.id,245,100) #小球的水平位置起始列表 start=[-3,-2,-1,1,2,3] #随机化位置列表 random.shuffle(start) self.x=start[0] self.y=-2 self.canvas_heigh=self.canvas.winfo_height()#获取窗口高度并保存 self.canvas_width=self.canvas.winfo_width() #根据参数值绘制小球 def draw(self): self.canvas.move(self.id,self.x,self.y) pos=self.canvas.coords(self.id)#返回相应ID代表的图形的当前坐标(左上角和右上角坐标) #使得小球不会超出窗口 pad=self.canvas.coords(self.paddle.id)#获取小球挡板的坐标 if pos[1]=self.canvas_heigh or(pos[3]=pad[1] and pos[2]=pad[0] and pos[2]