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二十種Python程式碼遊戲原始碼分享

2021-04-02 13:01:46

學Python中,自我感覺學的還不錯的亞子~想做點什麼來練練手,然後我瘋狂的找各種小遊戲的教學原始碼什麼的,於是我就瘋狂的找呀找呀,就找到了一大堆,哈哈哈
畢竟我是從小就有一個遊戲夢,現在就彌補一下自己小時候沒有玩過癮的遊戲補上叭~

提示:愛學習哦,不要沉迷遊戲,平時打發一下無聊時間最好啦

拿走原始碼的還請留言說一下好嗎?不管是想學習的想轉發的想幹啥的,還請都點個贊說一下不,我也找的不容易呀

1、21點數位小遊戲展示:

首先組態檔的原始碼:

'''組態檔'''
import os
 
 
# 一些常數
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')
# 數位卡片
# --數位卡片字型顏色
NUMBERFONT_COLORS = [BLACK, RED]
# --數位卡片背景顏色
NUMBERCARD_COLORS = [MISTYROSE, PALETURQUOISE]
# --數位卡片字型路徑與大小
NUMBERFONT = [FONTPATH, 50]
# --數位卡片位置
NUMBERCARD_POSITIONS = [(25, 50, 150, 200), (225, 50, 150, 200), (425, 50, 150, 200), (625, 50, 150, 200)]
# 運運算元卡片
# --運運算元種類
OPREATORS = ['+', '-', '×', '÷']
# --運運算元卡片字型顏色
OPREATORFONT_COLORS = [BLACK, RED]
# --運運算元卡片背景顏色
OPERATORCARD_COLORS = [MISTYROSE, PALETURQUOISE]
# --運運算元卡片字型路徑與大小
OPERATORFONT = [FONTPATH, 30]
# --運運算元卡片位置
OPERATORCARD_POSITIONS = [(230, 300, 50, 50), (330, 300, 50, 50), (430, 300, 50, 50), (530, 300, 50, 50)]
# 按鈕卡片
# --按鈕型別
BUTTONS = ['RESET', 'ANSWERS', 'NEXT']
# --按鈕卡片字型顏色
BUTTONFONT_COLORS = [BLACK, BLACK]
# --按鈕卡片背景顏色
BUTTONCARD_COLORS = [MISTYROSE, PALETURQUOISE]
# --按鈕卡片字型路徑與大小
BUTTONFONT = [FONTPATH, 30]
# --按鈕卡片位置
BUTTONCARD_POSITIONS = [(25, 400, 700/3, 150), (50+700/3, 400, 700/3, 150), (75+1400/3, 400, 700/3, 150)]
# 螢幕大小
SCREENSIZE = (800, 600)
# 卡片型別
GROUPTYPES = ['NUMBER', 'OPREATOR', 'BUTTON']

遊戲原始碼:

import os
import sys
import pygame
from cfg import *
from modules import *
from fractions import Fraction
 
 
'''檢查控制元件是否被點選'''
def checkClicked(group, mouse_pos, group_type='NUMBER'):
 selected = []
 # 數位卡片/運運算元卡片
 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)
 # 按鈕卡片
 elif group_type == GROUPTYPES[2]:
  for each in group:
   if each.rect.collidepoint(mouse_pos):
    each.is_selected = True
    selected.append(each.attribute)
 # 丟擲異常
 else:
  raise ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *GROUPTYPES))
 return selected
 
 
'''獲取數位精靈組'''
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
 
 
'''獲取運運算元精靈組'''
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
 
 
'''獲取按鈕精靈組'''
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
 
 
'''計算'''
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
 
 
'''在螢幕上顯示資訊'''
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))
 
 
'''主函數'''
def main():
 # 初始化, 匯入必要的遊戲素材
 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點遊戲生成器
 game24_gen = game24Generator()
 game24_gen.generate()
 # 精靈組
 # --數位
 number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
 # --運運算元
 operator_sprites_group = getOperatorSpritesGroup(OPREATORS)
 # --按鈕
 button_sprites_group = getButtonSpritesGroup(BUTTONS)
 # 遊戲主迴圈
 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)
  # 更新數位
  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)
  # 精靈都畫到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())
  # 遊戲勝利
  if is_win:
   showInfo('Congratulations', screen)
  # 遊戲失敗
  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、保衛森林大作戰啦啦

展示:

首先組態檔的原始碼:

'''組態檔'''
import os
 
 
'''螢幕大小'''
SCREENSIZE = (800, 600)
'''圖片路徑'''
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'), 
 },
}
'''地圖路徑'''
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'),
}
'''字型路徑'''
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'),
}
'''不同難度的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'),
}

遊戲原始碼:

import cfg
import pygame
from modules import *
 
 
'''主函數'''
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("塔防遊戲 —— 九歌")
 # 呼叫遊戲開始介面
 start_interface = StartInterface(cfg)
 is_play = start_interface.update(screen)
 if not is_play:
  return
 # 呼叫遊戲介面
 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、超級大的迷宮

展示:

首先組態檔的原始碼:

'''組態檔'''
import os
 
 
'''螢幕大小'''
SCREENSIZE = (800, 625)
'''遊戲素材'''
BGMPATH = os.path.join(os.getcwd(), 'resources/audios/bgm.mp3')
HEROPICPATH = os.path.join(os.getcwd(), 'resources/images/hero.png')
'''FPS'''
FPS = 20
'''塊大小'''
BLOCKSIZE = 15
MAZESIZE = (35, 50) # num_rows * num_cols
BORDERSIZE = (25, 50) # 25 * 2 + 50 * 15 = 800, 50 * 2 + 35 * 15 = 625

遊戲原始碼:

import cfg
import sys
import pygame
from modules import *
 
 
'''主函數'''
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)
 # 開始介面
 Interface(screen, cfg, 'game_start')
 # 記錄關卡數
 num_levels = 0
 # 記錄最少用了多少步通關
 best_scores = 'None'
 # 關卡迴圈切換
 while True:
  num_levels += 1
  clock = pygame.time.Clock()
  screen = pygame.display.set_mode(cfg.SCREENSIZE)
  # --隨機生成關卡地圖
  maze_now = RandomMaze(cfg.MAZESIZE, cfg.BLOCKSIZE, cfg.BORDERSIZE)
  # --生成hero
  hero_now = Hero(cfg.HEROPICPATH, [0, 0], cfg.BLOCKSIZE, cfg.BORDERSIZE)
  # --統計步數
  num_steps = 0
  # --關卡內主迴圈
  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)
   # ----顯示一些資訊
   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))
   # ----判斷遊戲是否勝利
   if (hero_now.coordinate[0] == cfg.MAZESIZE[1] - 1) and (hero_now.coordinate[1] == cfg.MAZESIZE[0] - 1):
    break
   pygame.display.update()
  # --更新最優成績
  if best_scores == 'None':
   best_scores = num_steps
  else:
   if best_scores > num_steps:
    best_scores = num_steps
  # --關卡切換
  Interface(screen, cfg, mode='game_switch')
 
'''run'''
if __name__ == '__main__':
 main(cfg)

...未完

太多了,好累呀!喜歡的就去資源裡面下載吧  大概十幾二十個遊戲原始碼

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