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【pygame游戲開(kāi)發(fā)】這幾個(gè)經(jīng)典游戲,小紅書Python面試題目

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pygame.time.set_timer(change_hole_event, 800)

地鼠

mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)

錘子

hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))

時(shí)鐘

clock = pygame.time.Clock()

分?jǐn)?shù)

your_score = 0

flag = False

初始時(shí)間

init_time = pygame.time.get_ticks()

游戲主循環(huán)

while True:

–游戲時(shí)間為60s

time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.)

–游戲時(shí)間減少, 地鼠變位置速度變快

if time_remain == 40 and not flag:

hole_pos = random.choice(cfg.HOLE_POSITIONS)

mole.reset()

mole.setPosition(hole_pos)

pygame.time.set_timer(change_hole_event, 650)

flag = True

elif time_remain == 20 and flag:

hole_pos = random.choice(cfg.HOLE_POSITIONS)

mole.reset()

mole.setPosition(hole_pos)

pygame.time.set_timer(change_hole_event, 500)

flag = False

–倒計(jì)時(shí)音效

if time_remain == 10:

audios[‘count_down’].play()

–游戲結(jié)束

if time_remain < 0: break

count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)

–按鍵檢測(cè)

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit()

elif event.type == pygame.MOUSEMOTION:

hammer.setPosition(pygame.mouse.get_pos())

elif event.type == pygame.MOUSEBUTTONDOWN:

if event.button == 1:

hammer.setHammering()

elif event.type == change_hole_event:

hole_pos = random.choice(cfg.HOLE_POSITIONS)

mole.reset()

mole.setPosition(hole_pos)

–碰撞檢測(cè)

if hammer.is_hammering and not mole.is_hammer:

is_hammer = pygame.sprite.collide_mask(hammer, mole)

if is_hammer:

audios[‘hammering’].play()

mole.setBeHammered()

your_score += 10

–分?jǐn)?shù)

your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN)

–綁定必要的游戲元素到屏幕(注意順序)

screen.blit(bg_img, (0, 0))

screen.blit(count_down_text, (875, 8))

screen.blit(your_score_text, (800, 430))

mole.draw(screen)

hammer.draw(screen)

–更新

pygame.display.flip()

clock.tick(60)

讀取最佳分?jǐn)?shù)(try塊避免第一次游戲無(wú).rec文件)

try:

best_score = int(open(cfg.RECORD_PATH).read())

except:

best_score = 0

若當(dāng)前分?jǐn)?shù)大于最佳分?jǐn)?shù)則更新最佳分?jǐn)?shù)

if your_score > best_score:

f = open(cfg.RECORD_PATH, ‘w’)

f.write(str(your_score))

f.close()

結(jié)束界面

score_info = {‘your_score’: your_score, ‘best_score’: best_score}

is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE)

return is_restart

if name == ‘main’:

while True:

is_restart = main()

if not is_restart:

break

3、效果展示

【pygame游戲開(kāi)發(fā)】這幾個(gè)經(jīng)典游戲,小紅書Python面試題目,2024年程序員學(xué)習(xí),pygame,python,游戲

三、滑雪游戲

================================================================

1、代碼部分

導(dǎo)入模塊

import sys

import cfg

import pygame

import random

滑雪者類

class SkierClass(pygame.sprite.Sprite):

def init(self):

pygame.sprite.Sprite.init(self)

滑雪者的朝向(-2到2)

self.direction = 0

self.imagepaths = cfg.SKIER_IMAGE_PATHS[:-1]

self.image = pygame.image.load(self.imagepaths[self.direction])

self.rect = self.image.get_rect()

self.rect.center = [320, 100]

self.speed = [self.direction, 6-abs(self.direction)*2]

‘’‘改變滑雪者的朝向. 負(fù)數(shù)為向左,正數(shù)為向右,0為向前’‘’

def turn(self, num):

self.direction += num

self.direction = max(-2, self.direction)

self.direction = min(2, self.direction)

center = self.rect.center

self.image = pygame.image.load(self.imagepaths[self.direction])

self.rect = self.image.get_rect()

self.rect.center = center

self.speed = [self.direction, 6-abs(self.direction)*2]

return self.speed

‘’‘移動(dòng)滑雪者’‘’

def move(self):

self.rect.centerx += self.speed[0]

self.rect.centerx = max(20, self.rect.centerx)

self.rect.centerx = min(620, self.rect.centerx)

‘’‘設(shè)置為摔倒?fàn)顟B(tài)’‘’

def setFall(self):

self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])

‘’‘設(shè)置為站立狀態(tài)’‘’

def setForward(self):

self.direction = 0

self.image = pygame.image.load(self.imagepaths[self.direction])

障礙物類

class ObstacleClass(pygame.sprite.Sprite):

def init(self, img_path, location, attribute):

pygame.sprite.Sprite.init(self)

self.img_path = img_path

self.image = pygame.image.load(self.img_path)

self.location = location

self.rect = self.image.get_rect()

self.rect.center = self.location

self.attribute = attribute

self.passed = False

‘’‘移動(dòng)’‘’

def move(self, num):

self.rect.centery = self.location[1] - num

創(chuàng)建障礙物

def createObstacles(s, e, num=10):

obstacles = pygame.sprite.Group()

locations = []

for i in range(num):

row = random.randint(s, e)

col = random.randint(0, 9)

location = [col64+20, row64+20]

if location not in locations:

locations.append(location)

attribute = random.choice(list(cfg.OBSTACLE_PATHS.keys()))

img_path = cfg.OBSTACLE_PATHS[attribute]

obstacle = ObstacleClass(img_path, location, attribute)

obstacles.add(obstacle)

return obstacles

合并障礙物

def AddObstacles(obstacles0, obstacles1):

obstacles = pygame.sprite.Group()

for obstacle in obstacles0:

obstacles.add(obstacle)

for obstacle in obstacles1:

obstacles.add(obstacle)

return obstacles

顯示游戲開(kāi)始界面

def ShowStartInterface(screen, screensize):

screen.fill((255, 255, 255))

tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5)

cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20)

title = tfont.render(u’滑雪游戲’, True, (255, 0, 0))

content = cfont.render(u’按任意鍵開(kāi)始游戲’, True, (0, 0, 255))

trect = title.get_rect()

trect.midtop = (screensize[0]/2, screensize[1]/5)

crect = content.get_rect()

crect.midtop = (screensize[0]/2, screensize[1]/2)

screen.blit(title, trect)

screen.blit(content, crect)

while True:

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit()

elif event.type == pygame.KEYDOWN:

return

pygame.display.update()

顯示分?jǐn)?shù)

def showScore(screen, score, pos=(10, 10)):

font = pygame.font.Font(cfg.FONTPATH, 30)

score_text = font.render(“Score: %s” % score, True, (0, 0, 0))

screen.blit(score_text, pos)

更新當(dāng)前幀的游戲畫面

def updateFrame(screen, obstacles, skier, score):

screen.fill((255, 255, 255))

obstacles.draw(screen)

screen.blit(skier.image, skier.rect)

showScore(screen, score)

pygame.display.update()

主程序

def main():

游戲初始化

pygame.init()

pygame.mixer.init()

pygame.mixer.music.load(cfg.BGMPATH)

pygame.mixer.music.set_volume(0.4)

pygame.mixer.music.play(-1)

設(shè)置屏幕

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption(‘滑雪游戲 —— 九歌’)

游戲開(kāi)始界面

ShowStartInterface(screen, cfg.SCREENSIZE)

實(shí)例化游戲精靈

–滑雪者

skier = SkierClass()

–創(chuàng)建障礙物

obstacles0 = createObstacles(20, 29)

obstacles1 = createObstacles(10, 19)

obstaclesflag = 0

obstacles = AddObstacles(obstacles0, obstacles1)

游戲clock

clock = pygame.time.Clock()

記錄滑雪的距離

distance = 0

記錄當(dāng)前的分?jǐn)?shù)

score = 0

記錄當(dāng)前的速度

speed = [0, 6]

游戲主循環(huán)

while True:

–事件捕獲

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_LEFT or event.key == pygame.K_a:

speed = skier.turn(-1)

elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:

speed = skier.turn(1)

–更新當(dāng)前游戲幀的數(shù)據(jù)

skier.move()

distance += speed[1]

if distance >= 640 and obstaclesflag == 0:

obstaclesflag = 1

obstacles0 = createObstacles(20, 29)

obstacles = AddObstacles(obstacles0, obstacles1)

if distance >= 1280 and obstaclesflag == 1:

obstaclesflag = 0

distance -= 1280

for obstacle in obstacles0:

obstacle.location[1] = obstacle.location[1] - 1280

obstacles1 = createObstacles(10, 19)

obstacles = AddObstacles(obstacles0, obstacles1)

for obstacle in obstacles:

obstacle.move(distance)

–碰撞檢測(cè)

hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False)

if hitted_obstacles:

if hitted_obstacles[0].attribute == “tree” and not hitted_obstacles[0].passed:

score -= 50

skier.setFall()

updateFrame(screen, obstacles, skier, score)

pygame.time.delay(1000)

skier.setForward()

speed = [0, 6]

hitted_obstacles[0].passed = True

elif hitted_obstacles[0].attribute == “flag” and not hitted_obstacles[0].passed:

score += 10

obstacles.remove(hitted_obstacles[0])

–更新屏幕

updateFrame(screen, obstacles, skier, score)

clock.tick(cfg.FPS)

2、完整代碼

import sys

import cfg

import pygame

import random

class SkierClass(pygame.sprite.Sprite):

def init(self):

pygame.sprite.Sprite.init(self)

滑雪者的朝向(-2到2)

self.direction = 0

self.imagepaths = cfg.SKIER_IMAGE_PATHS[:-1]

self.image = pygame.image.load(self.imagepaths[self.direction])

self.rect = self.image.get_rect()

self.rect.center = [320, 100]

self.speed = [self.direction, 6-abs(self.direction)*2]

‘’‘改變滑雪者的朝向. 負(fù)數(shù)為向左,正數(shù)為向右,0為向前’‘’

def turn(self, num):

self.direction += num

self.direction = max(-2, self.direction)

self.direction = min(2, self.direction)

center = self.rect.center

self.image = pygame.image.load(self.imagepaths[self.direction])

self.rect = self.image.get_rect()

self.rect.center = center

self.speed = [self.direction, 6-abs(self.direction)*2]

return self.speed

‘’‘移動(dòng)滑雪者’‘’

def move(self):

self.rect.centerx += self.speed[0]

self.rect.centerx = max(20, self.rect.centerx)

self.rect.centerx = min(620, self.rect.centerx)

‘’‘設(shè)置為摔倒?fàn)顟B(tài)’‘’

def setFall(self):

self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])

‘’‘設(shè)置為站立狀態(tài)’‘’

def setForward(self):

self.direction = 0

self.image = pygame.image.load(self.imagepaths[self.direction])

class ObstacleClass(pygame.sprite.Sprite):

def init(self, img_path, location, attribute):

pygame.sprite.Sprite.init(self)

self.img_path = img_path

self.image = pygame.image.load(self.img_path)

self.location = location

self.rect = self.image.get_rect()

self.rect.center = self.location

self.attribute = attribute

self.passed = False

‘’‘移動(dòng)’‘’

def move(self, num):

self.rect.centery = self.location[1] - num

def createObstacles(s, e, num=10):

obstacles = pygame.sprite.Group()

locations = []

for i in range(num):

row = random.randint(s, e)

col = random.randint(0, 9)

location = [col64+20, row64+20]

if location not in locations:

locations.append(location)

attribute = random.choice(list(cfg.OBSTACLE_PATHS.keys()))

img_path = cfg.OBSTACLE_PATHS[attribute]

obstacle = ObstacleClass(img_path, location, attribute)

obstacles.add(obstacle)

return obstacles

def AddObstacles(obstacles0, obstacles1):

obstacles = pygame.sprite.Group()

for obstacle in obstacles0:

obstacles.add(obstacle)

for obstacle in obstacles1:

obstacles.add(obstacle)

return obstacles

def ShowStartInterface(screen, screensize):

screen.fill((255, 255, 255))

tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5)

cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20)

title = tfont.render(u’滑雪游戲’, True, (255, 0, 0))

content = cfont.render(u’按任意鍵開(kāi)始游戲’, True, (0, 0, 255))

trect = title.get_rect()

trect.midtop = (screensize[0]/2, screensize[1]/5)

crect = content.get_rect()

crect.midtop = (screensize[0]/2, screensize[1]/2)

screen.blit(title, trect)

screen.blit(content, crect)

while True:

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit()

elif event.type == pygame.KEYDOWN:

return

pygame.display.update()

def showScore(screen, score, pos=(10, 10)):

font = pygame.font.Font(cfg.FONTPATH, 30)

score_text = font.render(“Score: %s” % score, True, (0, 0, 0))

screen.blit(score_text, pos)

def updateFrame(screen, obstacles, skier, score):

screen.fill((255, 255, 255))

obstacles.draw(screen)

screen.blit(skier.image, skier.rect)

showScore(screen, score)

pygame.display.update()

def main():

游戲初始化

pygame.init()

pygame.mixer.init()

pygame.mixer.music.load(cfg.BGMPATH)

pygame.mixer.music.set_volume(0.4)

pygame.mixer.music.play(-1)

設(shè)置屏幕

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption(‘滑雪游戲 —— 九歌’)

游戲開(kāi)始界面

ShowStartInterface(screen, cfg.SCREENSIZE)

實(shí)例化游戲精靈

–滑雪者

skier = SkierClass()

–創(chuàng)建障礙物

obstacles0 = createObstacles(20, 29)

obstacles1 = createObstacles(10, 19)

obstaclesflag = 0

obstacles = AddObstacles(obstacles0, obstacles1)

游戲clock

clock = pygame.time.Clock()

記錄滑雪的距離

distance = 0

記錄當(dāng)前的分?jǐn)?shù)

score = 0

記錄當(dāng)前的速度

speed = [0, 6]

游戲主循環(huán)

while True:

–事件捕獲

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_LEFT or event.key == pygame.K_a:

speed = skier.turn(-1)

elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:

speed = skier.turn(1)

–更新當(dāng)前游戲幀的數(shù)據(jù)

skier.move()

distance += speed[1]

if distance >= 640 and obstaclesflag == 0:

obstaclesflag = 1

obstacles0 = createObstacles(20, 29)

obstacles = AddObstacles(obstacles0, obstacles1)

if distance >= 1280 and obstaclesflag == 1:

obstaclesflag = 0

distance -= 1280

for obstacle in obstacles0:

obstacle.location[1] = obstacle.location[1] - 1280

obstacles1 = createObstacles(10, 19)

obstacles = AddObstacles(obstacles0, obstacles1)

for obstacle in obstacles:

obstacle.move(distance)

–碰撞檢測(cè)

hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False)

if hitted_obstacles:

if hitted_obstacles[0].attribute == “tree” and not hitted_obstacles[0].passed:

score -= 50

skier.setFall()

updateFrame(screen, obstacles, skier, score)

pygame.time.delay(1000)

skier.setForward()

speed = [0, 6]

hitted_obstacles[0].passed = True

elif hitted_obstacles[0].attribute == “flag” and not hitted_obstacles[0].passed:

score += 10

obstacles.remove(hitted_obstacles[0])

–更新屏幕

updateFrame(screen, obstacles, skier, score)

clock.tick(cfg.FPS)

if name == ‘main’:

main();

3、效果展示

【pygame游戲開(kāi)發(fā)】這幾個(gè)經(jīng)典游戲,小紅書Python面試題目,2024年程序員學(xué)習(xí),pygame,python,游戲

四、打乒乓

===============================================================

1、代碼部分

導(dǎo)入模塊

import sys

import cfg

import pygame

from modules import *

定義按鈕

def Button(screen, position, text, button_size=(200, 50)):

left, top = position

bwidth, bheight = button_size

pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)

pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)

pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)

pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)

pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))

font = pygame.font.Font(cfg.FONTPATH, 30)

text_render = font.render(text, 1, (255, 235, 205))

return screen.blit(text_render, (left+50, top+10))

開(kāi)始界面

def startInterface(screen):

clock = pygame.time.Clock()

while True:

screen.fill((41, 36, 33))

button_1 = Button(screen, (150, 175), ‘1 Player’)

button_2 = Button(screen, (150, 275), ‘2 Player’)

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit()

if event.type == pygame.MOUSEBUTTONDOWN:

if button_1.collidepoint(pygame.mouse.get_pos()):

return 1

elif button_2.collidepoint(pygame.mouse.get_pos()):

return 2

clock.tick(10)

pygame.display.update()

結(jié)束界面

def endInterface(screen, score_left, score_right):

clock = pygame.time.Clock()

font1 = pygame.font.Font(cfg.FONTPATH, 30)

font2 = pygame.font.Font(cfg.FONTPATH, 20)

msg = ‘Player on left won!’ if score_left > score_right else ‘Player on right won!’

texts = [font1.render(msg, True, cfg.WHITE),

font2.render(‘Press ESCAPE to quit.’, True, cfg.WHITE),

font2.render(‘Press ENTER to continue or play again.’, True, cfg.WHITE)]

positions = [[120, 200], [155, 270], [80, 300]]

while True:

screen.fill((41, 36, 33))

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_RETURN:

return

elif event.key == pygame.K_ESCAPE:

sys.exit()

pygame.quit()

for text, pos in zip(texts, positions):

screen.blit(text, pos)

clock.tick(10)

pygame.display.update()

運(yùn)行游戲Demo

def runDemo(screen):

加載游戲素材

hit_sound = pygame.mixer.Sound(cfg.HITSOUNDPATH)

goal_sound = pygame.mixer.Sound(cfg.GOALSOUNDPATH)

pygame.mixer.music.load(cfg.BGMPATH)

pygame.mixer.music.play(-1, 0.0)

font = pygame.font.Font(cfg.FONTPATH, 50)

開(kāi)始界面

game_mode = startInterface(screen)

游戲主循環(huán)

–左邊球拍(ws控制, 僅雙人模式時(shí)可控制)

score_left = 0

racket_left = Racket(cfg.RACKETPICPATH, ‘LEFT’, cfg)

–右邊球拍(↑↓控制)

score_right = 0

racket_right = Racket(cfg.RACKETPICPATH, ‘RIGHT’, cfg)

–球

ball = Ball(cfg.BALLPICPATH, cfg)

clock = pygame.time.Clock()

while True:

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit(-1)

screen.fill((41, 36, 33))

玩家操作

pressed_keys = pygame.key.get_pressed()

if pressed_keys[pygame.K_UP]:

racket_right.move(‘UP’)

elif pressed_keys[pygame.K_DOWN]:

racket_right.move(‘DOWN’)

if game_mode == 2:

if pressed_keys[pygame.K_w]:

racket_left.move(‘UP’)

elif pressed_keys[pygame.K_s]:

racket_left.move(‘DOWN’)

else:

racket_left.automove(ball)

球運(yùn)動(dòng)

scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)

score_left += scores[0]

score_right += scores[1]

顯示

–分隔線

pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))

–球

ball.draw(screen)

–拍

racket_left.draw(screen)

racket_right.draw(screen)

–得分

screen.blit(font.render(str(score_left), False, cfg.WHITE), (150, 10))

screen.blit(font.render(str(score_right), False, cfg.WHITE), (300, 10))

if score_left == 11 or score_right == 11:

return score_left, score_right

clock.tick(100)

pygame.display.update()

主函數(shù)

def main():

初始化

pygame.init()

pygame.mixer.init()

screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT))

pygame.display.set_caption(‘pingpong —— 九歌’)

開(kāi)始游戲

while True:

score_left, score_right = runDemo(screen)

endInterface(screen, score_left, score_right)

2、全部代碼

import sys

import cfg

import pygame

from modules import *

def Button(screen, position, text, button_size=(200, 50)):

left, top = position

bwidth, bheight = button_size

pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)

pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)

pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)

pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)

pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))

font = pygame.font.Font(cfg.FONTPATH, 30)

text_render = font.render(text, 1, (255, 235, 205))

return screen.blit(text_render, (left+50, top+10))

def startInterface(screen):

clock = pygame.time.Clock()

while True:

screen.fill((41, 36, 33))

button_1 = Button(screen, (150, 175), ‘1 Player’)

button_2 = Button(screen, (150, 275), ‘2 Player’)

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit()

if event.type == pygame.MOUSEBUTTONDOWN:

if button_1.collidepoint(pygame.mouse.get_pos()):

return 1

elif button_2.collidepoint(pygame.mouse.get_pos()):

return 2

clock.tick(10)

pygame.display.update()

def endInterface(screen, score_left, score_right):

clock = pygame.time.Clock()

font1 = pygame.font.Font(cfg.FONTPATH, 30)

font2 = pygame.font.Font(cfg.FONTPATH, 20)

msg = ‘Player on left won!’ if score_left > score_right else ‘Player on right won!’

texts = [font1.render(msg, True, cfg.WHITE),

font2.render(‘Press ESCAPE to quit.’, True, cfg.WHITE),

font2.render(‘Press ENTER to continue or play again.’, True, cfg.WHITE)]

positions = [[120, 200], [155, 270], [80, 300]]

while True:

screen.fill((41, 36, 33))

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_RETURN:

return

elif event.key == pygame.K_ESCAPE:

sys.exit()

pygame.quit()

for text, pos in zip(texts, positions):

screen.blit(text, pos)

clock.tick(10)

pygame.display.update()

def runDemo(screen):

加載游戲素材

hit_sound = pygame.mixer.Sound(cfg.HITSOUNDPATH)

goal_sound = pygame.mixer.Sound(cfg.GOALSOUNDPATH)

pygame.mixer.music.load(cfg.BGMPATH)

pygame.mixer.music.play(-1, 0.0)

font = pygame.font.Font(cfg.FONTPATH, 50)

開(kāi)始界面

game_mode = startInterface(screen)

游戲主循環(huán)

–左邊球拍(ws控制, 僅雙人模式時(shí)可控制)

score_left = 0

racket_left = Racket(cfg.RACKETPICPATH, ‘LEFT’, cfg)

–右邊球拍(↑↓控制)

score_right = 0

racket_right = Racket(cfg.RACKETPICPATH, ‘RIGHT’, cfg)

–球

ball = Ball(cfg.BALLPICPATH, cfg)

clock = pygame.time.Clock()

while True:

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit(-1)

screen.fill((41, 36, 33))

玩家操作

pressed_keys = pygame.key.get_pressed()

if pressed_keys[pygame.K_UP]:

racket_right.move(‘UP’)

elif pressed_keys[pygame.K_DOWN]:

racket_right.move(‘DOWN’)

if game_mode == 2:

if pressed_keys[pygame.K_w]:

racket_left.move(‘UP’)

elif pressed_keys[pygame.K_s]:

racket_left.move(‘DOWN’)

else:

racket_left.automove(ball)

球運(yùn)動(dòng)

scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)

score_left += scores[0]

score_right += scores[1]

顯示

–分隔線

pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))

–球

ball.draw(screen)

–拍

racket_left.draw(screen)

racket_right.draw(screen)

–得分

screen.blit(font.render(str(score_left), False, cfg.WHITE), (150, 10))

screen.blit(font.render(str(score_right), False, cfg.WHITE), (300, 10))

if score_left == 11 or score_right == 11:

return score_left, score_right

clock.tick(100)

pygame.display.update()

def main():

初始化

pygame.init()

pygame.mixer.init()

screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT))

pygame.display.set_caption(‘pingpong —— 九歌’)

開(kāi)始游戲

while True:

score_left, score_right = runDemo(screen)

endInterface(screen, score_left, score_right)

if name == ‘main’:

main()

3、效果展示

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五、吃金幣

===============================================================

1、代碼部分

導(dǎo)入模塊

import os

import cfg

import sys

import pygame

import random

from modules import *

游戲初始化

def initGame():

初始化pygame, 設(shè)置展示窗口

pygame.init()

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption(‘catch coins —— 九歌’)

加載必要的游戲素材

game_images = {}

for key, value in cfg.IMAGE_PATHS.items():

if isinstance(value, list):

images = []

for item in value: images.append(pygame.image.load(item))

game_images[key] = images

else:

game_images[key] = pygame.image.load(value)

game_sounds = {}

for key, value in cfg.AUDIO_PATHS.items():

if key == ‘bgm’: continue

game_sounds[key] = pygame.mixer.Sound(value)

返回初始化數(shù)據(jù)

return screen, game_images, game_sounds

主函數(shù)

def main():

初始化

screen, game_images, game_sounds = initGame()

播放背景音樂(lè)

pygame.mixer.music.load(cfg.AUDIO_PATHS[‘bgm’])

pygame.mixer.music.play(-1, 0.0)

字體加載

font = pygame.font.Font(cfg.FONT_PATH, 40)

定義hero

hero = Hero(game_images[‘hero’], position=(375, 520))

定義食物組

food_sprites_group = pygame.sprite.Group()

generate_food_freq = random.randint(10, 20)

generate_food_count = 0

當(dāng)前分?jǐn)?shù)/歷史最高分

score = 0

highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())

游戲主循環(huán)

clock = pygame.time.Clock()

while True:

–填充背景

screen.fill(0)

screen.blit(game_images[‘background’], (0, 0))

–倒計(jì)時(shí)信息

countdown_text = 'Count down: ’ + str((90000 - pygame.time.get_ticks()) // 60000) + “:” + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2)

countdown_text = font.render(countdown_text, True, (0, 0, 0))

countdown_rect = countdown_text.get_rect()

countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5]

screen.blit(countdown_text, countdown_rect)

–按鍵檢測(cè)

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit()

key_pressed = pygame.key.get_pressed()

if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:

hero.move(cfg.SCREENSIZE, ‘left’)

if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:

hero.move(cfg.SCREENSIZE, ‘right’)

–隨機(jī)生成食物

generate_food_count += 1

if generate_food_count > generate_food_freq:

generate_food_freq = random.randint(10, 20)

generate_food_count = 0

food = Food(game_images, random.choice([‘gold’,] * 10 + [‘a(chǎn)pple’]), cfg.SCREENSIZE)

food_sprites_group.add(food)

–更新食物

for food in food_sprites_group:

if food.update(): food_sprites_group.remove(food)

–碰撞檢測(cè)

for food in food_sprites_group:

if pygame.sprite.collide_mask(food, hero):

game_sounds[‘get’].play()

food_sprites_group.remove(food)

score += food.score

if score > highest_score: highest_score = score

–畫hero

hero.draw(screen)

–畫食物

food_sprites_group.draw(screen)

–顯示得分

score_text = f’Score: {score}, Highest: {highest_score}’

score_text = font.render(score_text, True, (0, 0, 0))

score_rect = score_text.get_rect()

score_rect.topleft = [5, 5]

screen.blit(score_text, score_rect)

–判斷游戲是否結(jié)束

if pygame.time.get_ticks() >= 90000:

break

–更新屏幕

pygame.display.flip()

clock.tick(cfg.FPS)

游戲結(jié)束, 記錄最高分并顯示游戲結(jié)束畫面

fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, ‘w’)

fp.write(str(highest_score))

fp.close()

return showEndGameInterface(screen, cfg, score, highest_score)

2、全部代碼

import os

import cfg

import sys

import pygame

import random

from modules import *

def initGame():

初始化pygame, 設(shè)置展示窗口

pygame.init()

screen = pygame.display.set_mode(cfg.SCREENSIZE)

pygame.display.set_caption(‘catch coins —— 九歌’)

加載必要的游戲素材

game_images = {}

for key, value in cfg.IMAGE_PATHS.items():

if isinstance(value, list):

images = []

for item in value: images.append(pygame.image.load(item))

game_images[key] = images

else:

game_images[key] = pygame.image.load(value)

game_sounds = {}

for key, value in cfg.AUDIO_PATHS.items():

if key == ‘bgm’: continue

game_sounds[key] = pygame.mixer.Sound(value)

返回初始化數(shù)據(jù)

return screen, game_images, game_sounds

def main():

初始化

screen, game_images, game_sounds = initGame()

播放背景音樂(lè)

pygame.mixer.music.load(cfg.AUDIO_PATHS[‘bgm’])

pygame.mixer.music.play(-1, 0.0)

字體加載

font = pygame.font.Font(cfg.FONT_PATH, 40)

定義hero

hero = Hero(game_images[‘hero’], position=(375, 520))

定義食物組

food_sprites_group = pygame.sprite.Group()

generate_food_freq = random.randint(10, 20)

generate_food_count = 0

當(dāng)前分?jǐn)?shù)/歷史最高分

score = 0

highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())

游戲主循環(huán)

clock = pygame.time.Clock()

while True:

–填充背景

screen.fill(0)

screen.blit(game_images[‘background’], (0, 0))

–倒計(jì)時(shí)信息

countdown_text = 'Count down: ’ + str((90000 - pygame.time.get_ticks()) // 60000) + “:” + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2)

countdown_text = font.render(countdown_text, True, (0, 0, 0))

countdown_rect = countdown_text.get_rect()

countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5]

screen.blit(countdown_text, countdown_rect)

–按鍵檢測(cè)

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit()

key_pressed = pygame.key.get_pressed()

if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:

hero.move(cfg.SCREENSIZE, ‘left’)

if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:

hero.move(cfg.SCREENSIZE, ‘right’)

–隨機(jī)生成食物

generate_food_count += 1

if generate_food_count > generate_food_freq:

generate_food_freq = random.randint(10, 20)

generate_food_count = 0

food = Food(game_images, random.choice([‘gold’,] * 10 + [‘a(chǎn)pple’]), cfg.SCREENSIZE)

food_sprites_group.add(food)

–更新食物

for food in food_sprites_group:

if food.update(): food_sprites_group.remove(food)

–碰撞檢測(cè)

for food in food_sprites_group:

if pygame.sprite.collide_mask(food, hero):

game_sounds[‘get’].play()

food_sprites_group.remove(food)

score += food.score

if score > highest_score: highest_score = score

–畫hero

hero.draw(screen)

–畫食物

food_sprites_group.draw(screen)

–顯示得分

score_text = f’Score: {score}, Highest: {highest_score}’

score_text = font.render(score_text, True, (0, 0, 0))

score_rect = score_text.get_rect()

score_rect.topleft = [5, 5]

screen.blit(score_text, score_rect)

–判斷游戲是否結(jié)束

if pygame.time.get_ticks() >= 90000:

break

–更新屏幕

pygame.display.flip()

clock.tick(cfg.FPS)

游戲結(jié)束, 記錄最高分并顯示游戲結(jié)束畫面

fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, ‘w’)

fp.write(str(highest_score))

fp.close()

return showEndGameInterface(screen, cfg, score, highest_score)

if name == ‘main’:

while main():

pass

3、效果展示

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六、消消樂(lè)

===============================================================

1、代碼部分

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四、實(shí)戰(zhàn)案例

光學(xué)理論是沒(méi)用的,要學(xué)會(huì)跟著一起敲,要?jiǎng)邮謱?shí)操,才能將自己的所學(xué)運(yùn)用到實(shí)際當(dāng)中去,這時(shí)候可以搞點(diǎn)實(shí)戰(zhàn)案例來(lái)學(xué)習(xí)。

【pygame游戲開(kāi)發(fā)】這幾個(gè)經(jīng)典游戲,小紅書Python面試題目,2024年程序員學(xué)習(xí),pygame,python,游戲

五、面試資料

我們學(xué)習(xí)Python必然是為了找到高薪的工作,下面這些面試題是來(lái)自阿里、騰訊、字節(jié)等一線互聯(lián)網(wǎng)大廠最新的面試資料,并且有阿里大佬給出了權(quán)威的解答,刷完這一套面試資料相信大家都能找到滿意的工作。

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成為一個(gè)Python程序員專家或許需要花費(fèi)數(shù)年時(shí)間,但是打下堅(jiān)實(shí)的基礎(chǔ)只要幾周就可以,如果你按照我提供的學(xué)習(xí)路線以及資料有意識(shí)地去實(shí)踐,你就有很大可能成功!
最后祝你好運(yùn)!??!文章來(lái)源地址http://www.zghlxwxcb.cn/news/detail-857567.html

編13年上海交大畢業(yè),曾經(jīng)在小公司待過(guò),也去過(guò)華為、OPPO等大廠,18年進(jìn)入阿里一直到現(xiàn)在。**

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[外鏈圖片轉(zhuǎn)存中…(img-HOeFAc6r-1711810628186)]
[外鏈圖片轉(zhuǎn)存中…(img-vYtTNCve-1711810628187)]
【pygame游戲開(kāi)發(fā)】這幾個(gè)經(jīng)典游戲,小紅書Python面試題目,2024年程序員學(xué)習(xí),pygame,python,游戲
【pygame游戲開(kāi)發(fā)】這幾個(gè)經(jīng)典游戲,小紅書Python面試題目,2024年程序員學(xué)習(xí),pygame,python,游戲
【pygame游戲開(kāi)發(fā)】這幾個(gè)經(jīng)典游戲,小紅書Python面試題目,2024年程序員學(xué)習(xí),pygame,python,游戲
【pygame游戲開(kāi)發(fā)】這幾個(gè)經(jīng)典游戲,小紅書Python面試題目,2024年程序員學(xué)習(xí),pygame,python,游戲

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【pygame游戲開(kāi)發(fā)】這幾個(gè)經(jīng)典游戲,小紅書Python面試題目,2024年程序員學(xué)習(xí),pygame,python,游戲

四、實(shí)戰(zhàn)案例

光學(xué)理論是沒(méi)用的,要學(xué)會(huì)跟著一起敲,要?jiǎng)邮謱?shí)操,才能將自己的所學(xué)運(yùn)用到實(shí)際當(dāng)中去,這時(shí)候可以搞點(diǎn)實(shí)戰(zhàn)案例來(lái)學(xué)習(xí)。

【pygame游戲開(kāi)發(fā)】這幾個(gè)經(jīng)典游戲,小紅書Python面試題目,2024年程序員學(xué)習(xí),pygame,python,游戲

五、面試資料

我們學(xué)習(xí)Python必然是為了找到高薪的工作,下面這些面試題是來(lái)自阿里、騰訊、字節(jié)等一線互聯(lián)網(wǎng)大廠最新的面試資料,并且有阿里大佬給出了權(quán)威的解答,刷完這一套面試資料相信大家都能找到滿意的工作。

【pygame游戲開(kāi)發(fā)】這幾個(gè)經(jīng)典游戲,小紅書Python面試題目,2024年程序員學(xué)習(xí),pygame,python,游戲

成為一個(gè)Python程序員專家或許需要花費(fèi)數(shù)年時(shí)間,但是打下堅(jiān)實(shí)的基礎(chǔ)只要幾周就可以,如果你按照我提供的學(xué)習(xí)路線以及資料有意識(shí)地去實(shí)踐,你就有很大可能成功!
最后祝你好運(yùn)?。?!

到了這里,關(guān)于【pygame游戲開(kāi)發(fā)】這幾個(gè)經(jīng)典游戲,小紅書Python面試題目的文章就介紹完了。如果您還想了解更多內(nèi)容,請(qǐng)?jiān)谟疑辖撬阉鱐OY模板網(wǎng)以前的文章或繼續(xù)瀏覽下面的相關(guān)文章,希望大家以后多多支持TOY模板網(wǎng)!

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