前言
我想大家都玩过诺基亚上面的贪吃蛇吧,本文将带你一步步用python语言实现一个snake小游戏。
基本环境配置
版本:Python3
系统:Windows
相关模块:pygame
pip install pygame安装即可
实现效果
实现代码
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import random, pygame, sys from pygame. locals import * import time ''' ''' FPS = 1 ##WINDOWWIDTH = 640 #WINDOWHEIGHT = 480 WINDOWWIDTH = 600 WINDOWHEIGHT = 480 CELLSIZE = 40 assert WINDOWWIDTH % CELLSIZE = = 0 , "Window width must be a multiple of cell size." assert WINDOWHEIGHT % CELLSIZE = = 0 , "Window height must be a multiple of cell size." CELLWIDTH = int (WINDOWWIDTH / CELLSIZE) CELLHEIGHT = int (WINDOWHEIGHT / CELLSIZE) # R G B WHITE = ( 255 , 255 , 255 ) BLACK = ( 0 , 0 , 0 ) RED = ( 255 , 0 , 0 ) GREEN = ( 0 , 255 , 0 ) DARKGREEN = ( 0 , 155 , 0 ) DARKGRAY = ( 40 , 40 , 40 ) BGCOLOR = BLACK UP = 'up' DOWN = 'down' LEFT = 'left' RIGHT = 'right' direction = UP DIRECTION = [UP,DOWN,LEFT,RIGHT] HEAD = 0 # syntactic sugar: index of the worm's head distance = [] for y in range (CELLHEIGHT): distance.append([]) for x in range (CELLWIDTH): distance[y].append( 8888 ) def into_queue(grid, queue, visited, worm,apple): x,y = grid if (x, y) = = (apple[ 'x' ],apple[ 'y' ]): return False elif x < 0 or x > = CELLWIDTH: return False elif y < 0 or y > = CELLHEIGHT: return False elif (x, y) in queue: return False elif (x, y) in visited: return False else : return True def is_snake(x,y,worm): for body in worm: if body[ 'x' ] = = x and body[ 'y' ] = = y: return True return False def cal_distance(worm,apple): queue = [(apple[ 'x' ],apple[ 'y' ])] visited = [] found = False for y in range (CELLHEIGHT): for x in range (CELLWIDTH): distance[y][x] = 9999 distance[apple[ 'y' ]][apple[ 'x' ]] = 0 while len (queue) ! = 0 : head = queue[ 0 ] visited.append(head) up_grid = head[ 0 ], head[ 1 ] - 1 down_grid = head[ 0 ], head[ 1 ] + 1 left_grid = head[ 0 ] - 1 , head[ 1 ] right_grid = head[ 0 ] + 1 , head[ 1 ] for grid in [up_grid, down_grid, left_grid, right_grid]: if into_queue(grid, queue, visited,worm,apple): if grid[ 0 ] = = worm[HEAD][ 'x' ] and grid[ 1 ] = = worm[HEAD][ 'y' ]: found = True if not is_snake(grid[ 0 ],grid[ 1 ],worm): queue.append(grid) distance[grid[ 1 ]][grid[ 0 ]] = distance[head[ 1 ]][head[ 0 ]] + 1 queue.pop( 0 ) return found def main(): global FPSCLOCK, DISPLAYSURF, BASICFONT pygame.init() FPSCLOCK = pygame.time.Clock() DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) BASICFONT = pygame.font.Font( 'freesansbold.ttf' , 18 ) pygame.display.set_caption( 'Snaky' ) showStartScreen() while True : runGame() showGameOverScreen() def can_move(grid, worm): x,y = grid if x < 0 or x > = CELLWIDTH: return False elif y < 0 or y > = CELLHEIGHT: return False elif is_snake(x, y,worm): return False elif (x, y) = = (worm[HEAD][ 'x' ], worm[HEAD][ 'y' ]): return False else : return True def update_dirc(now, direc): loc = { 'x' : 0 , 'y' : 0 } if direc = = UP: loc = { 'x' :now[ 'x' ], 'y' :now[ 'y' ] - 1 } elif direc = = DOWN: loc = { 'x' :now[ 'x' ], 'y' :now[ 'y' ] + 1 } elif direc = = RIGHT: loc = { 'x' :now[ 'x' ] + 1 , 'y' :now[ 'y' ]} elif direc = = LEFT: loc = { 'x' :now[ 'x' ] - 1 , 'y' :now[ 'y' ]} return loc def virtual_run(wormCoords, apple,direction): wormCoords = list (wormCoords) food_eated = False while not food_eated: cal_distance(wormCoords,apple) four_dis = [ 99999 , 99999 , 99999 , 99999 ] if can_move((wormCoords[HEAD][ 'x' ], wormCoords[HEAD][ 'y' ] - 1 ), wormCoords): four_dis[ 0 ] = distance[wormCoords[HEAD][ 'y' ] - 1 ][wormCoords[HEAD][ 'x' ]] if can_move((wormCoords[HEAD][ 'x' ] + 1 , wormCoords[HEAD][ 'y' ]), wormCoords): four_dis[ 1 ] = distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] + 1 ] if can_move((wormCoords[HEAD][ 'x' ], wormCoords[HEAD][ 'y' ] + 1 ), wormCoords): four_dis[ 2 ] = distance[wormCoords[HEAD][ 'y' ] + 1 ][wormCoords[HEAD][ 'x' ]] if can_move((wormCoords[HEAD][ 'x' ] - 1 , wormCoords[HEAD][ 'y' ]), wormCoords): four_dis[ 3 ] = distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] - 1 ] min_num = min (four_dis) if four_dis[ 0 ] < 99999 and distance[wormCoords[HEAD][ 'y' ] - 1 ][wormCoords[HEAD][ 'x' ]] = = min_num and direction ! = DOWN: direction = UP elif four_dis[ 1 ] < 99999 and distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] + 1 ] = = min_num and direction ! = "LEFT" : direction = RIGHT elif four_dis[ 2 ] < 99999 and distance[wormCoords[HEAD][ 'y' ] + 1 ][wormCoords[HEAD][ 'x' ]] = = min_num and direction ! = "UP" : direction = DOWN elif four_dis[ 3 ] < 99999 and distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] - 1 ] = = min_num and direction ! = RIGHT: direction = LEFT if wormCoords[HEAD][ 'x' ] = = - 1 or wormCoords[HEAD][ 'x' ] = = CELLWIDTH or wormCoords[HEAD][ 'y' ] = = - 1 or wormCoords[HEAD][ 'y' ] = = CELLHEIGHT: return # game over for wormBody in wormCoords[ 1 :]: if wormBody[ 'x' ] = = wormCoords[HEAD][ 'x' ] and wormBody[ 'y' ] = = wormCoords[HEAD][ 'y' ]: return # move the worm by adding a segment in the direction it is moving if direction = = UP: newHead = { 'x' : wormCoords[HEAD][ 'x' ], 'y' : wormCoords[HEAD][ 'y' ] - 1 } elif direction = = DOWN: newHead = { 'x' : wormCoords[HEAD][ 'x' ], 'y' : wormCoords[HEAD][ 'y' ] + 1 } elif direction = = LEFT: newHead = { 'x' : wormCoords[HEAD][ 'x' ] - 1 , 'y' : wormCoords[HEAD][ 'y' ]} elif direction = = RIGHT: newHead = { 'x' : wormCoords[HEAD][ 'x' ] + 1 , 'y' : wormCoords[HEAD][ 'y' ]} if wormCoords[HEAD][ 'x' ] ! = apple[ 'x' ] or wormCoords[HEAD][ 'y' ] ! = apple[ 'y' ]: food_eated = True wormCoords.insert( 0 , newHead) else : del wormCoords[ - 1 ] # remove worm's tail segment wormCoords.insert( 0 , newHead) result = cal_distance(wormCoords,wormCoords[ - 1 ]) for i in range ( 4 ): temp = update_dirc(wormCoords[HEAD],DIRECTION[i]) if temp[ 'x' ] = = wormCoords[ - 1 ][ 'x' ] and temp[ 'y' ] = = wormCoords[ - 1 ][ 'y' ]: result = False return result def distance_(x,y): return abs (x[ 'x' ] - y[ 'x' ]) + abs (x[ 'y' ] - x[ 'y' ]) def any_possible_move(worm,apple,direction): temp_direc = direction max_dis = 0 for i in range ( 4 ): temp = update_dirc(worm[ 0 ],DIRECTION[i]) if can_move((temp[ 'x' ],temp[ 'y' ]),worm): if (distance_(temp, apple) > max_dis) and (examine_direction(DIRECTION[i], direction)): max_dis = distance_(temp, apple) temp_direc = DIRECTION[i] return temp_direc def examine_direction(temp , direction): if direction = = UP: if temp = = DOWN: return False elif direction = = RIGHT: if temp = = LEFT: return False elif direction = = LEFT: if temp = = RIGHT: return False elif direction = = DOWN: if temp = = UP: return False return True def check_head(worm,direction): for i in range ( 4 ): temp = update_dirc(worm[HEAD], DIRECTION[i]) if can_move((temp[ 'x' ],temp[ 'y' ]),worm) and examine_direction(DIRECTION[i],direction): if distance[temp[ 'y' ]][temp[ 'x' ]] < 9999 : return True return False def runGame(): global running_,DIRECTION # Set a random start point. startx = random.randint( 0 , CELLWIDTH - 1 ) starty = random.randint( 0 , CELLHEIGHT - 1 ) wormCoords = [{ 'x' : startx, 'y' : starty}, { 'x' : startx - 1 , 'y' : starty}, { 'x' : startx - 2 , 'y' : starty}] direction = RIGHT running_ = True # Start the apple in a random place. apple = getRandomLocation(wormCoords) count = 0 while True : # main game loop for event in pygame.event.get(): # event handling loop if event. type = = QUIT: terminate() new_direction = None #print distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x']] if cal_distance(wormCoords,apple): #print "Test" if virtual_run(wormCoords, apple, direction): cal_distance(wormCoords,apple) four_dis = [ 99999 ] * 4 if can_move((wormCoords[HEAD][ 'x' ], wormCoords[HEAD][ 'y' ] - 1 ), wormCoords): four_dis[ 0 ] = distance[wormCoords[HEAD][ 'y' ] - 1 ][wormCoords[HEAD][ 'x' ]] if can_move((wormCoords[HEAD][ 'x' ] + 1 , wormCoords[HEAD][ 'y' ]), wormCoords): four_dis[ 1 ] = distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] + 1 ] if can_move((wormCoords[HEAD][ 'x' ], wormCoords[HEAD][ 'y' ] + 1 ), wormCoords): four_dis[ 2 ] = distance[wormCoords[HEAD][ 'y' ] + 1 ][wormCoords[HEAD][ 'x' ]] if can_move((wormCoords[HEAD][ 'x' ] - 1 , wormCoords[HEAD][ 'y' ]), wormCoords): four_dis[ 3 ] = distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] - 1 ] max_num = min (four_dis) if four_dis[ 0 ] < 99999 and distance[wormCoords[HEAD][ 'y' ] - 1 ][wormCoords[HEAD][ 'x' ]] = = max_num and direction ! = DOWN: new_direction = UP elif four_dis[ 1 ] < 99999 and distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] + 1 ] = = max_num and direction ! = LEFT: new_direction = RIGHT elif four_dis[ 2 ] < 99999 and distance[wormCoords[HEAD][ 'y' ] + 1 ][wormCoords[HEAD][ 'x' ]] = = max_num and direction ! = UP: new_direction = DOWN elif four_dis[ 3 ] < 99999 and distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] - 1 ] = = max_num and direction ! = RIGHT: new_direction = LEFT else : count + = 1 print (count) four_dis = [ - 1 ] * 4 cal_distance(wormCoords, wormCoords[ - 1 ]) if can_move((wormCoords[HEAD][ 'x' ], wormCoords[HEAD][ 'y' ] - 1 ), wormCoords): four_dis[ 0 ] = distance[wormCoords[HEAD][ 'y' ] - 1 ][wormCoords[HEAD][ 'x' ]] if can_move((wormCoords[HEAD][ 'x' ] + 1 , wormCoords[HEAD][ 'y' ]), wormCoords): four_dis[ 1 ] = distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] + 1 ] if can_move((wormCoords[HEAD][ 'x' ], wormCoords[HEAD][ 'y' ] + 1 ), wormCoords): four_dis[ 2 ] = distance[wormCoords[HEAD][ 'y' ] + 1 ][wormCoords[HEAD][ 'x' ]] if can_move((wormCoords[HEAD][ 'x' ] - 1 , wormCoords[HEAD][ 'y' ]), wormCoords): four_dis[ 3 ] = distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] - 1 ] max_num = 0 for i in four_dis: if i ! = 9999 : if i > max_num: max_num = i if four_dis[ 0 ] > - 1 and distance[wormCoords[HEAD][ 'y' ] - 1 ][wormCoords[HEAD][ 'x' ]] = = max_num and direction ! = DOWN: new_direction = UP elif four_dis[ 1 ] > - 1 and distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] + 1 ] = = max_num and direction ! = LEFT: new_direction = RIGHT elif four_dis[ 2 ] > - 1 and distance[wormCoords[HEAD][ 'y' ] + 1 ][wormCoords[HEAD][ 'x' ]] = = max_num and direction ! = UP: new_direction = DOWN elif four_dis[ 3 ] > - 1 and distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] - 1 ] = = max_num and direction ! = RIGHT: new_direction = LEFT if count = = 10 : new_direction = any_possible_move(wormCoords, apple, direction) count = 0 else : four_dis = [ - 1 ] * 4 cal_distance(wormCoords, wormCoords[ - 1 ]) if can_move((wormCoords[HEAD][ 'x' ], wormCoords[HEAD][ 'y' ] - 1 ), wormCoords): four_dis[ 0 ] = distance[wormCoords[HEAD][ 'y' ] - 1 ][wormCoords[HEAD][ 'x' ]] if can_move((wormCoords[HEAD][ 'x' ] + 1 , wormCoords[HEAD][ 'y' ]), wormCoords): four_dis[ 1 ] = distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] + 1 ] if can_move((wormCoords[HEAD][ 'x' ], wormCoords[HEAD][ 'y' ] + 1 ), wormCoords): four_dis[ 2 ] = distance[wormCoords[HEAD][ 'y' ] + 1 ][wormCoords[HEAD][ 'x' ]] if can_move((wormCoords[HEAD][ 'x' ] - 1 , wormCoords[HEAD][ 'y' ]), wormCoords): four_dis[ 3 ] = distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] - 1 ] max_num = 0 for i in four_dis: if i ! = 9999 : if i > max_num: max_num = i if four_dis[ 0 ] > - 1 and distance[wormCoords[HEAD][ 'y' ] - 1 ][wormCoords[HEAD][ 'x' ]] = = max_num and direction ! = DOWN: new_direction = UP elif four_dis[ 1 ] > - 1 and distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] + 1 ] = = max_num and direction ! = LEFT: new_direction = RIGHT elif four_dis[ 2 ] > - 1 and distance[wormCoords[HEAD][ 'y' ] + 1 ][wormCoords[HEAD][ 'x' ]] = = max_num and direction ! = UP: new_direction = DOWN elif four_dis[ 3 ] > - 1 and distance[wormCoords[HEAD][ 'y' ]][wormCoords[HEAD][ 'x' ] - 1 ] = = max_num and direction ! = RIGHT: new_direction = LEFT if new_direction = = None : direction = any_possible_move(wormCoords, apple, direction) else : direction = new_direction #temp_ = update_dirc(wormCoords[HEAD],direction) #while not can_move((temp_['x'],temp_['y']), wormCoords): #direction = any_possible_move(wormCoords, apple, direction) # check if the worm has hit itself or the edge if wormCoords[HEAD][ 'x' ] = = - 1 or wormCoords[HEAD][ 'x' ] = = CELLWIDTH or wormCoords[HEAD][ 'y' ] = = - 1 or wormCoords[HEAD][ 'y' ] = = CELLHEIGHT: return # game over for wormBody in wormCoords[ 1 :]: if wormBody[ 'x' ] = = wormCoords[HEAD][ 'x' ] and wormBody[ 'y' ] = = wormCoords[HEAD][ 'y' ]: return # game over # check if worm has eaten an apply if wormCoords[HEAD][ 'x' ] = = apple[ 'x' ] and wormCoords[HEAD][ 'y' ] = = apple[ 'y' ]: # don't remove worm's tail apple = getRandomLocation(wormCoords) else : del wormCoords[ - 1 ] # remove worm's tail segment # move the worm by adding a segment in the direction it is moving if direction = = UP: newHead = { 'x' : wormCoords[HEAD][ 'x' ], 'y' : wormCoords[HEAD][ 'y' ] - 1 } elif direction = = DOWN: newHead = { 'x' : wormCoords[HEAD][ 'x' ], 'y' : wormCoords[HEAD][ 'y' ] + 1 } elif direction = = LEFT: newHead = { 'x' : wormCoords[HEAD][ 'x' ] - 1 , 'y' : wormCoords[HEAD][ 'y' ]} elif direction = = RIGHT: newHead = { 'x' : wormCoords[HEAD][ 'x' ] + 1 , 'y' : wormCoords[HEAD][ 'y' ]} wormCoords.insert( 0 , newHead) # set a new apple somewhere DISPLAYSURF.fill(BGCOLOR) drawGrid() drawWorm(wormCoords) drawApple(apple) drawScore( len (wormCoords) - 3 ) time.sleep( 0.01 ) pygame.display.update() #FPSCLOCK.tick(FPS) def drawPressKeyMsg(): pressKeySurf = BASICFONT.render( 'Press a key to play.' , True , DARKGRAY) pressKeyRect = pressKeySurf.get_rect() pressKeyRect.topleft = (WINDOWWIDTH - 200 , WINDOWHEIGHT - 30 ) DISPLAYSURF.blit(pressKeySurf, pressKeyRect) def checkForKeyPress(): if len (pygame.event.get(QUIT)) > 0 : terminate() keyUpEvents = pygame.event.get(KEYUP) if len (keyUpEvents) = = 0 : return None if keyUpEvents[ 0 ].key = = K_ESCAPE: terminate() return keyUpEvents[ 0 ].key def showStartScreen(): titleFont = pygame.font.Font( 'freesansbold.ttf' , 100 ) titleSurf1 = titleFont.render( 'Snaky!' , True , WHITE, DARKGREEN) titleSurf2 = titleFont.render( 'Snaky!' , True , GREEN) degrees1 = 0 degrees2 = 0 while True : DISPLAYSURF.fill(BGCOLOR) rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1) rotatedRect1 = rotatedSurf1.get_rect() rotatedRect1.center = (WINDOWWIDTH / 2 , WINDOWHEIGHT / 2 ) DISPLAYSURF.blit(rotatedSurf1, rotatedRect1) rotatedSurf2 = pygame.transform.rotate(titleSurf2, degrees2) rotatedRect2 = rotatedSurf2.get_rect() rotatedRect2.center = (WINDOWWIDTH / 2 , WINDOWHEIGHT / 2 ) DISPLAYSURF.blit(rotatedSurf2, rotatedRect2) drawPressKeyMsg() if checkForKeyPress(): pygame.event.get() # clear event queue return pygame.display.update() FPSCLOCK.tick(FPS) degrees1 + = 3 # rotate by 3 degrees each frame degrees2 + = 7 # rotate by 7 degrees each frame time.sleep( 0.1 ) def terminate(): pygame.quit() sys.exit() def getRandomLocation(worm): temp = { 'x' : random.randint( 0 , CELLWIDTH - 1 ), 'y' : random.randint( 0 , CELLHEIGHT - 1 )} while test_not_ok(temp, worm): temp = { 'x' : random.randint( 0 , CELLWIDTH - 1 ), 'y' : random.randint( 0 , CELLHEIGHT - 1 )} return temp def test_not_ok(temp, worm): for body in worm: if temp[ 'x' ] = = body[ 'x' ] and temp[ 'y' ] = = body[ 'y' ]: return True return False def showGameOverScreen(): gameOverFont = pygame.font.Font( 'freesansbold.ttf' , 150 ) gameSurf = gameOverFont.render( 'Game' , True , WHITE) overSurf = gameOverFont.render( 'Over' , True , WHITE) gameRect = gameSurf.get_rect() overRect = overSurf.get_rect() gameRect.midtop = (WINDOWWIDTH / 2 , 10 ) overRect.midtop = (WINDOWWIDTH / 2 , gameRect.height + 10 + 25 ) DISPLAYSURF.blit(gameSurf, gameRect) DISPLAYSURF.blit(overSurf, overRect) drawPressKeyMsg() pygame.display.update() pygame.time.wait( 5 ) checkForKeyPress() # clear out any key presses in the event queue while True : if checkForKeyPress(): pygame.event.get() # clear event queue return def drawScore(score): scoreSurf = BASICFONT.render( 'Score: %s' % (score), True , WHITE) scoreRect = scoreSurf.get_rect() scoreRect.topleft = (WINDOWWIDTH - 120 , 10 ) DISPLAYSURF.blit(scoreSurf, scoreRect) def drawWorm(wormCoords): for coord in wormCoords: x = coord[ 'x' ] * CELLSIZE y = coord[ 'y' ] * CELLSIZE wormSegmentRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE) pygame.draw.rect(DISPLAYSURF, DARKGREEN, wormSegmentRect) wormInnerSegmentRect = pygame.Rect(x + 4 , y + 4 , CELLSIZE - 8 , CELLSIZE - 8 ) pygame.draw.rect(DISPLAYSURF, GREEN, wormInnerSegmentRect) def drawApple(coord): x = coord[ 'x' ] * CELLSIZE y = coord[ 'y' ] * CELLSIZE appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE) pygame.draw.rect(DISPLAYSURF, RED, appleRect) def drawGrid(): for x in range ( 0 , WINDOWWIDTH, CELLSIZE): # draw vertical lines pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0 ), (x, WINDOWHEIGHT)) for y in range ( 0 , WINDOWHEIGHT, CELLSIZE): # draw horizontal lines pygame.draw.line(DISPLAYSURF, DARKGRAY, ( 0 , y), (WINDOWWIDTH, y)) running_ = True if __name__ = = '__main__' : main() |
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原文链接:https://mp.weixin.qq.com/s/ePb8SFQd9UKaeKogo_ePww