拼搏

拼搏

「Pygame小游戏」真香这款百万销量万人追捧大富翁游戏终于出现了

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「Pygame小游戏」真香这款百万销量万人追捧大富翁游戏终于出现了-第1张-游戏-拼搏

前言:

现在姐妹们对“百万大富翁世界版”都比较讲究,看官们都想要知道一些“百万大富翁世界版”的相关文章。那么小编在网上汇集了一些关于“百万大富翁世界版””的相关内容,希望兄弟们能喜欢,各位老铁们一起来了解一下吧!

前言


说到童年爱玩的电脑游戏,你会想到什么?




搞错了,以前没得王者、吃鸡的——那时候最国民的莫过于金山打字通,接着是扫雷、红心大战,


而红极一时的单机游戏当属《大富翁》。


扫雷是刚给大家讲过的AI自动扫雷,今天的话就给大家将讲讲《大富翁》游戏吧~


(这可是我搞了好久好久了的,看完给个吧~万分感谢!恭喜发财恭喜发财~)



一、《大富翁》思路


本文是基于python的一个2D大富翁游戏 1.游戏地图为自己使用各种网络素材制作: 各种按钮和选项,小图标等也是使用PS制作。 2.声音效果主要为背景音乐和几种游戏中的音效。 3.游戏设定了两个类:玩家和建筑,玩家的参数和方法都在代码中给出,具体有:移动方法、位置判断方法、 购买房屋方法、添加小房子方法、事件判断方法。 4.玩家在大富翁的主要操作是投掷骰子,由随机函数进行判定然后进行移动,进行位置判断,然后开始进行相 关的判定。 5.游戏中的按键有:是、否、和结束回合,每个按键由没按下与按下两种状态的图片组成, 这个设计花费了 一定时间。还有 开始游戏 和 扔骰子 的两个明暗按钮,由pygame优化后的一个函数实现。 6.玩家的位置与电脑重叠时会将双方的位置进行一定偏移,防止被覆盖,分不清自己的位置。 7.游戏基础功能有移动,购买房子,在已经购买的房子下搭建新的小房子增加过路费,被收费,判断胜负的基 项功能,此外还加入了幸运事件: 财神 - 免收费一次 衰神 - 双倍被收费一次 破坏神 - 直接破坏一个建筑 无论敌我 土地神 - 强占对面建筑 这四项功能在位置处于左上角和右下角的时候会被触发,添加了很多游戏乐趣啦~希望大家能喜欢哦!


二、环境准备


环境安装


Python3、 Pycharm 、Pygame。


第三方库的安装:pip  install pygame



素材图片(音乐就不截图了)



三、

效果展示:


游戏规则:


1, 扔的骰子点数为你可走几格。

2, 当走到任一格,其经营权没有被拥有时,可以按棋盘中标的价格买下并拥有它。如你的钱不

够,或不想买,则此时其它的参与者可竞价买下。如果这一经营权是你自己拥有,则不用付钱,比如

果是另人拥有,则按经营权上的价格付给经营权拥有者。

.......大家可以百度下游戏规则哈哈哈 不会玩儿的话......我就随便地给大家介绍一下下啦


开始界面一一



游戏界面——



游戏中掷色子——



还有很多界面我就不一一截图了哈!大家自己玩儿!需要代码的都是滴滴我就行了!


四、代码演示


# -*- coding: utf-8 -*-# 初始化各种模块import pygameimport randomimport sys# 定义类class Player():    def __init__(self, image, name, isPlayer):        self.name = name        self.money = 10000        self.isGoingToMove = False        self.movable = True        self.image = image        self.position = 0        self.temp_position = False        self.dice_value = 0        self.locatedBuilding = 0        self.showText = []        self.isPlayer = isPlayer        self.ownedBuildings = []        self.isShowText = False        self.soundPlayList = 0        self.caishen = 0        self.shuaishen = 0        self.tudishen = 0        self.pohuaishen = 0    def judgePosition(self, buildings):  # 位置判断 返回值是所在位置的建筑        for each in buildings:            for every in each.location:                if self.position == every:                    return each            # 当使用元组时 当元组中只有一个元素时 发现该元素不可迭代            # 出现错误 换成列表后解决            '''             try:                for every in each.location:                    if self.position == every:                        print(each.name)            except:                if self.position == every:                    print(each.name)            '''    def buyaBuilding(self, isPressYes):  # 购买方法        if isPressYes and self.locatedBuilding.owner != self.name:            self.locatedBuilding.owner = self.name            self.locatedBuilding.wasBought = True            self.ownedBuildings.append(self.locatedBuilding)            self.money -= self.locatedBuilding.price            self.showText = [self.name + '购买了' + self.locatedBuilding.name + '!']            self.soundPlayList = 1            return True        else:            return False    def addaHouse(self, isPressYes):  # 在建筑物上添加一个房子        try:            if isPressYes and self.locatedBuilding.owner == self.name:                self.locatedBuilding.builtRoom += 1                self.money -= self.locatedBuilding.payment                self.showText = [self.name + '在' + self.locatedBuilding.name + '上!', '盖了一座房子!', \                                 '有%d' % self.locatedBuilding.builtRoom + '个房子了!', \                                 "它的过路费是%d" % (self.locatedBuilding.payment * \                                               (self.locatedBuilding.builtRoom + 1))]                self.soundPlayList = 2                return True            else:                return False        except:            pass    def move(self, buildings, allplayers):  # 移动方法 返回值是所在的建筑位置        self.dice_value = random.randint(1, 6)        self.position += self.dice_value        if self.position >= 16:            self.position -= 16        self.locatedBuilding = self.judgePosition(buildings)        self.isShowText = True        return self.eventInPosition(allplayers)    def eventInPosition(self, allplayers):  # 判断在建筑位置应该发生的事件        building = self.locatedBuilding        if building.name != '空地':            if self.locatedBuilding.wasBought == False:  # 未购买的时候显示建筑的数据!                if self.isPlayer == True:                    textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!'                    textLine1 = self.name + '来到了' + building.name + '!'                    textLine2 = '购买价格:%d' % building.price                    textLine3 = '过路收费:%d' % building.payment                    textLine4 = '是否购买?'                    self.showText = [textLine0, textLine1, textLine2, textLine3, textLine4]                    return True                else:                    self.addaHouse(not self.buyaBuilding(True))                # ----- 动画 -------                # ----- 是否购买 ------            elif building.owner == self.name:  # 路过自己的房子开始加盖建筑!                if self.pohuaishen == 1:                    textLine0 = self.name + '破坏神附体!'                    textLine1 = '摧毁了自己的房子!'                    building.owner = 'no'                    building.wasBought = False                    self.showText = [textLine0, textLine1]                    self.pohuaishen = 0                else:                    if self.isPlayer == True:                        textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!'                        textLine1 = '来到了ta的' + self.locatedBuilding.name + '!'                        textLine2 = '可以加盖小房子!'                        textLine3 = '加盖收费:%d' % building.payment                        textLine4 = '是否加盖?'                        self.showText = [textLine0, textLine1, textLine2, textLine3, textLine4]                        return True                    # ----- 动画-------                    else:                        self.addaHouse(True)            else:                for each in allplayers:  # 被收费!                    if self.locatedBuilding.owner == each.name and each.name != self.name:                        if self.caishen == 1:                            textLine0 = self.name + '财神附体!'                            textLine1 = '免除过路费%d!' % (building.payment * (building.builtRoom + 1))                            self.showText = [textLine0, textLine1]                            self.caishen = 0                        else:                            if self.tudishen == 1:                                textLine0 = self.name + '土地神附体!'                                textLine1 = '强占土地!'                                textLine2 = building.name + '现在属于' + self.name                                self.locatedBuilding.owner = self.name                                self.showText = [textLine0, textLine1, textLine2]                                self.tudishen = 0                            else:                                if self.pohuaishen == 1:                                    textLine0 = self.name + '破坏神附体!'                                    textLine1 = '摧毁了对手的房子!'                                    building.owner = 'no'                                    building.wasBought = False                                    self.showText = [textLine0, textLine1]                                    self.pohuaishen = 0                                else:                                    textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!'                                    textLine1 = self.name + '来到了' + each.name + '的:'                                    textLine2 = building.name + ',被收费!'                                    if self.shuaishen == 1:                                        textLine3 = '过路收费:%d*2!' % (building.payment * (building.builtRoom + 1) * 2)                                        self.shuaishen = 0                                    else:                                        textLine3 = '过路收费:%d' % (building.payment * (building.builtRoom + 1))                                    textLine4 = '哦!' + self.name + '好倒霉!'                                    self.showText = [textLine0, textLine1, textLine2, textLine3, textLine4]                                    # 收费!                                    self.money -= building.payment * (building.builtRoom + 1)                                    each.money += building.payment * (building.builtRoom + 1)                                    self.soundPlayList = 3                                    # ----- 动画-------        else:            # 发现不能处理在空地上的情况 于是使用 try & except 来解决!然后加入了幸运事件功能!            # 后来发现 try except 弊端太大 找不到错误的根源 换为if else嵌套。。            whichone = self.dice_value % 4            if whichone == 0:                self.caishen = 1                textLine2 = '遇到了财神!'                textLine3 = '免一次过路费!'            if whichone == 1:                self.shuaishen = 1                textLine2 = '遇到了衰神!'                textLine3 = '过路费加倍一次!'            if whichone == 2:                self.tudishen = 1                textLine2 = '遇到了土地神!'                textLine3 = '强占一次房子!'            if whichone == 3:                self.pohuaishen = 1                textLine3 = '摧毁路过的房子!'                textLine2 = '遇到了破坏神!'            textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!'            textLine1 = '来到了运气地点!'            self.showText = [textLine0, textLine1, textLine2, textLine3]class Building():  # 好像所有功能都在Player类里实现了=_=    def __init__(self, name, price, payment, location):        self.name = name        self.price = price        self.payment = payment        self.location = location        self.wasBought = False  # 是否被购买        self.builtRoom = 0  # 小房子建造的数目        self.owner = 'no'# 带透明度的绘图方法 by turtle 2333def blit_alpha(target, source, location, opacity):    x = location[0]    y = location[1]    temp = pygame.Surface((source.get_width(), source.get_height())).convert()    temp.blit(target, (-x, -y))    temp.blit(source, (0, 0))    temp.set_alpha(opacity)    target.blit(temp, location)########################################主函数###############################################def main():    pygame.init()    clock = pygame.time.Clock()    # 初始化屏幕    size = (1270, 768)    screen = pygame.display.set_mode(size)    pygame.display.set_caption("大富翁 - by 顾木子吖 ")    # 读取字体以及有关数据    textColorInMessageBox = (141, 146, 152)    white = (255, 255, 255)    black = (0, 0, 0)    red = (255, 0, 0)    font = pygame.font.Font('resource\\font\\myfont.ttf', 30)    # 读取资源    backgroud = pygame.image.load("resource\\pic\\GameMap.png")    chess = pygame.image.load("resource\\pic\\chess.png")    chess_com = pygame.image.load("resource\\pic\\chess1.png")    bigdice_image = pygame.image.load("resource\\pic\\dice.png").convert_alpha()    dice_1 = pygame.image.load("resource\\pic\\dice_1.png")    dice_2 = pygame.image.load("resource\\pic\\dice_2.png")    dice_3 = pygame.image.load("resource\\pic\\dice_3.png")    dice_4 = pygame.image.load("resource\\pic\\dice_4.png")    dice_5 = pygame.image.load("resource\\pic\\dice_5.png")    dice_6 = pygame.image.load("resource\\pic\\dice_6.png")    dices = [dice_1, dice_2, dice_3, dice_4, dice_5, dice_6]    yes = pygame.image.load("resource\\pic\\yes.png")    yes2 = pygame.image.load("resource\\pic\\yes2.png")    no = pygame.image.load("resource\\pic\\no.png")    no2 = pygame.image.load("resource\\pic\\no2.png")    GameStart = pygame.image.load("resource\\pic\\GameStart.png")    StartGameButton = pygame.image.load("resource\\pic\\StartGameButton.png").convert_alpha()    turnover = pygame.image.load("resource\\pic\\turnover.png")    turnover2 = pygame.image.load("resource\\pic\\turnover2.png")    shuaishen = pygame.image.load("resource\\pic\\shuaishen.png").convert_alpha()    tudishen = pygame.image.load("resource\\pic\\tudishen.png").convert_alpha()    caishen = pygame.image.load("resource\\pic\\caishen.png").convert_alpha()    pohuaishen = pygame.image.load("resource\\pic\\pohuaishen.png").convert_alpha()    rollDiceSound = pygame.mixer.Sound("resource\\sound\\rolldicesound.wav")    bgm = pygame.mixer.music.load("resource\\sound\\bgm.ogg")    throwcoin = pygame.mixer.Sound("resource\\sound\\throwcoin.wav")    moneysound = pygame.mixer.Sound("resource\\sound\\moneysound.wav")    aiyo = pygame.mixer.Sound("resource\\sound\\aiyo.wav")    didong = pygame.mixer.Sound("resource\\sound\\didong.wav")    # PlayList 在对象中设置应该播放的声音    playList = [moneysound, throwcoin, aiyo]    # 各种Surface的rect    bigdice_rect = bigdice_image.get_rect()    bigdice_rect.left, bigdice_rect.top = 50, 600    yes_rect = yes.get_rect()    yes_rect.left, yes_rect.top = 500, 438    no_rect = no.get_rect()    no_rect.left, no_rect.top = 630, 438    button_rect = StartGameButton.get_rect()    button_rect.left, button_rect.top = 1003, 30    turnover_rect = turnover.get_rect()    turnover_rect.left, turnover_rect.top = 1035, 613    # 实例化对象    players = []    computers = []    allplayers = []    player_1 = Player(chess, '玩家', True)    player_com1 = Player(chess_com, '电脑', False)    players.append(player_1)    computers.append(player_com1)    allplayers.append(player_1)    allplayers.append(player_com1)    presentPlayer = player_com1    # 初始化建筑物数据    gate = Building('大门', 1000, 200, [1, 2])    fountain = Building('喷泉', 2000, 400, [3, 4])    path = Building('小道', 800, 160, [5])    library = Building('图书馆', 2000, 400, [6, 7])    kongdi1 = Building('空地', 0, 0, [8])    classroomTen = Building('教十', 1200, 240, [9, 10])    classroomNine = Building('教九', 1200, 240, [11, 12])    resOne = Building('三餐厅', 800, 160, [13])    resTwo = Building('二餐厅', 800, 160, [14])    resThree = Building('一餐厅', 800, 160, [15])    kongdi2 = Building('空地', 0, 0, [0])    buildings = [gate, fountain, path, library, classroomNine, \                 classroomTen, resOne, resThree, resTwo, kongdi1, kongdi2]    # 坐标数据 同时处理坐标数据 使之合适    MapXYvalue = [(435.5, 231.5), (509.5, 231.5), (588.5, 231.5), (675.5, 231.5), (758.5, 231.5), \                  (758.5, 317.0), (758.5, 405.5), (758.5, 484.5), (758.5, 558.5), (679.5, 558.5), \                  (601.5, 558.5), (518.5, 556.5), (435.5, 556.5), (435.5, 479.5), (435.5, 399.0), \                  (435.5, 315.5)                  ]    MapChessPosition_Player = []    MapChessPosition_Com = []    MapChessPosition_Original = []    MapChessPosition_Payment = []    MapMessageBoxPosition = (474.1, 276.9)    YesNoMessageBoxPosition = [(500, 438), (630, 438)]    StartGameButtonPosition = (1003, 30)    TurnOvwrButtonPosition = (1035, 613)    # 调整位置    for i in range(0, 16):        MapChessPosition_Original.append((MapXYvalue[i][0] - 50, MapXYvalue[i][1] - 80))        MapChessPosition_Player.append((MapXYvalue[i][0] - 70, MapXYvalue[i][1] - 60))        MapChessPosition_Com.append((MapXYvalue[i][0] - 30, MapXYvalue[i][1] - 100))        MapChessPosition_Payment.append((MapXYvalue[i][0] - 30, MapXYvalue[i][1] - 15))    # 循环时所用的一些变量    running = True    image_alpha = 255    button_alpha = 255    half_alpha = 30    showdice = True    showYes2 = False    showNo2 = False    showYes_No = False    pressYes = False    whetherYes_NoJudge = False    gameStarted = False    showButton2 = False    # 播放背景音乐    pygame.mixer.music.play(100)    ########################################进入游戏循环!###############################################    # 循环开始!    while running:        if not gameStarted:            for event in pygame.event.get():                if event.type == pygame.QUIT:                    sys.exit()                # 明暗触发 鼠标位置判断                if event.type == pygame.MOUSEMOTION:                    if button_rect.collidepoint(event.pos):                        button_alpha = 255                    else:                        button_alpha = 120                if event.type == pygame.MOUSEBUTTONDOWN:                    if button_rect.collidepoint(event.pos):  # 按下按钮                        didong.play()                        gameStarted = True            screen.blit(GameStart, (0, 0))            blit_alpha(screen, StartGameButton, StartGameButtonPosition, button_alpha)        if gameStarted:            for event in pygame.event.get():                if event.type == pygame.QUIT:                    sys.exit()                # 明暗触发 鼠标位置判断                if event.type == pygame.MOUSEMOTION:                    if bigdice_rect.collidepoint(event.pos):                        image_alpha = 255                    else:                        image_alpha = 190                if event.type == pygame.MOUSEBUTTONDOWN:                    if bigdice_rect.collidepoint(event.pos):  # 按骰子                        if presentPlayer != player_1:                            rollDiceSound.play(1, 2000)                            pygame.time.delay(2000)                            showYes_No = player_1.move(buildings, allplayers)                            whetherYes_NoJudge = showYes_No                            presentPlayer = player_1                        else:                            presentPlayer.showText = ['还没到你的回合!']                    if turnover_rect.collidepoint(event.pos):  # 按回合结束                        showButton2 = True                        if presentPlayer != player_com1:                            showYes_No = player_com1.move(buildings, allplayers)                            presentPlayer = player_com1                        else:                            presentPlayer.showText = ['还没到你的回合!']                    else:                        showButton2 = False                        # 不显示Yes_No的时候不能点击它们!                    if whetherYes_NoJudge == True:                        if yes_rect.collidepoint(event.pos):  # 按是否                            showYes2 = True                        if no_rect.collidepoint(event.pos):  # 按是否                            showNo2 = True                if event.type == pygame.MOUSEBUTTONUP:                    if turnover_rect.collidepoint(event.pos):  # 按回合结束                        showButton2 = False                    if yes_rect.collidepoint(event.pos):  # 按是否                        showYes2 = False                        showYes_No = False                        # 只有在可以判定的时候才能算按下了是 同时将判断条件置为空                        if whetherYes_NoJudge == True:                            pressYes = True                            whetherYes_NoJudge = False                    if no_rect.collidepoint(event.pos):  # 按是否                        showNo2 = False                        pressYes = False                        showYes_No = False                        whetherYes_NoJudge = False                        # 测试事件选项                if event.type == pygame.KEYDOWN:                    if event.key == pygame.K_w:                        showYes_No = player_1.move(buildings, allplayers)                        whetherYes_NoJudge = showYes_No                        presentPlayer = player_1                    if event.key == pygame.K_q:                        showYes_No = player_com1.move(buildings, allplayers)                        presentPlayer = player_com1            '''for each in allplayers:                if each.isGoingToMove == True and each.movable == True :                    showYes_No = each.move(buildings,allplayers)                    each.movable = False                    each.isGoingToMove = False'''            '''            allisready = True            for each in allplayers:                if each.movable == True:                    allisready = False            if allisready:                for each in allplayers:                    each.movable = True            '''            # 购买房屋!!!!!!!!            if presentPlayer.buyaBuilding(pressYes) == True:                pressYes = False            if presentPlayer.addaHouse(pressYes) == True:                pressYes = False            #########################################################################            screen.blit(backgroud, (0, 0))            blit_alpha(screen, bigdice_image, (50, 600), image_alpha)            textPosition = [MapMessageBoxPosition[0], MapMessageBoxPosition[1]]            # 打印信息            for each in presentPlayer.showText:                text = font.render(each, True, white, textColorInMessageBox)                screen.blit(text, textPosition)                textPosition[1] += 30            # 播放行动声音            if presentPlayer.soundPlayList != 0:                playList[presentPlayer.soundPlayList - 1].play()                presentPlayer.soundPlayList = 0            # 在位置上显示过路费            for i in range(1, 8):                for each in buildings:                    for every in each.location:                        if i == every:                            if each.owner == presentPlayer.name:                                text = font.render('%d' % (each.payment * (each.builtRoom + 1)) \                                                   , True, red)                            elif each.owner == 'no':                                text = font.render('%d' % (each.payment * (each.builtRoom + 1)) \                                                   , True, white)                            elif each.owner != presentPlayer.name and each.owner != 'no':                                text = font.render('%d' % (each.payment * (each.builtRoom + 1)) \                                                   , True, black)                            screen.blit(text, MapChessPosition_Payment[i])            for i in range(9, 16):                for each in buildings:                    for every in each.location:                        if i == every:                            if each.owner == presentPlayer.name:                                text = font.render('%d' % (each.payment * (each.builtRoom + 1)) \                                                   , True, red)                            elif each.owner == 'no':                                text = font.render('%d' % (each.payment * (each.builtRoom + 1)) \                                                   , True, white)                            elif each.owner != presentPlayer.name and each.owner != 'no':                                text = font.render('%d' % (each.payment * (each.builtRoom + 1)) \                                                   , True, black)                            screen.blit(text, MapChessPosition_Payment[i])                            # 打印金钱数和幸运状态            money_1 = font.render(player_1.name + '金钱:%d' % player_1.money, True, black, white)            screen.blit(money_1, (0, 0))            if player_1.pohuaishen == True:                screen.blit(pohuaishen, (0, 30))            else:                blit_alpha(screen, pohuaishen, (0, 30), half_alpha)            if player_1.caishen == True:                screen.blit(caishen, (55, 30))            else:                blit_alpha(screen, caishen, (55, 30), half_alpha)            if player_1.shuaishen == True:                screen.blit(shuaishen, (110, 30))            else:                blit_alpha(screen, shuaishen, (110, 30), half_alpha)            if player_1.tudishen == True:                screen.blit(tudishen, (165, 30))            else:                blit_alpha(screen, tudishen, (165, 30), half_alpha)            money_2 = font.render(player_com1.name + '金钱:%d' % player_com1.money, True, black, white)            screen.blit(money_2, (1000, 0))            if player_com1.pohuaishen == True:                screen.blit(pohuaishen, (1000, 30))            else:                blit_alpha(screen, pohuaishen, (1000, 30), half_alpha)            if player_com1.caishen == True:                screen.blit(caishen, (1055, 30))            else:                blit_alpha(screen, caishen, (1055, 30), half_alpha)            if player_com1.shuaishen == True:                screen.blit(shuaishen, (1110, 30))            else:                blit_alpha(screen, shuaishen, (1110, 30), half_alpha)            if player_com1.tudishen == True:                screen.blit(tudishen, (1165, 30))            else:                blit_alpha(screen, tudishen, (1165, 30), half_alpha)            # 放置扔出来的骰子            if player_1.dice_value != 0 and showdice:                screen.blit(dices[player_1.dice_value - 1], (70, 450))                # 放置回合结束按钮            if showButton2:                screen.blit(turnover2, TurnOvwrButtonPosition)            else:                screen.blit(turnover, TurnOvwrButtonPosition)            # 放置是否按钮            if showYes_No == True:                screen.blit(yes, YesNoMessageBoxPosition[0])                screen.blit(no, YesNoMessageBoxPosition[1])                if showYes2 == True:                    screen.blit(yes2, YesNoMessageBoxPosition[0])                if showNo2 == True:                    screen.blit(no2, YesNoMessageBoxPosition[1])            # 放置玩家与电脑的位置 如果重合则挪位            for each in players:                for every in computers:                    if each.position == every.position:                        screen.blit(each.image, MapChessPosition_Player[each.position])                        screen.blit(every.image, MapChessPosition_Com[every.position])                        each.temp_position = True                        every.temp_position = True            for each in players:                if each.temp_position == False:                    screen.blit(each.image, MapChessPosition_Original[each.position])                    each.temp_position = True                each.temp_position = not each.temp_position            for every in computers:                if every.temp_position == False:                    screen.blit(every.image, MapChessPosition_Original[every.position])                    every.temp_position = True                every.temp_position = not every.temp_position            # 输赢判断            for each in allplayers:                if each.money <= 0:                    font = pygame.font.Font('resource\\font\\myfont.ttf', 200)                    loseText = font.render(each.name + '输了!', True, red)                    screen.fill(black)                    screen.blit(loseText, (100, 100))                    font = pygame.font.Font('resource\\font\\myfont.ttf', 30)                    pygame.time.delay(3000)        # 画面运行        pygame.display.flip()        clock.tick(60)  # 刷新率# 双击打开运行if __name__ == "__main__":    main()



总结


又是一个下雨的周末,小朋友说:妈妈,我们玩"大富翁"的游戏吧!


妈妈说:”没没图纸,等下次到超市买一副“


小朋友说:”妈妈,你等等啊,我现在就敲代码了” 然后他就做了一个Python版的《大富翁》游


戏!可以一直玩了!哈哈哈哈 这个代码有没有深得你♥。


源码领取:私信我即可!


标签 百万大富翁世界版