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Python实现四个经典小游戏合集

程序员文章站 2022-03-05 16:14:18
目录 一、效果展示1、俄罗斯方块2、扫雷3、五子棋4、贪吃蛇二、代码展示1、俄罗斯方块2、扫雷3、五子棋4、贪吃蛇 一、效果展示1、俄罗斯方块这个应该是玩起来最最简单的了…2、扫雷运气好,点了四下都没...

 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其它相关文章!

相关标签: Python 游戏