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基于python的4个小游戏(免费直接使用)

2025/3/31 9:29:44 来源:https://blog.csdn.net/m0_58478371/article/details/146527615  浏览:    关键词:基于python的4个小游戏(免费直接使用)

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        此小游戏代码可以作为python的学习参考,为避免麻烦,以及免费获取游戏的图片素材以和全套code可以绿泡泡:(PM简读馆)回复“python小游戏”

目录

1,五子棋

2,贪吃蛇

3, 扫雷

4,俄罗斯方块

1,五子棋

 

"""五子棋之人机对战"""import sys
import random
import pygame
from pygame.locals import *
import pygame.gfxdraw
from collections import namedtupleChessman = namedtuple('Chessman', 'Name Value Color')
Point = namedtuple('Point', 'X Y')BLACK_CHESSMAN = Chessman('黑子', 1, (45, 45, 45))
WHITE_CHESSMAN = Chessman('白子', 2, (219, 219, 219))offset = [(1, 0), (0, 1), (1, 1), (1, -1)]class Checkerboard:def __init__(self, line_points):self._line_points = line_pointsself._checkerboard = [[0] * line_points for _ in range(line_points)]def _get_checkerboard(self):return self._checkerboardcheckerboard = property(_get_checkerboard)# 判断是否可落子def can_drop(self, point):return self._checkerboard[point.Y][point.X] == 0def drop(self, chessman, point):"""落子:param chessman::param point:落子位置:return:若该子落下之后即可获胜,则返回获胜方,否则返回 None"""print(f'{chessman.Name} ({point.X}, {point.Y})')self._checkerboard[point.Y][point.X] = chessman.Valueif self._win(point):print(f'{chessman.Name}获胜')return chessman# 判断是否赢了def _win(self, point):cur_value = self._checkerboard[point.Y][point.X]for os in offset:if self._get_count_on_direction(point, cur_value, os[0], os[1]):return Truedef _get_count_on_direction(self, point, value, x_offset, y_offset):count = 1for step in range(1, 5):x = point.X + step * x_offsety = point.Y + step * y_offsetif 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:count += 1else:breakfor step in range(1, 5):x = point.X - step * x_offsety = point.Y - step * y_offsetif 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:count += 1else:breakreturn count >= 5SIZE = 30  # 棋盘每个点时间的间隔
Line_Points = 19  # 棋盘每行/每列点数
Outer_Width = 20  # 棋盘外宽度
Border_Width = 4  # 边框宽度
Inside_Width = 4  # 边框跟实际的棋盘之间的间隔
Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width  # 边框线的长度
Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width  # 网格线起点(左上角)坐标
SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2  # 游戏屏幕的高
SCREEN_WIDTH = SCREEN_HEIGHT + 200  # 游戏屏幕的宽Stone_Radius = SIZE // 2 - 3  # 棋子半径
Stone_Radius2 = SIZE // 2 + 3
Checkerboard_Color = (0xE3, 0x92, 0x65)  # 棋盘颜色
BLACK_COLOR = (0, 0, 0)
WHITE_COLOR = (255, 255, 255)
RED_COLOR = (200, 30, 30)
BLUE_COLOR = (30, 30, 200)RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):imgText = font.render(text, True, fcolor)screen.blit(imgText, (x, y))def main():pygame.init()screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))pygame.display.set_caption('五子棋')font1 = pygame.font.SysFont('SimHei', 32)font2 = pygame.font.SysFont('SimHei', 72)fwidth, fheight = font2.size('黑方获胜')checkerboard = Checkerboard(Line_Points)cur_runner = BLACK_CHESSMANwinner = Nonecomputer = AI(Line_Points, WHITE_CHESSMAN)black_win_count = 0white_win_count = 0while True:for event in pygame.event.get():if event.type == QUIT:sys.exit()elif event.type == KEYDOWN:if event.key == K_RETURN:if winner is not None:winner = Nonecur_runner = BLACK_CHESSMANcheckerboard = Checkerboard(Line_Points)computer = AI(Line_Points, WHITE_CHESSMAN)elif event.type == MOUSEBUTTONDOWN:if winner is None:pressed_array = pygame.mouse.get_pressed()if pressed_array[0]:mouse_pos = pygame.mouse.get_pos()click_point = _get_clickpoint(mouse_pos)if click_point is not None:if checkerboard.can_drop(click_point):winner = checkerboard.drop(cur_runner, click_point)if winner is None:cur_runner = _get_next(cur_runner)computer.get_opponent_drop(click_point)AI_point = computer.AI_drop()winner = checkerboard.drop(cur_runner, AI_point)if winner is not None:white_win_count += 1cur_runner = _get_next(cur_runner)else:black_win_count += 1else:print('超出棋盘区域')# 画棋盘_draw_checkerboard(screen)# 画棋盘上已有的棋子for i, row in enumerate(checkerboard.checkerboard):for j, cell in enumerate(row):if cell == BLACK_CHESSMAN.Value:_draw_chessman(screen, Point(j, i), BLACK_CHESSMAN.Color)elif cell == WHITE_CHESSMAN.Value:_draw_chessman(screen, Point(j, i), WHITE_CHESSMAN.Color)_draw_left_info(screen, font1, cur_runner, black_win_count, white_win_count)if winner:print_text(screen, font2, (SCREEN_WIDTH - fwidth)//2, (SCREEN_HEIGHT - fheight)//2, winner.Name + '获胜', RED_COLOR)pygame.display.flip()def _get_next(cur_runner):if cur_runner == BLACK_CHESSMAN:return WHITE_CHESSMANelse:return BLACK_CHESSMAN# 画棋盘
def _draw_checkerboard(screen):# 填充棋盘背景色screen.fill(Checkerboard_Color)# 画棋盘网格线外的边框pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)# 画网格线for i in range(Line_Points):pygame.draw.line(screen, BLACK_COLOR,(Start_Y, Start_Y + SIZE * i),(Start_Y + SIZE * (Line_Points - 1), Start_Y + SIZE * i),1)for j in range(Line_Points):pygame.draw.line(screen, BLACK_COLOR,(Start_X + SIZE * j, Start_X),(Start_X + SIZE * j, Start_X + SIZE * (Line_Points - 1)),1)# 画星位和天元for i in (3, 9, 15):for j in (3, 9, 15):if i == j == 9:radius = 5else:radius = 3# pygame.draw.circle(screen, BLACK, (Start_X + SIZE * i, Start_Y + SIZE * j), radius)pygame.gfxdraw.aacircle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)# 画棋子
def _draw_chessman(screen, point, stone_color):# pygame.draw.circle(screen, stone_color, (Start_X + SIZE * point.X, Start_Y + SIZE * point.Y), Stone_Radius)pygame.gfxdraw.aacircle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)# 画左侧信息显示
def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count):_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), BLACK_CHESSMAN.Color)_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), WHITE_CHESSMAN.Color)print_text(screen, font, RIGHT_INFO_POS_X, Start_X + 3, '玩家', BLUE_COLOR)print_text(screen, font, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3 + 3, '电脑', BLUE_COLOR)print_text(screen, font, SCREEN_HEIGHT, SCREEN_HEIGHT - Stone_Radius2 * 8, '战况:', BLUE_COLOR)_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - int(Stone_Radius2 * 4.5)), BLACK_CHESSMAN.Color)_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - Stone_Radius2 * 2), WHITE_CHESSMAN.Color)print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - int(Stone_Radius2 * 5.5) + 3, f'{black_win_count} 胜', BLUE_COLOR)print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - Stone_Radius2 * 3 + 3, f'{white_win_count} 胜', BLUE_COLOR)def _draw_chessman_pos(screen, pos, stone_color):pygame.gfxdraw.aacircle(screen, pos[0], pos[1], Stone_Radius2, stone_color)pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], Stone_Radius2, stone_color)# 根据鼠标点击位置,返回游戏区坐标
def _get_clickpoint(click_pos):pos_x = click_pos[0] - Start_Xpos_y = click_pos[1] - Start_Yif pos_x < -Inside_Width or pos_y < -Inside_Width:return Nonex = pos_x // SIZEy = pos_y // SIZEif pos_x % SIZE > Stone_Radius:x += 1if pos_y % SIZE > Stone_Radius:y += 1if x >= Line_Points or y >= Line_Points:return Nonereturn Point(x, y)class AI:def __init__(self, line_points, chessman):self._line_points = line_pointsself._my = chessmanself._opponent = BLACK_CHESSMAN if chessman == WHITE_CHESSMAN else WHITE_CHESSMANself._checkerboard = [[0] * line_points for _ in range(line_points)]def get_opponent_drop(self, point):self._checkerboard[point.Y][point.X] = self._opponent.Valuedef AI_drop(self):point = Nonescore = 0for i in range(self._line_points):for j in range(self._line_points):if self._checkerboard[j][i] == 0:_score = self._get_point_score(Point(i, j))if _score > score:score = _scorepoint = Point(i, j)elif _score == score and _score > 0:r = random.randint(0, 100)if r % 2 == 0:point = Point(i, j)self._checkerboard[point.Y][point.X] = self._my.Valuereturn pointdef _get_point_score(self, point):score = 0for os in offset:score += self._get_direction_score(point, os[0], os[1])return scoredef _get_direction_score(self, point, x_offset, y_offset):count = 0   # 落子处我方连续子数_count = 0  # 落子处对方连续子数space = None   # 我方连续子中有无空格_space = None  # 对方连续子中有无空格both = 0    # 我方连续子两端有无阻挡_both = 0   # 对方连续子两端有无阻挡# 如果是 1 表示是边上是我方子,2 表示敌方子flag = self._get_stone_color(point, x_offset, y_offset, True)if flag != 0:for step in range(1, 6):x = point.X + step * x_offsety = point.Y + step * y_offsetif 0 <= x < self._line_points and 0 <= y < self._line_points:if flag == 1:if self._checkerboard[y][x] == self._my.Value:count += 1if space is False:space = Trueelif self._checkerboard[y][x] == self._opponent.Value:_both += 1breakelse:if space is None:space = Falseelse:break   # 遇到第二个空格退出elif flag == 2:if self._checkerboard[y][x] == self._my.Value:_both += 1breakelif self._checkerboard[y][x] == self._opponent.Value:_count += 1if _space is False:_space = Trueelse:if _space is None:_space = Falseelse:breakelse:# 遇到边也就是阻挡if flag == 1:both += 1elif flag == 2:_both += 1if space is False:space = Noneif _space is False:_space = None_flag = self._get_stone_color(point, -x_offset, -y_offset, True)if _flag != 0:for step in range(1, 6):x = point.X - step * x_offsety = point.Y - step * y_offsetif 0 <= x < self._line_points and 0 <= y < self._line_points:if _flag == 1:if self._checkerboard[y][x] == self._my.Value:count += 1if space is False:space = Trueelif self._checkerboard[y][x] == self._opponent.Value:_both += 1breakelse:if space is None:space = Falseelse:break   # 遇到第二个空格退出elif _flag == 2:if self._checkerboard[y][x] == self._my.Value:_both += 1breakelif self._checkerboard[y][x] == self._opponent.Value:_count += 1if _space is False:_space = Trueelse:if _space is None:_space = Falseelse:breakelse:# 遇到边也就是阻挡if _flag == 1:both += 1elif _flag == 2:_both += 1score = 0if count == 4:score = 10000elif _count == 4:score = 9000elif count == 3:if both == 0:score = 1000elif both == 1:score = 100else:score = 0elif _count == 3:if _both == 0:score = 900elif _both == 1:score = 90else:score = 0elif count == 2:if both == 0:score = 100elif both == 1:score = 10else:score = 0elif _count == 2:if _both == 0:score = 90elif _both == 1:score = 9else:score = 0elif count == 1:score = 10elif _count == 1:score = 9else:score = 0if space or _space:score /= 2return score# 判断指定位置处在指定方向上是我方子、对方子、空def _get_stone_color(self, point, x_offset, y_offset, next):x = point.X + x_offsety = point.Y + y_offsetif 0 <= x < self._line_points and 0 <= y < self._line_points:if self._checkerboard[y][x] == self._my.Value:return 1elif self._checkerboard[y][x] == self._opponent.Value:return 2else:if next:return self._get_stone_color(Point(x, y), x_offset, y_offset, False)else:return 0else:return 0if __name__ == '__main__':main()

2,贪吃蛇

"""贪吃蛇"""import random
import sys
import time
import pygame
from pygame.locals import *
from collections import dequeSCREEN_WIDTH = 600      # 屏幕宽度
SCREEN_HEIGHT = 480     # 屏幕高度
SIZE = 20               # 小方格大小
LINE_WIDTH = 1          # 网格线宽度# 游戏区域的坐标范围
SCOPE_X = (0, SCREEN_WIDTH // SIZE - 1)
SCOPE_Y = (2, SCREEN_HEIGHT // SIZE - 1)# 食物的分值及颜色
FOOD_STYLE_LIST = [(10, (255, 100, 100)), (20, (100, 255, 100)), (30, (100, 100, 255))]LIGHT = (100, 100, 100)
DARK = (200, 200, 200)      # 蛇的颜色
BLACK = (0, 0, 0)           # 网格线颜色
RED = (200, 30, 30)         # 红色,GAME OVER 的字体颜色
BGCOLOR = (40, 40, 60)      # 背景色def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):imgText = font.render(text, True, fcolor)screen.blit(imgText, (x, y))# 初始化蛇
def init_snake():snake = deque()snake.append((2, SCOPE_Y[0]))snake.append((1, SCOPE_Y[0]))snake.append((0, SCOPE_Y[0]))return snakedef create_food(snake):food_x = random.randint(SCOPE_X[0], SCOPE_X[1])food_y = random.randint(SCOPE_Y[0], SCOPE_Y[1])while (food_x, food_y) in snake:# 如果食物出现在蛇身上,则重来food_x = random.randint(SCOPE_X[0], SCOPE_X[1])food_y = random.randint(SCOPE_Y[0], SCOPE_Y[1])return food_x, food_ydef get_food_style():return FOOD_STYLE_LIST[random.randint(0, 2)]def main():pygame.init()screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))pygame.display.set_caption('贪吃蛇')font1 = pygame.font.SysFont('SimHei', 24)  # 得分的字体font2 = pygame.font.Font(None, 72)  # GAME OVER 的字体fwidth, fheight = font2.size('GAME OVER')# 如果蛇正在向右移动,那么快速点击向下向左,由于程序刷新没那么快,向下事件会被向左覆盖掉,导致蛇后退,直接GAME OVER# b 变量就是用于防止这种情况的发生b = True# 蛇snake = init_snake()# 食物food = create_food(snake)food_style = get_food_style()# 方向pos = (1, 0)game_over = Truestart = False       # 是否开始,当start = True,game_over = True 时,才显示 GAME OVERscore = 0           # 得分orispeed = 0.5      # 原始速度speed = orispeedlast_move_time = Nonepause = False       # 暂停while True:for event in pygame.event.get():if event.type == QUIT:sys.exit()elif event.type == KEYDOWN:if event.key == K_RETURN:if game_over:start = Truegame_over = Falseb = Truesnake = init_snake()food = create_food(snake)food_style = get_food_style()pos = (1, 0)# 得分score = 0last_move_time = time.time()elif event.key == K_SPACE:if not game_over:pause = not pauseelif event.key in (K_w, K_UP):# 这个判断是为了防止蛇向上移时按了向下键,导致直接 GAME OVERif b and not pos[1]:pos = (0, -1)b = Falseelif event.key in (K_s, K_DOWN):if b and not pos[1]:pos = (0, 1)b = Falseelif event.key in (K_a, K_LEFT):if b and not pos[0]:pos = (-1, 0)b = Falseelif event.key in (K_d, K_RIGHT):if b and not pos[0]:pos = (1, 0)b = False# 填充背景色screen.fill(BGCOLOR)# 画网格线 竖线for x in range(SIZE, SCREEN_WIDTH, SIZE):pygame.draw.line(screen, BLACK, (x, SCOPE_Y[0] * SIZE), (x, SCREEN_HEIGHT), LINE_WIDTH)# 画网格线 横线for y in range(SCOPE_Y[0] * SIZE, SCREEN_HEIGHT, SIZE):pygame.draw.line(screen, BLACK, (0, y), (SCREEN_WIDTH, y), LINE_WIDTH)if not game_over:curTime = time.time()if curTime - last_move_time > speed:if not pause:b = Truelast_move_time = curTimenext_s = (snake[0][0] + pos[0], snake[0][1] + pos[1])if next_s == food:# 吃到了食物snake.appendleft(next_s)score += food_style[0]speed = orispeed - 0.03 * (score // 100)food = create_food(snake)food_style = get_food_style()else:if SCOPE_X[0] <= next_s[0] <= SCOPE_X[1] and SCOPE_Y[0] <= next_s[1] <= SCOPE_Y[1] \and next_s not in snake:snake.appendleft(next_s)snake.pop()else:game_over = True# 画食物if not game_over:# 避免 GAME OVER 的时候把 GAME OVER 的字给遮住了pygame.draw.rect(screen, food_style[1], (food[0] * SIZE, food[1] * SIZE, SIZE, SIZE), 0)# 画蛇for s in snake:pygame.draw.rect(screen, DARK, (s[0] * SIZE + LINE_WIDTH, s[1] * SIZE + LINE_WIDTH,SIZE - LINE_WIDTH * 2, SIZE - LINE_WIDTH * 2), 0)print_text(screen, font1, 30, 7, f'速度: {score//100}')print_text(screen, font1, 450, 7, f'得分: {score}')if game_over:if start:print_text(screen, font2, (SCREEN_WIDTH - fwidth) // 2, (SCREEN_HEIGHT - fheight) // 2, 'GAME OVER', RED)pygame.display.update()if __name__ == '__main__':main()

3, 扫雷

main.py

import sys
import time
from enum import Enum
import pygame
from pygame.locals import *
from mineblock import *# 游戏屏幕的宽
SCREEN_WIDTH = BLOCK_WIDTH * SIZE
# 游戏屏幕的高
SCREEN_HEIGHT = (BLOCK_HEIGHT + 2) * SIZEclass GameStatus(Enum):readied = 1,started = 2,over = 3,win = 4def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):imgText = font.render(text, True, fcolor)screen.blit(imgText, (x, y))def main():pygame.init()screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))pygame.display.set_caption('扫雷')font1 = pygame.font.Font('resources/a.TTF', SIZE * 2)  # 得分的字体fwidth, fheight = font1.size('999')red = (200, 40, 40)# 加载资源图片,因为资源文件大小不一,所以做了统一的缩放处理img0 = pygame.image.load('resources/0.bmp').convert()img0 = pygame.transform.smoothscale(img0, (SIZE, SIZE))img1 = pygame.image.load('resources/1.bmp').convert()img1 = pygame.transform.smoothscale(img1, (SIZE, SIZE))img2 = pygame.image.load('resources/2.bmp').convert()img2 = pygame.transform.smoothscale(img2, (SIZE, SIZE))img3 = pygame.image.load('resources/3.bmp').convert()img3 = pygame.transform.smoothscale(img3, (SIZE, SIZE))img4 = pygame.image.load('resources/4.bmp').convert()img4 = pygame.transform.smoothscale(img4, (SIZE, SIZE))img5 = pygame.image.load('resources/5.bmp').convert()img5 = pygame.transform.smoothscale(img5, (SIZE, SIZE))img6 = pygame.image.load('resources/6.bmp').convert()img6 = pygame.transform.smoothscale(img6, (SIZE, SIZE))img7 = pygame.image.load('resources/7.bmp').convert()img7 = pygame.transform.smoothscale(img7, (SIZE, SIZE))img8 = pygame.image.load('resources/8.bmp').convert()img8 = pygame.transform.smoothscale(img8, (SIZE, SIZE))img_blank = pygame.image.load('resources/blank.bmp').convert()img_blank = pygame.transform.smoothscale(img_blank, (SIZE, SIZE))img_flag = pygame.image.load('resources/flag.bmp').convert()img_flag = pygame.transform.smoothscale(img_flag, (SIZE, SIZE))img_ask = pygame.image.load('resources/ask.bmp').convert()img_ask = pygame.transform.smoothscale(img_ask, (SIZE, SIZE))img_mine = pygame.image.load('resources/mine.bmp').convert()img_mine = pygame.transform.smoothscale(img_mine, (SIZE, SIZE))img_blood = pygame.image.load('resources/blood.bmp').convert()img_blood = pygame.transform.smoothscale(img_blood, (SIZE, SIZE))img_error = pygame.image.load('resources/error.bmp').convert()img_error = pygame.transform.smoothscale(img_error, (SIZE, SIZE))face_size = int(SIZE * 1.25)img_face_fail = pygame.image.load('resources/face_fail.bmp').convert()img_face_fail = pygame.transform.smoothscale(img_face_fail, (face_size, face_size))img_face_normal = pygame.image.load('resources/face_normal.bmp').convert()img_face_normal = pygame.transform.smoothscale(img_face_normal, (face_size, face_size))img_face_success = pygame.image.load('resources/face_success.bmp').convert()img_face_success = pygame.transform.smoothscale(img_face_success, (face_size, face_size))face_pos_x = (SCREEN_WIDTH - face_size) // 2face_pos_y = (SIZE * 2 - face_size) // 2img_dict = {0: img0,1: img1,2: img2,3: img3,4: img4,5: img5,6: img6,7: img7,8: img8}bgcolor = (225, 225, 225)   # 背景色block = MineBlock()game_status = GameStatus.readiedstart_time = None   # 开始时间elapsed_time = 0    # 耗时while True:# 填充背景色screen.fill(bgcolor)for event in pygame.event.get():if event.type == QUIT:sys.exit()elif event.type == MOUSEBUTTONDOWN:mouse_x, mouse_y = event.posx = mouse_x // SIZEy = mouse_y // SIZE - 2b1, b2, b3 = pygame.mouse.get_pressed()if game_status == GameStatus.started:# 鼠标左右键同时按下,如果已经标记了所有雷,则打开周围一圈# 如果还未标记完所有雷,则有一个周围一圈被同时按下的效果if b1 and b3:mine = block.getmine(x, y)if mine.status == BlockStatus.opened:if not block.double_mouse_button_down(x, y):game_status = GameStatus.overelif event.type == MOUSEBUTTONUP:if y < 0:if face_pos_x <= mouse_x <= face_pos_x + face_size \and face_pos_y <= mouse_y <= face_pos_y + face_size:game_status = GameStatus.readiedblock = MineBlock()start_time = time.time()elapsed_time = 0continueif game_status == GameStatus.readied:game_status = GameStatus.startedstart_time = time.time()elapsed_time = 0if game_status == GameStatus.started:mine = block.getmine(x, y)if b1 and not b3:       # 按鼠标左键if mine.status == BlockStatus.normal:if not block.open_mine(x, y):game_status = GameStatus.overelif not b1 and b3:     # 按鼠标右键if mine.status == BlockStatus.normal:mine.status = BlockStatus.flagelif mine.status == BlockStatus.flag:mine.status = BlockStatus.askelif mine.status == BlockStatus.ask:mine.status = BlockStatus.normalelif b1 and b3:if mine.status == BlockStatus.double:block.double_mouse_button_up(x, y)flag_count = 0opened_count = 0for row in block.block:for mine in row:pos = (mine.x * SIZE, (mine.y + 2) * SIZE)if mine.status == BlockStatus.opened:screen.blit(img_dict[mine.around_mine_count], pos)opened_count += 1elif mine.status == BlockStatus.double:screen.blit(img_dict[mine.around_mine_count], pos)elif mine.status == BlockStatus.bomb:screen.blit(img_blood, pos)elif mine.status == BlockStatus.flag:screen.blit(img_flag, pos)flag_count += 1elif mine.status == BlockStatus.ask:screen.blit(img_ask, pos)elif mine.status == BlockStatus.hint:screen.blit(img0, pos)elif game_status == GameStatus.over and mine.value:screen.blit(img_mine, pos)elif mine.value == 0 and mine.status == BlockStatus.flag:screen.blit(img_error, pos)elif mine.status == BlockStatus.normal:screen.blit(img_blank, pos)print_text(screen, font1, 30, (SIZE * 2 - fheight) // 2 - 2, '%02d' % (MINE_COUNT - flag_count), red)if game_status == GameStatus.started:elapsed_time = int(time.time() - start_time)print_text(screen, font1, SCREEN_WIDTH - fwidth - 30, (SIZE * 2 - fheight) // 2 - 2, '%03d' % elapsed_time, red)if flag_count + opened_count == BLOCK_WIDTH * BLOCK_HEIGHT:game_status = GameStatus.winif game_status == GameStatus.over:screen.blit(img_face_fail, (face_pos_x, face_pos_y))elif game_status == GameStatus.win:screen.blit(img_face_success, (face_pos_x, face_pos_y))else:screen.blit(img_face_normal, (face_pos_x, face_pos_y))pygame.display.update()if __name__ == '__main__':main()

mineblock.py

import random
from enum import EnumBLOCK_WIDTH = 30
BLOCK_HEIGHT = 16
SIZE = 20           # 块大小
MINE_COUNT = 99     # 地雷数class BlockStatus(Enum):normal = 1  # 未点击opened = 2  # 已点击mine = 3    # 地雷flag = 4    # 标记为地雷ask = 5     # 标记为问号bomb = 6    # 踩中地雷hint = 7    # 被双击的周围double = 8  # 正被鼠标左右键双击class Mine:def __init__(self, x, y, value=0):self._x = xself._y = yself._value = 0self._around_mine_count = -1self._status = BlockStatus.normalself.set_value(value)def __repr__(self):return str(self._value)# return f'({self._x},{self._y})={self._value}, status={self.status}'def get_x(self):return self._xdef set_x(self, x):self._x = xx = property(fget=get_x, fset=set_x)def get_y(self):return self._ydef set_y(self, y):self._y = yy = property(fget=get_y, fset=set_y)def get_value(self):return self._valuedef set_value(self, value):if value:self._value = 1else:self._value = 0value = property(fget=get_value, fset=set_value, doc='0:非地雷 1:雷')def get_around_mine_count(self):return self._around_mine_countdef set_around_mine_count(self, around_mine_count):self._around_mine_count = around_mine_countaround_mine_count = property(fget=get_around_mine_count, fset=set_around_mine_count, doc='四周地雷数量')def get_status(self):return self._statusdef set_status(self, value):self._status = valuestatus = property(fget=get_status, fset=set_status, doc='BlockStatus')class MineBlock:def __init__(self):self._block = [[Mine(i, j) for i in range(BLOCK_WIDTH)] for j in range(BLOCK_HEIGHT)]# 埋雷for i in random.sample(range(BLOCK_WIDTH * BLOCK_HEIGHT), MINE_COUNT):self._block[i // BLOCK_WIDTH][i % BLOCK_WIDTH].value = 1def get_block(self):return self._blockblock = property(fget=get_block)def getmine(self, x, y):return self._block[y][x]def open_mine(self, x, y):# 踩到雷了if self._block[y][x].value:self._block[y][x].status = BlockStatus.bombreturn False# 先把状态改为 openedself._block[y][x].status = BlockStatus.openedaround = _get_around(x, y)_sum = 0for i, j in around:if self._block[j][i].value:_sum += 1self._block[y][x].around_mine_count = _sum# 如果周围没有雷,那么将周围8个未中未点开的递归算一遍# 这就能实现一点出现一大片打开的效果了if _sum == 0:for i, j in around:if self._block[j][i].around_mine_count == -1:self.open_mine(i, j)return Truedef double_mouse_button_down(self, x, y):if self._block[y][x].around_mine_count == 0:return Trueself._block[y][x].status = BlockStatus.doublearound = _get_around(x, y)sumflag = 0     # 周围被标记的雷数量for i, j in _get_around(x, y):if self._block[j][i].status == BlockStatus.flag:sumflag += 1# 周边的雷已经全部被标记result = Trueif sumflag == self._block[y][x].around_mine_count:for i, j in around:if self._block[j][i].status == BlockStatus.normal:if not self.open_mine(i, j):result = Falseelse:for i, j in around:if self._block[j][i].status == BlockStatus.normal:self._block[j][i].status = BlockStatus.hintreturn resultdef double_mouse_button_up(self, x, y):self._block[y][x].status = BlockStatus.openedfor i, j in _get_around(x, y):if self._block[j][i].status == BlockStatus.hint:self._block[j][i].status = BlockStatus.normaldef _get_around(x, y):"""返回(x, y)周围的点的坐标"""# 这里注意,range 末尾是开区间,所以要加 1return [(i, j) for i in range(max(0, x - 1), min(BLOCK_WIDTH - 1, x + 1) + 1)for j in range(max(0, y - 1), min(BLOCK_HEIGHT - 1, y + 1) + 1) if i != x or j != y]

4,俄罗斯方块

main.py

import sys
import time
import pygame
from pygame.locals import *
import blocksSIZE = 30  # 每个小方格大小
BLOCK_HEIGHT = 25  # 游戏区高度
BLOCK_WIDTH = 10   # 游戏区宽度
BORDER_WIDTH = 4   # 游戏区边框宽度
BORDER_COLOR = (40, 40, 200)  # 游戏区边框颜色
SCREEN_WIDTH = SIZE * (BLOCK_WIDTH + 5)  # 游戏屏幕的宽
SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT      # 游戏屏幕的高
BG_COLOR = (40, 40, 60)  # 背景色
BLOCK_COLOR = (20, 128, 200)  #
BLACK = (0, 0, 0)
RED = (200, 30, 30)      # GAME OVER 的字体颜色def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):imgText = font.render(text, True, fcolor)screen.blit(imgText, (x, y))def main():pygame.init()screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))pygame.display.set_caption('俄罗斯方块')font1 = pygame.font.SysFont('SimHei', 24)  # 黑体24font2 = pygame.font.Font(None, 72)  # GAME OVER 的字体font_pos_x = BLOCK_WIDTH * SIZE + BORDER_WIDTH + 10  # 右侧信息显示区域字体位置的X坐标gameover_size = font2.size('GAME OVER')font1_height = int(font1.size('得分')[1])cur_block = None   # 当前下落方块next_block = None  # 下一个方块cur_pos_x, cur_pos_y = 0, 0game_area = None    # 整个游戏区域game_over = Truestart = False       # 是否开始,当start = True,game_over = True 时,才显示 GAME OVERscore = 0           # 得分orispeed = 0.5      # 原始速度speed = orispeed    # 当前速度pause = False       # 暂停last_drop_time = None   # 上次下落时间last_press_time = None  # 上次按键时间def _dock():nonlocal cur_block, next_block, game_area, cur_pos_x, cur_pos_y, game_over, score, speedfor _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):for _j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1):if cur_block.template[_i][_j] != '.':game_area[cur_pos_y + _i][cur_pos_x + _j] = '0'if cur_pos_y + cur_block.start_pos.Y <= 0:game_over = Trueelse:# 计算消除remove_idxs = []for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):if all(_x == '0' for _x in game_area[cur_pos_y + _i]):remove_idxs.append(cur_pos_y + _i)if remove_idxs:# 计算得分remove_count = len(remove_idxs)if remove_count == 1:score += 100elif remove_count == 2:score += 300elif remove_count == 3:score += 700elif remove_count == 4:score += 1500speed = orispeed - 0.03 * (score // 10000)# 消除_i = _j = remove_idxs[-1]while _i >= 0:while _j in remove_idxs:_j -= 1if _j < 0:game_area[_i] = ['.'] * BLOCK_WIDTHelse:game_area[_i] = game_area[_j]_i -= 1_j -= 1cur_block = next_blocknext_block = blocks.get_block()cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Ydef _judge(pos_x, pos_y, block):nonlocal game_areafor _i in range(block.start_pos.Y, block.end_pos.Y + 1):if pos_y + block.end_pos.Y >= BLOCK_HEIGHT:return Falsefor _j in range(block.start_pos.X, block.end_pos.X + 1):if pos_y + _i >= 0 and block.template[_i][_j] != '.' and game_area[pos_y + _i][pos_x + _j] != '.':return Falsereturn Truewhile True:for event in pygame.event.get():if event.type == QUIT:sys.exit()elif event.type == KEYDOWN:if event.key == K_RETURN:if game_over:start = Truegame_over = Falsescore = 0last_drop_time = time.time()last_press_time = time.time()game_area = [['.'] * BLOCK_WIDTH for _ in range(BLOCK_HEIGHT)]cur_block = blocks.get_block()next_block = blocks.get_block()cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Yelif event.key == K_SPACE:if not game_over:pause = not pauseelif event.key in (K_w, K_UP):# 旋转# 其实记得不是很清楚了,比如# .0.# .00# ..0# 这个在最右边靠边的情况下是否可以旋转,我试完了网上的俄罗斯方块,是不能旋转的,这里我们就按不能旋转来做# 我们在形状设计的时候做了很多的空白,这样只需要规定整个形状包括空白部分全部在游戏区域内时才可以旋转if 0 <= cur_pos_x <= BLOCK_WIDTH - len(cur_block.template[0]):_next_block = blocks.get_next_block(cur_block)if _judge(cur_pos_x, cur_pos_y, _next_block):cur_block = _next_blockif event.type == pygame.KEYDOWN:if event.key == pygame.K_LEFT:if not game_over and not pause:if time.time() - last_press_time > 0.1:last_press_time = time.time()if cur_pos_x > - cur_block.start_pos.X:if _judge(cur_pos_x - 1, cur_pos_y, cur_block):cur_pos_x -= 1if event.key == pygame.K_RIGHT:if not game_over and not pause:if time.time() - last_press_time > 0.1:last_press_time = time.time()# 不能移除右边框if cur_pos_x + cur_block.end_pos.X + 1 < BLOCK_WIDTH:if _judge(cur_pos_x + 1, cur_pos_y, cur_block):cur_pos_x += 1if event.key == pygame.K_DOWN:if not game_over and not pause:if time.time() - last_press_time > 0.1:last_press_time = time.time()if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):_dock()else:last_drop_time = time.time()cur_pos_y += 1_draw_background(screen)_draw_game_area(screen, game_area)_draw_gridlines(screen)_draw_info(screen, font1, font_pos_x, font1_height, score)# 画显示信息中的下一个方块_draw_block(screen, next_block, font_pos_x, 30 + (font1_height + 6) * 5, 0, 0)if not game_over:cur_drop_time = time.time()if cur_drop_time - last_drop_time > speed:if not pause:# 不应该在下落的时候来判断到底没,我们玩俄罗斯方块的时候,方块落到底的瞬间是可以进行左右移动if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):_dock()else:last_drop_time = cur_drop_timecur_pos_y += 1else:if start:print_text(screen, font2,(SCREEN_WIDTH - gameover_size[0]) // 2, (SCREEN_HEIGHT - gameover_size[1]) // 2,'GAME OVER', RED)# 画当前下落方块_draw_block(screen, cur_block, 0, 0, cur_pos_x, cur_pos_y)pygame.display.flip()# 画背景
def _draw_background(screen):# 填充背景色screen.fill(BG_COLOR)# 画游戏区域分隔线pygame.draw.line(screen, BORDER_COLOR,(SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, 0),(SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)# 画网格线
def _draw_gridlines(screen):# 画网格线 竖线for x in range(BLOCK_WIDTH):pygame.draw.line(screen, BLACK, (x * SIZE, 0), (x * SIZE, SCREEN_HEIGHT), 1)# 画网格线 横线for y in range(BLOCK_HEIGHT):pygame.draw.line(screen, BLACK, (0, y * SIZE), (BLOCK_WIDTH * SIZE, y * SIZE), 1)# 画已经落下的方块
def _draw_game_area(screen, game_area):if game_area:for i, row in enumerate(game_area):for j, cell in enumerate(row):if cell != '.':pygame.draw.rect(screen, BLOCK_COLOR, (j * SIZE, i * SIZE, SIZE, SIZE), 0)# 画单个方块
def _draw_block(screen, block, offset_x, offset_y, pos_x, pos_y):if block:for i in range(block.start_pos.Y, block.end_pos.Y + 1):for j in range(block.start_pos.X, block.end_pos.X + 1):if block.template[i][j] != '.':pygame.draw.rect(screen, BLOCK_COLOR,(offset_x + (pos_x + j) * SIZE, offset_y + (pos_y + i) * SIZE, SIZE, SIZE), 0)# 画得分等信息
def _draw_info(screen, font, pos_x, font_height, score):print_text(screen, font, pos_x, 10, f'得分: ')print_text(screen, font, pos_x, 10 + font_height + 6, f'{score}')print_text(screen, font, pos_x, 20 + (font_height + 6) * 2, f'速度: ')print_text(screen, font, pos_x, 20 + (font_height + 6) * 3, f'{score // 10000}')print_text(screen, font, pos_x, 30 + (font_height + 6) * 4, f'下一个:')if __name__ == '__main__':main()

blocks.py

import random
from collections import namedtuplePoint = namedtuple('Point', 'X Y')
Shape = namedtuple('Shape', 'X Y Width Height')
Block = namedtuple('Block', 'template start_pos end_pos name next')# 方块形状的设计,我最初我是做成 4 × 4,因为长宽最长都是4,这样旋转的时候就不考虑怎么转了,就是从一个图形替换成另一个
# 其实要实现这个功能,只需要固定左上角的坐标就可以了# S形方块
S_BLOCK = [Block(['.OO','OO.','...'], Point(0, 0), Point(2, 1), 'S', 1),Block(['O..','OO.','.O.'], Point(0, 0), Point(1, 2), 'S', 0)]
# Z形方块
Z_BLOCK = [Block(['OO.','.OO','...'], Point(0, 0), Point(2, 1), 'Z', 1),Block(['.O.','OO.','O..'], Point(0, 0), Point(1, 2), 'Z', 0)]
# I型方块
I_BLOCK = [Block(['.O..','.O..','.O..','.O..'], Point(1, 0), Point(1, 3), 'I', 1),Block(['....','....','OOOO','....'], Point(0, 2), Point(3, 2), 'I', 0)]
# O型方块
O_BLOCK = [Block(['OO','OO'], Point(0, 0), Point(1, 1), 'O', 0)]
# J型方块
J_BLOCK = [Block(['O..','OOO','...'], Point(0, 0), Point(2, 1), 'J', 1),Block(['.OO','.O.','.O.'], Point(1, 0), Point(2, 2), 'J', 2),Block(['...','OOO','..O'], Point(0, 1), Point(2, 2), 'J', 3),Block(['.O.','.O.','OO.'], Point(0, 0), Point(1, 2), 'J', 0)]
# L型方块
L_BLOCK = [Block(['..O','OOO','...'], Point(0, 0), Point(2, 1), 'L', 1),Block(['.O.','.O.','.OO'], Point(1, 0), Point(2, 2), 'L', 2),Block(['...','OOO','O..'], Point(0, 1), Point(2, 2), 'L', 3),Block(['OO.','.O.','.O.'], Point(0, 0), Point(1, 2), 'L', 0)]
# T型方块
T_BLOCK = [Block(['.O.','OOO','...'], Point(0, 0), Point(2, 1), 'T', 1),Block(['.O.','.OO','.O.'], Point(1, 0), Point(2, 2), 'T', 2),Block(['...','OOO','.O.'], Point(0, 1), Point(2, 2), 'T', 3),Block(['.O.','OO.','.O.'], Point(0, 0), Point(1, 2), 'T', 0)]BLOCKS = {'O': O_BLOCK,'I': I_BLOCK,'Z': Z_BLOCK,'T': T_BLOCK,'L': L_BLOCK,'S': S_BLOCK,'J': J_BLOCK}def get_block():block_name = random.choice('OIZTLSJ')b = BLOCKS[block_name]idx = random.randint(0, len(b) - 1)return b[idx]def get_next_block(block):b = BLOCKS[block.name]return b[block.next]

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