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Python 编写小游戏教程:7 个经典案例源码

整理了七个使用 Python 开发的小游戏完整代码示例,涵盖小恐龙、消消乐、俄罗斯方块、贪吃蛇、24 点、外星人入侵及井字棋。内容涉及 Pygame、PyQt5 及 Tkinter 等图形库的应用,包含游戏主循环、碰撞检测、UI 交互等核心逻辑,适合初学者练习编程与游戏开发基础。

GitMaster发布于 2025/2/7更新于 2026/10/25116 浏览
Python 编写小游戏教程:7 个经典案例源码

前言

本文介绍如何使用 Python 编写简单的小游戏,并提供多个经典案例的完整代码示例。

1. 小恐龙

玩法:上下控制起跳躲避

import cfg
import sys
import random
import pygame
from modules import *

def main(highest_score):
    # 游戏初始化
    pygame.init()
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption('Dinosaur')
    # 导入所有声音文件
    sounds = {}
    for key, value in cfg.AUDIO_PATHS.items():
        sounds[key] = pygame.mixer.Sound(value)
    # 游戏开始界面
    GameStartInterface(screen, sounds, cfg)
    # 定义一些游戏中必要的元素和变量
    score = 0
    score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(534, 15), bg_color=cfg.BACKGROUND_COLOR)
    highest_score = highest_score
    highest_score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(435, 15), bg_color=cfg.BACKGROUND_COLOR, is_highest=True)
    dino = Dinosaur(cfg.IMAGE_PATHS['dino'])
    ground = Ground(cfg.IMAGE_PATHS['ground'], position=(0, cfg.SCREENSIZE[1]))
    cloud_sprites_group = pygame.sprite.Group()
    cactus_sprites_group = pygame.sprite.Group()
    ptera_sprites_group = pygame.sprite.Group()
    add_obstacle_timer = 0
    score_timer = 0
    # 游戏主循环
    clock = pygame.time.Clock()
    while True:
        for event in pygame.event.get():
             event. == pygame.QUIT:
                pygame.quit()
                sys.exit()
             event. == pygame.KEYDOWN:
                 event.key == pygame.K_SPACE  event.key == pygame.K_UP:
                    dino.jump(sounds)
                 event.key == pygame.K_DOWN:
                    dino.duck()
             event. == pygame.KEYUP  event.key == pygame.K_DOWN:
                dino.unduck()
        screen.fill(cfg.BACKGROUND_COLOR)
        
         (cloud_sprites_group) <   random.randrange(, ) == :
            cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS[], position=(cfg.SCREENSIZE[], random.randrange(, ))))
        
        add_obstacle_timer += 
         add_obstacle_timer > random.randrange(, ):
            add_obstacle_timer = 
            random_value = random.randrange(, )
             random_value >=   random_value <= :
                cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS[]))
            :
                position_ys = [cfg.SCREENSIZE[]*, cfg.SCREENSIZE[]*, cfg.SCREENSIZE[]*, cfg.SCREENSIZE[]*]
                ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS[], position=(, random.choice(position_ys))))
        
        dino.update()
        ground.update()
        cloud_sprites_group.update()
        cactus_sprites_group.update()
        ptera_sprites_group.update()
        score_timer += 
         score_timer > (cfg.FPS//):
            score_timer = 
            score += 
            score = (score, )
             score > highest_score:
                highest_score = score
             score %  == :
                sounds[].play()
             score %  == :
                ground.speed -= 
                 item  cloud_sprites_group:
                    item.speed -= 
                 item  cactus_sprites_group:
                    item.speed -= 
                 item  ptera_sprites_group:
                    item.speed -= 
        
         item  cactus_sprites_group:
             pygame.sprite.collide_mask(dino, item):
                dino.die(sounds)
         item  ptera_sprites_group:
             pygame.sprite.collide_mask(dino, item):
                dino.die(sounds)
        
        dino.draw(screen)
        ground.draw(screen)
        cloud_sprites_group.draw(screen)
        cactus_sprites_group.draw(screen)
        ptera_sprites_group.draw(screen)
        score_board.(score)
        highest_score_board.(highest_score)
        score_board.draw(screen)
        highest_score_board.draw(screen)
        
        pygame.display.update()
        clock.tick(cfg.FPS)
        
         dino.is_dead:
            
    
     GameEndInterface(screen, cfg), highest_score

 __name__ == :
    highest_score = 
     :
        flag, highest_score = main(highest_score)
          flag: 
if
type
elif
type
if
or
elif
elif
type
and
# --随机添加云
if
len
5
and
0
300
10
'cloud'
0
30
75
# --随机添加仙人掌/飞龙
1
if
50
150
0
0
10
if
5
and
7
'cacti'
else
1
0.82
1
0.75
1
0.60
1
0.20
'ptera'
600
# --更新游戏元素
1
if
12
0
1
min
99999
if
if
100
0
'point'
if
1000
0
1
for
in
1
for
in
1
for
in
1
# --碰撞检测
for
in
if
for
in
if
# --将游戏元素画到屏幕上
set
set
# --更新屏幕
# --游戏是否结束
if
break
# 游戏结束界面
return
if
'__main__'
0
while
True
if
not
break

2. 消消乐

玩法:三个相连就能消除

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

def main():
    pygame.init()
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption('Gemgem')
    # 加载背景音乐
    pygame.mixer.init()
    pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, "resources/audios/bg.mp3"))
    pygame.mixer.music.set_volume(0.6)
    pygame.mixer.music.play(-1)
    # 加载音效
    sounds = {}
    sounds['mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/badswap.wav'))
    sounds['match'] = []
    for i in range(6):
        sounds['match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/match%s.wav' % i)))
    # 加载字体
    font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25)
    # 图片加载
    gem_imgs = []
    for i in range(1, 8):
        gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i))
    # 主循环
    game = gemGame(screen, sounds, font, gem_imgs, cfg)
    while True:
        score = game.start()
        flag = False
        # 一轮游戏结束后玩家选择重玩或者退出
        while True:
            for event in pygame.event.get():
                if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE):
                    pygame.quit()
                    sys.exit()
                elif event.type == pygame.KEYUP and event.key == pygame.K_r:
                    flag = True
            if flag:
                break
            screen.fill((135, 206, 235))
            text0 = 'Final score: %s' % score
            text1 = 'Press <R> to restart the game.'
            text2 = 'Press <Esc> to quit the game.'
            y = 150
            for idx, text in enumerate([text0, text1, text2]):
                text_render = font.render(text, 1, (85, 65, 0))
                rect = text_render.get_rect()
                if idx == 0:
                    rect.left, rect.top = (212, y)
                elif idx == 1:
                    rect.left, rect.top = (122.5, y)
                else:
                    rect.left, rect.top = (126.5, y)
                y += 100
                screen.blit(text_render, rect)
            pygame.display.update()
        game.reset()

if __name__ == '__main__':
    main()

3. 俄罗斯方块

玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的。

import os
import sys
import random
from modules import *
from PyQt5.QtGui import *
from PyQt5.QtCore import *
from PyQt5.QtWidgets import *

class TetrisGame(QMainWindow):
    def __init__(self, parent=None):
        super(TetrisGame, self).__init__(parent)
        self.is_paused = False
        self.is_started = False
        self.initUI()

    def initUI(self):
        self.setWindowIcon(QIcon(os.path.join(os.getcwd(), 'resources/icon.jpg')))
        self.grid_size = 22
        self.fps = 200
        self.timer = QBasicTimer()
        self.setFocusPolicy(Qt.StrongFocus)
        layout_horizontal = QHBoxLayout()
        self.inner_board = InnerBoard()
        self.external_board = ExternalBoard(self, self.grid_size, self.inner_board)
        layout_horizontal.addWidget(self.external_board)
        self.side_panel = SidePanel(self, self.grid_size, self.inner_board)
        layout_horizontal.addWidget(self.side_panel)
        self.status_bar = self.statusBar()
        self.external_board.score_signal[str].connect(self.status_bar.showMessage)
        self.start()
        self.center()
        self.setWindowTitle('Tetris')
        self.show()
        self.setFixedSize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height())

    def center(self):
        screen = QDesktopWidget().screenGeometry()
        size = self.geometry()
        self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)

    def updateWindow(self):
        self.external_board.updateData()
        self.side_panel.updateData()
        self.update()

    def start(self):
        if self.is_started:
            return
        self.is_started = True
        self.inner_board.createNewTetris()
        self.timer.start(self.fps, self)

    def pause(self):
        if not self.is_started:
            return
        self.is_paused = not self.is_paused
        if self.is_paused:
            self.timer.stop()
            self.external_board.score_signal.emit('Paused')
        else:
            self.timer.start(self.fps, self)
        self.updateWindow()

    def timerEvent(self, event):
        if event.timerId() == self.timer.timerId():
            removed_lines = self.inner_board.moveDown()
            self.external_board.score += removed_lines
            self.updateWindow()
        else:
            super(TetrisGame, self).timerEvent(event)

    def keyPressEvent(self, event):
        if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty:
            super(TetrisGame, self).keyPressEvent(event)
            return
        key = event.key()
        if key == Qt.Key_P:
            self.pause()
            return
        if self.is_paused:
            return
        elif key == Qt.Key_Left:
            self.inner_board.moveLeft()
        elif key == Qt.Key_Right:
            self.inner_board.moveRight()
        elif key == Qt.Key_Up:
            self.inner_board.rotateAnticlockwise()
        elif key == Qt.Key_Space:
            self.external_board.score += self.inner_board.dropDown()
        else:
            super(TetrisGame, self).keyPressEvent(event)
        self.updateWindow()

if __name__ == '__main__':
    app = QApplication([])
    tetris = TetrisGame()
    sys.exit(app.exec_())

4. 贪吃蛇

玩法:童年经典,普通模式没啥意思,小时候玩的也是加速的。

import cfg
import sys
import pygame
from modules import *

def main(cfg):
    pygame.init()
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption('Greedy Snake')
    clock = pygame.time.Clock()
    pygame.mixer.music.load(cfg.BGMPATH)
    pygame.mixer.music.play(-1)
    snake = Snake(cfg)
    apple = Apple(cfg, snake.coords)
    score = 0
    while True:
        screen.fill(cfg.BLACK)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                if event.key in [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]:
                    snake.setDirection({pygame.K_UP: 'up', pygame.K_DOWN: 'down', pygame.K_LEFT: 'left', pygame.K_RIGHT: 'right'}[event.key])
        if snake.update(apple):
            apple = Apple(cfg, snake.coords)
            score += 1
        if snake.isgameover: break
        drawGameGrid(cfg, screen)
        snake.draw(screen)
        apple.draw(screen)
        showScore(cfg, score, screen)
        pygame.display.update()
        clock.tick(cfg.FPS)
    return endInterface(screen, cfg)

if __name__ == '__main__':
    while True:
        if not main(cfg):
            break

5. 平衡木(24 点)

玩法:也是小时候的经典

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

def checkClicked(group, mouse_pos, group_type='NUMBER'):
   selected = []
   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)
   elif group_type == GROUPTYPES[2]:
       for each in group:
           if each.rect.collidepoint(mouse_pos):
               each.is_selected = True
               selected.append(each.attribute)
   else:
       raise ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *GROUPTYPES))
   return selected

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

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

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

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

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))

def main():
   pygame.init()
   pygame.mixer.init()
   screen = pygame.display.set_mode(SCREENSIZE)
   pygame.display.set_caption('24 point')
   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)
   game24_gen = game24Generator()
   game24_gen.generate()
   number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
   operator_sprites_group = getOperatorSpritesGroup(OPREATORS)
   button_sprites_group = getButtonSpritesGroup(BUTTONS)
   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)
       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)
       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())
       if is_win:
           showInfo('Congratulations', screen)
       if not is_win and len(game24_gen.numbers_now) == 1:
           showInfo('Game Over', screen)
       pygame.display.flip()
       clock.tick(30)

if __name__ == '__main__':
   main()

6. 外星人入侵

玩法:这让我想起了魂斗罗那第几关的 boss,有点类似,不过魂斗罗那个难度肯定高点。

import os
import sys
import cfg
import random
import pygame
from modules import *

def startGame(screen):
   clock = pygame.time.Clock()
   font = pygame.font.SysFont('arial', 18)
   if not os.path.isfile('score'):
       f = open('score', 'w')
       f.write('0')
       f.close()
   with open('score', 'r') as f:
       highest_score = int(f.read().strip())
   enemies_group = pygame.sprite.Group()
   for i in range(55):
       if i < 11:
           enemy = enemySprite('small', i, cfg.WHITE, cfg.WHITE)
       elif i < 33:
           enemy = enemySprite('medium', i, cfg.WHITE, cfg.WHITE)
       else:
           enemy = enemySprite('large', i, cfg.WHITE, cfg.WHITE)
       enemy.rect.x = 85 + (i % 11) * 50
       enemy.rect.y = 120 + (i // 11) * 45
       enemies_group.add(enemy)
   boomed_enemies_group = pygame.sprite.Group()
   en_bullets_group = pygame.sprite.Group()
   ufo = ufoSprite(color=cfg.RED)
   myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE)
   my_bullets_group = pygame.sprite.Group()
   enemy_move_count = 24
   enemy_move_interval = 24
   enemy_move_flag = False
   enemy_change_direction_count = 0
   enemy_change_direction_interval = 60
   enemy_need_down = False
   enemy_move_right = True
   enemy_need_move_row = 6
   enemy_max_row = 5
   enemy_shot_interval = 100
   enemy_shot_count = 0
   enemy_shot_flag = False
   running = True
   is_win = False
   while running:
       screen.fill(cfg.BLACK)
       for event in pygame.event.get():
           if event.type == pygame.QUIT:
               pygame.quit()
               sys.exit()
           if event.type == pygame.KEYDOWN:
               if event.key == pygame.K_ESCAPE:
                   pygame.quit()
                   sys.exit()
           if event.type == pygame.MOUSEBUTTONDOWN:
               my_bullet = myaircraft.shot()
               if my_bullet:
                   my_bullets_group.add(my_bullet)
       for enemy in enemies_group:
           if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None):
               boomed_enemies_group.add(enemy)
               enemies_group.remove(enemy)
               myaircraft.score += enemy.reward
       if pygame.sprite.spritecollide(ufo, my_bullets_group, True, None):
           ufo.is_dead = True
           myaircraft.score += ufo.reward
       enemy_shot_count += 1
       if enemy_shot_count > enemy_shot_interval:
           enemy_shot_flag = True
           enemies_survive_list = [enemy.number for enemy in enemies_group]
           shot_number = random.choice(enemies_survive_list)
           enemy_shot_count = 0
       enemy_move_count += 1
       if enemy_move_count > enemy_move_interval:
           enemy_move_count = 0
           enemy_move_flag = True
           enemy_need_move_row -= 1
           if enemy_need_move_row == 0:
               enemy_need_move_row = enemy_max_row
           enemy_change_direction_count += 1
           if enemy_change_direction_count > enemy_change_direction_interval:
               enemy_change_direction_count = 1
               enemy_move_right = not enemy_move_right
               enemy_need_down = True
               enemy_move_interval = max(15, enemy_move_interval-3)
               enemy_shot_interval = max(50, enemy_move_interval-10)
       for enemy in enemies_group:
           if enemy_shot_flag:
               if enemy.number == shot_number:
                   en_bullet = enemy.shot()
                   en_bullets_group.add(en_bullet)
           if enemy_move_flag:
               if enemy.number in range((enemy_need_move_row-1)*11, enemy_need_move_row*11):
                   if enemy_move_right:
                       enemy.update('right', cfg.SCREENSIZE[1])
                   else:
                       enemy.update('left', cfg.SCREENSIZE[1])
           else:
               enemy.update(None, cfg.SCREENSIZE[1])
           if enemy_need_down:
               if enemy.update('down', cfg.SCREENSIZE[1]):
                   running = False
                   is_win = False
               enemy.change_count -= 1
           enemy.draw(screen)
       enemy_move_flag = False
       enemy_need_down = False
       enemy_shot_flag = False
       for boomed_enemy in boomed_enemies_group:
           if boomed_enemy.boom(screen):
               boomed_enemies_group.remove(boomed_enemy)
               del boomed_enemy
       if not myaircraft.one_dead:
           if pygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None):
               myaircraft.one_dead = True
       if myaircraft.one_dead:
           if myaircraft.boom(screen):
               myaircraft.resetBoom()
               myaircraft.num_life -= 1
               if myaircraft.num_life < 1:
                   running = False
                   is_win = False
       else:
           myaircraft.update(cfg.SCREENSIZE[0])
           myaircraft.draw(screen)
       if (not ufo.has_boomed) and (ufo.is_dead):
           if ufo.boom(screen):
               ufo.has_boomed = True
       else:
           ufo.update(cfg.SCREENSIZE[0])
           ufo.draw(screen)
       for bullet in my_bullets_group:
           if bullet.update():
               my_bullets_group.remove(bullet)
               del bullet
           else:
               bullet.draw(screen)
       for bullet in en_bullets_group:
           if bullet.update(cfg.SCREENSIZE[1]):
               en_bullets_group.remove(bullet)
               del bullet
           else:
               bullet.draw(screen)
       if myaircraft.score > highest_score:
           highest_score = myaircraft.score
       if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score):
           myaircraft.old_score = myaircraft.score
           myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life)
       if len(enemies_group) < 1:
           is_win = True
           running = False
       showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8)
       showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)
       showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8)
       showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)
       showText(screen, 'HIGHEST: ', cfg.WHITE, font, 540, 8)
       showText(screen, str(highest_score), cfg.WHITE, font, 540, 24)
       showText(screen, 'FPS: ' + str(int(clock.get_fps())), cfg.RED, font, 8, 8)
       showLife(screen, myaircraft.num_life, cfg.GREEN)
       pygame.display.update()
       clock.tick(cfg.FPS)
   with open('score', 'w') as f:
       f.write(str(highest_score))
   return is_win

def main():
   pygame.init()
   pygame.display.set_caption('Alien Invasion')
   screen = pygame.display.set_mode(cfg.SCREENSIZE)
   pygame.mixer.init()
   pygame.mixer.music.load(cfg.BGMPATH)
   pygame.mixer.music.set_volume(0.4)
   pygame.mixer.music.play(-1)
   while True:
       is_win = startGame(screen)
       endInterface(screen, cfg.BLACK, is_win)

if __name__ == '__main__':
   main()

7. 井字棋

玩法:我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。

from tkinter import *
import tkinter.messagebox as msg

root = Tk()
root.title('TIC-TAC-TOE---Project Gurukul')
Label(root, text="player1 : X", font="times 15").grid(row=0, column=1)
Label(root, text="player2 : O", font="times 15").grid(row=0, column=2)

digits = [1, 2, 3, 4, 5, 6, 7, 8, 9]
mark = ''
count = 0
panels = ["panel"] * 10

def win(panels, sign):
    return ((panels[1] == panels[2] == panels[3] == sign)
            or (panels[1] == panels[4] == panels[7] == sign)
            or (panels[1] == panels[5] == panels[9] == sign)
            or (panels[2] == panels[5] == panels[8] == sign)
            or (panels[3] == panels[6] == panels[9] == sign)
            or (panels[3] == panels[5] == panels[7] == sign)
            or (panels[4] == panels[5] == panels[6] == sign)
            or (panels[7] == panels[8] == panels[9] == sign))

def checker(digit):
    global count, mark, digits
    if digit == 1 and digit in digits:
        digits.remove(digit)
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
        button1.config(text=mark)
        count = count + 1
        sign = mark
        if (win(panels, sign) and sign == 'X'):
            msg.showinfo("Result", "Player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'O'):
            msg.showinfo("Result", "Player2 wins")
            root.destroy()
    if digit == 2 and digit in digits:
        digits.remove(digit)
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
        button2.config(text=mark)
        count = count + 1
        sign = mark
        if (win(panels, sign) and sign == 'X'):
            msg.showinfo("Result", "Player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'O'):
            msg.showinfo("Result", "Player2 wins")
            root.destroy()
    if digit == 3 and digit in digits:
        digits.remove(digit)
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
        button3.config(text=mark)
        count = count + 1
        sign = mark
        if (win(panels, sign) and sign == 'X'):
            msg.showinfo("Result", "Player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'O'):
            msg.showinfo("Result", "Player2 wins")
            root.destroy()
    if digit == 4 and digit in digits:
        digits.remove(digit)
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
        button4.config(text=mark)
        count = count + 1
        sign = mark
        if (win(panels, sign) and sign == 'X'):
            msg.showinfo("Result", "Player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'O'):
            msg.showinfo("Result", "Player2 wins")
            root.destroy()
    if digit == 5 and digit in digits:
        digits.remove(digit)
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
        button5.config(text=mark)
        count = count + 1
        sign = mark
        if (win(panels, sign) and sign == 'X'):
            msg.showinfo("Result", "Player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'O'):
            msg.showinfo("Result", "Player2 wins")
            root.destroy()
    if digit == 6 and digit in digits:
        digits.remove(digit)
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
        button6.config(text=mark)
        count = count + 1
        sign = mark
        if (win(panels, sign) and sign == 'X'):
            msg.showinfo("Result", "Player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'O'):
            msg.showinfo("Result", "Player2 wins")
            root.destroy()
    if digit == 7 and digit in digits:
        digits.remove(digit)
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
        button7.config(text=mark)
        count = count + 1
        sign = mark
        if (win(panels, sign) and sign == 'X'):
            msg.showinfo("Result", "Player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'O'):
            msg.showinfo("Result", "Player2 wins")
            root.destroy()
    if digit == 8 and digit in digits:
        digits.remove(digit)
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
        button8.config(text=mark)
        count = count + 1
        sign = mark
        if (win(panels, sign) and sign == 'X'):
            msg.showinfo("Result", "Player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'O'):
            msg.showinfo("Result", "Player2 wins")
            root.destroy()
    if digit == 9 and digit in digits:
        digits.remove(digit)
        if count % 2 == 0:
            mark = 'X'
            panels[digit] = mark
        elif count % 2 != 0:
            mark = 'O'
            panels[digit] = mark
        button9.config(text=mark)
        count = count + 1
        sign = mark
        if (win(panels, sign) and sign == 'X'):
            msg.showinfo("Result", "Player1 wins")
            root.destroy()
        elif (win(panels, sign) and sign == 'O'):
            msg.showinfo("Result", "Player2 wins")
            root.destroy()
    if (count > 8 and win(panels, 'X') == False and win(panels, 'O') == False):
        msg.showinfo("Result", "Match Tied")
        root.destroy()

button1 = Button(root, width=15, font=('Times 16 bold'), height=7, command=lambda: checker(1))
button1.grid(row=1, column=1)
button2 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(2))
button2.grid(row=1, column=2)
button3 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(3))
button3.grid(row=1, column=3)
button4 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(4))
button4.grid(row=2, column=1)
button5 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(5))
button5.grid(row=2, column=2)
button6 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(6))
button6.grid(row=2, column=3)
button7 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(7))
button7.grid(row=3, column=1)
button8 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(8))
button8.grid(row=3, column=2)
button9 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(9))
button9.grid(row=3, column=3)

root.mainloop()

目录

  1. 前言
  2. 1. 小恐龙
  3. 2. 消消乐
  4. 3. 俄罗斯方块
  5. 4. 贪吃蛇
  6. 5. 平衡木(24 点)
  7. 6. 外星人入侵
  8. 7. 井字棋

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