learn Python in , Yazi, who has a good sense of self ~ Want to do something to practice , Then I crazy looking for a variety of small game tutorial source code or something , So I went crazy looking for it , I found a lot of them , Ha ha ha
After all, I have a game dream since I was a child , Now make up for the game you didn't play when you were a child ~

Tips : Love to learn , Don't be addicted to games , It's best to pass the boring time

Take away the source code, please leave a message, OK ? No matter what you want to learn, forward or do , Please give me a compliment and say no , It's not easy for me to find it

1,21 Digital games show :

First, configure the source code of the file :
''' configuration file ''' import os # Some constants RED = (255, 0, 0) BLACK = (0, 0, 0) AZURE = (240,
255, 255) WHITE = (255, 255, 255) MISTYROSE = (255, 228, 225) PALETURQUOISE =
(175, 238, 238) PAPAYAWHIP = (255, 239, 213) CURRENTPATH = os.getcwd() FONTPATH
= os.path.join(CURRENTPATH, 'resources/fonts/font.TTF') AUDIOWINPATH =
os.path.join(CURRENTPATH, 'resources/audios/win.wav') AUDIOLOSEPATH =
os.path.join(CURRENTPATH, 'resources/audios/lose.wav') AUDIOWARNPATH =
os.path.join(CURRENTPATH, 'resources/audios/warn.wav') BGMPATH =
os.path.join(CURRENTPATH, 'resources/audios/bgm.mp3') # Digital card # -- Font color of digital card
NUMBERFONT_COLORS = [BLACK, RED] # -- Digital card background color NUMBERCARD_COLORS = [MISTYROSE,
PALETURQUOISE] # -- Font path and size of digital card NUMBERFONT = [FONTPATH, 50] # -- Digital card location
NUMBERCARD_POSITIONS = [(25, 50, 150, 200), (225, 50, 150, 200), (425, 50, 150,
200), (625, 50, 150, 200)] # Operator card # -- Operator type OPREATORS = ['+', '-', '×', '÷'] #
-- Operator card font color OPREATORFONT_COLORS = [BLACK, RED] # -- Operator card background color
OPERATORCARD_COLORS = [MISTYROSE, PALETURQUOISE] # -- Operator card font path and size OPERATORFONT
= [FONTPATH, 30] # -- Operator card position OPERATORCARD_POSITIONS = [(230, 300, 50, 50),
(330, 300, 50, 50), (430, 300, 50, 50), (530, 300, 50, 50)] # Button card # -- Button type
BUTTONS = ['RESET', 'ANSWERS', 'NEXT'] # -- Button card font color BUTTONFONT_COLORS = [BLACK,
BLACK] # -- Button card background color BUTTONCARD_COLORS = [MISTYROSE, PALETURQUOISE] #
-- Font path and size of button card BUTTONFONT = [FONTPATH, 30] # -- Button card position BUTTONCARD_POSITIONS =
[(25, 400, 700/3, 150), (50+700/3, 400, 700/3, 150), (75+1400/3, 400, 700/3,
150)] # Screen size SCREENSIZE = (800, 600) # Card type GROUPTYPES = ['NUMBER', 'OPREATOR',
'BUTTON']
Game source code :
import os import sys import pygame from cfg import * from modules import *
from fractions import Fraction ''' Check whether the control is clicked ''' def checkClicked(group,
mouse_pos, group_type='NUMBER'): selected = [] # Digital card / Operator card if group_type ==
GROUPTYPES[0] or group_type == GROUPTYPES[1]: max_selected = 2 if group_type ==
GROUPTYPES[0] else 1 num_selected = 0 for 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 = None else: 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) # Button card elif group_type ==
GROUPTYPES[2]: for each in group: if each.rect.collidepoint(mouse_pos):
each.is_selected = True selected.append(each.attribute) # Throw an exception else: raise
ValueError('checkClicked.group_type unsupport %s, expect %s, %s or %s...' %
(group_type, *GROUPTYPES)) return selected ''' Get digital Genie group ''' 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
''' Gets the operator sprite group ''' 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
''' Get button sprite group ''' 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 ''' calculation ''' 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 ''' Display information on screen ''' 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))
''' Principal function ''' def main(): # initialization , Import necessary game materials pygame.init() pygame.mixer.init() screen
= pygame.display.set_mode(SCREENSIZE) pygame.display.set_caption('24 point ——
Nine Odes ') 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 Point game generator game24_gen = game24Generator()
game24_gen.generate() # Spirit group # -- number number_sprites_group =
getNumberSpritesGroup(game24_gen.numbers_now) # -- operator operator_sprites_group =
getOperatorSpritesGroup(OPREATORS) # -- Button button_sprites_group =
getButtonSpritesGroup(BUTTONS) # Game main cycle clock = pygame.time.Clock()
selected_numbers = [] selected_operators = [] selected_buttons = [] is_win =
False while 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) #
Update numbers 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.attribute elif
each.select_order == '2': selected_number2 = each.attribute else: raise
ValueError('Unknow select_order %s, expect 1 or 2...' % each.select_order)
else: noselected_numbers.append(each.attribute) each.is_selected = False for
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) # All the elves can see it screen upper 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 = False if 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()) # Game wins if is_win: showInfo('Congratulations', screen) #
The game failed 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()
 

2, Fight for the forest

Exhibition :

First, configure the source code of the file :
''' configuration file ''' import os ''' Screen size ''' SCREENSIZE = (800, 600) ''' Picture path ''' IMAGEPATHS
= { 'choice': { 'load_game': os.path.join(os.getcwd(),
'resources/images/choice/load_game.png'), 'map1': os.path.join(os.getcwd(),
'resources/images/choice/map1.png'), 'map1_black': os.path.join(os.getcwd(),
'resources/images/choice/map1_black.png'), 'map1_red':
os.path.join(os.getcwd(), 'resources/images/choice/map1_red.png'), 'map2':
os.path.join(os.getcwd(), 'resources/images/choice/map2.png'), 'map2_black':
os.path.join(os.getcwd(), 'resources/images/choice/map2_black.png'),
'map2_red': os.path.join(os.getcwd(), 'resources/images/choice/map2_red.png'),
'map3': os.path.join(os.getcwd(), 'resources/images/choice/map3.png'),
'map3_black': os.path.join(os.getcwd(),
'resources/images/choice/map3_black.png'), 'map3_red':
os.path.join(os.getcwd(), 'resources/images/choice/map3_red.png'), }, 'end': {
'gameover': os.path.join(os.getcwd(), 'resources/images/end/gameover.png'),
'continue_red': os.path.join(os.getcwd(),
'resources/images/end/continue_red.png'), 'continue_black':
os.path.join(os.getcwd(), 'resources/images/end/continue_black.png'), },
'game': { 'arrow1': os.path.join(os.getcwd(),
'resources/images/game/arrow1.png'), 'arrow2': os.path.join(os.getcwd(),
'resources/images/game/arrow2.png'), 'arrow3': os.path.join(os.getcwd(),
'resources/images/game/arrow3.png'), 'basic_tower': os.path.join(os.getcwd(),
'resources/images/game/basic_tower.png'), 'boulder': os.path.join(os.getcwd(),
'resources/images/game/boulder.png'), 'bush': os.path.join(os.getcwd(),
'resources/images/game/bush.png'), 'cave': os.path.join(os.getcwd(),
'resources/images/game/cave.png'), 'dirt': os.path.join(os.getcwd(),
'resources/images/game/dirt.png'), 'enemy_blue': os.path.join(os.getcwd(),
'resources/images/game/enemy_blue.png'), 'enemy_pink':
os.path.join(os.getcwd(), 'resources/images/game/enemy_pink.png'), 'enemy_red':
os.path.join(os.getcwd(), 'resources/images/game/enemy_red.png'),
'enemy_yellow': os.path.join(os.getcwd(),
'resources/images/game/enemy_yellow.png'), 'godark': os.path.join(os.getcwd(),
'resources/images/game/godark.png'), 'golight': os.path.join(os.getcwd(),
'resources/images/game/golight.png'), 'grass': os.path.join(os.getcwd(),
'resources/images/game/grass.png'), 'healthfont': os.path.join(os.getcwd(),
'resources/images/game/healthfont.png'), 'heavy_tower':
os.path.join(os.getcwd(), 'resources/images/game/heavy_tower.png'),
'med_tower': os.path.join(os.getcwd(), 'resources/images/game/med_tower.png'),
'nexus': os.path.join(os.getcwd(), 'resources/images/game/nexus.png'),
'othergrass': os.path.join(os.getcwd(),
'resources/images/game/othergrass.png'), 'path': os.path.join(os.getcwd(),
'resources/images/game/path.png'), 'rock': os.path.join(os.getcwd(),
'resources/images/game/rock.png'), 'tiles': os.path.join(os.getcwd(),
'resources/images/game/tiles.png'), 'unitfont': os.path.join(os.getcwd(),
'resources/images/game/unitfont.png'), 'water': os.path.join(os.getcwd(),
'resources/images/game/water.png'), 'x': os.path.join(os.getcwd(),
'resources/images/game/x.png'), }, 'pause': { 'gamepaused':
os.path.join(os.getcwd(), 'resources/images/pause/gamepaused.png'),
'resume_black': os.path.join(os.getcwd(),
'resources/images/pause/resume_black.png'), 'resume_red':
os.path.join(os.getcwd(), 'resources/images/pause/resume_red.png'), }, 'start':
{ 'play_black': os.path.join(os.getcwd(),
'resources/images/start/play_black.png'), 'play_red': os.path.join(os.getcwd(),
'resources/images/start/play_red.png'), 'quit_black': os.path.join(os.getcwd(),
'resources/images/start/quit_black.png'), 'quit_red': os.path.join(os.getcwd(),
'resources/images/start/quit_red.png'), 'start_interface':
os.path.join(os.getcwd(), 'resources/images/start/start_interface.png'), }, }
''' Map path ''' MAPPATHS = { '1': os.path.join(os.getcwd(), 'resources/maps/1.map'),
'2': os.path.join(os.getcwd(), 'resources/maps/2.map'), '3':
os.path.join(os.getcwd(), 'resources/maps/3.map'), } ''' Font path ''' FONTPATHS = {
'Calibri': os.path.join(os.getcwd(), 'resources/fonts/Calibri.ttf'), 'm04':
os.path.join(os.getcwd(), 'resources/fonts/m04.ttf'), 'Microsoft Sans Serif':
os.path.join(os.getcwd(), 'resources/fonts/Microsoft Sans Serif.ttf'), }
''' Different difficulty settings''' DIFFICULTYPATHS = { 'easy': os.path.join(os.getcwd(),
'resources/difficulties/easy.json'), 'hard': os.path.join(os.getcwd(),
'resources/difficulties/hard.json'), 'medium': os.path.join(os.getcwd(),
'resources/difficulties/medium.json'), }
Game source code :
import cfg import pygame from modules import * ''' Principal function ''' def main():
pygame.init() pygame.mixer.init()
pygame.mixer.music.load(cfg.AUDIOPATHS['bgm']) pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25) screen =
pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption(" Tower defense game ——
Nine Odes ") # Call the game start interface start_interface = StartInterface(cfg) is_play =
start_interface.update(screen) if not is_play: return # Call game interface while True:
choice_interface = ChoiceInterface(cfg) map_choice, difficulty_choice =
choice_interface.update(screen) game_interface = GamingInterface(cfg)
game_interface.start(screen, map_path=cfg.MAPPATHS[str(map_choice)],
difficulty_path=cfg.DIFFICULTYPATHS[str(difficulty_choice)]) end_interface =
EndInterface(cfg) end_interface.update(screen) '''run''' if __name__ ==
'__main__': main()
3, Super maze

Exhibition :

First, configure the source code of the file :
''' configuration file ''' import os ''' Screen size ''' SCREENSIZE = (800, 625) ''' Game material ''' BGMPATH =
os.path.join(os.getcwd(), 'resources/audios/bgm.mp3') HEROPICPATH =
os.path.join(os.getcwd(), 'resources/images/hero.png') '''FPS''' FPS = 20
''' Block size ''' BLOCKSIZE = 15 MAZESIZE = (35, 50) # num_rows * num_cols BORDERSIZE =
(25, 50) # 25 * 2 + 50 * 15 = 800, 50 * 2 + 35 * 15 = 625
Game source code :
import cfg import sys import pygame from modules import * ''' Principal function ''' def
main(cfg): # initialization pygame.init() pygame.mixer.init() pygame.font.init()
pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.play(-1, 0.0) screen =
pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('Maze ——
Nine Odes ') font = pygame.font.SysFont('Consolas', 15) # Start interface Interface(screen, cfg,
'game_start') # Record the number of levels num_levels = 0 # Record at least how many steps it took to get through the customs best_scores = 'None' #
Level cycle switching while True: num_levels += 1 clock = pygame.time.Clock() screen =
pygame.display.set_mode(cfg.SCREENSIZE) # -- Randomly generated level map maze_now =
RandomMaze(cfg.MAZESIZE, cfg.BLOCKSIZE, cfg.BORDERSIZE) # -- generate hero hero_now =
Hero(cfg.HEROPICPATH, [0, 0], cfg.BLOCKSIZE, cfg.BORDERSIZE) # -- Statistical steps num_steps
= 0 # -- Main circulation in level while True: dt = clock.tick(cfg.FPS) screen.fill((255, 255,
255)) is_move = False # ----↑↓←→ control hero for event in pygame.event.get(): if
event.type == pygame.QUIT: pygame.quit() sys.exit(-1) elif event.type ==
pygame.KEYDOWN: if event.key == pygame.K_UP: is_move = hero_now.move('up',
maze_now) elif event.key == pygame.K_DOWN: is_move = hero_now.move('down',
maze_now) elif event.key == pygame.K_LEFT: is_move = hero_now.move('left',
maze_now) elif event.key == pygame.K_RIGHT: is_move = hero_now.move('right',
maze_now) num_steps += int(is_move) hero_now.draw(screen) maze_now.draw(screen)
# ---- Show some information showText(screen, font, 'LEVELDONE: %d' % num_levels, (255, 0, 0),
(10, 10)) showText(screen, font, 'BESTSCORE: %s' % best_scores, (255, 0, 0),
(210, 10)) showText(screen, font, 'USEDSTEPS: %s' % num_steps, (255, 0, 0),
(410, 10)) showText(screen, font, 'S: your starting point D: your destination',
(255, 0, 0), (10, 600)) # ---- Judge whether the game wins or not if (hero_now.coordinate[0] ==
cfg.MAZESIZE[1] - 1) and (hero_now.coordinate[1] == cfg.MAZESIZE[0] - 1): break
pygame.display.update() # -- Update best results if best_scores == 'None': best_scores =
num_steps else: if best_scores > num_steps: best_scores = num_steps # -- Level switching
Interface(screen, cfg, mode='game_switch') '''run''' if __name__ == '__main__':
main(cfg)
... Unfinished

That's too much , I'm so tired ! If you like, download it from the resources   About ten or twenty game source code

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