2021-05-12 14:32:11
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
到此這篇關於二十種Python程式碼遊戲原始碼分享的文章就介紹到這了,更多相關Python遊戲原始碼內容請搜尋it145.com以前的文章或繼續瀏覽下面的相關文章希望大家以後多多支援it145.com!
相關文章