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一口气用Python写了13个小游戏(附源码)

  • 2026-01-31 17:19:40
一口气用Python写了13个小游戏(附源码)

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1、吃金币

源码分享:

import osimport cfgimport sysimport pygameimport randomfrom modules import *'''游戏初始化'''def initGame():# 初始化pygame, 设置展示窗口    pygame.init()    screen = pygame.display.set_mode(cfg.SCREENSIZE)    pygame.display.set_caption('catch coins —— 九歌')# 加载必要的游戏素材    game_images = {}for key, value in cfg.IMAGE_PATHS.items():if isinstance(value, list):            images = []for item in value: images.append(pygame.image.load(item))            game_images[key] = imageselse:            game_images[key] = pygame.image.load(value)    game_sounds = {}for key, value in cfg.AUDIO_PATHS.items():if key == 'bgm'continue        game_sounds[key] = pygame.mixer.Sound(value)# 返回初始化数据return screen, game_images, game_sounds'''主函数'''def main():# 初始化    screen, game_images, game_sounds = initGame()# 播放背景音乐    pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm'])    pygame.mixer.music.play(-1, 0.0)# 字体加载    font = pygame.font.Font(cfg.FONT_PATH, 40)# 定义hero    hero = Hero(game_images['hero'], position=(375, 520))# 定义食物组    food_sprites_group = pygame.sprite.Group()    generate_food_freq = random.randint(10, 20)    generate_food_count = 0# 当前分数/历史最高分    score = 0    highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())# 游戏主循环    clock = pygame.time.Clock()while True:# --填充背景        screen.fill(0)        screen.blit(game_images['background'], (0, 0))# --倒计时信息        countdown_text = 'Count down: ' + str((90000 - pygame.time.get_ticks()) // 60000) + : + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2)        countdown_text = font.render(countdown_text, True, (0, 0, 0))        countdown_rect = countdown_text.get_rect()        countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5]        screen.blit(countdown_text, countdown_rect)# --按键检测for event in pygame.event.get():if event.type == pygame.QUIT:                pygame.quit()                sys.exit()        key_pressed = pygame.key.get_pressed()if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:            hero.move(cfg.SCREENSIZE, 'left')if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:            hero.move(cfg.SCREENSIZE, 'right')# --随机生成食物        generate_food_count += 1if generate_food_count > generate_food_freq:            generate_food_freq = random.randint(10, 20)            generate_food_count = 0            food = Food(game_images, random.choice(['gold',] * 10 + ['apple']), cfg.SCREENSIZE)            food_sprites_group.add(food)# --更新食物for food in food_sprites_group:if food.update(): food_sprites_group.remove(food)# --碰撞检测for food in food_sprites_group:if pygame.sprite.collide_mask(food, hero):                game_sounds['get'].play()                food_sprites_group.remove(food)                score += food.scoreif score > highest_score: highest_score = score# --画hero        hero.draw(screen)# --画食物        food_sprites_group.draw(screen)# --显示得分        score_text = f'Score: {score}, Highest: {highest_score}'        score_text = font.render(score_text, True, (0, 0, 0))        score_rect = score_text.get_rect()        score_rect.topleft = [5, 5]        screen.blit(score_text, score_rect)# --判断游戏是否结束if pygame.time.get_ticks() >= 90000:break# --更新屏幕        pygame.display.flip()        clock.tick(cfg.FPS)# 游戏结束, 记录最高分并显示游戏结束画面    fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, 'w')    fp.write(str(highest_score))    fp.close()return showEndGameInterface(screen, cfg, score, highest_score)'''run'''if __name__ == '__main__':while main():        pass

2、打乒乓

源码分享:

import sysimport cfgimport pygamefrom modules import *'''定义按钮'''def Button(screen, position, text, button_size=(200, 50)):    left, top = position    bwidth, bheight = button_size    pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)    pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)    pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)    pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)    pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))    font = pygame.font.Font(cfg.FONTPATH, 30)    text_render = font.render(text, 1, (255, 235, 205))return screen.blit(text_render, (left+50, top+10))'''Function:    开始界面Input:    --screen: 游戏界面Return:    --game_mode: 1(单人模式)/2(双人模式)'''def startInterface(screen):    clock = pygame.time.Clock()while True:        screen.fill((41, 36, 33))        button_1 = Button(screen, (150, 175), '1 Player')        button_2 = Button(screen, (150, 275), '2 Player')for event in pygame.event.get():if event.type == pygame.QUIT:                pygame.quit()                sys.exit()if event.type == pygame.MOUSEBUTTONDOWN:if button_1.collidepoint(pygame.mouse.get_pos()):return 1elif button_2.collidepoint(pygame.mouse.get_pos()):return 2        clock.tick(10)        pygame.display.update()'''结束界面'''def endInterface(screen, score_left, score_right):    clock = pygame.time.Clock()    font1 = pygame.font.Font(cfg.FONTPATH, 30)    font2 = pygame.font.Font(cfg.FONTPATH, 20)    msg = 'Player on left won!'if score_left > score_right else'Player on right won!'    texts = [font1.render(msg, True, cfg.WHITE),            font2.render('Press ESCAPE to quit.', True, cfg.WHITE),            font2.render('Press ENTER to continue or play again.', True, cfg.WHITE)]    positions = [[120, 200], [155, 270], [80, 300]]while True:        screen.fill((41, 36, 33))for event in pygame.event.get():if event.type == pygame.QUIT:                pygame.quit()                sys.exit()if event.type == pygame.KEYDOWN:if event.key == pygame.K_RETURN:returnelif event.key == pygame.K_ESCAPE:                    sys.exit()                    pygame.quit()for text, pos in zip(texts, positions):            screen.blit(text, pos)        clock.tick(10)        pygame.display.update()'''运行游戏Demo'''def runDemo(screen):# 加载游戏素材    hit_sound = pygame.mixer.Sound(cfg.HITSOUNDPATH)    goal_sound = pygame.mixer.Sound(cfg.GOALSOUNDPATH)    pygame.mixer.music.load(cfg.BGMPATH)    pygame.mixer.music.play(-1, 0.0)    font = pygame.font.Font(cfg.FONTPATH, 50)# 开始界面    game_mode = startInterface(screen)# 游戏主循环# --左边球拍(ws控制, 仅双人模式时可控制)    score_left = 0    racket_left = Racket(cfg.RACKETPICPATH, 'LEFT', cfg)# --右边球拍(↑↓控制)    score_right = 0    racket_right = Racket(cfg.RACKETPICPATH, 'RIGHT', cfg)# --球    ball = Ball(cfg.BALLPICPATH, cfg)    clock = pygame.time.Clock()while True:for event in pygame.event.get():if event.type == pygame.QUIT:                pygame.quit()                sys.exit(-1)        screen.fill((41, 36, 33))# 玩家操作        pressed_keys = pygame.key.get_pressed()if pressed_keys[pygame.K_UP]:            racket_right.move('UP')elif pressed_keys[pygame.K_DOWN]:            racket_right.move('DOWN')if game_mode == 2:if pressed_keys[pygame.K_w]:                racket_left.move('UP')elif pressed_keys[pygame.K_s]:                racket_left.move('DOWN')else:            racket_left.automove(ball)# 球运动        scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)        score_left += scores[0]        score_right += scores[1]# 显示# --分隔线        pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))# --球        ball.draw(screen)# --拍        racket_left.draw(screen)        racket_right.draw(screen)# --得分        screen.blit(font.render(str(score_left), False, cfg.WHITE), (150, 10))        screen.blit(font.render(str(score_right), False, cfg.WHITE), (300, 10))if score_left == 11 or score_right == 11:return score_left, score_right        clock.tick(100)        pygame.display.update()'''主函数'''def main():# 初始化    pygame.init()    pygame.mixer.init()    screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT))    pygame.display.set_caption('pingpong —— 九歌')# 开始游戏while True:        score_left, score_right = runDemo(screen)        endInterface(screen, score_left, score_right)'''run'''if __name__ == '__main__':    main()

3、滑雪

源码分享:

import sysimport cfgimport pygameimport random'''滑雪者类'''class SkierClass(pygame.sprite.Sprite):    def __init__(self):        pygame.sprite.Sprite.__init__(self)# 滑雪者的朝向(-2到2)        self.direction = 0        self.imagepaths = cfg.SKIER_IMAGE_PATHS[:-1]        self.image = pygame.image.load(self.imagepaths[self.direction])        self.rect = self.image.get_rect()        self.rect.center = [320, 100]        self.speed = [self.direction, 6-abs(self.direction)*2]'''改变滑雪者的朝向. 负数为向左,正数为向右,0为向前'''    def turn(self, num):        self.direction += num        self.direction = max(-2, self.direction)        self.direction = min(2, self.direction)        center = self.rect.center        self.image = pygame.image.load(self.imagepaths[self.direction])        self.rect = self.image.get_rect()        self.rect.center = center        self.speed = [self.direction, 6-abs(self.direction)*2]return self.speed'''移动滑雪者'''    def move(self):        self.rect.centerx += self.speed[0]        self.rect.centerx = max(20, self.rect.centerx)        self.rect.centerx = min(620, self.rect.centerx)'''设置为摔倒状态'''    def setFall(self):        self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])'''设置为站立状态'''    def setForward(self):        self.direction = 0        self.image = pygame.image.load(self.imagepaths[self.direction])'''Function:    障碍物类Input:    img_path: 障碍物图片路径    location: 障碍物位置    attribute: 障碍物类别属性'''class ObstacleClass(pygame.sprite.Sprite):    def __init__(self, img_path, location, attribute):        pygame.sprite.Sprite.__init__(self)        self.img_path = img_path        self.image = pygame.image.load(self.img_path)        self.location = location        self.rect = self.image.get_rect()        self.rect.center = self.location        self.attribute = attribute        self.passed = False'''移动'''    def move(self, num):        self.rect.centery = self.location[1] - num'''创建障碍物'''def createObstacles(s, e, num=10):    obstacles = pygame.sprite.Group()    locations = []for i in range(num):        row = random.randint(s, e)        col = random.randint(0, 9)        location  = [col*64+20, row*64+20]if location not in locations:            locations.append(location)            attribute = random.choice(list(cfg.OBSTACLE_PATHS.keys()))            img_path = cfg.OBSTACLE_PATHS[attribute]            obstacle = ObstacleClass(img_path, location, attribute)            obstacles.add(obstacle)return obstacles'''合并障碍物'''def AddObstacles(obstacles0, obstacles1):    obstacles = pygame.sprite.Group()for obstacle in obstacles0:        obstacles.add(obstacle)for obstacle in obstacles1:        obstacles.add(obstacle)return obstacles'''显示游戏开始界面'''def ShowStartInterface(screen, screensize):    screen.fill((255, 255, 255))    tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5)    cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20)    title = tfont.render(u'滑雪游戏', True, (255, 0, 0))    content = cfont.render(u'按任意键开始游戏', True, (0, 0, 255))    trect = title.get_rect()    trect.midtop = (screensize[0]/2, screensize[1]/5)    crect = content.get_rect()    crect.midtop = (screensize[0]/2, screensize[1]/2)    screen.blit(title, trect)    screen.blit(content, crect)while True:for event in pygame.event.get():if event.type == pygame.QUIT:                pygame.quit()                sys.exit()elif event.type == pygame.KEYDOWN:return        pygame.display.update()'''显示分数'''def showScore(screen, score, pos=(10, 10)):    font = pygame.font.Font(cfg.FONTPATH, 30)    score_text = font.render(Score: %s % score, True, (0, 0, 0))    screen.blit(score_text, pos)'''更新当前帧的游戏画面'''def updateFrame(screen, obstacles, skier, score):    screen.fill((255, 255, 255))    obstacles.draw(screen)    screen.blit(skier.image, skier.rect)    showScore(screen, score)    pygame.display.update()'''主程序'''def main():# 游戏初始化    pygame.init()    pygame.mixer.init()    pygame.mixer.music.load(cfg.BGMPATH)    pygame.mixer.music.set_volume(0.4)    pygame.mixer.music.play(-1)# 设置屏幕    screen = pygame.display.set_mode(cfg.SCREENSIZE)    pygame.display.set_caption('滑雪游戏 —— 九歌')# 游戏开始界面    ShowStartInterface(screen, cfg.SCREENSIZE)# 实例化游戏精灵# --滑雪者    skier = SkierClass()# --创建障碍物    obstacles0 = createObstacles(20, 29)    obstacles1 = createObstacles(10, 19)    obstaclesflag = 0    obstacles = AddObstacles(obstacles0, obstacles1)# 游戏clock    clock = pygame.time.Clock()# 记录滑雪的距离    distance = 0# 记录当前的分数    score = 0# 记录当前的速度    speed = [0, 6]# 游戏主循环while True:# --事件捕获for event in pygame.event.get():if event.type == pygame.QUIT:                pygame.quit()                sys.exit()if event.type == pygame.KEYDOWN:if event.key == pygame.K_LEFT or event.key == pygame.K_a:                    speed = skier.turn(-1)elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:                    speed = skier.turn(1)# --更新当前游戏帧的数据        skier.move()        distance += speed[1]if distance >= 640 and obstaclesflag == 0:            obstaclesflag = 1            obstacles0 = createObstacles(20, 29)            obstacles = AddObstacles(obstacles0, obstacles1)if distance >= 1280 and obstaclesflag == 1:            obstaclesflag = 0            distance -= 1280for obstacle in obstacles0:                obstacle.location[1] = obstacle.location[1] - 1280            obstacles1 = createObstacles(10, 19)            obstacles = AddObstacles(obstacles0, obstacles1)for obstacle in obstacles:            obstacle.move(distance)# --碰撞检测        hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False)if hitted_obstacles:if hitted_obstacles[0].attribute == tree and not hitted_obstacles[0].passed:                score -= 50                skier.setFall()                updateFrame(screen, obstacles, skier, score)                pygame.time.delay(1000)                skier.setForward()                speed = [0, 6]                hitted_obstacles[0].passed = Trueelif hitted_obstacles[0].attribute == flag and not hitted_obstacles[0].passed:                score += 10                obstacles.remove(hitted_obstacles[0])# --更新屏幕        updateFrame(screen, obstacles, skier, score)        clock.tick(cfg.FPS)'''run'''if __name__ == '__main__':    main();

4、并夕夕版飞机大战

源码分享:

import sysimport cfgimport pygamefrom modules import *'''游戏界面'''def GamingInterface(num_player, screen):# 初始化    pygame.mixer.music.load(cfg.SOUNDPATHS['Cool Space Music'])    pygame.mixer.music.set_volume(0.4)    pygame.mixer.music.play(-1)    explosion_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['boom'])    fire_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['shot'])    font = pygame.font.Font(cfg.FONTPATH, 20)# 游戏背景图    bg_imgs = [cfg.IMAGEPATHS['bg_big'], cfg.IMAGEPATHS['seamless_space'], cfg.IMAGEPATHS['space3']]    bg_move_dis = 0    bg_1 = pygame.image.load(bg_imgs[0]).convert()    bg_2 = pygame.image.load(bg_imgs[1]).convert()    bg_3 = pygame.image.load(bg_imgs[2]).convert()# 玩家, 子弹和小行星精灵组    player_group = pygame.sprite.Group()    bullet_group = pygame.sprite.Group()    asteroid_group = pygame.sprite.Group()# 产生小行星的时间间隔    asteroid_ticks = 90for i in range(num_player):        player_group.add(Ship(i+1, cfg))    clock = pygame.time.Clock()# 分数    score_1, score_2 = 0, 0# 游戏主循环while True:for event in pygame.event.get():if event.type == pygame.QUIT:                pygame.quit()                sys.exit()# --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击        pressed_keys = pygame.key.get_pressed()for idx, player in enumerate(player_group):            direction = Noneif idx == 0:if pressed_keys[pygame.K_UP]:                    direction = 'up'elif pressed_keys[pygame.K_DOWN]:                    direction = 'down'elif pressed_keys[pygame.K_LEFT]:                    direction = 'left'elif pressed_keys[pygame.K_RIGHT]:                    direction = 'right'if direction:                    player.move(direction)if pressed_keys[pygame.K_j]:if player.cooling_time == 0:                        fire_sound.play()                        bullet_group.add(player.shot())                        player.cooling_time = 20elif idx == 1:if pressed_keys[pygame.K_w]:                    direction = 'up'elif pressed_keys[pygame.K_s]:                    direction = 'down'elif pressed_keys[pygame.K_a]:                    direction = 'left'elif pressed_keys[pygame.K_d]:                    direction = 'right'if direction:                    player.move(direction)if pressed_keys[pygame.K_SPACE]:if player.cooling_time == 0:                        fire_sound.play()                        bullet_group.add(player.shot())                        player.cooling_time = 20if player.cooling_time > 0:                player.cooling_time -= 1if (score_1 + score_2) < 500:            background = bg_1elif (score_1 + score_2) < 1500:            background = bg_2else:            background = bg_3# --向下移动背景图实现飞船向上移动的效果        screen.blit(background, (0, -background.get_rect().height + bg_move_dis))        screen.blit(background, (0, bg_move_dis))        bg_move_dis = (bg_move_dis + 2) % background.get_rect().height# --生成小行星if asteroid_ticks == 0:            asteroid_ticks = 90            asteroid_group.add(Asteroid(cfg))else:            asteroid_ticks -= 1# --画飞船for player in player_group:if pygame.sprite.spritecollide(player, asteroid_group, True, None):                player.explode_step = 1                explosion_sound.play()elif player.explode_step > 0:if player.explode_step > 3:                    player_group.remove(player)if len(player_group) == 0:returnelse:                    player.explode(screen)else:                player.draw(screen)# --画子弹for bullet in bullet_group:            bullet.move()if pygame.sprite.spritecollide(bullet, asteroid_group, True, None):                bullet_group.remove(bullet)if bullet.player_idx == 1:                    score_1 += 1else:                    score_2 += 1else:                bullet.draw(screen)# --画小行星for asteroid in asteroid_group:            asteroid.move()            asteroid.rotate()            asteroid.draw(screen)# --显示分数        score_1_text = '玩家一得分: %s' % score_1        score_2_text = '玩家二得分: %s' % score_2        text_1 = font.render(score_1_text, True, (0, 0, 255))        text_2 = font.render(score_2_text, True, (255, 0, 0))        screen.blit(text_1, (2, 5))        screen.blit(text_2, (2, 35))# --屏幕刷新        pygame.display.update()        clock.tick(60)'''主函数'''def main():    pygame.init()    pygame.font.init()    pygame.mixer.init()    screen = pygame.display.set_mode(cfg.SCREENSIZE)    pygame.display.set_caption('飞机大战 —— 九歌')    num_player = StartInterface(screen, cfg)if num_player == 1:while True:            GamingInterface(num_player=1, screen=screen)            EndInterface(screen, cfg)else:while True:            GamingInterface(num_player=2, screen=screen)            EndInterface(screen, cfg)'''run'''if __name__ == '__main__':    main()

5、打地鼠

源码分享:

import cfgimport sysimport pygameimport randomfrom modules import *'''游戏初始化'''def initGame():    pygame.init()    pygame.mixer.init()    screen = pygame.display.set_mode(cfg.SCREENSIZE)    pygame.display.set_caption('打地鼠 —— 九歌')return screen'''主函数'''def main():# 初始化    screen = initGame()# 加载背景音乐和其他音效    pygame.mixer.music.load(cfg.BGM_PATH)    pygame.mixer.music.play(-1)    audios = {'count_down': pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH),'hammering': pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH)    }# 加载字体    font = pygame.font.Font(cfg.FONT_PATH, 40)# 加载背景图片    bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)# 开始界面    startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)# 地鼠改变位置的计时    hole_pos = random.choice(cfg.HOLE_POSITIONS)    change_hole_event = pygame.USEREVENT    pygame.time.set_timer(change_hole_event, 800)# 地鼠    mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)# 锤子    hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))# 时钟    clock = pygame.time.Clock()# 分数    your_score = 0    flag = False# 初始时间    init_time = pygame.time.get_ticks()# 游戏主循环while True:# --游戏时间为60s        time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.)# --游戏时间减少, 地鼠变位置速度变快if time_remain == 40 and not flag:            hole_pos = random.choice(cfg.HOLE_POSITIONS)            mole.reset()            mole.setPosition(hole_pos)            pygame.time.set_timer(change_hole_event, 650)            flag = Trueelif time_remain == 20 and flag:            hole_pos = random.choice(cfg.HOLE_POSITIONS)            mole.reset()            mole.setPosition(hole_pos)            pygame.time.set_timer(change_hole_event, 500)            flag = False# --倒计时音效if time_remain == 10:            audios['count_down'].play()# --游戏结束if time_remain < 0: break        count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)# --按键检测for event in pygame.event.get():if event.type == pygame.QUIT:                pygame.quit()                sys.exit()elif event.type == pygame.MOUSEMOTION:                hammer.setPosition(pygame.mouse.get_pos())elif event.type == pygame.MOUSEBUTTONDOWN:if event.button == 1:                    hammer.setHammering()elif event.type == change_hole_event:                hole_pos = random.choice(cfg.HOLE_POSITIONS)                mole.reset()                mole.setPosition(hole_pos)# --碰撞检测if hammer.is_hammering and not mole.is_hammer:            is_hammer = pygame.sprite.collide_mask(hammer, mole)if is_hammer:                audios['hammering'].play()                mole.setBeHammered()                your_score += 10# --分数        your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN)# --绑定必要的游戏元素到屏幕(注意顺序)        screen.blit(bg_img, (0, 0))        screen.blit(count_down_text, (875, 8))        screen.blit(your_score_text, (800, 430))        mole.draw(screen)        hammer.draw(screen)# --更新        pygame.display.flip()        clock.tick(60)# 读取最佳分数(try块避免第一次游戏无.rec文件)    try:        best_score = int(open(cfg.RECORD_PATH).read())    except:        best_score = 0# 若当前分数大于最佳分数则更新最佳分数if your_score > best_score:        f = open(cfg.RECORD_PATH, 'w')        f.write(str(your_score))        f.close()# 结束界面    score_info = {'your_score': your_score, 'best_score': best_score}    is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE)return is_restart'''run'''if __name__ == '__main__':while True:        is_restart = main()if not is_restart:break

6、小恐龙

玩法:上下控制起跳躲避

源码分享:

import cfgimport sysimport randomimport pygamefrom modules import *'''main'''def main(highest_score):# 游戏初始化    pygame.init()    screen = pygame.display.set_mode(cfg.SCREENSIZE)    pygame.display.set_caption('九歌')# 导入所有声音文件    sounds = {}for key, value in cfg.AUDIO_PATHS.items():        sounds[key] = pygame.mixer.Sound(value)# 游戏开始界面    GameStartInterface(screen, sounds, cfg)# 定义一些游戏中必要的元素和变量    score = 0    score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(534, 15), bg_color=cfg.BACKGROUND_COLOR)    highest_score = highest_score    highest_score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(435, 15), bg_color=cfg.BACKGROUND_COLOR, is_highest=True)    dino = Dinosaur(cfg.IMAGE_PATHS['dino'])    ground = Ground(cfg.IMAGE_PATHS['ground'], position=(0, cfg.SCREENSIZE[1]))    cloud_sprites_group = pygame.sprite.Group()    cactus_sprites_group = pygame.sprite.Group()    ptera_sprites_group = pygame.sprite.Group()    add_obstacle_timer = 0    score_timer = 0# 游戏主循环    clock = pygame.time.Clock()while True:for event in pygame.event.get():if event.type == pygame.QUIT:                pygame.quit()                sys.exit()elif event.type == pygame.KEYDOWN:if event.key == pygame.K_SPACE or event.key == pygame.K_UP:                    dino.jump(sounds)elif event.key == pygame.K_DOWN:                    dino.duck()elif event.type == pygame.KEYUP and event.key == pygame.K_DOWN:                dino.unduck()        screen.fill(cfg.BACKGROUND_COLOR)# --随机添加云if len(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10:            cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS['cloud'], position=(cfg.SCREENSIZE[0], random.randrange(30, 75))))# --随机添加仙人掌/飞龙        add_obstacle_timer += 1if add_obstacle_timer > random.randrange(50, 150):            add_obstacle_timer = 0            random_value = random.randrange(0, 10)if random_value >= 5 and random_value <= 7:                cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS['cacti']))else:                position_ys = [cfg.SCREENSIZE[1]*0.82, cfg.SCREENSIZE[1]*0.75, cfg.SCREENSIZE[1]*0.60, cfg.SCREENSIZE[1]*0.20]                ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS['ptera'], position=(600, random.choice(position_ys))))# --更新游戏元素        dino.update()        ground.update()        cloud_sprites_group.update()        cactus_sprites_group.update()        ptera_sprites_group.update()        score_timer += 1if score_timer > (cfg.FPS//12):            score_timer = 0            score += 1            score = min(score, 99999)if score > highest_score:                highest_score = scoreif score % 100 == 0:                sounds['point'].play()if score % 1000 == 0:                ground.speed -= 1for item in cloud_sprites_group:                    item.speed -= 1for item in cactus_sprites_group:                    item.speed -= 1for item in ptera_sprites_group:                    item.speed -= 1# --碰撞检测for item in cactus_sprites_group:if pygame.sprite.collide_mask(dino, item):                dino.die(sounds)for item in ptera_sprites_group:if pygame.sprite.collide_mask(dino, item):                dino.die(sounds)# --将游戏元素画到屏幕上        dino.draw(screen)        ground.draw(screen)        cloud_sprites_group.draw(screen)        cactus_sprites_group.draw(screen)        ptera_sprites_group.draw(screen)        score_board.set(score)        highest_score_board.set(highest_score)        score_board.draw(screen)        highest_score_board.draw(screen)# --更新屏幕        pygame.display.update()        clock.tick(cfg.FPS)# --游戏是否结束if dino.is_dead:break# 游戏结束界面return GameEndInterface(screen, cfg), highest_score'''run'''if __name__ == '__main__':    highest_score = 0while True:        flag, highest_score = main(highest_score)if not flag: break

7、消消乐

玩法:三个相连就能消除

源码分享:

import osimport sysimport cfgimport pygamefrom modules import *'''游戏主程序'''def main():    pygame.init()    screen = pygame.display.set_mode(cfg.SCREENSIZE)    pygame.display.set_caption('Gemgem —— 九歌')# 加载背景音乐    pygame.mixer.init()    pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, resources/audios/bg.mp3))    pygame.mixer.music.set_volume(0.6)    pygame.mixer.music.play(-1)# 加载音效    sounds = {}    sounds['mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/badswap.wav'))    sounds['match'] = []for i in range(6):        sounds['match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/match%s.wav' % i)))# 加载字体    font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25)# 图片加载    gem_imgs = []for i in range(1, 8):        gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i))# 主循环    game = gemGame(screen, sounds, font, gem_imgs, cfg)while True:        score = game.start()        flag = False# 一轮游戏结束后玩家选择重玩或者退出while True:for event in pygame.event.get():if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE):                    pygame.quit()                    sys.exit()elif event.type == pygame.KEYUP and event.key == pygame.K_r:                    flag = Trueif flag:break            screen.fill((135, 206, 235))            text0 = 'Final score: %s' % score            text1 = 'Press <R> to restart the game.'            text2 = 'Press <Esc> to quit the game.'            y = 150for idx, text in enumerate([text0, text1, text2]):                text_render = font.render(text, 1, (85, 65, 0))                rect = text_render.get_rect()if idx == 0:                    rect.left, rect.top = (212, y)elif idx == 1:                    rect.left, rect.top = (122.5, y)else:                    rect.left, rect.top = (126.5, y)                y += 100                screen.blit(text_render, rect)            pygame.display.update()        game.reset()'''run'''if __name__ == '__main__':    main()

8、俄罗斯方块

玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的。

源码分享:

import osimport sysimport randomfrom modules import *from PyQt5.QtGui import *from PyQt5.QtCore import *from PyQt5.QtWidgets import *'''定义俄罗斯方块游戏类'''class TetrisGame(QMainWindow):    def __init__(self, parent=None):        super(TetrisGame, self).__init__(parent)# 是否暂停ing        self.is_paused = False# 是否开始ing        self.is_started = False        self.initUI()'''界面初始化'''    def initUI(self):# icon        self.setWindowIcon(QIcon(os.path.join(os.getcwd(), 'resources/icon.jpg')))# 块大小        self.grid_size = 22# 游戏帧率        self.fps = 200        self.timer = QBasicTimer()# 焦点        self.setFocusPolicy(Qt.StrongFocus)# 水平布局        layout_horizontal = QHBoxLayout()        self.inner_board = InnerBoard()        self.external_board = ExternalBoard(self, self.grid_size, self.inner_board)        layout_horizontal.addWidget(self.external_board)        self.side_panel = SidePanel(self, self.grid_size, self.inner_board)        layout_horizontal.addWidget(self.side_panel)        self.status_bar = self.statusBar()        self.external_board.score_signal[str].connect(self.status_bar.showMessage)        self.start()        self.center()        self.setWindowTitle('Tetris —— 九歌')        self.show()        self.setFixedSize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height())'''游戏界面移动到屏幕中间'''    def center(self):        screen = QDesktopWidget().screenGeometry()        size = self.geometry()        self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)'''更新界面'''    def updateWindow(self):        self.external_board.updateData()        self.side_panel.updateData()        self.update()'''开始'''    def start(self):if self.is_started:return        self.is_started = True        self.inner_board.createNewTetris()        self.timer.start(self.fps, self)'''暂停/不暂停'''    def pause(self):if not self.is_started:return        self.is_paused = not self.is_pausedif self.is_paused:            self.timer.stop()            self.external_board.score_signal.emit('Paused')else:            self.timer.start(self.fps, self)        self.updateWindow()'''计时器事件'''    def timerEvent(self, event):if event.timerId() == self.timer.timerId():            removed_lines = self.inner_board.moveDown()            self.external_board.score += removed_lines            self.updateWindow()else:            super(TetrisGame, self).timerEvent(event)'''按键事件'''    def keyPressEvent(self, event):if not self.is_started or self.inner_board.current_tetris == tetrisShape().shape_empty:            super(TetrisGame, self).keyPressEvent(event)return        key = event.key()# P键暂停if key == Qt.Key_P:            self.pause()returnif self.is_paused:return# 向左elif key == Qt.Key_Left:            self.inner_board.moveLeft()# 向右elif key == Qt.Key_Right:            self.inner_board.moveRight()# 旋转elif key == Qt.Key_Up:            self.inner_board.rotateAnticlockwise()# 快速坠落elif key == Qt.Key_Space:            self.external_board.score += self.inner_board.dropDown()else:            super(TetrisGame, self).keyPressEvent(event)        self.updateWindow()'''run'''if __name__ == '__main__':    app = QApplication([])    tetris = TetrisGame()    sys.exit(app.exec_())

9、贪吃蛇

玩法:童年经典,普通魔术也没啥意思,小时候玩的也是加速的。

源码分享:

import cfgimport sysimport pygamefrom modules import *'''主函数'''def main(cfg):# 游戏初始化    pygame.init()    screen = pygame.display.set_mode(cfg.SCREENSIZE)    pygame.display.set_caption('Greedy Snake —— 九歌')    clock = pygame.time.Clock()# 播放背景音乐    pygame.mixer.music.load(cfg.BGMPATH)    pygame.mixer.music.play(-1)# 游戏主循环    snake = Snake(cfg)    apple = Apple(cfg, snake.coords)    score = 0while True:        screen.fill(cfg.BLACK)# --按键检测for event in pygame.event.get():if event.type == pygame.QUIT:                pygame.quit()                sys.exit()elif event.type == pygame.KEYDOWN:if event.key in [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]:                    snake.setDirection({pygame.K_UP: 'up', pygame.K_DOWN: 'down', pygame.K_LEFT: 'left', pygame.K_RIGHT: 'right'}[event.key])# --更新贪吃蛇和食物if snake.update(apple):            apple = Apple(cfg, snake.coords)            score += 1# --判断游戏是否结束if snake.isgameover: break# --显示游戏里必要的元素        drawGameGrid(cfg, screen)        snake.draw(screen)        apple.draw(screen)        showScore(cfg, score, screen)# --屏幕更新        pygame.display.update()        clock.tick(cfg.FPS)return endInterface(screen, cfg)'''run'''if __name__ == '__main__':while True:if not main(cfg):break

10、24点小游戏

玩法:通过加减乘除操作,小学生都没问题的。

源码分享:

import osimport sysimport pygamefrom cfg import *from modules import *from fractions import Fraction'''检查控件是否被点击'''def checkClicked(group, mouse_pos, group_type='NUMBER'):    selected = []# 数字卡片/运算符卡片if group_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]:        max_selected = 2 if group_type == GROUPTYPES[0] else 1        num_selected = 0for each in group:            num_selected += int(each.is_selected)for each in group:if each.rect.collidepoint(mouse_pos):if each.is_selected:                    each.is_selected = not each.is_selected                    num_selected -= 1                    each.select_order = Noneelse:if num_selected < max_selected:                        each.is_selected = not each.is_selected                        num_selected += 1                        each.select_order = str(num_selected)if each.is_selected:                selected.append(each.attribute)# 按钮卡片elif group_type == GROUPTYPES[2]:for each in group:if each.rect.collidepoint(mouse_pos):                each.is_selected = True                selected.append(each.attribute)# 抛出异常else:        raise ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *GROUPTYPES))return selected'''获取数字精灵组'''def getNumberSpritesGroup(numbers):    number_sprites_group = pygame.sprite.Group()for idx, number in enumerate(numbers):        args = (*NUMBERCARD_POSITIONS[idx], str(number), NUMBERFONT, NUMBERFONT_COLORS, NUMBERCARD_COLORS, str(number))        number_sprites_group.add(Card(*args))return number_sprites_group'''获取运算符精灵组'''def getOperatorSpritesGroup(operators):    operator_sprites_group = pygame.sprite.Group()for idx, operator in enumerate(operators):        args = (*OPERATORCARD_POSITIONS[idx], str(operator), OPERATORFONT, OPREATORFONT_COLORS, OPERATORCARD_COLORS, str(operator))        operator_sprites_group.add(Card(*args))return operator_sprites_group'''获取按钮精灵组'''def getButtonSpritesGroup(buttons):    button_sprites_group = pygame.sprite.Group()for idx, button in enumerate(buttons):        args = (*BUTTONCARD_POSITIONS[idx], str(button), BUTTONFONT, BUTTONFONT_COLORS, BUTTONCARD_COLORS, str(button))        button_sprites_group.add(Button(*args))return button_sprites_group'''计算'''def calculate(number1, number2, operator):    operator_map = {'+''+''-''-''×''*''÷''/'}    try:        result = str(eval(number1+operator_map[operator]+number2))return result if'.' not in result else str(Fraction(number1+operator_map[operator]+number2))    except:return None'''在屏幕上显示信息'''def showInfo(text, screen):    rect = pygame.Rect(200, 180, 400, 200)    pygame.draw.rect(screen, PAPAYAWHIP, rect)    font = pygame.font.Font(FONTPATH, 40)    text_render = font.render(text, True, BLACK)    font_size = font.size(text)    screen.blit(text_render, (rect.x+(rect.width-font_size[0])/2, rect.y+(rect.height-font_size[1])/2))'''主函数'''def main():# 初始化, 导入必要的游戏素材    pygame.init()    pygame.mixer.init()    screen = pygame.display.set_mode(SCREENSIZE)    pygame.display.set_caption('24 point —— 九歌')    win_sound = pygame.mixer.Sound(AUDIOWINPATH)    lose_sound = pygame.mixer.Sound(AUDIOLOSEPATH)    warn_sound = pygame.mixer.Sound(AUDIOWARNPATH)    pygame.mixer.music.load(BGMPATH)    pygame.mixer.music.play(-1, 0.0)# 24点游戏生成器    game24_gen = game24Generator()    game24_gen.generate()# 精灵组# --数字    number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)# --运算符    operator_sprites_group = getOperatorSpritesGroup(OPREATORS)# --按钮    button_sprites_group = getButtonSpritesGroup(BUTTONS)# 游戏主循环    clock = pygame.time.Clock()    selected_numbers = []    selected_operators = []    selected_buttons = []    is_win = Falsewhile True:for event in pygame.event.get():if event.type == pygame.QUIT:                pygame.quit()                sys.exit(-1)elif event.type == pygame.MOUSEBUTTONUP:                mouse_pos = pygame.mouse.get_pos()                selected_numbers = checkClicked(number_sprites_group, mouse_pos, 'NUMBER')                selected_operators = checkClicked(operator_sprites_group, mouse_pos, 'OPREATOR')                selected_buttons = checkClicked(button_sprites_group, mouse_pos, 'BUTTON')        screen.fill(AZURE)# 更新数字if len(selected_numbers) == 2 and len(selected_operators) == 1:            noselected_numbers = []for each in number_sprites_group:if each.is_selected:if each.select_order == '1':                        selected_number1 = each.attributeelif each.select_order == '2':                        selected_number2 = each.attributeelse:                        raise ValueError('Unknow select_order %s, expect 1 or 2...' % each.select_order)else:                    noselected_numbers.append(each.attribute)                each.is_selected = Falsefor each in operator_sprites_group:                each.is_selected = False            result = calculate(selected_number1, selected_number2, *selected_operators)if result is not None:                game24_gen.numbers_now = noselected_numbers + [result]                is_win = game24_gen.check()if is_win:                    win_sound.play()if not is_win and len(game24_gen.numbers_now) == 1:                    lose_sound.play()else:                warn_sound.play()            selected_numbers = []            selected_operators = []            number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)# 精灵都画到screen上for each in number_sprites_group:            each.draw(screen, pygame.mouse.get_pos())for each in operator_sprites_group:            each.draw(screen, pygame.mouse.get_pos())for each in button_sprites_group:if selected_buttons and selected_buttons[0] in ['RESET''NEXT']:                is_win = Falseif selected_buttons and each.attribute == selected_buttons[0]:                each.is_selected = False                number_sprites_group = each.do(game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group)                selected_buttons = []            each.draw(screen, pygame.mouse.get_pos())# 游戏胜利if is_win:            showInfo('Congratulations', screen)# 游戏失败if not is_win and len(game24_gen.numbers_now) == 1:            showInfo('Game Over', screen)        pygame.display.flip()        clock.tick(30)'''run'''if __name__ == '__main__':    main()

11、平衡木

玩法:也是小时候的经典游戏,控制左右就行,到后面才有一点点难度。

源码分享:

import cfgfrom modules import breakoutClone'''主函数'''def main():    game = breakoutClone(cfg)    game.run()'''run'''if __name__ == '__main__':    main()

12、外星人入侵

玩法:这让我想起了魂斗罗那第几关的boss,有点类似,不过魂斗罗那个难度肯定高点。

源码分享:

import osimport sysimport cfgimport randomimport pygamefrom modules import *'''开始游戏'''def startGame(screen):    clock = pygame.time.Clock()# 加载字体    font = pygame.font.SysFont('arial', 18)if not os.path.isfile('score'):        f = open('score''w')        f.write('0')        f.close()    with open('score''r') as f:        highest_score = int(f.read().strip())# 敌方    enemies_group = pygame.sprite.Group()for i in range(55):if i < 11:            enemy = enemySprite('small', i, cfg.WHITE, cfg.WHITE)elif i < 33:            enemy = enemySprite('medium', i, cfg.WHITE, cfg.WHITE)else:            enemy = enemySprite('large', i, cfg.WHITE, cfg.WHITE)        enemy.rect.x = 85 + (i % 11) * 50        enemy.rect.y = 120 + (i // 11) * 45        enemies_group.add(enemy)    boomed_enemies_group = pygame.sprite.Group()    en_bullets_group = pygame.sprite.Group()    ufo = ufoSprite(color=cfg.RED)# 我方    myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE)    my_bullets_group = pygame.sprite.Group()# 用于控制敌方位置更新# --移动一行    enemy_move_count = 24    enemy_move_interval = 24    enemy_move_flag = False# --改变移动方向(改变方向的同时集体下降一次)    enemy_change_direction_count = 0    enemy_change_direction_interval = 60    enemy_need_down = False    enemy_move_right = True    enemy_need_move_row = 6    enemy_max_row = 5# 用于控制敌方发射子弹    enemy_shot_interval = 100    enemy_shot_count = 0    enemy_shot_flag = False# 游戏进行中    running = True    is_win = False# 主循环while running:        screen.fill(cfg.BLACK)for event in pygame.event.get():# --点右上角的X或者按Esc键退出游戏if event.type == pygame.QUIT:                pygame.quit()                sys.exit()if event.type == pygame.KEYDOWN:if event.key == pygame.K_ESCAPE:                    pygame.quit()                    sys.exit()# --射击if event.type == pygame.MOUSEBUTTONDOWN:                my_bullet = myaircraft.shot()if my_bullet:                    my_bullets_group.add(my_bullet)# --我方子弹与敌方/UFO碰撞检测for enemy in enemies_group:if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None):                boomed_enemies_group.add(enemy)                enemies_group.remove(enemy)                myaircraft.score += enemy.rewardif pygame.sprite.spritecollide(ufo, my_bullets_group, True, None):            ufo.is_dead = True            myaircraft.score += ufo.reward# --更新并画敌方# ----敌方子弹        enemy_shot_count += 1if enemy_shot_count > enemy_shot_interval:            enemy_shot_flag = True            enemies_survive_list = [enemy.number for enemy in enemies_group]            shot_number = random.choice(enemies_survive_list)            enemy_shot_count = 0# ----敌方移动        enemy_move_count += 1if enemy_move_count > enemy_move_interval:            enemy_move_count = 0            enemy_move_flag = True            enemy_need_move_row -= 1if enemy_need_move_row == 0:                enemy_need_move_row = enemy_max_row            enemy_change_direction_count += 1if enemy_change_direction_count > enemy_change_direction_interval:                enemy_change_direction_count = 1                enemy_move_right = not enemy_move_right                enemy_need_down = True# ----每次下降提高移动和射击速度                enemy_move_interval = max(15, enemy_move_interval-3)                enemy_shot_interval = max(50, enemy_move_interval-10)# ----遍历更新for enemy in enemies_group:if enemy_shot_flag:if enemy.number == shot_number:                    en_bullet = enemy.shot()                    en_bullets_group.add(en_bullet)if enemy_move_flag:if enemy.number in range((enemy_need_move_row-1)*11, enemy_need_move_row*11):if enemy_move_right:                        enemy.update('right', cfg.SCREENSIZE[1])else:                        enemy.update('left', cfg.SCREENSIZE[1])else:                enemy.update(None, cfg.SCREENSIZE[1])if enemy_need_down:if enemy.update('down', cfg.SCREENSIZE[1]):                    running = False                    is_win = False                enemy.change_count -= 1            enemy.draw(screen)        enemy_move_flag = False        enemy_need_down = False        enemy_shot_flag = False# ----敌方爆炸特效for boomed_enemy in boomed_enemies_group:if boomed_enemy.boom(screen):                boomed_enemies_group.remove(boomed_enemy)                del boomed_enemy# --敌方子弹与我方飞船碰撞检测if not myaircraft.one_dead:if pygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None):                myaircraft.one_dead = Trueif myaircraft.one_dead:if myaircraft.boom(screen):                myaircraft.resetBoom()                myaircraft.num_life -= 1if myaircraft.num_life < 1:                    running = False                    is_win = Falseelse:# ----更新飞船            myaircraft.update(cfg.SCREENSIZE[0])# ----画飞船            myaircraft.draw(screen)if (not ufo.has_boomed) and (ufo.is_dead):if ufo.boom(screen):                ufo.has_boomed = Trueelse:# ----更新UFO            ufo.update(cfg.SCREENSIZE[0])# ----画UFO            ufo.draw(screen)# --画我方飞船子弹for bullet in my_bullets_group:if bullet.update():                my_bullets_group.remove(bullet)                del bulletelse:                bullet.draw(screen)# --画敌方子弹for bullet in en_bullets_group:if bullet.update(cfg.SCREENSIZE[1]):                en_bullets_group.remove(bullet)                del bulletelse:                bullet.draw(screen)if myaircraft.score > highest_score:            highest_score = myaircraft.score# --得分每增加2000我方飞船增加一条生命if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score):            myaircraft.old_score = myaircraft.score            myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life)# --敌人都死光了的话就胜利了if len(enemies_group) < 1:            is_win = True            running = False# --显示文字# ----当前得分        showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8)        showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24)# ----敌人数量        showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8)        showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24)# ----历史最高分        showText(screen, 'HIGHEST: ', cfg.WHITE, font, 540, 8)        showText(screen, str(highest_score), cfg.WHITE, font, 540, 24)# ----FPS        showText(screen, 'FPS: ' + str(int(clock.get_fps())), cfg.RED, font, 8, 8)# --显示剩余生命值        showLife(screen, myaircraft.num_life, cfg.GREEN)        pygame.display.update()        clock.tick(cfg.FPS)    with open('score''w') as f:        f.write(str(highest_score))return is_win'''主函数'''def main():# 初始化    pygame.init()    pygame.display.set_caption('外星人入侵 —— 九歌')    screen = pygame.display.set_mode(cfg.SCREENSIZE)    pygame.mixer.init()    pygame.mixer.music.load(cfg.BGMPATH)    pygame.mixer.music.set_volume(0.4)    pygame.mixer.music.play(-1)while True:        is_win = startGame(screen)        endInterface(screen, cfg.BLACK, is_win)'''run'''if __name__ == '__main__':    main()

13、井字棋888

玩法:我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。

源码分享

from tkinter import *import tkinter.messagebox as msgroot = Tk()root.title('TIC-TAC-TOE---Project Gurukul')# labelsLabel(root, text=player1 : X, font=times 15).grid(row=0, column=1)Label(root, text=player2 : O, font=times 15).grid(row=0, column=2)digits = [1, 2, 3, 4, 5, 6, 7, 8, 9]# for player1 sign = X and for player2 sign= Ymark = ''# counting the no. of clickcount = 0panels = [panel] * 10def win(panels, sign):return ((panels[1] == panels[2] == panels[3] == sign)            or (panels[1] == panels[4] == panels[7] == sign)            or (panels[1] == panels[5] == panels[9] == sign)            or (panels[2] == panels[5] == panels[8] == sign)            or (panels[3] == panels[6] == panels[9] == sign)            or (panels[3] == panels[5] == panels[7] == sign)            or (panels[4] == panels[5] == panels[6] == sign)            or (panels[7] == panels[8] == panels[9] == sign))def checker(digit):    global count, mark, digits# Check which button clickedif digit == 1 and digit in digits:        digits.remove(digit)##player1 will play if the value of count is even and for odd player2 will playif count % 2 == 0:            mark = 'X'            panels[digit] = markelif count % 2 != 0:            mark = 'O'            panels[digit] = mark        button1.config(text=mark)        count = count + 1        sign = markif (win(panels, sign) and sign == 'X'):            msg.showinfo(ResultPlayer1 wins)            root.destroy()elif (win(panels, sign) and sign == 'O'):            msg.showinfo(ResultPlayer2 wins)            root.destroy()if digit == 2 and digit in digits:        digits.remove(digit)if count % 2 == 0:            mark = 'X'            panels[digit] = markelif count % 2 != 0:            mark = 'O'            panels[digit] = mark        button2.config(text=mark)        count = count + 1        sign = markif (win(panels, sign) and sign == 'X'):            msg.showinfo(ResultPlayer1 wins)            root.destroy()elif (win(panels, sign) and sign == 'O'):            msg.showinfo(ResultPlayer2 wins)            root.destroy()if digit == 3 and digit in digits:        digits.remove(digit)if count % 2 == 0:            mark = 'X'            panels[digit] = markelif count % 2 != 0:            mark = 'O'            panels[digit] = mark        button3.config(text=mark)        count = count + 1        sign = markif (win(panels, sign) and sign == 'X'):            msg.showinfo(ResultPlayer1 wins)            root.destroy()elif (win(panels, sign) and sign == 'O'):            msg.showinfo(ResultPlayer2 wins)            root.destroy()if digit == 4 and digit in digits:        digits.remove(digit)if count % 2 == 0:            mark = 'X'            panels[digit] = markelif count % 2 != 0:            mark = 'O'            panels[digit] = mark        button4.config(text=mark)        count = count + 1        sign = markif (win(panels, sign) and sign == 'X'):            msg.showinfo(ResultPlayer1 wins)            root.destroy()elif (win(panels, sign) and sign == 'O'):            msg.showinfo(ResultPlayer2 wins)            root.destroy()if digit == 5 and digit in digits:        digits.remove(digit)if count % 2 == 0:            mark = 'X'            panels[digit] = markelif count % 2 != 0:            mark = 'O'            panels[digit] = mark        button5.config(text=mark)        count = count + 1        sign = markif (win(panels, sign) and sign == 'X'):            msg.showinfo(ResultPlayer1 wins)            root.destroy()elif (win(panels, sign) and sign == 'O'):            msg.showinfo(ResultPlayer2 wins)            root.destroy()if digit == 6 and digit in digits:        digits.remove(digit)if count % 2 == 0:            mark = 'X'            panels[digit] = markelif count % 2 != 0:            mark = 'O'            panels[digit] = mark        button6.config(text=mark)        count = count + 1        sign = markif (win(panels, sign) and sign == 'X'):            msg.showinfo(ResultPlayer1 wins)            root.destroy()elif (win(panels, sign) and sign == 'O'):            msg.showinfo(ResultPlayer2 wins)            root.destroy()if digit == 7 and digit in digits:        digits.remove(digit)if count % 2 == 0:            mark = 'X'            panels[digit] = markelif count % 2 != 0:            mark = 'O'            panels[digit] = mark        button7.config(text=mark)        count = count + 1        sign = markif (win(panels, sign) and sign == 'X'):            msg.showinfo(ResultPlayer1 wins)            root.destroy()elif (win(panels, sign) and sign == 'O'):            msg.showinfo(ResultPlayer2 wins)            root.destroy()if digit == 8 and digit in digits:        digits.remove(digit)if count % 2 == 0:            mark = 'X'            panels[digit] = markelif count % 2 != 0:            mark = 'O'            panels[digit] = mark        button8.config(text=mark)        count = count + 1        sign = markif (win(panels, sign) and sign == 'X'):            msg.showinfo(ResultPlayer1 wins)            root.destroy()elif (win(panels, sign) and sign == 'O'):            msg.showinfo(ResultPlayer2 wins)            root.destroy()if digit == 9 and digit in digits:        digits.remove(digit)if count % 2 == 0:            mark = 'X'            panels[digit] = markelif count % 2 != 0:            mark = 'O'            panels[digit] = mark        button9.config(text=mark)        count = count + 1        sign = markif (win(panels, sign) and sign == 'X'):            msg.showinfo(ResultPlayer1 wins)            root.destroy()elif (win(panels, sign) and sign == 'O'):            msg.showinfo(ResultPlayer2 wins)            root.destroy()###if count is greater then 8 then the match has been tiedif (count > 8 and win(panels, 'X') == False and win(panels, 'O') == False):        msg.showinfo(ResultMatch Tied)        root.destroy()####define buttonsbutton1 = Button(root, width=15, font=('Times 16 bold'), height=7, command=lambda: checker(1))button1.grid(row=1, column=1)button2 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(2))button2.grid(row=1, column=2)button3 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(3))button3.grid(row=1, column=3)button4 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(4))button4.grid(row=2, column=1)button5 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(5))button5.grid(row=2, column=2)button6 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(6))button6.grid(row=2, column=3)button7 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(7))button7.grid(row=3, column=1)button8 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(8))button8.grid(row=3, column=2)button9 = Button(root, width=15, height=7, font=('Times 16 bold'), command=lambda: checker(9))button9.grid(row=3, column=3)root.mainloop()

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  1. 请求信息 : 2026-02-08 15:38:07 HTTP/2.0 GET : https://f.mffb.com.cn/a/463805.html
  2. 运行时间 : 0.091886s [ 吞吐率:10.88req/s ] 内存消耗:4,796.61kb 文件加载:140
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  1. CONNECT:[ UseTime:0.000600s ] mysql:host=127.0.0.1;port=3306;dbname=f_mffb;charset=utf8mb4
  2. SHOW FULL COLUMNS FROM `fenlei` [ RunTime:0.000854s ]
  3. SELECT * FROM `fenlei` WHERE `fid` = 0 [ RunTime:0.000300s ]
  4. SELECT * FROM `fenlei` WHERE `fid` = 63 [ RunTime:0.000264s ]
  5. SHOW FULL COLUMNS FROM `set` [ RunTime:0.000448s ]
  6. SELECT * FROM `set` [ RunTime:0.000429s ]
  7. SHOW FULL COLUMNS FROM `article` [ RunTime:0.000496s ]
  8. SELECT * FROM `article` WHERE `id` = 463805 LIMIT 1 [ RunTime:0.002483s ]
  9. UPDATE `article` SET `lasttime` = 1770536287 WHERE `id` = 463805 [ RunTime:0.004412s ]
  10. SELECT * FROM `fenlei` WHERE `id` = 66 LIMIT 1 [ RunTime:0.004677s ]
  11. SELECT * FROM `article` WHERE `id` < 463805 ORDER BY `id` DESC LIMIT 1 [ RunTime:0.000537s ]
  12. SELECT * FROM `article` WHERE `id` > 463805 ORDER BY `id` ASC LIMIT 1 [ RunTime:0.000645s ]
  13. SELECT * FROM `article` WHERE `id` < 463805 ORDER BY `id` DESC LIMIT 10 [ RunTime:0.000900s ]
  14. SELECT * FROM `article` WHERE `id` < 463805 ORDER BY `id` DESC LIMIT 10,10 [ RunTime:0.005806s ]
  15. SELECT * FROM `article` WHERE `id` < 463805 ORDER BY `id` DESC LIMIT 20,10 [ RunTime:0.003545s ]
0.093419s