有很多 Python 新手留言问:“Python 入门很久了,但项目经验很少,有没有什么项目,可以让自己实践一下呢?”
这是个很普遍的问题,今天呢就给大家分享五个适合新手练手的趣味游戏项目
一、Python实现“小兔子和Bun”游戏准备工作:安装Python
python版本:3.5.4
pygame版本:1.9.3(pip安装即可)
效果
部分源码
'''游戏初始化'''
def initGame():
# 初始化pygame, 设置展示窗口
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('Bunnies and Badgers —— 微信公众号: Charles的皮卡丘')
# 加载必要的游戏素材
game_images = {}
for key, value in cfg.IMAGE_PATHS.items():
game_images[key] = pygame.image.load(value)
game_sounds = {}
for key, value in cfg.SOUNDS_PATHS.items():
if key != 'moonlight':
game_sounds[key] = pygame.mixer.Sound(value)
return screen, game_images, game_sounds
'''主函数'''
def main():
# 初始化
screen, game_images, game_sounds = initGame()
# 播放背景音乐
pygame.mixer.music.load(cfg.SOUNDS_PATHS['moonlight'])
pygame.mixer.music.play(-1, 0.0)
# 字体加载
font = pygame.font.Font(None, 24)
# 定义兔子
bunny = BunnySprite(image=game_images.get('rabbit'), position=(100, 100))
# 跟踪玩家的精度变量, 记录了射出的箭头数和被击中的獾的数量.
acc_record = [0., 0.]
# 生命值
healthvalue = 194
# 弓箭
arrow_sprites_group = pygame.sprite.Group()
# 獾
badguy_sprites_group = pygame.sprite.Group()
badguy = BadguySprite(game_images.get('badguy'), position=(640, 100))
badguy_sprites_group.add(badguy)
# 定义了一个定时器, 使得游戏里经过一段时间后就新建一支獾
badtimer = 100
badtimer1 = 0
# 游戏主循环, running变量会跟踪游戏是否结束, exitcode变量会跟踪玩家是否胜利.
running, exitcode = True, False
clock = pygame.time.Clock()
while running:
# --在给屏幕画任何东西之前用黑色进行填充
screen.fill(0)
# --添加的风景也需要画在屏幕上
for x in range(cfg.SCREENSIZE[0]//game_images['grass'].get_width()+1):
for y in range(cfg.SCREENSIZE[1]//game_images['grass'].get_height()+1):
screen.blit(game_images['grass'], (x*100, y*100))
for i in range(4): screen.blit(game_images['castle'], (0, 30+105*i))
# --倒计时信息
countdown_text = font.render(str((90000-pygame.time.get_ticks())//60000)+":"+str((90000-pygame.time.get_ticks())//1000%60).zfill(2), True, (0, 0, 0))
countdown_rect = countdown_text.get_rect()
countdown_rect.topright = [635, 5]
screen.blit(countdown_text, countdown_rect)
# --按键检测
# ----退出与射击
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
game_sounds['shoot'].play()
acc_record[1] += 1
mouse_pos = pygame.mouse.get_pos()
angle = math.atan2(mouse_pos[1]-(bunny.rotated_position[1]+32), mouse_pos[0]-(bunny.rotated_position[0]+26))
arrow = ArrowSprite(game_images.get('arrow'), (angle, bunny.rotated_position[0]+32, bunny.rotated_position[1]+26))
arrow_sprites_group.add(arrow)
# ----移动兔子
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_w]:
bunny.move(cfg.SCREENSIZE, 'up')
elif key_pressed[pygame.K_s]:
bunny.move(cfg.SCREENSIZE, 'down')
elif key_pressed[pygame.K_a]:
bunny.move(cfg.SCREENSIZE, 'left')
elif key_pressed[pygame.K_d]:
bunny.move(cfg.SCREENSIZE, 'right')
# --更新弓箭
for arrow in arrow_sprites_group:
if arrow.update(cfg.SCREENSIZE):
arrow_sprites_group.remove(arrow)
# --更新獾
if badtimer == 0:
badguy = BadguySprite(game_images.get('badguy'), position=(640, random.randint(50, 430)))
badguy_sprites_group.add(badguy)
badtimer = 100 - (badtimer1 * 2)
badtimer1 = 20 if badtimer1>=20 else badtimer1+2
badtimer -= 1
for badguy in badguy_sprites_group:
if badguy.update():
game_sounds['hit'].play()
healthvalue -= random.randint(4, 8)
badguy_sprites_group.remove(badguy)
# --碰撞检测
for arrow in arrow_sprites_group:
for badguy in badguy_sprites_group:
if pygame.sprite.collide_mask(arrow, badguy):
game_sounds['enemy'].play()
arrow_sprites_group.remove(arrow)
badguy_sprites_group.remove(badguy)
acc_record[0] += 1
# --画出弓箭
arrow_sprites_group.draw(screen)
# --画出獾
badguy_sprites_group.draw(screen)
# --画出兔子
bunny.draw(screen, pygame.mouse.get_pos())
# --画出城堡健康值, 首先画了一个全红色的生命值条, 然后根据城堡的生命值往生命条里面添加绿色.
screen.blit(game_images.get('healthbar'), (5, 5))
for i in range(healthvalue):
screen.blit(game_images.get('health'), (i+8, 8))
# --判断游戏是否结束
if pygame.time.get_ticks() >= 90000:
running, exitcode = False, True
if healthvalue <= 0:
running, exitcode = False, False
# --更新屏幕
pygame.display.flip()
clock.tick(cfg.FPS)
# 计算准确率
accuracy = acc_record[0] / acc_record[1] * 100 if acc_record[1] > 0 else 0
accuracy = '%.2f' % accuracy
showEndGameInterface(screen, exitcode, accuracy, game_images)
Python实现八音符小游戏
开发工具
Python版本:3.6.4
相关模块:
cocos2d模块;
pyaudio模块;
以及一些Python自带的模块。
相信很多人对八音符这款游戏并不陌生吧,其核心玩法是利用声音控制一个带辫子的小黑球不断前进,大概是长这样子的吧:
游戏主要使用了cocos2d模块和pyaudio模块,前者用于搭建游戏框架,后者用于获得麦克风的声音。
部分源码
'''定义声控游戏类'''
class VCGame(cocos.layer.ColorLayer):
def __init__(self):
super(VCGame, self).__init__(255, 255, 255, 255, 800, 600)
# frames_per_buffer
self.num_samples = 1000
# 声控条
self.vbar = Sprite(cfg.BLOCK_IMAGE_PATH)
self.vbar.position = 20, 450
self.vbar.scale_y = 0.1
self.vbar.image_anchor = 0, 0
self.add(self.vbar)
# 皮卡丘
self.pikachu = Pikachu(cfg.PIKACHU_IMAGE_PATH)
self.add(self.pikachu)
# 地面
self.floor = cocos.cocosnode.CocosNode()
self.add(self.floor)
position = 0, 100
for i in range(120):
b = Block(cfg.BLOCK_IMAGE_PATH, position)
self.floor.add(b)
position = b.x + b.width, b.height
# 声音输入
audio = PyAudio()
self.stream = audio.open(format=paInt16, channels=1, rate=int(audio.get_device_info_by_index(0)['defaultSampleRate']), input=True, frames_per_buffer=self.num_samples)
# 屏幕更新
self.schedule(self.update)
'''碰撞检测'''
def collide(self):
diffx = self.pikachu.x - self.floor.x
for b in self.floor.get_children():
if (b.x <= diffx + self.pikachu.width * 0.8) and (diffx + self.pikachu.width * 0.2 <= b.x + b.width):
if self.pikachu.y < b.height:
self.pikachu.land(b.height)
break
'''定义游戏规则'''
def update(self, dt):
# 获取每帧的音量
audio_data = self.stream.read(self.num_samples)
k = max(struct.unpack('1000h', audio_data))
self.vbar.scale_x = k / 10000.0
if k > 3000:
self.floor.x -= min((k / 20.0), 150) * dt
# 皮卡丘跳跃
if k > 8000:
self.pikachu.jump((k - 8000) / 1000.0)
# 碰撞检测
self.collide()
'''重置'''
def reset(self):
self.floor.x = 0
'''run'''
if __name__ == '__main__':
cocos.director.director.init(caption="Pikachu Go Go Go")
cocos.director.director.run(cocos.scene.Scene(VCGame()))
Python实现拼图小游戏
游戏简介:
将图像分为m×n个矩形块,并将图像右下角的矩形块替换为空白块后,将这些矩形块随机摆放成原图像的形状。游戏目标为通过移动非空白块将随机摆放获得的图像恢复成原图像的模样,且规定移动操作仅存在于非空白块移动到空白块。
例如下图所示:
部分源码
while True:
game_board, blank_cell_idx = CreateBoard(num_rows, num_cols, num_cells)
if not isGameOver(game_board, size):
break
# 游戏主循环
is_running = True
while is_running:
# --事件捕获
for event in pygame.event.get():
# ----退出游戏
if (event.type == pygame.QUIT) or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
pygame.quit()
sys.exit()
# ----键盘操作
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == ord('a'):
blank_cell_idx = moveL(game_board, blank_cell_idx, num_cols)
elif event.key == pygame.K_RIGHT or event.key == ord('d'):
blank_cell_idx = moveR(game_board, blank_cell_idx, num_cols)
elif event.key == pygame.K_UP or event.key == ord('w'):
blank_cell_idx = moveU(game_board, blank_cell_idx, num_rows, num_cols)
elif event.key == pygame.K_DOWN or event.key == ord('s'):
blank_cell_idx = moveD(game_board, blank_cell_idx, num_cols)
# ----鼠标操作
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
x, y = pygame.mouse.get_pos()
x_pos = x // cell_width
y_pos = y // cell_height
idx = x_pos + y_pos * num_cols
if idx == blank_cell_idx-1:
blank_cell_idx = moveR(game_board, blank_cell_idx, num_cols)
elif idx == blank_cell_idx+1:
blank_cell_idx = moveL(game_board, blank_cell_idx, num_cols)
elif idx == blank_cell_idx+num_cols:
blank_cell_idx = moveU(game_board, blank_cell_idx, num_rows, num_cols)
elif idx == blank_cell_idx-num_cols:
blank_cell_idx = moveD(game_board, blank_cell_idx, num_cols)
# --判断游戏是否结束
if isGameOver(game_board, size):
game_board[blank_cell_idx] = num_cells - 1
is_running = False
# --更新屏幕
screen.fill(cfg.BACKGROUNDCOLOR)
for i in range(num_cells):
if game_board[i] == -1:
continue
x_pos = i // num_cols
y_pos = i % num_cols
rect = pygame.Rect(y_pos*cell_width, x_pos*cell_height, cell_width, cell_height)
img_area = pygame.Rect((game_board[i]%num_cols)*cell_width, (game_board[i]//num_cols)*cell_height, cell_width, cell_height)
screen.blit(game_img_used, rect, img_area)
for i in range(num_cols+1):
pygame.draw.line(screen, cfg.BLACK, (i*cell_width, 0), (i*cell_width, game_img_used_rect.height))
for i in range(num_rows+1):
pygame.draw.line(screen, cfg.BLACK, (0, i*cell_height), (game_img_used_rect.width, i*cell_height))
pygame.display.update()
clock.tick(cfg.FPS)
Python实现滑雪小游戏
游戏规则:
玩家通过“AD”键或者“←→”操控前进中的滑雪者,努力避开路上的树,尽量捡到路上的小旗。
如果碰到树,则得分减50,如果捡到小旗子,则得分加10。
效果
部分源码
'''游戏主循环'''
while True:
# --事件捕获
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)
'''--更新当前游戏帧的数据'''
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)
'''--碰撞检测'''
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)
Python实现化经典90坦克大战游戏
游戏规则:
游戏有单人和双人两种模式,己方大本营被破或者己方坦克被歼灭则游戏失败,成功通过所有关卡则游戏胜利。另外,玩家可以通过射击特定的坦克使地图上随机出现一个道具,若己方坦克捡到该道具,则触发一个事件,例如坦克能力的增强。
效果图
部分源码
'''主函数'''
def main(cfg):
# 游戏初始化
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT))
pygame.display.set_caption(cfg.TITLE)
# 加载游戏素材
sounds = {}
for key, value in cfg.AUDIO_PATHS.items():
sounds[key] = pygame.mixer.Sound(value)
sounds[key].set_volume(1)
# 开始界面
is_dual_mode = gameStartInterface(screen, cfg)
# 关卡数
levelfilepaths = [os.path.join(cfg.LEVELFILEDIR, filename) for filename in sorted(os.listdir(cfg.LEVELFILEDIR))]
# 主循环
for idx, levelfilepath in enumerate(levelfilepaths):
switchLevelIterface(screen, cfg, idx+1)
game_level = GameLevel(idx+1, levelfilepath, sounds, is_dual_mode, cfg)
is_win = game_level.start(screen)
if not is_win: break
is_quit_game = gameEndIterface(screen, cfg, is_win)
return is_quit_game
'''run'''
if __name__ == '__main__':
while True:
is_quit_game = main(cfg)
if is_quit_game:
break
总结
以上这五款游戏都是我在学习的过程中完成的,我们可以发现 Python 是一种非常实用的编程语言,他可以开发游戏以外,还可以适用于开发各种类型和规模的应用程序。此外,Python 配置的程序包对于开发者来说价值巨大,能够极大地简化开发过程。
如果有正在跟我一样的自学的朋友,需要我本篇的代码或者其他的Python学习资料可以私信我(转发此文私信发我“经典游戏”)
最后,我想说的是,Python 的应用潜力无限,你唯一缺少的就是找准适当的创意。