First, PyGame window production

The development environment is vscode 1.43.0 python version 3.7.6

code

import pygame from pygame.locals import * import sys def hello_world(): Pygame.init () Pygame.display.set_mode ((640,480)) PyGame.display.set_caption (" Hello World ") while True: for event in pygame.event.get(): if event.type==QUIT: pygame.quit() sys.exit() pygame.display.update() if __name__=="__main__": hello_world()Copy the code

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Game case 1: Tank war

Reference code

import pygame,sys from pygame.locals import * def play_tank(): Pygame. The init () window_size = (width, height) = (640480) speed = [1, 1] color_white = (255255255). Screen = Pygame.display.set_mode (window_size) PyGame.display.set_caption (" Tank Battle ") tank_image=pygame.image.load(r'tankU.bmp') tank_rect=tank_image.get_rect() while True: for event in pygame.event.get(): if event.type==pygame.QUIT: pygame.quit() sys.exit() tank_rect=tank_rect.move(speed) if(tank_rect.left<0) or (tank_rect.right>width): speed[0]=-speed[0] if(tank_rect.top<0) or (tank_rect.bottom>height): speed[1]=-speed[1] screen.fill(color_white) screen.blit(tank_image,tank_rect) pygame.display.update() if __name__=="__main__": play_tank()Copy the code

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import pygame,sys from pygame.locals import * def play_tank(): Pygame. The init () window_size = (width, height) = (640480) speed = [1, 1] color_white = (255255255). Screen = Pygame.display.set_mode (window_size) PyGame.display.set_caption (" Tank Battle ") tank_image=pygame.image.load(r'tankU.bmp') tank_rect=tank_image.get_rect() while True: for event in pygame.event.get(): if event.type==pygame.QUIT: pygame.quit() sys.exit() tank_rect=tank_rect.move(speed) if(tank_rect.left<0) or (tank_rect.right>width): speed[0]=-speed[0] if(tank_rect.top<0) or (tank_rect.bottom>height): speed[1]=-speed[1] screen.fill(color_white) screen.blit(tank_image,tank_rect) pygame.display.update() if __name__=="__main__": play_tank()Copy the code

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Three, Sprite testing

Reference code

import pygame,sys pygame.init() class Tank(pygame.sprite.Sprite): def __init__(self,filename,initial_position): pygame.sprite.Sprite.__init__(self) self.image=pygame.image.load(filename) self.rect=self.image.get_rect() The self. The rect. Bottomright = initial_position screen. = pygame display. Set_mode ([640480]) screen. The fill ([255255255]) Fi =' tanku.bmp 'b=Tank(fi,[150,100]) while True: for event in pygame.event.get(): if event.type== pygame.quit: pygame.quit() sys.exit() screen.blit(b.image,b.rect) pygame.display.update()Copy the code

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import pygame from pygame.locals import * class MySprite(pygame.sprite.Sprite): def __init__(self,target): pygame.sprite.Sprite.__init__(self) self.sprite_surface=target self.image=None self.master_image=None self.rect=None Self.topleft =0,0 self.frame=0 self.old_fram=-1 self.fram_width=1 self.fram_height=1 self.first_fram=0 self.last_fram=0 self.columns=1 self.last_time=0 def load(self,filename,width,height,columns): self.master_image=pygame.image.load(filename).convert_alpha() self.fram_width=width self.fram_height=height The self. The rect = 0, 0, width, height the self. The columns = the columns the rect = self. Master_image. Get_rect () self.last_fram=(rect.width//width)*(rect.height//height)-1 def update(self,current_time,rate=60): if current_time>self.last_time+rate: self.frame+=1 if self.frame>self.last_fram: self.frame=self.first_fram self.last_time=current_time if self.frame! =self.old_fram: frame_x=(self.frame%self.columns)*self.fram_width frame_y=(self.frame//self.columns)*self.fram_height rect=(frame_x,frame_y,self.fram_width,self.fram_height) self.image=self.master_image.subsurface(rect) Self. Old_fram = self. Frame pygame. The init () screen. = pygame display. Set_mode (800600), (0, 32) Font = Pygame.font.Font(None,18) Framerate = Pygame.time.clock () cat=MySprite(screen) Group = pygame.sprite.group () group.add(cat) while True: framerate.tick(10) ticks=pygame.time.get_ticks() for event in pygame.event.get(): if event.type==pygame.QUIT: pygame.quit() exit() key=pygame.key.get_pressed() if key[pygame.K_ESCAPE]: Fill ((0,0,255)) cat.update(ticks) screen.blit(cat.image,cat.rect) pygame.display.update()Copy the code

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Game case 2: Snake

code

import pygame,sys,time,random from pygame.locals import * pygame.init() fpsClock=pygame.time.Clock() PlaySurface = Pygame.display. Set_mode ((640,480)) PyGame.display. Set_mode = PyGame.display. BlackColor = pygame. Color (0, 0) whiteColor = pygame. Color (255255255) greyColor = pygame. Color (150150150). SnakePosition = [100100] snakeSegments = [[100100], [80100], [60100]] raspberryPosition = [300300] raspberrySpawned = 1 direction='right' changeDirection=direction def gameOver(): gameOverFont=pygame.font.Font('simfang.ttf',72) gameOverSurf=gameOverFont.render('Game Over',True,greyColor) GameOverRect = gameOverSurf. Get_rect () gameOverRect. Midtop = (320, 10) playSurface. Blit (gameOverSurf gameOverRect) pygame.display.flip() time.sleep(5) pygame.quit() sys.exit() while True: for event in pygame.event.get(): if event.type==QUIT: pygame.quit() sys.exit() elif event.type==KEYDOWN: if event.key==K_RIGHT or event.key==ord('d'): changeDirection='right' if event.key==K_LEFT or event.key==ord('a'): changeDirection='left' if event.key==K_UP or event.key==ord('w'): changeDirection='up' if event.key==K_DOLLAR or event.key==ord('s'): changeDirection='down' if event.key==K_ESCAPE: pygame.event.post(pygame.event.Event(QUIT)) if changeDirection=='right' and not direction=='left': direction=changeDirection if changeDirection=='left' and not direction=='right': direction=changeDirection if changeDirection=='up' and not direction=='down': direction=changeDirection if changeDirection=='down' and not direction=='up': direction=changeDirection if direction=='right': snakePosition[0]+=20 if direction=='left': snakePosition[0]-=20 if direction=='up': snakePosition[1]-=20 if direction=='down': snakePosition[1]+=20 snakeSegments.insert(0,list(snakePosition)) if snakePosition[0]==raspberryPosition[0] and snakePosition[1]==raspberryPosition[1]: raspberrySpawned=0 else: snakeSegments.pop() if raspberrySpawned==0: X = random. Randrange aiaa (1) y = random. Randrange (1, 29) raspberryPosition = [int (* x 20), int (y * 20)] raspberrySpawned = 1 playSurface.fill(blackColor) for position in snakeSegments: Pygame. The draw. The rect (playSurface whiteColor, the rect (position [0], the position [1], 20, 20)) Pygame. The draw. The rect (playSurface redColor, the rect (raspberryPosition [0], raspberryPosition [1], 20, 20)). Pygame display. Flip the if () snakePosition[0]>620 or snakePosition[0] < 0: gameOver() if snakePosition[1] > 460 or snakePosition[1] < 0: gameOver() for snakeBody in snakeSegments[1:]: if snakePosition[0]==snakeBody[0] and snakePosition[1]==snakeBody[1]: gameOver() fpsClock.tick(10)Copy the code

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Five, game case 3: masturbation

code

import pygame
from sys import exit
from pygame.locals import *
import random
SCREEN_WIDTH=480
SCREEN_HEIGHT = 800
TYPE_SMALL=1
TYPE_MIDDLE=2
TYPE_BIG=3

class Bullet(pygame.sprite.Sprite):
    def __init__(self, bullet_img, init_pos):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet_img
        self.rect = self.image.get_rect()
        self.rect.midbottom = init_pos
        self.speed = 10

    def move(self):
       self.rect.top -= self.speed

class Player(pygame.sprite.Sprite):
     def __init__(self, plane_img, player_rect, init_pos):
         pygame.sprite.Sprite.__init__(self)
         self.image = []                                 # 用来存储玩家飞机图片的列表
         for i in range(len(player_rect)):
             self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha())
         self.rect = player_rect[0]                      # 初始化图片所在的矩形
         self.rect.topleft = init_pos                    # 初始化矩形的左上角坐标
         self.speed = 8                                  # 初始化玩家飞机速度,这里是一个确定的值
         self.bullets = pygame.sprite.Group()            # 玩家飞机所发射的子弹的集合
         self.is_hit = False                             # 玩家是否被击中

     # 发射子弹
     def shoot(self, bullet_img):
         bullet = Bullet(bullet_img, self.rect.midtop)
         self.bullets.add(bullet)

     # 向上移动,需要判断边界
     def moveUp(self):
        if self.rect.top <= 0:
            self.rect.top = 0
        else:
             self.rect.top -= self.speed

     # 向下移动,需要判断边界
     def moveDown(self):
         if self.rect.top >= SCREEN_HEIGHT - self.rect.height:
             self.rect.top = SCREEN_HEIGHT - self.rect.height
         else:
             self.rect.top += self.speed

     # 向左移动,需要判断边界
     def moveLeft(self):
         if self.rect.left <= 0:
             self.rect.left = 0
         else:
             self.rect.left -= self.speed

     # 向右移动,需要判断边界
     def moveRight(self):
         if self.rect.left >= SCREEN_WIDTH - self.rect.width:
             self.rect.left = SCREEN_WIDTH - self.rect.width
         else:
             self.rect.left += self.speed

class Enemy(pygame.sprite.Sprite):
     def __init__(self, enemy_img, enemy_down_imgs, init_pos):
         pygame.sprite.Sprite.__init__(self)
         self.image = enemy_img
         self.rect = self.image.get_rect()
         self.rect.topleft = init_pos
         self.down_imgs = enemy_down_imgs
         self.speed = 2


     def move(self):
         self.rect.top += self.speed

pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('Python打飞机大战')


background = pygame.image.load('image/background.png').convert()

game_over = pygame.image.load('image/gameover.png')


plane_img = pygame.image.load('image/shoot.png')

player_rect = []
player_rect.append(pygame.Rect(0, 99, 102, 126))        # 玩家飞机图片
player_rect.append(pygame.Rect(165, 234, 102, 126))     # 玩家爆炸图片

player_pos = [200, 600]
player = Player(plane_img, player_rect, player_pos)


bullet_rect = pygame.Rect(1004, 987, 9, 21)
bullet_img = plane_img.subsurface(bullet_rect)


enemy1_rect = pygame.Rect(534, 612, 57, 43)
enemy1_img = plane_img.subsurface(enemy1_rect)
enemy1_down_imgs = plane_img.subsurface(pygame.Rect(267, 347, 57, 43))


enemies1 = pygame.sprite.Group()


enemies_down = pygame.sprite.Group()


shoot_frequency = 0
enemy_frequency = 0


score = 0

clock = pygame.time.Clock()


running = True


while running:

    clock.tick(60)
    if not player.is_hit:
        if shoot_frequency % 15 == 0:
            player.shoot(bullet_img)
        shoot_frequency += 1
        if shoot_frequency >= 15:
            shoot_frequency = 0


    if enemy_frequency % 50 == 0:
        enemy1_pos = [random.randint(0, SCREEN_WIDTH - enemy1_rect.width), 0]
        enemy1 = Enemy(enemy1_img, enemy1_down_imgs, enemy1_pos)
        enemies1.add(enemy1)
    enemy_frequency += 1
    if enemy_frequency >= 100:
        enemy_frequency = 0

    for bullet in player.bullets:
        # 以固定速度移动子弹
        bullet.move()
        # 移动出屏幕后删除子弹
        if bullet.rect.bottom < 0:
            player.bullets.remove(bullet)

    for enemy in enemies1:
        #2. 移动敌机
        enemy.move()
        #3. 敌机与玩家飞机碰撞效果处理
        if pygame.sprite.collide_circle(enemy, player):
            enemies_down.add(enemy)
            enemies1.remove(enemy)
            player.is_hit = True
            break
        #4. 移动出屏幕后删除敌人
        if enemy.rect.top < 0:
            enemies1.remove(enemy)

    #敌机被子弹击中效果处理
    #将被击中的敌机对象添加到击毁敌机 Group 中
    enemies1_down = pygame.sprite.groupcollide(enemies1, player.bullets, 1, 1)
    for enemy_down in enemies1_down:
        enemies_down.add(enemy_down)

    # 绘制背景
    screen.fill(0)
    screen.blit(background, (0, 0))

    # 绘制玩家飞机
    if not player.is_hit:
        screen.blit(player.image[0], player.rect) #将正常飞机画出来
    else:
        # 玩家飞机被击中后的效果处理
        screen.blit(player.image[1], player.rect) #将爆炸的飞机画出来
        running = False

    # 敌机被子弹击中效果显示
    for enemy_down in enemies_down:
        enemies_down.remove(enemy_down)
        score += 1
        screen.blit(enemy_down.down_imgs, enemy_down.rect) #将爆炸的敌机画出来


    # 显示子弹
    player.bullets.draw(screen)
    # 显示敌机
    enemies1.draw(screen)
    # 绘制得分
    score_font = pygame.font.Font(None, 36)
    score_text = score_font.render('score: '+str(score), True, (128, 128, 128))
    text_rect = score_text.get_rect()
    text_rect.topleft = [10, 10]
    screen.blit(score_text, text_rect)

    pygame.display.update()

    # 处理游戏退出
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit()

    # 获取键盘事件(上下左右按键)
    key_pressed = pygame.key.get_pressed()

    # 处理键盘事件(移动飞机的位置)
    if key_pressed[K_w] or key_pressed[K_UP]:
        player.moveUp()
    if key_pressed[K_s] or key_pressed[K_DOWN]:
        player.moveDown()
    if key_pressed[K_a] or key_pressed[K_LEFT]:
        player.moveLeft()
    if key_pressed[K_d] or key_pressed[K_RIGHT]:
        player.moveRight()

# 游戏 Game Over 后显示最终得分
font = pygame.font.Font(None, 64)
text = font.render('Final Score: '+ str(score), True, (255, 0, 0))
text_rect = text.get_rect()
text_rect.centerx = screen.get_rect().centerx
text_rect.centery = screen.get_rect().centery + 24
screen.blit(game_over, (0, 0))
screen.blit(text, text_rect)

# 显示得分并处理游戏退出
while 1:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit()
    pygame.display.update()
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Game Case 4:248

code

Import random import sys import Pygame from Pygame. locals import * PIXEL = 150 SCORE_PIXEL = 100 SIZE = 4 # map class Map: def __init__(self, size): self.size = size self.score = 0 self.map = [[0 for i in range(size)] for i in range(size)] self.add() self.add() # Def add(self): while True: p = random.randint(0, self.size * self.size - 1) if self.map[p // self.size][p % self.size] == 0: X = random.randint(0, 3) > 0 and 2 or 4 self.map[p // self.size][p % self.size] = x self.score += x break # Other directions can be achieved by appropriate rotation, return map update def adjust(self): changed = False for a in self.map: b = [] last = 0 for v in a: if v! = 0: if v == last: b.append(b.pop() << 1) last = 0 else: b.append(v) last = v b += [0] * (self.size - len(b)) for i in range(self.size): if a[i] ! = b[I]: changed = True a[:] = b return changed # def rotate90(self) Self. Map = [[self. Map [c][r] for c in range(self.size)] for r in reversed(range(self.size))] def over(self): for r in range(self.size): for c in range(self.size): if self.map[r][c] == 0: return False for r in range(self.size): for c in range(self.size - 1): if self.map[r][c] == self.map[r][c + 1]: return False for r in range(self.size - 1): for c in range(self.size): if self.map[r][c] == self.map[r + 1][c]: return False return True def moveUp(self): self.rotate90() if self.adjust(): self.add() self.rotate90() self.rotate90() self.rotate90() def moveRight(self): self.rotate90() self.rotate90() if self.adjust(): self.add() self.rotate90() self.rotate90() def moveDown(self): self.rotate90() self.rotate90() self.rotate90() if self.adjust(): self.add() self.rotate90() def moveLeft(self): If self.adjust(): self.add() # def show(map): for I in range(SIZE): for j in range(SIZE): Screen. Blit (map.map[I][j] == 0 and block[(I + j) % 2] or block[2 + (I + j) % 2], (PIXEL * j, PIXEL * I)) # if map.map[I][j]! = 0: map_text = map_font.render(str(map.map[i][j]), True, (106, 90, 205)) text_rect = map_text.get_rect() text_rect.center = (PIXEL * j + PIXEL / 2, PIXEL * I + PIXEL / 2) screen.blit(map_text, text_rect) # PIXEL * SIZE)) score_text = score_font.render((map.over() and "Game over with score " or "Score: ") + str(map.score), True, (106, 90, 205)) score_rect = score_text.get_rect() score_rect.center = (PIXEL * SIZE / 2, PIXEL * SIZE + SCORE_PIXEL / 2) screen.blit(score_text, score_rect) pygame.display.update() map = Map(SIZE) pygame.init() screen = pygame.display.set_mode((PIXEL * SIZE, PIXEL * SIZE + SCORE_PIXEL)) pygame.display.set_caption("2048") block = [pygame.Surface((PIXEL, PIXEL) for I in range(4)] # Set color block[0].fill((152, 251, 152)) block[1].fill((240, 255, 255)) block[2].fill((0, 255, 255)) block 127)) block[3].fill((225, 255, 255)) score_block = pygame.Surface((PIXEL * SIZE, SCORE_PIXEL)) score_block.fill((245, Map_font = pygame.font.Font(None, PIXEL) score_font = pygame.font. SCORE_PIXEL) clock = pygame.time.Clock() show(map) while not map.over(): Tick (12) for event in pygame.event.get(): if event.type == QUIT: Sys.exit () # pressed_keys = pygame.key.get_pressed() if pressed_keys[K_w] or pressed_keys[K_UP]: map.moveUp() elif pressed_keys[K_s] or pressed_keys[K_DOWN]: map.moveDown() elif pressed_keys[K_a] or pressed_keys[K_LEFT]: MoveLeft () elif pressed_keys[K_d] or pressed_keys[K_RIGHT]: map.moveright () show(map) # end pygame.time.delay(3000)Copy the code

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