Les produits secs arrivent! ! ! Vingt types de partage de code source de jeu de code Python

En apprenant Python, je sens que je suis un bon élève ~ Je veux faire quelque chose pour pratiquer mes mains, puis j'ai cherché frénétiquement le code source de divers tutoriels de petits jeux, alors j'ai fouillé et cherché frénétiquement, et je l'ai trouvé beaucoup , hahaha.
Après tout, je rêve de jeu depuis que je suis enfant. Maintenant, je peux rattraper les jeux auxquels je n’avais pas joué quand j’étais enfant ~

Conseils: aimez apprendre, ne vous adonnez pas aux jeux, mieux vaut passer le temps ennuyeux

Voudriez-vous s'il vous plaît laisser un message si vous prenez le code source? Peu importe ce que vous voulez apprendre, que vous voulez transmettre, ou ce que vous voulez faire, donnez-moi un coup de pouce et dites non, ce n'est pas facile pour moi de le trouver.

1. Affichage du jeu numérique Blackjack:

Tout d'abord, le code source du fichier de configuration:

'''配置文件'''
import os


# 一些常量
RED = (255, 0, 0)
BLACK = (0, 0, 0)
AZURE = (240, 255, 255)
WHITE = (255, 255, 255)
MISTYROSE = (255, 228, 225)
PALETURQUOISE = (175, 238, 238)
PAPAYAWHIP = (255, 239, 213)
CURRENTPATH = os.getcwd()
FONTPATH = os.path.join(CURRENTPATH, 'resources/fonts/font.TTF')
AUDIOWINPATH = os.path.join(CURRENTPATH, 'resources/audios/win.wav')
AUDIOLOSEPATH = os.path.join(CURRENTPATH, 'resources/audios/lose.wav')
AUDIOWARNPATH = os.path.join(CURRENTPATH, 'resources/audios/warn.wav')
BGMPATH = os.path.join(CURRENTPATH, 'resources/audios/bgm.mp3')
# 数字卡片
# --数字卡片字体颜色
NUMBERFONT_COLORS = [BLACK, RED]
# --数字卡片背景颜色
NUMBERCARD_COLORS = [MISTYROSE, PALETURQUOISE]
# --数字卡片字体路径与大小
NUMBERFONT = [FONTPATH, 50]
# --数字卡片位置
NUMBERCARD_POSITIONS = [(25, 50, 150, 200), (225, 50, 150, 200), (425, 50, 150, 200), (625, 50, 150, 200)]
# 运算符卡片
# --运算符种类
OPREATORS = ['+', '-', '×', '÷']
# --运算符卡片字体颜色
OPREATORFONT_COLORS = [BLACK, RED]
# --运算符卡片背景颜色
OPERATORCARD_COLORS = [MISTYROSE, PALETURQUOISE]
# --运算符卡片字体路径与大小
OPERATORFONT = [FONTPATH, 30]
# --运算符卡片位置
OPERATORCARD_POSITIONS = [(230, 300, 50, 50), (330, 300, 50, 50), (430, 300, 50, 50), (530, 300, 50, 50)]
# 按钮卡片
# --按钮类型
BUTTONS = ['RESET', 'ANSWERS', 'NEXT']
# --按钮卡片字体颜色
BUTTONFONT_COLORS = [BLACK, BLACK]
# --按钮卡片背景颜色
BUTTONCARD_COLORS = [MISTYROSE, PALETURQUOISE]
# --按钮卡片字体路径与大小
BUTTONFONT = [FONTPATH, 30]
# --按钮卡片位置
BUTTONCARD_POSITIONS = [(25, 400, 700/3, 150), (50+700/3, 400, 700/3, 150), (75+1400/3, 400, 700/3, 150)]
# 屏幕大小
SCREENSIZE = (800, 600)
# 卡片类型
GROUPTYPES = ['NUMBER', 'OPREATOR', 'BUTTON']

Code source du jeu:

import os
import sys
import pygame
from cfg import *
from modules import *
from fractions import Fraction


'''检查控件是否被点击'''
def checkClicked(group, mouse_pos, group_type='NUMBER'):
    selected = []
    # 数字卡片/运算符卡片
    if group_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]:
        max_selected = 2 if group_type == GROUPTYPES[0] else 1
        num_selected = 0
        for each in group:
            num_selected += int(each.is_selected)
        for each in group:
            if each.rect.collidepoint(mouse_pos):
                if each.is_selected:
                    each.is_selected = not each.is_selected
                    num_selected -= 1
                    each.select_order = None
                else:
                    if num_selected < max_selected:
                        each.is_selected = not each.is_selected
                        num_selected += 1
                        each.select_order = str(num_selected)
            if each.is_selected:
                selected.append(each.attribute)
    # 按钮卡片
    elif group_type == GROUPTYPES[2]:
        for each in group:
            if each.rect.collidepoint(mouse_pos):
                each.is_selected = True
                selected.append(each.attribute)
    # 抛出异常
    else:
        raise ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *GROUPTYPES))
    return selected


'''获取数字精灵组'''
def getNumberSpritesGroup(numbers):
    number_sprites_group = pygame.sprite.Group()
    for idx, number in enumerate(numbers):
        args = (*NUMBERCARD_POSITIONS[idx], str(number), NUMBERFONT, NUMBERFONT_COLORS, NUMBERCARD_COLORS, str(number))
        number_sprites_group.add(Card(*args))
    return number_sprites_group


'''获取运算符精灵组'''
def getOperatorSpritesGroup(operators):
    operator_sprites_group = pygame.sprite.Group()
    for idx, operator in enumerate(operators):
        args = (*OPERATORCARD_POSITIONS[idx], str(operator), OPERATORFONT, OPREATORFONT_COLORS, OPERATORCARD_COLORS, str(operator))
        operator_sprites_group.add(Card(*args))
    return operator_sprites_group


'''获取按钮精灵组'''
def getButtonSpritesGroup(buttons):
    button_sprites_group = pygame.sprite.Group()
    for idx, button in enumerate(buttons):
        args = (*BUTTONCARD_POSITIONS[idx], str(button), BUTTONFONT, BUTTONFONT_COLORS, BUTTONCARD_COLORS, str(button))
        button_sprites_group.add(Button(*args))
    return button_sprites_group


'''计算'''
def calculate(number1, number2, operator):
    operator_map = {'+': '+', '-': '-', '×': '*', '÷': '/'}
    try:
        result = str(eval(number1+operator_map[operator]+number2))
        return result if '.' not in result else str(Fraction(number1+operator_map[operator]+number2))
    except:
        return None


'''在屏幕上显示信息'''
def showInfo(text, screen):
    rect = pygame.Rect(200, 180, 400, 200)
    pygame.draw.rect(screen, PAPAYAWHIP, rect)
    font = pygame.font.Font(FONTPATH, 40)
    text_render = font.render(text, True, BLACK)
    font_size = font.size(text)
    screen.blit(text_render, (rect.x+(rect.width-font_size[0])/2, rect.y+(rect.height-font_size[1])/2))


'''主函数'''
def main():
    # 初始化, 导入必要的游戏素材
    pygame.init()
    pygame.mixer.init()
    screen = pygame.display.set_mode(SCREENSIZE)
    pygame.display.set_caption('24 point —— 九歌')
    win_sound = pygame.mixer.Sound(AUDIOWINPATH)
    lose_sound = pygame.mixer.Sound(AUDIOLOSEPATH)
    warn_sound = pygame.mixer.Sound(AUDIOWARNPATH)
    pygame.mixer.music.load(BGMPATH)
    pygame.mixer.music.play(-1, 0.0)
    # 24点游戏生成器
    game24_gen = game24Generator()
    game24_gen.generate()
    # 精灵组
    # --数字
    number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
    # --运算符
    operator_sprites_group = getOperatorSpritesGroup(OPREATORS)
    # --按钮
    button_sprites_group = getButtonSpritesGroup(BUTTONS)
    # 游戏主循环
    clock = pygame.time.Clock()
    selected_numbers = []
    selected_operators = []
    selected_buttons = []
    is_win = False
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit(-1)
            elif event.type == pygame.MOUSEBUTTONUP:
                mouse_pos = pygame.mouse.get_pos()
                selected_numbers = checkClicked(number_sprites_group, mouse_pos, 'NUMBER')
                selected_operators = checkClicked(operator_sprites_group, mouse_pos, 'OPREATOR')
                selected_buttons = checkClicked(button_sprites_group, mouse_pos, 'BUTTON')
        screen.fill(AZURE)
        # 更新数字
        if len(selected_numbers) == 2 and len(selected_operators) == 1:
            noselected_numbers = []
            for each in number_sprites_group:
                if each.is_selected:
                    if each.select_order == '1':
                        selected_number1 = each.attribute
                    elif each.select_order == '2':
                        selected_number2 = each.attribute
                    else:
                        raise ValueError('Unknow select_order %s, expect 1 or 2...' % each.select_order)
                else:
                    noselected_numbers.append(each.attribute)
                each.is_selected = False
            for each in operator_sprites_group:
                each.is_selected = False
            result = calculate(selected_number1, selected_number2, *selected_operators)
            if result is not None:
                game24_gen.numbers_now = noselected_numbers + [result]
                is_win = game24_gen.check()
                if is_win:
                    win_sound.play()
                if not is_win and len(game24_gen.numbers_now) == 1:
                    lose_sound.play()
            else:
                warn_sound.play()
            selected_numbers = []
            selected_operators = []
            number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
        # 精灵都画到screen上
        for each in number_sprites_group:
            each.draw(screen, pygame.mouse.get_pos())
        for each in operator_sprites_group:
            each.draw(screen, pygame.mouse.get_pos())
        for each in button_sprites_group:
            if selected_buttons and selected_buttons[0] in ['RESET', 'NEXT']:
                is_win = False
            if selected_buttons and each.attribute == selected_buttons[0]:
                each.is_selected = False
                number_sprites_group = each.do(game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group)
                selected_buttons = []
            each.draw(screen, pygame.mouse.get_pos())
        # 游戏胜利
        if is_win:
            showInfo('Congratulations', screen)
        # 游戏失败
        if not is_win and len(game24_gen.numbers_now) == 1:
            showInfo('Game Over', screen)
        pygame.display.flip()
        clock.tick(30)


'''run'''
if __name__ == '__main__':
    main()

 

2. Combattez pour défendre la forêt

Montrer:

Tout d'abord, le code source du fichier de configuration:

'''配置文件'''
import os


'''屏幕大小'''
SCREENSIZE = (800, 600)
'''图片路径'''
IMAGEPATHS = {
    'choice': {
        'load_game': os.path.join(os.getcwd(), 'resources/images/choice/load_game.png'),
        'map1': os.path.join(os.getcwd(), 'resources/images/choice/map1.png'),
        'map1_black': os.path.join(os.getcwd(), 'resources/images/choice/map1_black.png'),
        'map1_red': os.path.join(os.getcwd(), 'resources/images/choice/map1_red.png'),
        'map2': os.path.join(os.getcwd(), 'resources/images/choice/map2.png'),
        'map2_black': os.path.join(os.getcwd(), 'resources/images/choice/map2_black.png'),
        'map2_red': os.path.join(os.getcwd(), 'resources/images/choice/map2_red.png'),
        'map3': os.path.join(os.getcwd(), 'resources/images/choice/map3.png'),
        'map3_black': os.path.join(os.getcwd(), 'resources/images/choice/map3_black.png'),
        'map3_red': os.path.join(os.getcwd(), 'resources/images/choice/map3_red.png'),
    },
    'end': {
        'gameover': os.path.join(os.getcwd(), 'resources/images/end/gameover.png'),
        'continue_red': os.path.join(os.getcwd(), 'resources/images/end/continue_red.png'),
        'continue_black': os.path.join(os.getcwd(), 'resources/images/end/continue_black.png'),
    },
    'game': {
        'arrow1': os.path.join(os.getcwd(), 'resources/images/game/arrow1.png'), 
        'arrow2': os.path.join(os.getcwd(), 'resources/images/game/arrow2.png'), 
        'arrow3': os.path.join(os.getcwd(), 'resources/images/game/arrow3.png'), 
        'basic_tower': os.path.join(os.getcwd(), 'resources/images/game/basic_tower.png'), 
        'boulder': os.path.join(os.getcwd(), 'resources/images/game/boulder.png'), 
        'bush': os.path.join(os.getcwd(), 'resources/images/game/bush.png'), 
        'cave': os.path.join(os.getcwd(), 'resources/images/game/cave.png'), 
        'dirt': os.path.join(os.getcwd(), 'resources/images/game/dirt.png'), 
        'enemy_blue': os.path.join(os.getcwd(), 'resources/images/game/enemy_blue.png'), 
        'enemy_pink': os.path.join(os.getcwd(), 'resources/images/game/enemy_pink.png'), 
        'enemy_red': os.path.join(os.getcwd(), 'resources/images/game/enemy_red.png'), 
        'enemy_yellow': os.path.join(os.getcwd(), 'resources/images/game/enemy_yellow.png'), 
        'godark': os.path.join(os.getcwd(), 'resources/images/game/godark.png'), 
        'golight': os.path.join(os.getcwd(), 'resources/images/game/golight.png'), 
        'grass': os.path.join(os.getcwd(), 'resources/images/game/grass.png'), 
        'healthfont': os.path.join(os.getcwd(), 'resources/images/game/healthfont.png'), 
        'heavy_tower': os.path.join(os.getcwd(), 'resources/images/game/heavy_tower.png'), 
        'med_tower': os.path.join(os.getcwd(), 'resources/images/game/med_tower.png'), 
        'nexus': os.path.join(os.getcwd(), 'resources/images/game/nexus.png'), 
        'othergrass': os.path.join(os.getcwd(), 'resources/images/game/othergrass.png'), 
        'path': os.path.join(os.getcwd(), 'resources/images/game/path.png'), 
        'rock': os.path.join(os.getcwd(), 'resources/images/game/rock.png'), 
        'tiles': os.path.join(os.getcwd(), 'resources/images/game/tiles.png'), 
        'unitfont': os.path.join(os.getcwd(), 'resources/images/game/unitfont.png'), 
        'water': os.path.join(os.getcwd(), 'resources/images/game/water.png'), 
        'x': os.path.join(os.getcwd(), 'resources/images/game/x.png'), 
    },
    'pause': {
        'gamepaused': os.path.join(os.getcwd(), 'resources/images/pause/gamepaused.png'), 
        'resume_black': os.path.join(os.getcwd(), 'resources/images/pause/resume_black.png'), 
        'resume_red': os.path.join(os.getcwd(), 'resources/images/pause/resume_red.png'), 
    },
    'start': {
        'play_black': os.path.join(os.getcwd(), 'resources/images/start/play_black.png'), 
        'play_red': os.path.join(os.getcwd(), 'resources/images/start/play_red.png'), 
        'quit_black': os.path.join(os.getcwd(), 'resources/images/start/quit_black.png'), 
        'quit_red': os.path.join(os.getcwd(), 'resources/images/start/quit_red.png'), 
        'start_interface': os.path.join(os.getcwd(), 'resources/images/start/start_interface.png'), 
    },
}
'''地图路径'''
MAPPATHS = {
    '1': os.path.join(os.getcwd(), 'resources/maps/1.map'),
    '2': os.path.join(os.getcwd(), 'resources/maps/2.map'),
    '3': os.path.join(os.getcwd(), 'resources/maps/3.map'),
}
'''字体路径'''
FONTPATHS = {
    'Calibri': os.path.join(os.getcwd(), 'resources/fonts/Calibri.ttf'),
    'm04': os.path.join(os.getcwd(), 'resources/fonts/m04.ttf'),
    'Microsoft Sans Serif': os.path.join(os.getcwd(), 'resources/fonts/Microsoft Sans Serif.ttf'),
}
'''不同难度的settings'''
DIFFICULTYPATHS = {
    'easy': os.path.join(os.getcwd(), 'resources/difficulties/easy.json'),
    'hard': os.path.join(os.getcwd(), 'resources/difficulties/hard.json'),
    'medium': os.path.join(os.getcwd(), 'resources/difficulties/medium.json'),
}

Code source du jeu:


import cfg
import pygame
from modules import *


'''主函数'''
def main():
    pygame.init()
    pygame.mixer.init()
    pygame.mixer.music.load(cfg.AUDIOPATHS['bgm'])
    pygame.mixer.music.play(-1, 0.0)
    pygame.mixer.music.set_volume(0.25)
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption("塔防游戏 —— 九歌")
    # 调用游戏开始界面
    start_interface = StartInterface(cfg)
    is_play = start_interface.update(screen)
    if not is_play:
        return
    # 调用游戏界面
    while True:
        choice_interface = ChoiceInterface(cfg)
        map_choice, difficulty_choice = choice_interface.update(screen)
        game_interface = GamingInterface(cfg)
        game_interface.start(screen, map_path=cfg.MAPPATHS[str(map_choice)], difficulty_path=cfg.DIFFICULTYPATHS[str(difficulty_choice)])
        end_interface = EndInterface(cfg)
        end_interface.update(screen)


'''run'''
if __name__ == '__main__':
    main()

3. Super grand labyrinthe

Montrer:

Tout d'abord, le code source du fichier de configuration:

'''配置文件'''
import os


'''屏幕大小'''
SCREENSIZE = (800, 625)
'''游戏素材'''
BGMPATH = os.path.join(os.getcwd(), 'resources/audios/bgm.mp3')
HEROPICPATH = os.path.join(os.getcwd(), 'resources/images/hero.png')
'''FPS'''
FPS = 20
'''块大小'''
BLOCKSIZE = 15
MAZESIZE = (35, 50) # num_rows * num_cols
BORDERSIZE = (25, 50) # 25 * 2 + 50 * 15 = 800, 50 * 2 + 35 * 15 = 625

Code source du jeu:

import cfg
import sys
import pygame
from modules import *


'''主函数'''
def main(cfg):
    # 初始化
    pygame.init()
    pygame.mixer.init()
    pygame.font.init()
    pygame.mixer.music.load(cfg.BGMPATH)
    pygame.mixer.music.play(-1, 0.0)
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption('Maze —— 九歌')
    font = pygame.font.SysFont('Consolas', 15)
    # 开始界面
    Interface(screen, cfg, 'game_start')
    # 记录关卡数
    num_levels = 0
    # 记录最少用了多少步通关
    best_scores = 'None'
    # 关卡循环切换
    while True:
        num_levels += 1
        clock = pygame.time.Clock()
        screen = pygame.display.set_mode(cfg.SCREENSIZE)
        # --随机生成关卡地图
        maze_now = RandomMaze(cfg.MAZESIZE, cfg.BLOCKSIZE, cfg.BORDERSIZE)
        # --生成hero
        hero_now = Hero(cfg.HEROPICPATH, [0, 0], cfg.BLOCKSIZE, cfg.BORDERSIZE)
        # --统计步数
        num_steps = 0
        # --关卡内主循环
        while True:
            dt = clock.tick(cfg.FPS)
            screen.fill((255, 255, 255))
            is_move = False
            # ----↑↓←→控制hero
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit(-1)
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_UP:
                        is_move = hero_now.move('up', maze_now)
                    elif event.key == pygame.K_DOWN:
                        is_move = hero_now.move('down', maze_now)
                    elif event.key == pygame.K_LEFT:
                        is_move = hero_now.move('left', maze_now)
                    elif event.key == pygame.K_RIGHT:
                        is_move = hero_now.move('right', maze_now)
            num_steps += int(is_move)
            hero_now.draw(screen)
            maze_now.draw(screen)
            # ----显示一些信息
            showText(screen, font, 'LEVELDONE: %d' % num_levels, (255, 0, 0), (10, 10))
            showText(screen, font, 'BESTSCORE: %s' % best_scores, (255, 0, 0), (210, 10))
            showText(screen, font, 'USEDSTEPS: %s' % num_steps, (255, 0, 0), (410, 10))
            showText(screen, font, 'S: your starting point    D: your destination', (255, 0, 0), (10, 600))
            # ----判断游戏是否胜利
            if (hero_now.coordinate[0] == cfg.MAZESIZE[1] - 1) and (hero_now.coordinate[1] == cfg.MAZESIZE[0] - 1):
                break
            pygame.display.update()
        # --更新最优成绩
        if best_scores == 'None':
            best_scores = num_steps
        else:
            if best_scores > num_steps:
                best_scores = num_steps
        # --关卡切换
        Interface(screen, cfg, mode='game_switch')


'''run'''
if __name__ == '__main__':
    main(cfg)

...Inachevé

Trop, tellement fatigué! Si vous le souhaitez, rendez-vous dans les ressources pour le télécharger. Il existe une dizaine ou une vingtaine de codes sources du jeu.

Je suppose que tu aimes

Origine blog.csdn.net/weixin_45293202/article/details/115327027
conseillé
Classement