开发环境是vscode 1.43.0 python版本是3.7.6
import pygamefrom pygame.locals import *import sysdef 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()
import pygame,sysfrom pygame.locals import *def play_tank(): pygame.init() window_size=(width,height)=(640,480) speed=[1,1] color_white=(255,255,255) screen=pygame.display.set_mode(window_size) pygame.display.set_caption("坦克大战") 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()
import pygame,sysfrom pygame.locals import *def play_tank(): pygame.init() window_size=(width,height)=(640,480) speed=[1,1] color_white=(255,255,255) screen=pygame.display.set_mode(window_size) pygame.display.set_caption("坦克大战") 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()
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import pygame,syspygame.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() self.rect.bottomright=initial_positionscreen=pygame.display.set_mode([640,480])screen.fill([255,255,255])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()
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完善代码
import pygamefrom 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 self.rect=0,0,width,height self.columns=columns 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.framepygame.init() screen=pygame.display.set_mode((800,600),0,32) pygame.display.set_caption("精灵类测试")font=pygame.font.Font(None,18) framerate=pygame.time.Clock() cat=MySprite(screen)cat.load("sprite2.png",92,95,4) 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]: exit() screen.fill((0,0,255)) cat.update(ticks) screen.blit(cat.image,cat.rect) pygame.display.update()
import pygame,sys,time,randomfrom pygame.locals import *pygame.init()fpsClock=pygame.time.Clock()playSurface=pygame.display.set_mode((640,480))pygame.display.set_caption("贪吃蛇游戏")redColor=pygame.Color(255,0,0)blackColor=pygame.Color(0,0,0)whiteColor=pygame.Color(255,255,255)greyColor=pygame.Color(150,150,150)snakePosition=[100,100]snakeSegments=[[100,100],[80,100],[60,100]]raspberryPosition=[300,300]raspberrySpawned=1direction='right'changeDirection=directiondef 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(1,32) y=random.randrange(1,24) raspberryPosition=[int(x*20),int(y*20)] raspberrySpawned=1 playSurface.fill(blackColor) for position in snakeSegments: pygame.draw.rect(playSurface,whiteColor,Rect(position[0],position[1],20,20)) pygame.draw.rect(playSurface,redColor,Rect(raspberryPosition[0],raspberryPosition[1],20,20)) pygame.display.flip() 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)
import pygamefrom sys import exitfrom pygame.locals import *import randomSCREEN_WIDTH=480SCREEN_HEIGHT = 800TYPE_SMALL=1TYPE_MIDDLE=2TYPE_BIG=3class 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.speedclass 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.speedclass 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.speedpygame.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 = 0enemy_frequency = 0score = 0clock = pygame.time.Clock()running = Truewhile 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().centerxtext_rect.centery = screen.get_rect().centery + 24screen.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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import randomimport sysimport pygamefrom pygame.locals import *PIXEL = 150SCORE_PIXEL = 100SIZE = 4 # 地图的类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() # 新增2或4,有1/4概率产生4 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 # 地图向左靠拢,其他方向的靠拢可以通过适当旋转实现,返回地图是否更新 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 # 逆时针旋转地图90度 def rotate90(self): self.map = [[self.map[c][r] for c in range(self.size)] for r in reversed(range(self.size))] # 判断游戏结束 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() # 更新屏幕def show(map): for i in range(SIZE): for j in range(SIZE): # 背景颜色块 screen.blit(map.map[i][j] == 0 and block[(i + j) % 2] or block[2 + (i + j) % 2], (PIXEL * j, PIXEL * i)) # 数值显示 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) # 分数显示 screen.blit(score_block, (0, 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)] # 设置颜色block[0].fill((152, 251, 152))block[1].fill((240, 255, 255))block[2].fill((0, 255, 127))block[3].fill((225, 255, 255))score_block = pygame.Surface((PIXEL * SIZE, SCORE_PIXEL))score_block.fill((245, 245, 245)) # 设置字体map_font = pygame.font.Font(None, PIXEL)score_font = pygame.font.Font(None, SCORE_PIXEL)clock = pygame.time.Clock()show(map)while not map.over(): # 12为实验参数 clock.tick(12) for event in pygame.event.get(): if event.type == QUIT: sys.exit() # 接收玩家操作 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]: map.moveLeft() elif pressed_keys[K_d] or pressed_keys[K_RIGHT]: map.moveRight() show(map) # 游戏结束pygame.time.delay(3000)