一、整体说明
运行前请先安装 pygame:
bash
pip install pygame
三个游戏统一使用:
- Python 3.8+
- Pygame 2.0+
- 面向过程 + 简单面向对象结合
- 注释详细,逻辑清晰,适合学习
二、游戏1:Python 消消乐(Match Three Game)
2.1 游戏思路与功能说明
消消乐核心规则:
1. 8×8 网格,随机生成不同颜色方块
2. 点击相邻两个方块交换位置
3. 横向/纵向 ≥3 个相同则消除,得分+10
4. 消除后上方方块下落,顶部补充新方块
5. 可无限游玩,实时显示分数
实现要点:
- 网格数据结构:二维列表 grid[y][x]
- 鼠标点击检测、交换逻辑
- 匹配检测(横向、纵向)
- 消除动画、下落填充逻辑
- 分数系统
2.2 消消乐完整代码
python
import pygame
import random
import sys
# ====================== 常量设置 ======================
WIDTH, HEIGHT = 600, 600
GRID_SIZE = 8
CELL_SIZE = WIDTH // GRID_SIZE
FPS = 60
# 颜色定义
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
PURPLE = (255, 0, 255)
CYAN = (0, 255, 255)
COLORS = [RED, GREEN, BLUE, YELLOW, PURPLE, CYAN]
# ====================== 初始化 ======================
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("消消乐 - Python版")
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 40)
score = 0
selected = None
grid = [[random.choice(COLORS) for _ in range(GRID_SIZE)] for _ in range(GRID_SIZE)]
# ====================== 工具函数 ======================
def draw_grid():
"""绘制网格与方块"""
for y in range(GRID_SIZE):
for x in range(GRID_SIZE):
color = grid[y][x]
rect = (x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE - 2, CELL_SIZE - 2)
pygame.draw.rect(screen, color, rect)
def get_cell(pos):
"""通过鼠标坐标获取网格坐标"""
x = pos[0] // CELL_SIZE
y = pos[1] // CELL_SIZE
if 0 <= x < GRID_SIZE and 0 <= y < GRID_SIZE:
return (x, y)
return None
def swap_cells(c1, c2):
"""交换两个格子颜色"""
x1, y1 = c1
x2, y2 = c2
grid[y1][x1], grid[y2][x2] = grid[y2][x2], grid[y1][x1]
def is_adjacent(c1, c2):
"""判断是否相邻"""
x1, y1 = c1
x2, y2 = c2
dx = abs(x1 - x2)
dy = abs(y1 - y2)
return (dx == 1 and dy == 0) or (dx == 0 and dy == 1)
def check_matches():
"""检查所有匹配并返回匹配位置"""
matched = set()
# 横向匹配
for y in range(GRID_SIZE):
for x in range(GRID_SIZE - 2):
if grid[y][x] == grid[y][x+1] == grid[y][x+2] != None:
matched.add((x, y))
matched.add((x+1, y))
matched.add((x+2, y))
# 纵向匹配
for x in range(GRID_SIZE):
for y in range(GRID_SIZE - 2):
if grid[y][x] == grid[y+1][x] == grid[y+2][x] != None:
matched.add((x, y))
matched.add((x, y+1))
matched.add((x, y+2))
return matched
def remove_matches(matched):
"""消除匹配方块"""
global score
if not matched:
return False
for (x, y) in matched:
grid[y][x] = None
score += 10 * len(matched)
return True
def drop_blocks():
"""方块下落,顶部填充新方块"""
for x in range(GRID_SIZE):
col = [grid[y][x] for y in range(GRID_SIZE) if grid[y][x] is not None]
new_col = [None] * (GRID_SIZE - len(col)) + col
for y in range(GRID_SIZE):
grid[y][x] = new_col[y]
# 顶部补充
for x in range(GRID_SIZE):
for y in range(GRID_SIZE):
if grid[y][x] is None:
grid[y][x] = random.choice(COLORS)
# ====================== 主循环 ======================
running = True
while running:
screen.fill(BLACK)
clock.tick(FPS)
# 事件处理
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.MOUSEBUTTONDOWN:
cell = get_cell(pygame.mouse.get_pos())
if cell:
if selected is None:
selected = cell
else:
if cell == selected:
selected = None
elif is_adjacent(selected, cell):
swap_cells(selected, cell)
matched = check_matches()
if not matched:
swap_cells(selected, cell)
selected = None
else:
selected = cell
# 自动消除与下落
while True:
matched = check_matches()
if not matched:
break
remove_matches(matched)
drop_blocks()
# 绘制
draw_grid()
score_text = font.render(f"Score: {score}", True, WHITE)
screen.blit(score_text, (10, 10))
pygame.display.flip()
pygame.quit()
sys.exit()
2.3 消消乐代码逐行详细解析
(1)库导入
python
import pygame
import random
import sys
- pygame :游戏窗口、图形、事件
- random :随机生成颜色方块
- sys :安全退出程序
(2)常量定义
屏幕尺寸 600×600,分为 8×8 网格,每个格子 75px。
定义 6 种鲜艳颜色,用于不同方块。
(3)初始化
- 初始化 pygame
- 创建窗口
- 设置标题、帧率、字体
- 初始化分数、选中状态、随机网格
(4)绘制网格 draw_grid()
双层循环遍历 8×8 网格,每个格子绘制一个矩形,留出 1px 空隙形成网格线。
(5)鼠标点击转网格坐标 get_cell()
将鼠标像素坐标除以格子大小,得到 x,y 索引,实现点击定位。
(6)交换与相邻判断
- swap_cells :交换两个位置颜色
- is_adjacent :只允许上下左右相邻交换,符合消消乐规则
(7)匹配检测 check_matches()
分别检查:
- 横向连续 3 个相同
- 纵向连续 3 个相同
使用集合避免重复记录同一格子。
(8)消除与下落
- remove_matches :将匹配方块设为 None
- drop_blocks :
- 提取当前列非空方块
- 下方对齐,上方补空
- 空位置随机生成新颜色
(9)主循环逻辑
1. 事件监听:退出、鼠标点击
2. 选中第一个格子 → 选中第二个相邻格子 → 交换
3. 若交换后无匹配,则撤销交换
4. 循环检测匹配 → 消除 → 下落 → 补充
5. 绘制画面与分数
三、游戏2:Python 贪吃蛇(Snake Game)
3.1 游戏规则与设计思路
经典贪吃蛇规则:
1. 蛇由方块组成,初始长度 3
2. 方向键控制上下左右
3. 吃到食物身体变长,分数+10
4. 撞墙或撞到自身 → 游戏结束
5. 食物随机生成,不与蛇身重叠
技术结构:
- 蛇身体:列表 [(x,y), (x,y), ...]
- 方向控制:上下左右状态变量
- 碰撞检测:边界 + 自身
- 食物随机生成
3.2 贪吃蛇完整代码
python
import pygame
import random
import sys
# ====================== 常量 ======================
WIDTH, HEIGHT = 600, 600
BLOCK_SIZE = 20
GRID_W = WIDTH // BLOCK_SIZE
GRID_H = HEIGHT // BLOCK_SIZE
FPS = 10
WHITE = (255,255,255)
BLACK = (0,0,0)
RED = (255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
# ====================== 初始化 ======================
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("贪吃蛇 - Python版")
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 40)
# ====================== 蛇与食物 ======================
def new_food(snake):
while True:
x = random.randint(0, GRID_W-1) * BLOCK_SIZE
y = random.randint(0, GRID_H-1) * BLOCK_SIZE
if (x, y) not in snake:
return (x, y)
snake = [(12*BLOCK_SIZE, 15*BLOCK_SIZE),
(13*BLOCK_SIZE, 15*BLOCK_SIZE),
(14*BLOCK_SIZE, 15*BLOCK_SIZE)]
dir_x, dir_y = -1, 0
food = new_food(snake)
score = 0
game_over = False
# ====================== 主循环 ======================
while True:
screen.fill(BLACK)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN and not game_over:
if event.key == pygame.K_UP and dir_y == 0:
dir_x, dir_y = 0, -1
elif event.key == pygame.K_DOWN and dir_y == 0:
dir_x, dir_y = 0, 1
elif event.key
elif event.key == pygame.K_DOWN and dir_y == 0:
dir_x, dir_y = 0, 1
elif event.key == pygame.K_LEFT and dir_x == 0:
dir_x, dir_y = -1, 0
elif event.key == pygame.K_RIGHT and dir_x == 0:
dir_x, dir_y = 1, 0
if not game_over:
# 新头部
head_x, head_y = snake[0]
new_head = (head_x + dir_x * BLOCK_SIZE, head_y + dir_y * BLOCK_SIZE)
# 撞墙
if (new_head[0] < 0 or new_head[0] >= WIDTH or
new_head[1] < 0 or new_head[1] >= HEIGHT):
game_over = True
# 撞自己
if new_head in snake:
game_over = True
snake.insert(0, new_head)
# 吃食物
if new_head == food:
score += 10
food = new_food(snake)
else:
snake.pop()
# 绘制蛇
for (x, y) in snake:
pygame.draw.rect(screen, GREEN, (x, y, BLOCK_SIZE-1, BLOCK_SIZE-1))
# 绘制食物
fx, fy = food
pygame.draw.rect(screen, RED, (fx, fy, BLOCK_SIZE-1, BLOCK_SIZE-1))
# 分数
score_text = font.render(f"Score: {score}", True, WHITE)
screen.blit(score_text, (10, 10))
# 结束文字
if game_over:
go_text = font.render("GAME OVER", True, RED)
screen.blit(go_text, (WIDTH//2 - 80, HEIGHT//2))
pygame.display.update()
clock.tick(FPS)
3.3 贪吃蛇详细解析
(1)核心数据结构
蛇身体是坐标列表,头部在最前,每帧更新:
- 新增头部
- 没吃到食物就删除尾部 → 移动
- 吃到食物保留尾部 → 变长
(2)方向控制
禁止 180° 掉头:
- 向上时不能直接向下
- 向左时不能直接向右
使游戏更合理。
(3)碰撞判断
- 边界碰撞:x/y 超出窗口范围
- 自身碰撞:新头部坐标在身体列表中
(4)食物生成
new_food 保证食物不会出现在蛇身上,避免无法吃到的问题。
(5)绘制逻辑
- 蛇身绿色矩形
- 食物红色
- 实时分数
- 结束时显示 GAME OVER
四、游戏3:Python 俄罗斯方块(Tetris)
4.1 俄罗斯方块规则与结构
规则:
1. 7 种经典方块(I、O、T、L、J、S、Z)
2. 左右移动、加速下落、旋转
3. 触底或顶到其他方块则固定
4. 满行消除,得分增加
5. 方块触顶 → 游戏结束
结构:
- 游戏区域:10×20 网格
- 形状定义:二维列表矩阵
- 旋转算法:矩阵转置 + 翻转
- 消行检测与计分
4.2 俄罗斯方块完整代码
python
import pygame
import random
# ====================== 常量 ======================
WIDTH = 300
HEIGHT = 600
BLOCK = 30
COLS = WIDTH // BLOCK
ROWS = HEIGHT // BLOCK
WHITE = (255,255,255)
BLACK = (0,0,0)
COLORS = [(0,255,255),(255,255,0),(128,0,128),(255,165,0),(0,0,255),(0,255,0),(255,0,0)]
# 7种方块形状
SHAPES = [
[[1,1,1,1]],
[[1,1],[1,1]],
[[0,1,0],[1,1,1]],
[[0,0,1],[1,1,1]],
[[1,0,0],[1,1,1]],
[[0,1,1],[1,1,0]],
[[1,1,0],[0,1,1]]
]
# ====================== 初始化 ======================
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("俄罗斯方块 - Python版")
clock = pygame.time.Clock()
fall_time = 0
fall_speed = 0.5
font = pygame.font.SysFont(None, 40)
# 游戏场
grid = [[0 for _ in range(COLS)] for _ in range(ROWS)]
score = 0
game_over = False
# 当前方块
class Piece:
def __init__(self):
self.shape = random.choice(SHAPES)
self.color = random.choice(COLORS)
self.x = COLS//2 - len(self.shape[0])//2
self.y = 0
def rotate(self):
self.shape = [list(row) for row in zip(*self.shape[::-1])]
current = Piece()
# ====================== 碰撞检测 ======================
def check_collision(piece, grid):
shape = piece.shape
for y, row in enumerate(shape):
for x, cell in enumerate(row):
if cell:
abs_x = piece.x + x
abs_y = piece.y + y
if abs_x < 0 or abs_x >= COLS or abs_y >= ROWS:
return True
if abs_y >=0 and grid[abs_y][abs_x]:
return True
return False
# ====================== 消行 ======================
def clear_lines(grid):
global score
new_grid = []
lines_cleared = 0
for row in grid:
if all(row):
lines_cleared +=1
else:
new_grid.append(row)
score += lines_cleared * 100
return [[0]*COLS for _ in range(lines_cleared)] + new_grid
# ====================== 固定方块 ======================
def lock_piece(piece, grid):
shape = piece.shape
for y, row in enumerate(shape):
for x, cell in enumerate(row):
if cell:
grid[piece.y + y][piece.x + x] = piece.color
# ====================== 绘制 ======================
def draw_grid(screen, grid):
for y in range(ROWS):
for x in range(COLS):
color = grid[y][x]
if color:
pygame.draw.rect(screen, color, (x*BLOCK, y*BLOCK, BLOCK-1, BLOCK-1))
def draw_piece(screen, piece):
shape = piece.shape
for y, row in enumerate(shape):
for x, cell in enumerate(row):
if cell:
abs_x = piece.x + x
abs_y = piece.y + y
pygame.draw.rect(screen, piece.color, (abs_x*BLOCK, abs_y*BLOCK, BLOCK-1, BLOCK-1))
# ====================== 主循环 ======================
while True:
screen.fill(BLACK)
dt = clock.tick(60) / 1000
fall_time += dt
# 事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if not game_over and event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
current.x -=1
if check_collision(current, grid):
current.x +=1
elif event.key == pygame.K_RIGHT:
current.x +=1
if check_collision(current, grid):
current.x -=1
elif event.key == pygame.K_DOWN:
current.y +=1
if check_collision(current, grid):
current.y -=1
lock_piece(current, grid)
grid = clear_lines(grid)
current = Piece()
if check_collision(current, grid):
game_over = True
elif event.key == pygame.K_UP:
current.rotate()
if check_collision(current, grid):
current.rotate()
current.rotate()
current.rotate()
# 自动下落
if not game_over and fall_time >= fall_speed:
fall_time = 0
current.y +=1
if check_collision(current, grid):
current.y -=1
lock_piece(current, grid)
grid = clear_lines(grid)
current = Piece()
if check_collision(current, grid):
game_over = True
# 绘制
draw_grid(screen, grid)
draw_piece(screen, current)
# 分数
score_text = font.render(f"{score}", True, WHITE)
screen.blit(score_text, (10,10))
# 结束
if game_over:
go = font.render("GAME OVER", True, WHITE)
screen.blit(go, (WIDTH//2 - 70, HEIGHT//2))
pygame.display.update()
4.3 俄罗斯方块详细解析
(1)形状与旋转
7 种形状用 0/1 矩阵表示。
旋转使用:
plaintext
转置 + 逆序行
实现经典旋转效果。
(2)碰撞检测
检查:
- 是否超出左右边界
- 是否超出底部
- 是否与已固定方块重叠
(3)消行逻辑
遍历每一行,若全部非空则消除,顶部补充空行。
(4)下落逻辑
定时自动下落,触底则锁定,生成新方块。
新方块一出世就碰撞 → 游戏结束。
(5)控制
- 左右移动
- 下键加速
- 上键旋转
- 自动下落