pygame validation job

import pygame,sys,time,random
from pygame.locals import *
pygame.init()
fpsClock = pygame.time.Clock()
playSurface = pygame.display.set_mode((640,480))
pygame.display.set_caption('Snake game')

# Define some colors
redColour = pygame.Color(255,0,0)
blackColour = pygame.Color(0,0,0)
whiteColour = pygame.Color(255,255,255)
greyColour = pygame.Color(150,150,150)
# Some variables used in the program are initialized
snakePosition = [100, 100]
snakeSegments = [[100, 100], [80, 100], [60, 100]]
raspberryPosition = [300, 300] #position
raspberrySpawned = 1   #Whether to eat raspberries
direction = 'right'
changeDirection = direction

def gameOver():
    gameOverFont = pygame.font.Font('simfang.ttf',72)
    gameOverSurf = gameOverFont.render('Game Over', True, greyColour)
    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_DOWN 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
        # Move the coordinates of the snake head according to the direction
    if direction == 'right':
           snakePosition[0] += 20
    if direction == 'left':
            snakePosition[0] -= 20
    if direction == 'up':
            snakePosition[1] -= 20
    if direction == 'down':
            snakePosition[1] += 20
    #Add a section to the snake's body and place it on its head
    snakeSegments.insert(0, list(snakePosition))
    #Check that the x and y coordinates of the head of the snake are equal to the coordinates of the raspberry (player's target point)
    if snakePosition[0] == raspberryPosition[0] and snakePosition[1] ==raspberryPosition[1]:
       raspberrySpawned = 0
    else:
        snakeSegments.pop()
    # Add a new raspberry to the game interface
    if raspberrySpawned == 0:
        x = random.randrange(1,32)
        y = random.randrange(1, 24)
        raspberryPosition = [int(x * 20), int(y * 20)]
    raspberrySpawned = 1
    playSurface.fill(blackColour)
    for position in snakeSegments:
        pygame.draw.rect(playSurface, whiteColour, Rect(position[0], position[1], 20, 20))
    pygame.draw.rect(playSurface, redColour, 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)

screenshot

: 2. Tank battle

mport os,sys,pygame
from pygame.locals import *
def control_tank(event):
    speed=[x,y]=[0,0]
    speed_offset=1
    if event.type==pygame.KEYDOWN:
        if event.key==pygame.K_LEFT:
            speed[0]-=speed_offset
        if event.key==pygame.K_RIGHT:
            speed[0]=speed_offset
        if event.key==pygame.K_UP:
            speed[1]-=speed_offset
        if event.key==pygame.K_DOWN:
            speed[1]=speed_offset
    if event.type==pygame.KEYUP:
        if event.type in [pygame.K_UP,pygame.K_DOWN,pygame.K_RIGHT,pygame.K_LEFT]:
            speed=[0,0]
    return speed
def play_tank():
    pygame.init()
    window_size=Rect(0,0,640,480)
    speed=[1,1]
    color_white=[255,255,255]
    screen=pygame.display.set_mode(window_size.size)
    pygame.display.set_caption('Tank Battle')
    tank_image=pygame.image.load('tankU.bmp')
    back_image=pygame.image.load('back_image.jpg')
    tank_rect=tank_image.get_rect()
    while True:
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    tank_image = pygame.image.load('tankL.bmp')
                if event.key == pygame.K_RIGHT:
                    tank_image = pygame.image.load('tankR.bmp')
                if event.key == pygame.K_UP:
                    tank_image = pygame.image.load('tankU.bmp')
                if event.key == pygame.K_DOWN:
                    tank_image = pygame.image.load('tankD.bmp')
            if event.type==pygame.QUIT:
                pygame.quit()
                sys.exit()
        cur_speed=control_tank(event)
        tank_rect=tank_rect.move(cur_speed).clamp(window_size)
        screen.blit(back_image,(0,0))
        screen.blit(tank_image,tank_rect)
        pygame.display.update()
if __name__=='__main__':
    play_tank()

Screenshots:

3: Flying

import  pygame
from sys import exit
from pygame.locals import *
import random

Definition class

SCREEN_WIDTH = 480
SCREEN_HEIGHT = 800

TYPE_SMALL = 1
TYPE_MIDDLE = 2
TYPE_BIG = 3

ZiDan

class 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.speed

Game player

class Player(pygame.sprite.Sprite):
    def __init__(self, plane_img, player_rect, init_pos):
        pygame.sprite.Sprite.__init__(self)
        self.image = []                                 # List used to store player's plane pictures
        for i in range(len(player_rect)):
            self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha())
        self.rect = player_rect[0]                  # Initialize the rectangle of the picture
        self.rect.topleft = init_pos                # Initialize the coordinates of the upper left corner of the rectangle
        self.speed = 8                              # Initialize the player's aircraft speed. Here is a certain value
        self.bullets = pygame.sprite.Group()        # A collection of bullets fired by a player's plane
        self.is_hit = False                         # Is the player hit

    def shoot(self,bullet_img):
        bullet = Bullet(bullet_img, self.rect.midtop)
        self.bullets.add(bullet)

    def moveUp(self):
        if self.rect.top <= 0:
            self.rect.top = 0
        else:
            self.rect.top -= self.speed

    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

    def moveLeft(self):
        if self.rect.left <= 0:
            self.rect.left = 0
        else:
            self.rect.left -= self.speed

    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.speed

Enemy human

class Enemy(pygame.sprite.Sprite):
    def __init__(self, enemy_img, enemy_down_imgs, init_pos):
         pygame.sprite.Sprite.__init__(self)
         self.image = enemy_img              #Normal image
         self.rect = self.image.get_rect()
         self.rect.topleft = init_pos
         self.down_imgs = enemy_down_imgs      # Images of explosions
         self.speed = 2
         self.down_index = 0


    def move(self):
        self.rect.top += self.speed

Initialize game

pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
pygame.display.set_caption('Aircraft Wars')

Load game music

bullet_sound = pygame.mixer.Sound('sound/bullet.wav')
enemy1_down_sound = pygame.mixer.Sound('sound/enemy1_down.wav')
game_over_sound = pygame.mixer.Sound('sound/game_over.wav')
bullet_sound.set_volume(0.3)
enemy1_down_sound.set_volume(0.3)
game_over_sound.set_volume(0.3)
pygame.mixer.music.load('sound/game_music.wav')
pygame.mixer.music.play(-1,0.0)
pygame.mixer.music.set_volume(0.25)

Load background

background = pygame.image.load('image/background.png').convert()
game_over = pygame.image.load('image/gameover.png')

filename = 'image/shoot.png'
plane_img = pygame.image.load(filename)

Set player related parameters

`` player_rect = [] Player? Rect.append (pyGame. Rect (0,99102126))? Player sprite image area player_rect.append(pygame.Rect(165,360,102,126)) player_rect.append(pygame.Rect(165,234,102,126)) player_rect.append(pygame.Rect(330,624,102,126)) player_rect.append(pygame.Rect(330,498,102,126)) player_rect.append(pygame.Rect(432,624,102,126)) player_pos = [200,600] player = Player(plane_img,player_rect,player_pos)

#Customize the surface parameters used by bullet objects bullet_rect = pygame.Rect(1004,987,9,21) bulllt_img = plane_img.subsurface(bullet_rect)

#Define the surface parameters used by enemy aircraft objects

enemy1_rect = pygame.Rect(534,612,57,43) enemy1_img = plane_img.subsurface(enemy1_rect) enemy1_down_imgs = [] enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267,347,57,43))) enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(873,697,57,43))) enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267,296,57,43))) enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(930,697,57,43)))

enemies1 = pygame.sprite.Group()

#Store the destroyed plane to render the sprite's animation

enemies_down = pygame.sprite.Group()

shoot_frequency = 0 enemy_frequency = 0

player_down_index = 16

score = 0

clock = pygame.time.Clock()

running = True

while running: #Control the maximum frequency of the game to 60 clock.tick(60) #Control the firing frequency and fire bullets if not player.is_hit: if shoot_frequency % 15 == 0: bullet_sound.play() player.shoot(bulllt_img) shoot_frequency += 1 if shoot_frequency >= 15: shoot_frequency = 0

# Enemy aircraft formation
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

# Move bullet, delete if it is out of window
for bullet in player.bullets:
    bullet.move()
    if bullet.rect.bottom < 0:
        player.bullets.remove(bullet)

# Move enemy aircraft, delete if out of window range
for enemy in enemies1:
    enemy.move()
    # Determine if the player is hit
    if pygame.sprite.collide_circle(enemy, player):
        enemies_down.add(enemy)
        enemies1.remove(enemy)
        player.is_hit = True
        game_over_sound.play()
        break
    if enemy.rect.top > SCREEN_HEIGHT:
        enemies1.remove(enemy)

# Add the hit enemy object to the destroy enemy Group to render the destroy animation
enemies1_down = pygame.sprite.groupcollide(enemies1, player.bullets, 1, 1)
for enemy_down in enemies1_down:
    enemies_down.add(enemy_down)

# Drawing background
screen.fill(0)
screen.blit(background, (0, 0))

# Draw player plane
#if not player.is_hit:
 #   screen.blit(player.image[player.img_index], player.rect)
  #  # Change image index to animate the aircraft
   # player.img_index = shoot_frequency // 8
#else:
 #   player.img_index = player_down_index // 8
  #  screen.blit(player.image[player.img_index], player.rect)
   # player_down_index += 1
    #if player_down_index > 47:
     #   running = False

# Draw player plane
if not player.is_hit:
    screen.blit(player.image[0], player.rect)  # Draw the normal plane
else:
    # Effect processing after player's plane is hit
    screen.blit(player.image[1], player.rect)  # Draw the exploded plane
    running = False

# Draw destroy animation
for enemy_down in enemies_down:
    if enemy_down.down_index == 0:
        enemy1_down_sound.play()
    if enemy_down.down_index > 7:
        enemies_down.remove(enemy_down)
        score += 1000
        continue
    screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2], enemy_down.rect)
    enemy_down.down_index += 1

# Draw bullets and enemy aircraft
player.bullets.draw(screen)
enemies1.draw(screen)

# Draw score
score_font = pygame.font.Font(None, 36)
score_text = score_font.render(str(score), True, (128, 128, 128))
text_rect = score_text.get_rect()
text_rect.topleft = [10, 10]
screen.blit(score_text, text_rect)


#Update screen
pygame.display.update()

for event in pygame.event.get():
    if event.type == pygame.QUIT:
       pygame.quit()
       exit()

# Listening to keyboard events
key_pressed = pygame.key.get_pressed()
# Invalid if player is hit
if not player.is_hit:
    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()

font = pygame.font.Font(None, 48) text = font.render('Score: '+ str(score), True, (255, 0, 0)) text_rect = text.get_rect() text_rect.centerx = screen.get_rect().centerx text_rect.centery = screen.get_rect().centery + 24 screen.blit(game_over, (0, 0)) screen.blit(text, text_rect)

while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() pygame.display.update()

Screenshots:

4,2048

import random
import sys
import pygame
from pygame.locals import *

PIXEL = 150
SCORE_PIXEL = 100
SIZE = 4
``
# Class of map

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()

   # Add 2 or 4, with 1 / 4 probability
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

    # The map moves to the left, and other directions can be moved by proper rotation to return whether the map is updated or not
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

   # Rotate the map 90 degrees counter clockwise
def rotate90(self):
    self.map = [[self.map[c][r] for c in range(self.size)] for r in reversed(range(self.size))]


   # Judge the end of the game
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
    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):

    print('90')

    if self.adjust():
        self.add()
#Update screen

def show(map): for i in range(SIZE): for j in range(SIZE): #Background color block screen.blit(map.map[i][j] == 0 and block[(i + j) % 2] or block[2 + (i + j) % 2], (PIXEL * j, PIXEL * i)) #Numerical display 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) #Score display 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)]

#Set color

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))

#Set font

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 is the experimental parameter clock.tick(12) for event in pygame.event.get(): if event.type == QUIT: sys.exit() keys = pygame.key.get_pressed() if keys[K_w] or keys[K_UP]: map.moveUp() elif keys[K_s] or keys[K_DOWN]: map.moveDown() elif keys[K_a] or keys[K_LEFT]: map.moveLeft() elif keys[K_d] or keys[K_RIGHT]: map.moveRight() show(map)

#End of game

pygame.time.delay(3000)

screenshot
![](https://oscimg.oschina.net/oscnet/up-fd93a4306df78e15be27d89b14636c1a198.png)



Posted on Sun, 22 Mar 2020 10:53:23 -0400 by betazoid