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边学边玩!30个Python 小游戏,初学者也能快乐敲代码啦(含源码)

  • 2026-01-29 18:11:16
边学边玩!30个Python 小游戏,初学者也能快乐敲代码啦(含源码)

Python 作为一种简洁易懂且功能强大的编程语言,吸引着越来越多的初学者。当学习与游戏相结合,可以快速让同学们get到学习编程的乐趣~

下面小黄鸭给大家分享30个Python小游戏及源码,希望能更好的帮助大家上手掌握!由于篇幅限制在此就发布了3个,剩下的源码已经给大家打包好了在文末,需要的可以自取嗷!

一、植物大战僵尸游戏:

1. 游戏逻辑

玩家:选择并放置植物来防御。

僵尸:从屏幕的一边出现,并向另一边移动。

目标:阻止僵尸到达屏幕的另一边。

2. 使用库

pygame:用于创建图形界面和处理用户输入。

random:用于随机生成僵尸的位置和速度。

3. 简化实现

植物:只有一种,可以射击僵尸。

僵尸:只有一种,速度随机。

界面:简单的命令行界面。

4. 代码示例

import pygame  import random  import sys  import time  # 初始化pygame  pygame.init()  # 设置颜色  WHITE = (255255255)  GREEN = (02550)  RED = (25500)  # 设置屏幕大小  SCREEN_WIDTH, SCREEN_HEIGHT = 800600screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))  # 植物和僵尸的类  classPlant:def__init__(self, x, y):        self.x = x          self.y = y          self.bullets = []  defshoot(self):        bullet = pygame.Rect(self.x + 20self.y, 510)          self.bullets.append(bullet)  defmove_bullets(self):for bullet in self.bullets:              bullet.y -= 5defdraw(self):        pygame.draw.rect(screen, GREEN, pygame.Rect(self.x, self.y, 5050))  for bullet in self.bullets:              pygame.draw.rect(screen, RED, bullet)  classZombie:def__init__(self):        self.x = random.randint(SCREEN_WIDTH, SCREEN_WIDTH + 50)          self.y = random.randint(0, SCREEN_HEIGHT)          self.speed = random.randint(15)  defmove(self):        self.x -= self.speed  defdraw(self):        pygame.draw.rect(screen, RED, pygame.Rect(self.x, self.y, 5050))  # 游戏主循环  defgame_loop():    plant = Plant(SCREEN_WIDTH - 60, SCREEN_HEIGHT // 2)      zombies = [Zombie() for _ in range(5)]      running = Truewhile running:  for event in pygame.event.get():  if event.type == pygame.QUIT:                  running = Falseelif event.type == pygame.KEYDOWN:  if event.key == pygame.K_SPACE:                      plant.shoot()          screen.fill(WHITE)          plant.move_bullets()          plant.draw()  for zombie in zombies:              zombie.move()              zombie.draw()  # 检查子弹是否击中僵尸  for bullet in plant.bullets:  if zombie.x < bullet.x < zombie.x + 50and zombie.y < bullet.y < zombie.y + 50:                      plant.bullets.remove(bullet)                      zombies.remove(zombie)  break# 检查僵尸是否到达屏幕左边          zombies = [zombie for zombie in zombies if zombie.x > 0]          pygame.display.flip()          time.sleep(0.1)      pygame.quit()      sys.exit()  # 运行游戏  game_loop()

 二、飞机大战

让我们用python来做一个飞机大战小游戏,要放置玩家和敌机还有子弹,设置玩家控制方向:WASD,攻击:J。

运行视频:

代码:

import randomimport tkinterroot = tkinter.Tk()root.title('飞机大战')root.geometry('800x650+400+100')canvas = tkinter.Canvas(root, width=550, height=520, bg='white')canvas.pack()lb = tkinter.Label(root, width=20, height=1, bg='white')lb.place(x=290, y=540)count = 0message = "消灭敌机数量:"lb['text'] = message + str(count)lb2 = tkinter.Label(root, width=20, height=1, bg='white')lb2.place(x=290, y=570)lb2['text'] = '---'# 玩家classPlayerPlane:# 机翼的坐标    wings_x1, wings_y1 = 240470    wings_x2, wings_y2 = 290470# 尾翼的坐标    tail_x1, tail_y1 = 250500    tail_x2, tail_y2 = 280500# 机身的坐标    fuselage_x1, fuselage_y1 = 265500    fuselage_x2, fuselage_y2 = 265440# 子弹的坐标    bullet_x1, bullet_y1 = fuselage_x2, fuselage_y2    bullet_x2, bullet_y2 = bullet_x1, bullet_y1 - 120def__init__(self):# 机翼self.wings = canvas.create_line(self.wings_x1, self.wings_y1, self.wings_x2, self.wings_y2)# 尾翼self.tail = canvas.create_line(self.tail_x1, self.tail_y1, self.tail_x2, self.tail_y2)# 机身self.fuselage = canvas.create_line(self.fuselage_x1, self.fuselage_y1, self.fuselage_x2, self.fuselage_y2)# 子弹self.bullet = None# 移动距离self.move_distance = 5# 攻击defattack(self, event):# 子弹的坐标self.bullet_x1, self.bullet_y1 = self.fuselage_x2, self.fuselage_y2self.bullet_x2, self.bullet_y2 = self.bullet_x1, self.bullet_y1 - 120# 子弹self.bullet = canvas.create_line(self.bullet_x1, self.bullet_y1, self.bullet_x2, self.bullet_y2, fill='red',                                         dash=(11))# 80毫秒之后子弹消失        canvas.after(80self.delete_bullet)# 删除子弹defdelete_bullet(self):        canvas.delete(self.bullet)# 左移defmove_left(self, event):ifself.wings_x1 == 0:return        canvas.move(self.wings, -self.move_distance, 0)self.wings_x1 -= self.move_distanceself.wings_x2 -= self.move_distance        canvas.move(self.tail, -self.move_distance, 0)self.tail_x1 -= self.move_distanceself.tail_x2 -= self.move_distance        canvas.move(self.fuselage, -self.move_distance, 0)self.fuselage_x1 -= self.move_distanceself.fuselage_x2 -= self.move_distance# 右移defmove_right(self, event):ifself.wings_x2 == 550:return        canvas.move(self.wings, self.move_distance, 0)self.wings_x1 += self.move_distanceself.wings_x2 += self.move_distance        canvas.move(self.tail, self.move_distance, 0)self.tail_x1 += self.move_distanceself.tail_x2 += self.move_distance        canvas.move(self.fuselage, self.move_distance, 0)self.fuselage_x1 += self.move_distanceself.fuselage_x2 += self.move_distance# 上移defmove_up(self, event):ifself.fuselage_y2 == 0:return        canvas.move(self.wings, 0, -self.move_distance)self.wings_y1 -= self.move_distanceself.wings_y2 -= self.move_distance        canvas.move(self.tail, 0, -self.move_distance)self.tail_y1 -= self.move_distanceself.tail_y2 -= self.move_distance        canvas.move(self.fuselage, 0, -self.move_distance)self.fuselage_y1 -= self.move_distanceself.fuselage_y2 -= self.move_distance# 下移defmove_down(self, event):ifself.fuselage_y1 == 530:return        canvas.move(self.wings, 0self.move_distance)self.wings_y1 += self.move_distanceself.wings_y2 += self.move_distance        canvas.move(self.tail, 0self.move_distance)self.tail_y1 += self.move_distanceself.tail_y2 += self.move_distance        canvas.move(self.fuselage, 0self.move_distance)self.fuselage_y1 += self.move_distanceself.fuselage_y2 += self.move_distance# 敌机类classEnemyPlane:    wings_x1 = 0    wings_y1 = 30    wings_x2 = 40    wings_y2 = 30    tail_x1 = 10    tail_y1 = 0    tail_x2 = 30    tail_y2 = 0    fuselage_x1 = 20    fuselage_y1 = 0    fuselage_x2 = 20    fuselage_y2 = 60# 子弹的坐标    bullet_x1, bullet_y1 = fuselage_x2, fuselage_y2    bullet_x2, bullet_y2 = bullet_x1, bullet_y1 + 120def__init__(self):self.bullet = None# 移动距离self.move_distance = 10defcreate(self):        lt = [04080120]        x_change = random.choice(lt)self.wings_x1 += x_changeself.wings_x2 += x_changeself.tail_x1 += x_changeself.tail_x2 += x_changeself.fuselage_x1 += x_changeself.fuselage_x2 += x_change# 机翼self.wings = canvas.create_line(self.wings_x1, self.wings_y1, self.wings_x2, self.wings_y2)# 尾翼self.tail = canvas.create_line(self.tail_x1, self.tail_y1, self.tail_x2, self.tail_y2)# 机身self.fuselage = canvas.create_line(self.fuselage_x1, self.fuselage_y1, self.fuselage_x2, self.fuselage_y2)self.move()defattack(self):# 子弹的坐标self.bullet_x1, self.bullet_y1 = self.fuselage_x2, self.fuselage_y2self.bullet_x2, self.bullet_y2 = self.bullet_x1, self.bullet_y1 + 120# 子弹self.bullet = canvas.create_line(self.bullet_x1, self.bullet_y1, self.bullet_x2, self.bullet_y2, fill='red',                                         dash=(11))# 80毫秒之后子弹消失        canvas.after(100self.delete_bullet)# 删除子弹defdelete_bullet(self):        canvas.delete(self.bullet)defdelete(self):        canvas.delete(self.wings)        canvas.delete(self.tail)        canvas.delete(self.fuselage)defmove(self):        global countself.attack()        canvas.move(self.wings, 0self.move_distance)self.wings_y1 += self.move_distanceself.wings_y2 += self.move_distance        canvas.move(self.tail, 0self.move_distance)self.tail_y1 += self.move_distanceself.tail_y2 += self.move_distance        canvas.move(self.fuselage, 0self.move_distance)self.fuselage_y1 += self.move_distanceself.fuselage_y2 += self.move_distance        time_id2 = root.after(2000self.move)ifself.fuselage_y2 == 530:            root.after_cancel(time_id2)self.delete()# 检测是否受到攻击if (self.wings_x1 <= p.bullet_x2 <= self.wings_x2 andself.wings_y2 >= p.bullet_y2) or (                p.bullet_x2 == self.fuselage_x2 and p.bullet_y2 <= self.fuselage_y2):            root.after_cancel(time_id2)self.delete()            count += 1            lb['text'] = message + str(count)if count == n:                lb2['text'] = '敌机已全部消灭!'# 创建玩家飞机p = PlayerPlane()#  存放敌机lt = []# 敌机数量n = 3for i in range(n):    lt.append(EnemyPlane())i = 0defcre():    global i, n, count    time_id = root.after(6000, cre)if i < n:        lt[i].create()        i += 1else:        root.after_cancel(time_id)# 创建敌机cre()# 绑定事件canvas.bind('<KeyPress-j>', p.attack)canvas.bind('<KeyPress-a>', p.move_left)canvas.bind('<KeyPress-d>', p.move_right)canvas.bind('<KeyPress-w>', p.move_up)canvas.bind('<KeyPress-s>', p.move_down)# 设置按钮获取焦点canvas.focus_set()root.mainloop()

三、忍者奔跑

创建一个简单的“忍者奔跑”小游戏可以使用Python的pygame库。以下是一个基本的项目结构,包括游戏循环和一些基本的功能,如角色移动、背景滚动和基本碰撞检测。首先,确保你已经安装了pygame库。如果没有安装,可以使用pip来安装:

pip install pygame

      代码:

importpygameimportrandom# 初始化pygamepygame.init()# 设置屏幕大小screen_width = 800screen_height = 600screen = pygame.display.set_mode((screen_width, screen_height))# 设置标题pygame.display.set_caption('忍者奔跑')# 定义颜色WHITE = (255255255)GREEN = (02550)# 定义忍者属性ninja_image = pygame.image.load('ninja.png').convert_alpha()  # 假设你有一个忍者图像ninja_width = ninja_image.get_width()ninja_height = ninja_image.get_height()ninja_x = screen_width // 2ninja_y = screen_height - ninja_height - 10ninja_speed = 5# 定义背景属性background_image = pygame.image.load('background.png').convert()  # 假设你有一个背景图像background_width = background_image.get_width()background_height = background_image.get_height()background_x = 0background_y = 0# 定义障碍物属性obstacle_image = pygame.image.load('obstacle.png').convert_alpha()  # 假设你有一个障碍物图像obstacle_width = obstacle_image.get_width()obstacle_height = obstacle_image.get_height()obstacles = []# 游戏主循环running = Truewhilerunning:    # 事件处理forevent in pygame.event.get():ifevent.type == pygame.QUIT:running = Falseifevent.type == pygame.KEYDOWN:ifevent.key == pygame.K_LEFT:ninja_x-= ninja_speedifevent.key == pygame.K_RIGHT:ninja_x+= ninja_speed    # 忍者移动ninja_x = max(0, min(ninja_x, screen_width - ninja_width))    # 背景滚动background_x-= 1ifbackground_x + background_width < 0:background_x = screen_width    # 创建障碍物ifrandom.randint(130) == 1:obstacles.append([random.randint(0,screen_width - obstacle_width), 0])forobstacle in obstacles:obstacle[1]-= 5ifobstacle[1] + obstacle_height < 0:obstacles.remove(obstacle)    # 碰撞检测forobstacle in obstacles:if(ninja_x < obstacle[0] + obstacle_width andninja_x+ ninja_width > obstacle[0] andninja_y< obstacle[1] + obstacle_height andninja_y+ ninja_height > obstacle[1]):running = False    # 绘制screen.fill(WHITE)screen.blit(background_image,(background_x, background_y))screen.blit(ninja_image,(ninja_x, ninja_y))forobstacle in obstacles:screen.blit(obstacle_image,(obstacle[0], obstacle[1]))    # 更新屏幕pygame.display.flip()    # 控制游戏帧率pygame.time.Clock().tick(60)# 退出游戏
      1. 剩下的Python小游戏游戏

      1. 如何获取资料:

      2. 后台回复:游戏项目 获取

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  1. CONNECT:[ UseTime:0.001031s ] mysql:host=127.0.0.1;port=3306;dbname=f_mffb;charset=utf8mb4
  2. SHOW FULL COLUMNS FROM `fenlei` [ RunTime:0.001598s ]
  3. SELECT * FROM `fenlei` WHERE `fid` = 0 [ RunTime:0.000646s ]
  4. SELECT * FROM `fenlei` WHERE `fid` = 63 [ RunTime:0.008192s ]
  5. SHOW FULL COLUMNS FROM `set` [ RunTime:0.001187s ]
  6. SELECT * FROM `set` [ RunTime:0.006826s ]
  7. SHOW FULL COLUMNS FROM `article` [ RunTime:0.001613s ]
  8. SELECT * FROM `article` WHERE `id` = 469407 LIMIT 1 [ RunTime:0.009433s ]
  9. UPDATE `article` SET `lasttime` = 1770518635 WHERE `id` = 469407 [ RunTime:0.003580s ]
  10. SELECT * FROM `fenlei` WHERE `id` = 66 LIMIT 1 [ RunTime:0.000736s ]
  11. SELECT * FROM `article` WHERE `id` < 469407 ORDER BY `id` DESC LIMIT 1 [ RunTime:0.002213s ]
  12. SELECT * FROM `article` WHERE `id` > 469407 ORDER BY `id` ASC LIMIT 1 [ RunTime:0.013904s ]
  13. SELECT * FROM `article` WHERE `id` < 469407 ORDER BY `id` DESC LIMIT 10 [ RunTime:0.040677s ]
  14. SELECT * FROM `article` WHERE `id` < 469407 ORDER BY `id` DESC LIMIT 10,10 [ RunTime:0.050079s ]
  15. SELECT * FROM `article` WHERE `id` < 469407 ORDER BY `id` DESC LIMIT 20,10 [ RunTime:0.114855s ]
0.411369s