1:飞机大战小游戏
上源码
import random
import pygame
from objects import Background, Player, Enemy, Bullet, Explosion, Fuel,\
Powerup, Button, Message, BlinkingText
pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512
info = pygame.display.Info()
width = info.current_w
height = info.current_h
if width >= height:
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
else:
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME | pygame.SCALED | pygame.FULLSCREEN)
clock = pygame.time.Clock()
FPS = 60
# COLORS **********************************************************************
WHITE = (255, 255, 255)
BLUE = (30, 144,255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLACK = (0, 0, 20)
# IMAGES **********************************************************************
plane_img = pygame.image.load('Assets/plane.png')
logo_img = pygame.image.load('Assets/logo.png')
fighter_img = pygame.image.load('Assets/fighter.png')
clouds_img = pygame.image.load('Assets/clouds.png')
clouds_img = pygame.transform.scale(clouds_img, (WIDTH, 350))
home_img = pygame.image.load('Assets/Buttons/homeBtn.png')
replay_img = pygame.image.load('Assets/Buttons/replay.png')
sound_off_img = pygame.image.load("Assets/Buttons/soundOffBtn.png")
sound_on_img = pygame.image.load("Assets/Buttons/soundOnBtn.png")
# BUTTONS *********************************************************************
home_btn = Button(home_img, (24, 24), WIDTH // 4 - 18, HEIGHT//2 + 120)
replay_btn = Button(replay_img, (36,36), WIDTH // 2 - 18, HEIGHT//2 + 115)
sound_btn = Button(sound_on_img, (24, 24), WIDTH - WIDTH // 4 - 18, HEIGHT//2 + 120)
# FONTS ***********************************************************************
game_over_font = 'Fonts/ghostclan.ttf'
tap_to_play_font = 'Fonts/BubblegumSans-Regular.ttf'
score_font = 'Fonts/DalelandsUncialBold-82zA.ttf'
final_score_font = 'Fonts/DroneflyRegular-K78LA.ttf'
game_over_msg = Message(WIDTH//2, 230, 30, 'Game Over', game_over_font, WHITE, win)
score_msg = Message(WIDTH-50, 28, 30, '0', final_score_font, RED, win)
final_score_msg = Message(WIDTH//2, 280, 30, '0', final_score_font, RED, win)
tap_to_play_msg = tap_to_play = BlinkingText(WIDTH//2, HEIGHT-60, 25, "Tap To Play",
tap_to_play_font, WHITE, win)
# SOUNDS **********************************************************************
player_bullet_fx = pygame.mixer.Sound('Sounds/gunshot.wav')
click_fx = pygame.mixer.Sound('Sounds/click.mp3')
collision_fx = pygame.mixer.Sound('Sounds/mini_exp.mp3')
blast_fx = pygame.mixer.Sound('Sounds/blast.wav')
fuel_fx = pygame.mixer.Sound('Sounds/fuel.wav')
pygame.mixer.music.load('Sounds/Defrini - Spookie.mp3')
pygame.mixer.music.play(loops=-1)
pygame.mixer.music.set_volume(0.1)
# GROUPS & OBJECTS ************************************************************
bg = Background(win)
p = Player(144, HEIGHT - 100)
enemy_group = pygame.sprite.Group()
player_bullet_group = pygame.sprite.Group()
enemy_bullet_group = pygame.sprite.Group()
explosion_group = pygame.sprite.Group()
fuel_group = pygame.sprite.Group()
powerup_group = pygame.sprite.Group()
# FUNCTIONS *******************************************************************
def shoot_bullet():
x, y = p.rect.center[0], p.rect.y
if p.powerup > 0:
for dx in range(-3, 4):
b = Bullet(x, y, 4, dx)
player_bullet_group.add(b)
p.powerup -= 1
else:
b = Bullet(x-30, y, 6)
player_bullet_group.add(b)
b = Bullet(x+30, y, 6)
player_bullet_group.add(b)
player_bullet_fx.play()
def reset():
enemy_group.empty()
player_bullet_group.empty()
enemy_bullet_group.empty()
explosion_group.empty()
fuel_group.empty()
powerup_group.empty()
p.reset(p.x, p.y)
# VARIABLES *******************************************************************
level = 1
plane_destroy_count = 0
plane_frequency = 5000
start_time = pygame.time.get_ticks()
moving_left = False
moving_right = False
home_page = True
game_page = False
score_page = False
score = 0
sound_on = True
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or event.key == pygame.K_q:
running = False
if event.type == pygame.KEYDOWN and game_page:
if event.key == pygame.K_LEFT:
moving_left = True
if event.key == pygame.K_RIGHT:
moving_right = True
if event.key == pygame.K_SPACE:
shoot_bullet()
if event.type == pygame.MOUSEBUTTONDOWN:
if home_page:
home_page = False
game_page = True
click_fx.play()
elif game_page:
x, y = event.pos
if p.rect.collidepoint((x,y)):
shoot_bullet()
elif x <= WIDTH // 2:
moving_left = True
elif x > WIDTH // 2:
moving_right = True
if event.type == pygame.KEYUP:
moving_left = False
moving_right = False
if event.type == pygame.MOUSEBUTTONUP:
moving_left = False
moving_right = False
if home_page:
win.fill(BLACK)
win.blit(logo_img, (30, 80))
win.blit(fighter_img, (WIDTH//2 - 50, HEIGHT//2))
pygame.draw.circle(win, WHITE, (WIDTH//2, HEIGHT//2 + 50), 50, 4)
tap_to_play_msg.update()
if score_page:
win.fill(BLACK)
win.blit(logo_img, (30, 50))
game_over_msg.update()
final_score_msg.update(score)
if home_btn.draw(win):
home_page = True
game_page = False
score_page = False
reset()
click_fx.play()
plane_destroy_count = 0
level = 1
score = 0
if replay_btn.draw(win):
score_page = False
game_page = True
reset()
click_fx.play()
plane_destroy_count = 0
score = 0
if sound_btn.draw(win):
sound_on = not sound_on
if sound_on:
sound_btn.update_image(sound_on_img)
pygame.mixer.music.play(loops=-1)
else:
sound_btn.update_image(sound_off_img)
pygame.mixer.music.stop()
if game_page:
current_time = pygame.time.get_ticks()
delta_time = current_time - start_time
if delta_time >= plane_frequency:
if level == 1:
type = 1
elif level == 2:
type = 2
elif level == 3:
type = 3
elif level == 4:
type = random.randint(4, 5)
elif level == 5:
type = random.randint(1, 5)
x = random.randint(10, WIDTH - 100)
e = Enemy(x, -150, type)
enemy_group.add(e)
start_time = current_time
if plane_destroy_count:
if plane_destroy_count % 5 == 0 and level < 5:
level += 1
plane_destroy_count = 0
p.fuel -= 0.05
bg.update(1)
win.blit(clouds_img, (0, 70))
p.update(moving_left, moving_right, explosion_group)
p.draw(win)
player_bullet_group.update()
player_bullet_group.draw(win)
enemy_bullet_group.update()
enemy_bullet_group.draw(win)
explosion_group.update()
explosion_group.draw(win)
fuel_group.update()
fuel_group.draw(win)
powerup_group.update()
powerup_group.draw(win)
enemy_group.update(enemy_bullet_group, explosion_group)
enemy_group.draw(win)
if p.alive:
player_hit = pygame.sprite.spritecollide(p, enemy_bullet_group, False)
for bullet in player_hit:
p.health -= bullet.damage
x, y = bullet.rect.center
explosion = Explosion(x, y, 1)
explosion_group.add(explosion)
bullet.kill()
collision_fx.play()
for bullet in player_bullet_group:
planes_hit = pygame.sprite.spritecollide(bullet, enemy_group, False)
for plane in planes_hit:
plane.health -= bullet.damage
if plane.health <= 0:
x, y = plane.rect.center
rand = random.random()
if rand >= 0.9:
power = Powerup(x, y)
powerup_group.add(power)
elif rand >= 0.3:
fuel = Fuel(x, y)
fuel_group.add(fuel)
plane_destroy_count += 1
blast_fx.play()
x, y = bullet.rect.center
explosion = Explosion(x, y, 1)
explosion_group.add(explosion)
bullet.kill()
collision_fx.play()
player_collide = pygame.sprite.spritecollide(p, enemy_group, True)
if player_collide:
x, y = p.rect.center
explosion = Explosion(x, y, 2)
explosion_group.add(explosion)
x, y = player_collide[0].rect.center
explosion = Explosion(x, y, 2)
explosion_group.add(explosion)
p.health = 0
p.alive = False
if pygame.sprite.spritecollide(p, fuel_group, True):
p.fuel += 25
if p.fuel >= 100:
p.fuel = 100
fuel_fx.play()
if pygame.sprite.spritecollide(p, powerup_group, True):
p.powerup += 2
fuel_fx.play()
if not p.alive or p.fuel <= -10:
if len(explosion_group) == 0:
game_page = False
score_page = True
reset()
score += 1
score_msg.update(score)
fuel_color = RED if p.fuel <= 40 else GREEN
pygame.draw.rect(win, fuel_color, (30, 20, p.fuel, 10), border_radius=4)
pygame.draw.rect(win, WHITE, (30, 20, 100, 10), 2, border_radius=4)
pygame.draw.rect(win, BLUE, (30, 32, p.health, 10), border_radius=4)
pygame.draw.rect(win, WHITE, (30, 32, 100, 10), 2, border_radius=4)
win.blit(plane_img, (10, 15))
pygame.draw.rect(win, WHITE, (0,0, WIDTH, HEIGHT), 5, border_radius=4)
clock.tick(FPS)
pygame.display.update()
pygame.quite
2、行星大战射击游戏
废话不多说,上代码
import random
import pygame
from pygame.locals import KEYDOWN, QUIT, K_ESCAPE, K_SPACE, K_q, K_e
from objects import Rocket, Asteroid, Bullet, Explosion
### SETUP *********************************************************************
SIZE = SCREEN_WIDTH, SCREEN_HEIGHT = 500, 500
pygame.mixer.init()
pygame.init()
clock = pygame.time.Clock()
win = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('Asteroids')
gunshot_sound = pygame.mixer.Sound("music/laser.wav")
explosion_sound = pygame.mixer.Sound("music/explosion.mp3")
font = pygame.font.Font('freesansbold.ttf', 32)
# text = font.render('', True, green, blue)
### Objects & Events **********************************************************
ADDAST1 = pygame.USEREVENT + 1
ADDAST2 = pygame.USEREVENT + 2
ADDAST3 = pygame.USEREVENT + 3
ADDAST4 = pygame.USEREVENT + 4
ADDAST5 = pygame.USEREVENT + 5
pygame.time.set_timer(ADDAST1, 2000)
pygame.time.set_timer(ADDAST2, 6000)
pygame.time.set_timer(ADDAST3, 10000)
pygame.time.set_timer(ADDAST4, 15000)
pygame.time.set_timer(ADDAST5, 20000)
rocket = Rocket(SIZE)
asteroids = pygame.sprite.Group()
bullets = pygame.sprite.Group()
explosions = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(rocket)
backgrounds = [f'assets/background/bg{i}s.png' for i in range(1,5)]
bg = pygame.image.load(random.choice(backgrounds))
startbg = pygame.image.load('assets/start.jpg')
### Game **********************************************************************
if __name__ == '__main__':
score = 0
running = True
gameStarted = False
musicStarted = False
while running:
if not gameStarted:
if not musicStarted:
pygame.mixer.music.load('music/Apoxode_-_Electric_1.mp3')
pygame.mixer.music.play(loops=-1)
musicStarted = True
for event in pygame.event.get():
if event.type == QUIT:
running = False
if event.type == KEYDOWN:
if event.key == K_SPACE:
gameStarted = True
musicStarted = False
win.blit(startbg, (0,0))
else:
if not musicStarted:
pygame.mixer.music.load('music/rpg_ambience_-_exploration.ogg')
pygame.mixer.music.play(loops=-1)
musicStarted = True
for event in pygame.event.get():
if event.type == QUIT:
running = False
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
if event.key == K_SPACE:
pos = rocket.rect[:2]
bullet = Bullet(pos, rocket.dir, SIZE)
bullets.add(bullet)
all_sprites.add(bullet)
gunshot_sound.play()
if event.key == K_q:
rocket.rotate_left()
if event.key == K_e:
rocket.rotate_right()
elif event.type == ADDAST1:
ast = Asteroid(1, SIZE)
asteroids.add(ast)
all_sprites.add(ast)
elif event.type == ADDAST2:
ast = Asteroid(2, SIZE)
asteroids.add(ast)
all_sprites.add(ast)
elif event.type == ADDAST3:
ast = Asteroid(3, SIZE)
asteroids.add(ast)
all_sprites.add(ast)
elif event.type == ADDAST4:
ast = Asteroid(4, SIZE)
asteroids.add(ast)
all_sprites.add(ast)
elif event.type == ADDAST5:
ast = Asteroid(5, SIZE)
asteroids.add(ast)
all_sprites.add(ast)
pressed_keys = pygame.key.get_pressed()
rocket.update(pressed_keys)
asteroids.update()
bullets.update()
explosions.update()
win.blit(bg, (0,0))
explosions.draw(win)
for sprite in all_sprites:
win.blit(sprite.surf, sprite.rect)
win.blit(rocket.surf, rocket.rect)
if pygame.sprite.spritecollideany(rocket, asteroids):
rocket.kill()
score = 0
for sprite in all_sprites:
sprite.kill()
all_sprites.empty()
rocket = Rocket(SIZE)
all_sprites.add(rocket)
gameStarted = False
musicStarted = False
for bullet in bullets:
collision = pygame.sprite.spritecollide(bullet, asteroids, True)
if collision:
pos = bullet.rect[:2]
explosion = Explosion(pos)
explosions.add(explosion)
score += 1
explosion_sound.play()
bullet.kill()
bullets.remove(bullet)
text = font.render('Score : ' + str(score), 1, (200,255,0))
win.blit(text, (340, 10))
pygame.display.flip()
clock.tick(30)
pygame.quit()
3、赛车竞赛游戏
废话不多说,上代码。
import pygame
import random
from objects import Road, Player, Nitro, Tree, Button, \
Obstacle, Coins, Fuel
pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512
info = pygame.display.Info()
width = info.current_w
height = info.current_h
if width >= height:
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
else:
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME | pygame.SCALED | pygame.FULLSCREEN)
clock = pygame.time.Clock()
FPS = 30
lane_pos = [50, 95, 142, 190]
# COLORS **********************************************************************
WHITE = (255, 255, 255)
BLUE = (30, 144,255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLACK = (0, 0, 20)
# FONTS ***********************************************************************
font = pygame.font.SysFont('cursive', 32)
select_car = font.render('Select Car', True, WHITE)
# IMAGES **********************************************************************
bg = pygame.image.load('Assets/bg.png')
home_img = pygame.image.load('Assets/home.png')
play_img = pygame.image.load('Assets/buttons/play.png')
end_img = pygame.image.load('Assets/end.jpg')
end_img = pygame.transform.scale(end_img, (WIDTH, HEIGHT))
game_over_img = pygame.image.load('Assets/game_over.png')
game_over_img = pygame.transform.scale(game_over_img, (220, 220))
coin_img = pygame.image.load('Assets/coins/1.png')
dodge_img = pygame.image.load('Assets/car_dodge.png')
left_arrow = pygame.image.load('Assets/buttons/arrow.png')
right_arrow = pygame.transform.flip(left_arrow, True, False)
home_btn_img = pygame.image.load('Assets/buttons/home.png')
replay_img = pygame.image.load('Assets/buttons/replay.png')
sound_off_img = pygame.image.load("Assets/buttons/soundOff.png")
sound_on_img = pygame.image.load("Assets/buttons/soundOn.png")
cars = []
car_type = 0
for i in range(1, 9):
img = pygame.image.load(f'Assets/cars/{i}.png')
img = pygame.transform.scale(img, (59, 101))
cars.append(img)
nitro_frames = []
nitro_counter = 0
for i in range(6):
img = pygame.image.load(f'Assets/nitro/{i}.gif')
img = pygame.transform.flip(img, False, True)
img = pygame.transform.scale(img, (18, 36))
nitro_frames.append(img)
# FUNCTIONS *******************************************************************
def center(image):
return (WIDTH // 2) - image.get_width() // 2
# BUTTONS *********************************************************************
play_btn = Button(play_img, (100, 34), center(play_img)+10, HEIGHT-80)
la_btn = Button(left_arrow, (32, 42), 40, 180)
ra_btn = Button(right_arrow, (32, 42), WIDTH-60, 180)
home_btn = Button(home_btn_img, (24, 24), WIDTH // 4 - 18, HEIGHT - 80)
replay_btn = Button(replay_img, (36,36), WIDTH // 2 - 18, HEIGHT - 86)
sound_btn = Button(sound_on_img, (24, 24), WIDTH - WIDTH // 4 - 18, HEIGHT - 80)
# SOUNDS **********************************************************************
click_fx = pygame.mixer.Sound('Sounds/click.mp3')
fuel_fx = pygame.mixer.Sound('Sounds/fuel.wav')
start_fx = pygame.mixer.Sound('Sounds/start.mp3')
restart_fx = pygame.mixer.Sound('Sounds/restart.mp3')
coin_fx = pygame.mixer.Sound('Sounds/coin.mp3')
pygame.mixer.music.load('Sounds/mixkit-tech-house-vibes-130.mp3')
pygame.mixer.music.play(loops=-1)
pygame.mixer.music.set_volume(0.6)
# OBJECTS *********************************************************************
road = Road()
nitro = Nitro(WIDTH-80, HEIGHT-80)
p = Player(100, HEIGHT-120, car_type)
tree_group = pygame.sprite.Group()
coin_group = pygame.sprite.Group()
fuel_group = pygame.sprite.Group()
obstacle_group = pygame.sprite.Group()
# VARIABLES *******************************************************************
home_page = True
car_page = False
game_page = False
over_page = False
move_left = False
move_right = False
nitro_on = False
sound_on = True
counter = 0
counter_inc = 1
# speed = 3
speed = 10
dodged = 0
coins = 0
cfuel = 100
endx, enddx = 0, 0.5
gameovery = -50
running = True
while running:
win.fill(BLACK)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or event.key == pygame.K_q:
running = False
if event.key == pygame.K_LEFT:
move_left = True
if event.key == pygame.K_RIGHT:
move_right = True
if event.key == pygame.K_n:
nitro_on = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
move_left = False
if event.key == pygame.K_RIGHT:
move_right = False
if event.key == pygame.K_n:
nitro_on = False
speed = 3
counter_inc = 1
if event.type == pygame.MOUSEBUTTONDOWN:
x, y = event.pos
if nitro.rect.collidepoint((x, y)):
nitro_on = True
else:
if x <= WIDTH // 2:
move_left = True
else:
move_right = True
if event.type == pygame.MOUSEBUTTONUP:
move_left = False
move_right = False
nitro_on = False
speed = 3
counter_inc = 1
if home_page:
win.blit(home_img, (0,0))
counter += 1
if counter % 60 == 0:
home_page = False
car_page = True
if car_page:
win.blit(select_car, (center(select_car), 80))
win.blit(cars[car_type], (WIDTH//2-30, 150))
if la_btn.draw(win):
car_type -= 1
click_fx.play()
if car_type < 0:
car_type = len(cars) - 1
if ra_btn.draw(win):
car_type += 1
click_fx.play()
if car_type >= len(cars):
car_type = 0
if play_btn.draw(win):
car_page = False
game_page = True
start_fx.play()
p = Player(100, HEIGHT-120, car_type)
counter = 0
if over_page:
win.blit(end_img, (endx, 0))
endx += enddx
if endx >= 10 or endx<=-10:
enddx *= -1
win.blit(game_over_img, (center(game_over_img), gameovery))
if gameovery < 16:
gameovery += 1
num_coin_img = font.render(f'{coins}', True, WHITE)
num_dodge_img = font.render(f'{dodged}', True, WHITE)
distance_img = font.render(f'Distance : {counter/1000:.2f} km', True, WHITE)
win.blit(coin_img, (80, 240))
win.blit(dodge_img, (50, 280))
win.blit(num_coin_img, (180, 250))
win.blit(num_dodge_img, (180, 300))
win.blit(distance_img, (center(distance_img), (350)))
if home_btn.draw(win):
over_page = False
home_page = True
coins = 0
dodged = 0
counter = 0
nitro.gas = 0
cfuel = 100
endx, enddx = 0, 0.5
gameovery = -50
if replay_btn.draw(win):
over_page = False
game_page = True
coins = 0
dodged = 0
counter = 0
nitro.gas = 0
cfuel = 100
endx, enddx = 0, 0.5
gameovery = -50
restart_fx.play()
if sound_btn.draw(win):
sound_on = not sound_on
if sound_on:
sound_btn.update_image(sound_on_img)
pygame.mixer.music.play(loops=-1)
else:
sound_btn.update_image(sound_off_img)
pygame.mixer.music.stop()
if game_page:
win.blit(bg, (0,0))
road.update(speed)
road.draw(win)
counter += counter_inc
if counter % 60 == 0:
tree = Tree(random.choice([-5, WIDTH-35]), -20)
tree_group.add(tree)
if counter % 270 == 0:
type = random.choices([1, 2], weights=[6, 4], k=1)[0]
x = random.choice(lane_pos)+10
if type == 1:
count = random.randint(1, 3)
for i in range(count):
coin = Coins(x,-100 - (25 * i))
coin_group.add(coin)
elif type == 2:
fuel = Fuel(x, -100)
fuel_group.add(fuel)
elif counter % 90 == 0:
obs = random.choices([1, 2, 3], weights=[6,2,2], k=1)[0]
obstacle = Obstacle(obs)
obstacle_group.add(obstacle)
if nitro_on and nitro.gas > 0:
x, y = p.rect.centerx - 8, p.rect.bottom - 10
win.blit(nitro_frames[nitro_counter], (x, y))
nitro_counter = (nitro_counter + 1) % len(nitro_frames)
speed = 10
if counter_inc == 1:
counter = 0
counter_inc = 5
if nitro.gas <= 0:
speed = 3
counter_inc = 1
nitro.update(nitro_on)
nitro.draw(win)
obstacle_group.update(speed)
obstacle_group.draw(win)
tree_group.update(speed)
tree_group.draw(win)
coin_group.update(speed)
coin_group.draw(win)
fuel_group.update(speed)
fuel_group.draw(win)
p.update(move_left, move_right)
p.draw(win)
if cfuel > 0:
pygame.draw.rect(win, GREEN, (20, 20, cfuel, 15), border_radius=5)
pygame.draw.rect(win, WHITE, (20, 20, 100, 15), 2, border_radius=5)
cfuel -= 0.05
# COLLISION DETECTION & KILLS
for obstacle in obstacle_group:
if obstacle.rect.y >= HEIGHT:
if obstacle.type == 1:dodged += 1
obstacle.kill()
if pygame.sprite.collide_mask(p, obstacle):
pygame.draw.rect(win, RED, p.rect, 1)
speed = 0
game_page = False
over_page = True
tree_group.empty()
coin_group.empty()
fuel_group.empty()
obstacle_group.empty()
if pygame.sprite.spritecollide(p, coin_group, True):
coins += 1
coin_fx.play()
if pygame.sprite.spritecollide(p, fuel_group, True):
cfuel += 25
fuel_fx.play()
if cfuel >= 100:
cfuel = 100
pygame.draw.rect(win, BLUE, (0, 0, WIDTH, HEIGHT), 3)
clock.tick(FPS)
pygame.display.update()
pygame.quit()
# 今天给大家介绍一款Python制作的汽车避障小游戏
# 主要通过Pygame实现的,运行代码,选择车型,进入游戏
# 可以控制左右移动,点击右下角可以进行加速
# 金 币可以增加积分,撞到障碍物则游戏介绍
4. 电子时钟
import tkinter as tk
import time
import datetime
# 按照日期返回星期数
def get_week_day(date):
# 用一个字典建立对应关系
week_dict = {
0: '星期一',
1: '星期二',
2: '星期三',
3: '星期四',
4: '星期五',
5: '星期六',
6: '星期日'
}
day = date.weekday()
return week_dict.get(day)
# 每一秒修改一下clock的显示
def show_time():
# 获取当前日期和星期
now = datetime.datetime.now()
week_day = get_week_day(now)
str_date = now.strftime('%Y年%m月%d日') + ' ' + week_day
# 获取当前时间
str_time = now.strftime('%H:%M:%S %p')
date_str.set(str_date)
time_str.set(str_time)
# 每隔一秒调用一次show_time函数
clock_label.after(1000, show_time)
if __name__ == '__main__':
# 创建主窗口
win = tk.Tk()
# 设置主窗口的标题
win.title('电子时钟')
# 设置主窗口的尺寸
win.geometry('400x150')
# 创建StringVar对象
time_str = tk.StringVar()
date_str = tk.StringVar()
# 创建标签
date_label = tk.Label(win, font=('黑体', 18), fg='blue', textvariable=date_str)
clock_label = tk.Label(win, font=('黑体', 48), fg='red', textvariable=time_str)
# 布局标签
date_label.pack(anchor='center')
clock_label.pack(anchor='center')
# 显示时间
show_time()
# 运行主循环
win.mainloop()
学会了吗?快去试试吧,再见
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