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1000行Python代码实现俄罗斯方块/扫雷/五子棋/贪吃蛇

嗨学编程 发布时间:2021-12-22 15:13:10 ,浏览量:0

文章目录
    • Python开发小游戏,它有又双叒叕来了...
      • 一、效果展示
        • 1、俄罗斯方块
        • 2、扫雷
        • 3、五子棋
        • 4、贪吃蛇
      • 二、代码展示
        • 1、俄罗斯方块
        • 2、扫雷
        • 3、五子棋
        • 4、贪吃蛇

Python开发小游戏,它有又双叒叕来了… 一、效果展示 1、俄罗斯方块

在这里插入图片描述这个应该是玩起来最最简单的了…

2、扫雷

在这里插入图片描述运气好,点了四下都没踩雷哈哈…

3、五子棋

在这里插入图片描述我是菜鸡,玩不赢电脑人…

4、贪吃蛇

在这里插入图片描述 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 在这里插入图片描述 在这里插入图片描述 啊这…

那我不吹牛逼了,我们来敲代码吧~

在这里插入图片描述

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:
                    while _j in remove_idxs:
                        _j -= 1
                    if _j = 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_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  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

左侧扫码获取 在这里插入图片描述 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             
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