Python实现四个经典小游戏合集

 一、效果展示

1、俄罗斯方块

这个应该是玩起来最最简单的了…

2、扫雷

运气好,点了四下都没踩雷哈哈…

3、五子棋

我是菜鸡,玩不赢电脑人…

4、贪吃蛇

害,这个是最惊心动魄的,为了我的小心脏,不玩了不玩了…

女朋友:你就是借机在玩游戏,逮到了

啊这…

那我不吹牛逼了,我们来敲代码吧~

二、代码展示

1、俄罗斯方块

方块部分

这部分代码单独保存py文件,这里我命名为 blocks.py

方块形状的设计,一开始我是做成 4 × 4,长宽最长都是4的话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。

要实现这个功能,只要固定左上角的坐标就可以了。

import random

from collections import namedtuple

Point = namedtuple('Point', 'X Y')

Shape = namedtuple('Shape', 'X Y Width Height')

Block = namedtuple('Block', 'template start_pos end_pos name next')

# 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]

游戏主代码

import sys

import time

import pygame

from pygame.locals import *

import blocks

SIZE = 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24

font2 = 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, 0

game_area = None # 整个游戏区域

game_over = True

start = False # 是否开始,当start = True,game_over = True 时,才显示 GAME OVER

score = 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, speed

for _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 = True

else:

# 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 += 100

elif remove_count == 2:

score += 300

elif remove_count == 3:

score += 700

elif remove_count == 4:

score += 1500

speed = orispeed - 0.03 * (score // 10000)

# 消除

_i = _j = remove_idxs[-1]

while _i >= 0:

while _j in remove_idxs:

_j -= 1

if _j < 0:

game_area[_i] = ['.'] * BLOCK_WIDTH

else:

game_area[_i] = game_area[_j]

_i -= 1

_j -= 1

cur_block = next_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.Y

def _judge(pos_x, pos_y, block):

nonlocal game_area

for _i in range(block.start_pos.Y, block.end_pos.Y + 1):

if pos_y + block.end_pos.Y >= BLOCK_HEIGHT:

return False

for _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 False

return True

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 = True

game_over = False

score = 0

last_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.Y

elif event.key == K_SPACE:

if not game_over:

pause = not pause

elif event.key in (K_w, K_UP):

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_block

if 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 -= 1

if 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 += 1

if 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:

if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):

_dock()

else:

last_drop_time = cur_drop_time

cur_pos_y += 1

else:

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()

2、扫雷

地雷部分

一样的,单独保存py文件,mineblock.py

import random

from enum import Enum

BLOCK_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 = x

self._y = y

self._value = 0

self._around_mine_count = -1

self._status = BlockStatus.normal

self.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._x

def set_x(self, x):

self._x = x

x = property(fget=get_x, fset=set_x)

def get_y(self):

return self._y

def set_y(self, y):

self._y = y

y = property(fget=get_y, fset=set_y)

def get_value(self):

return self._value

def set_value(self, value):

if value:

self._value = 1

else:

self._value = 0

value = property(fget=get_value, fset=set_value, doc='0:非地雷 1:雷')

def get_around_mine_count(self):

return self._around_mine_count

def set_around_mine_count(self, around_mine_count):

self._around_mine_count = around_mine_count

around_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._status

def set_status(self, value):

self._status = value

status = 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 = 1

def get_block(self):

return self._block

block = 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.bomb

return False

# 先把状态改为 opened

self._block[y][x].status = BlockStatus.opened

around = _get_around(x, y)

_sum = 0

for i, j in around:

if self._block[j][i].value:

_sum += 1

self._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 True

def double_mouse_button_down(self, x, y):

if self._block[y][x].around_mine_count == 0:

return True

self._block[y][x].status = BlockStatus.double

around = _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 = True

if 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 = False

else:

for i, j in around:

if self._block[j][i].status == BlockStatus.normal:

self._block[j][i].status = BlockStatus.hint

return result

def double_mouse_button_up(self, x, y):

self._block[y][x].status = BlockStatus.opened

for i, j in _get_around(x, y):

if self._block[j][i].status == BlockStatus.hint:

self._block[j][i].status = BlockStatus.normal

def _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 1

return [(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]

素材

主代码

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) * SIZE

class GameStatus(Enum):

readied = 1,

started = 2,

over = 3,

win = 4

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('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) // 2

face_pos_y = (SIZE * 2 - face_size) // 2

img_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.readied

start_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.pos

x = mouse_x // SIZE

y = mouse_y // SIZE - 2

b1, 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.over

elif 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.readied

block = MineBlock()

start_time = time.time()

elapsed_time = 0

continue

if game_status == GameStatus.readied:

game_status = GameStatus.started

start_time = time.time()

elapsed_time = 0

if 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.over

elif not b1 and b3: # 按鼠标右键

if mine.status == BlockStatus.normal:

mine.status = BlockStatus.flag

elif mine.status == BlockStatus.flag:

mine.status = BlockStatus.ask

elif mine.status == BlockStatus.ask:

mine.status = BlockStatus.normal

elif b1 and b3:

if mine.status == BlockStatus.double:

block.double_mouse_button_up(x, y)

flag_count = 0

opened_count = 0

for 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 += 1

elif 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 += 1

elif 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.win

if 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()

3、五子棋

五子棋就没那么多七七八八的素材和其它代码了

import sys

import random

import pygame

from pygame.locals import *

import pygame.gfxdraw

from collections import namedtuple

Chessman = 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_points

self._checkerboard = [[0] * line_points for _ in range(line_points)]

def _get_checkerboard(self):

return self._checkerboard

checkerboard = property(_get_checkerboard)

# 判断是否可落子

def can_drop(self, point):

return self._checkerboard[point.Y][point.X] == 0

def 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.Value

if 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 True

def _get_count_on_direction(self, point, value, x_offset, y_offset):

count = 1

for step in range(1, 5):

x = point.X + step * x_offset

y = point.Y + step * y_offset

if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:

count += 1

else:

break

for step in range(1, 5):

x = point.X - step * x_offset

y = point.Y - step * y_offset

if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:

count += 1

else:

break

return count >= 5

SIZE = 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 + 10

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('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_CHESSMAN

winner = None

computer = AI(Line_Points, WHITE_CHESSMAN)

black_win_count = 0

white_win_count = 0

while 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 = None

cur_runner = BLACK_CHESSMAN

checkerboard = 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 += 1

cur_runner = _get_next(cur_runner)

else:

black_win_count += 1

else:

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_CHESSMAN

else:

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 = 5

else:

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_X

pos_y = click_pos[1] - Start_Y

if pos_x < -Inside_Width or pos_y < -Inside_Width:

return None

x = pos_x // SIZE

y = pos_y // SIZE

if pos_x % SIZE > Stone_Radius:

x += 1

if pos_y % SIZE > Stone_Radius:

y += 1

if x >= Line_Points or y >= Line_Points:

return None

return Point(x, y)

class AI:

def __init__(self, line_points, chessman):

self._line_points = line_points

self._my = chessman

self._opponent = BLACK_CHESSMAN if chessman == WHITE_CHESSMAN else WHITE_CHESSMAN

self._checkerboard = [[0] * line_points for _ in range(line_points)]

def get_opponent_drop(self, point):

self._checkerboard[point.Y][point.X] = self._opponent.Value

def AI_drop(self):

point = None

score = 0

for 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 = _score

point = 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.Value

return point

def _get_point_score(self, point):

score = 0

for os in offset:

score += self._get_direction_score(point, os[0], os[1])

return score

def _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_offset

y = point.Y + step * y_offset

if 0 <= x < self._line_points and 0 <= y < self._line_points:

if flag == 1:

if self._checkerboard[y][x] == self._my.Value:

count += 1

if space is False:

space = True

elif self._checkerboard[y][x] == self._opponent.Value:

_both += 1

break

else:

if space is None:

space = False

else:

break # 遇到第二个空格退出

elif flag == 2:

if self._checkerboard[y][x] == self._my.Value:

_both += 1

break

elif self._checkerboard[y][x] == self._opponent.Value:

_count += 1

if _space is False:

_space = True

else:

if _space is None:

_space = False

else:

break

else:

# 遇到边也就是阻挡

if flag == 1:

both += 1

elif flag == 2:

_both += 1

if space is False:

space = None

if _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_offset

y = point.Y - step * y_offset

if 0 <= x < self._line_points and 0 <= y < self._line_points:

if _flag == 1:

if self._checkerboard[y][x] == self._my.Value:

count += 1

if space is False:

space = True

elif self._checkerboard[y][x] == self._opponent.Value:

_both += 1

break

else:

if space is None:

space = False

else:

break # 遇到第二个空格退出

elif _flag == 2:

if self._checkerboard[y][x] == self._my.Value:

_both += 1

break

elif self._checkerboard[y][x] == self._opponent.Value:

_count += 1

if _space is False:

_space = True

else:

if _space is None:

_space = False

else:

break

else:

# 遇到边也就是阻挡

if _flag == 1:

both += 1

elif _flag == 2:

_both += 1

score = 0

if count == 4:

score = 10000

elif _count == 4:

score = 9000

elif count == 3:

if both == 0:

score = 1000

elif both == 1:

score = 100

else:

score = 0

elif _count == 3:

if _both == 0:

score = 900

elif _both == 1:

score = 90

else:

score = 0

elif count == 2:

if both == 0:

score = 100

elif both == 1:

score = 10

else:

score = 0

elif _count == 2:

if _both == 0:

score = 90

elif _both == 1:

score = 9

else:

score = 0

elif count == 1:

score = 10

elif _count == 1:

score = 9

else:

score = 0

if space or _space:

score /= 2

return 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_offset

y = point.Y + y_offset

if 0 <= x < self._line_points and 0 <= y < self._line_points:

if self._checkerboard[y][x] == self._my.Value:

return 1

elif self._checkerboard[y][x] == self._opponent.Value:

return 2

else:

if next:

return self._get_stone_color(Point(x, y), x_offset, y_offset, False)

else:

return 0

else:

return 0

if __name__ == '__main__':

main()

4、贪吃蛇

import random

import sys

import time

import pygame

from pygame.locals import *

from collections import deque

SCREEN_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 snake

def 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_y

def 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 = True

start = False # 是否开始,当start = True,game_over = True 时,才显示 GAME OVER

score = 0 # 得分

orispeed = 0.5 # 原始速度

speed = orispeed

last_move_time = None

pause = 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 = True

game_over = False

b = True

snake = init_snake()

food = create_food(snake)

food_style = get_food_style()

pos = (1, 0)

# 得分

score = 0

last_move_time = time.time()

elif event.key == K_SPACE:

if not game_over:

pause = not pause

elif 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 OVER

if b and not pos[1]:

pos = (0, -1)

b = False

elif event.key in (K_s, K_DOWN):

if b and not pos[1]:

pos = (0, 1)

b = False

elif event.key in (K_a, K_LEFT):

if b and not pos[0]:

pos = (-1, 0)

b = False

elif 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 = True

last_move_time = curTime

next_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()

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