Python-pygame-实现功能超赞的贪吃蛇游戏 可绘制地图

大一暑假闲时练手作品,全为自主原创无任何参考,咱也不知道这么原始的绘图方式算好算赖

实现的功能有:
·贪吃蛇基本游戏功能,·可选有无墙,·生成大食物 ·速度变化(有上限) ·得分减少
·地图选择功能 ·自定义速度功能  ·记录最高分功能 ·玩家绘制地图功能!
Python-pygame-实现功能超赞的贪吃蛇游戏 可绘制地图_第1张图片Python-pygame-实现功能超赞的贪吃蛇游戏 可绘制地图_第2张图片
Python-pygame-实现功能超赞的贪吃蛇游戏 可绘制地图_第3张图片

实现代码:

运行需要pygame,可在cmd中使用下列命令安装

>>> pip install pygame

这里就不详细分类说明了, 每个功能都是独立的类或方法 基本都有注释,可以参考学习,也可以复制来玩玩。

原创源码,转载请注明。

import pygame
import random
import sys
import pygame.freetype
import re
import datetime

pygame.init()  # 初始化py_game模块
fl = pygame.freetype.Font("C://Windows//Fonts//simsun.ttc", 30)     # 加载字体 此行报错把路径修改为本地字体路径
screen = pygame.display.set_mode((1186, 668))   # 界面大小
pygame.display.set_caption("贪吃蛇v-0.2.0")   # 修改名称
clock = pygame.time.Clock()     # 游戏时钟
GOLD = 255, 251, 0          # 颜色设定 可更换喜欢的颜色,稍加修改可以变成?色
RED = pygame.Color('red')
WHITE = 255, 255, 255


class Snake:
    body_list = []  # 记录蛇身位置的列表
    center_1 = None  # 小食物中心
    center_2 = None  # 大食物中心
    center_2_key = False  # 大食物控制钥匙
    big_time = None
    score = 0       # 分数记录
    long = 0        # 蛇身记录
    fs = 0          # 最终得分
    WALL = False    # 墙 不存在

    def __init__(self):
        self.r = 5  # 食物半径
        self.FOOD_SIZE = 21

        self.old_pop = None  # 尾巴列表
        self.switch = (0, 0)  # 防止撞头开关
        self.big_food_time_1 = None  # 大豆豆时间
        self.eat_big_food_key = 0  # 大豆豆增长钥匙
        Snake.body_list = []  # 记录蛇身位置的列表
        Snake.center_1 = None  # 小食物中心
        Snake.center_2 = None  # 大食物中心
        Snake.center_2_key = False  # 大食物控制钥匙
        Snake.big_time = None
        Snake.score = 0  # 分数记录
        Snake.long = 7  # 蛇的长度
        self.SNAKE_SIZE = 21  # 每一块?的大小
        self.x_speech = 0
        self.y_speech = 0
        self.speech = (0, 0)
        self.head_rect = [15, 12]  # 蛇头的相对位置
        self.__draw_head()  # 绘制蛇头
        for p in range(Snake.long):  # 绘制蛇身
            if p != 0:
                pygame.draw.rect(screen, WHITE, (
                    81 + (self.head_rect[0] - p) * self.SNAKE_SIZE + 1, 66 + self.head_rect[1] * self.SNAKE_SIZE + 1,
                    self.SNAKE_SIZE - 1,
                    self.SNAKE_SIZE - 1))
                Snake.body_list.append((self.head_rect[0] - p, self.head_rect[1]))

    def Speech(self, p, switch_1):
        if switch_1 == 0:
            self.switch = self.speech
            switch_1 = 1
        if p.type == pygame.KEYDOWN:
            if p.key == pygame.K_UP:
                if self.speech != (0, 1) and self.switch != (0, 1):
                    self.y_speech = -1
                    self.x_speech = 0
            elif p.key == pygame.K_DOWN:
                if self.speech != (0, -1) and self.switch != (0, -1):
                    self.y_speech = 1
                    self.x_speech = 0
            elif p.key == pygame.K_RIGHT:
                if self.speech != (-1, 0) and self.switch != (-1, 0):
                    self.x_speech = 1
                    self.y_speech = 0
            elif p.key == pygame.K_LEFT:
                if self.speech != (1, 0) and self.switch != (1, 0) and self.speech != (0, 0):
                    self.x_speech = -1
                    self.y_speech = 0
        self.speech = (self.x_speech, self.y_speech)
        return switch_1

    def move(self):

        if self.x_speech or self.y_speech != 0:
            Snake.body_list = [(self.head_rect[0], self.head_rect[1])] + Snake.body_list
            self.__draw_body()

        # 位置移动区块
        self.head_rect[0] += self.speech[0]
        self.head_rect[1] += self.speech[1]
        self.__wall()           # 墙面传送
        self.__draw_head()      # 绘制蛇头

        # 判断蛇头吃豆豆
        if self.head_rect == list(Snake.center_1):
            Snake.long += 1
            self.draw_new_food()
            Snake.score += 10
            if self.eat_big_food_key > 0:
                self.old_pop = Snake.body_list.pop()
                self.eat_big_food_key += 1
            else:
                pygame.draw.rect(screen, WHITE, (
                    81 + Snake.body_list[Snake.long - 2][0] * self.SNAKE_SIZE + 1,
                    66 + Snake.body_list[Snake.long - 2][1] * self.SNAKE_SIZE + 1,
                    self.SNAKE_SIZE - 1, self.SNAKE_SIZE - 1))  # 身体增长
        elif self.x_speech or self.y_speech != 0:
            self.old_pop = Snake.body_list.pop()
            self.draw_new_food(False)

        if Snake.center_2_key:  # 大豆豆的时间控制 与 吃到大豆豆的变化
            if self.head_rect == list(Snake.center_2):
                Snake.long += 3  # 长度+3
                Snake.score += 50  # 分数+50
                self.eat_big_food_key = 3  # 大豆豆增长钥匙
                Snake.center_2 = None  # 清空大豆豆列表
                Snake.center_2_key = False
                fl.render_to(screen, (560, 80), str(8 - Snake.big_time), (0, 0, 0), size=40)
                fl.render_to(screen, (560, 80), str(9 - Snake.big_time), (0, 0, 0), size=40)
            self.big_food_time()

        if self.eat_big_food_key > 0:
            Snake.body_list.append(self.old_pop)
            self.eat_big_food_key -= 1
            pygame.draw.rect(screen, WHITE, (
                81 + Snake.body_list[Snake.long - 2 - self.eat_big_food_key][0] * self.SNAKE_SIZE + 1,
                66 + Snake.body_list[Snake.long - 2 - self.eat_big_food_key][1] * self.SNAKE_SIZE + 1,
                self.SNAKE_SIZE - 1, self.SNAKE_SIZE - 1))

        # 判断头吃身体
        if tuple(self.head_rect) in Snake.body_list:
            self.speech = (0, 0)
            self.x_speech = self.y_speech = 0
            # 游戏结束
            return 1

        # 判断头撞地形
        if AllMap.map_list[AllMap.numb] is not None:
            if tuple(self.head_rect) in AllMap.map_list[AllMap.numb]:
                self.speech = (0, 0)
                self.x_speech = self.y_speech = 0
                return 1

    def __draw_head(self):
        pygame.draw.rect(screen, RED, (
            81 + self.head_rect[0] * self.SNAKE_SIZE + 1, 66 + self.head_rect[1] * self.SNAKE_SIZE + 1,
            self.SNAKE_SIZE - 1,
            self.SNAKE_SIZE - 1))

    def __draw_body(self):
        # 覆盖老蛇头
        pygame.draw.rect(screen, WHITE, (
            81 + Snake.body_list[0][0] * self.SNAKE_SIZE + 1, 66 + Snake.body_list[0][1] * self.SNAKE_SIZE + 1,
            self.SNAKE_SIZE - 1,
            self.SNAKE_SIZE - 1))

        # 删除蛇尾
        if self.eat_big_food_key <= 0:
            pygame.draw.rect(screen, (0, 0, 0), (
                81 + Snake.body_list[Snake.long - 1][0] * self.SNAKE_SIZE + 1,
                66 + Snake.body_list[Snake.long - 1][1] * self.SNAKE_SIZE + 1,
                self.SNAKE_SIZE, self.SNAKE_SIZE))

    @staticmethod
    def __Center():
        """随机生成豆豆位置"""
        center = (random.randint(0, 24), random.randint(0, 24))  # 随机生成食物的相对位置
        # 判断随机数是否与蛇身重合,并处理
        while True:
            if center in Snake.body_list:
                center = (random.randint(0, 24), random.randint(0, 24))
            elif center == Snake.center_1 or center == Snake.center_2:
                center = (random.randint(0, 24), random.randint(0, 24))
            elif AllMap.map_list[AllMap.numb] is not None and center in AllMap.map_list[AllMap.numb]:
                center = (random.randint(0, 24), random.randint(0, 24))
            else:
                return center

    def draw_new_food(self, key=True):
        if key:
            Snake.center_1 = Snake.__Center()
        pygame.draw.circle(screen, WHITE,
                           (81 + Snake.center_1[0] * self.FOOD_SIZE + 11, 66 + Snake.center_1[1] * self.FOOD_SIZE + 11),
                           self.r)

        if Snake.long % 12 == 0 and key:
            Snake.center_2 = Snake.__Center()
            pygame.draw.circle(screen, GOLD,
                               (81 + Snake.center_2[0] * self.FOOD_SIZE + 11,
                                66 + Snake.center_2[1] * self.FOOD_SIZE + 11),
                               self.r + 2)
            Snake.center_2_key = True
            self.big_food_time_1 = int(pygame.time.get_ticks() / 1000)

    def big_food_time(self):
        time_2 = int(pygame.time.get_ticks() / 1000)
        Snake.big_time = time_2 - self.big_food_time_1
        if time_2 - self.big_food_time_1 >= 8:
            pygame.draw.circle(screen, (0, 0, 0),
                               (81 + Snake.center_2[0] * self.FOOD_SIZE + 11,
                                66 + Snake.center_2[1] * self.FOOD_SIZE + 11),
                               self.r + 2)
            fl.render_to(screen, (560, 80), '1', (0, 0, 0), size=40)
            Snake.center_2 = None
            Snake.center_2_key = False

    def __wall(self):
        """判断是否有墙及传送"""
        if Snake.WALL:
            if self.head_rect[0] == 25 or self.head_rect[0] == -1 or self.head_rect[1] == 25 or self.head_rect[1] == -1:  # 判断撞墙
                over()
        else:
            if self.head_rect[0] == 25:  # 墙面传送
                self.head_rect[0] = 0
            elif self.head_rect[1] == 25:
                self.head_rect[1] = 0
            elif self.head_rect[0] == -1:
                self.head_rect[0] = 24
            elif self.head_rect[1] == -1:
                self.head_rect[1] = 24


class GameSpeed:

    game_fps_min_speed = 5
    game_fps_high_speed = 10
    game_fps_max_speed = 24


class AllMap:
    GAME_WINDOW_NO = (80, 65, 529, 529)
    GAME_WINDOW_HA = (78, 63, 532, 532)
    WALL = False        # 无墙
    map_list = [None,
                ((2, 2), (2, 4), (2, 5), (2, 19), (2, 20), (2, 21), (2, 22), (1, 1), (1, 2), (1, 4), (1, 5), (2, 1),
                 (4, 1), (5, 1), (3, 19), (3, 20), (3, 21), (3, 22), (4, 2), (4, 4), (4, 5), (4, 19), (4, 20), (4, 21),
                 (4, 22), (19, 1), (20, 1), (5, 2), (5, 4), (5, 5), (5, 19), (5, 20), (5, 21), (5, 22), (19, 2),
                 (19, 4), (19, 5), (22, 1), (23, 1), (23, 2), (19, 19), (19, 20), (19, 21), (19, 22), (20, 2), (20, 4),
                 (20, 5), (20, 19), (20, 20), (23, 4), (23, 5), (20, 21), (20, 22), (21, 19), (21, 20), (21, 21),
                 (21, 22), (22, 2), (22, 4), (22, 5), (22, 19), (22, 20), (22, 21), (22, 22), (7, 7), (8, 7), (9, 7),
                 (10, 7), (11, 7), (12, 7), (13, 7), (14, 7), (15, 7), (16, 7), (17, 7), (7, 8), (8, 8), (9, 8),
                 (10, 8), (11, 8), (12, 8), (13, 8), (14, 8), (15, 8), (16, 8), (17, 8), (7, 16), (8, 16), (9, 16),
                 (10, 16), (11, 16), (12, 16), (13, 16), (14, 16), (15, 16), (16, 16), (17, 16), (7, 17), (8, 17),
                 (9, 17), (10, 17), (11, 17), (12, 17), (13, 17), (14, 17), (15, 17), (16, 17), (17, 17)),
                ((1, 10), (2, 9), (3, 8), (4, 7), (5, 6), (6, 5), (7, 4), (8, 3), (9, 2), (10, 1), (2, 10), (3, 9),
                 (4, 8), (5, 7), (6, 6), (7, 5), (8, 4), (9, 3), (10, 2), (14, 1), (15, 2), (16, 3), (17, 4), (18, 5),
                 (19, 6), (20, 7), (21, 8), (22, 9), (23, 10), (14, 2), (15, 3), (16, 4), (17, 5), (18, 6), (19, 7),
                 (20, 8), (21, 9), (22, 10), (6, 15), (6, 16), (6, 17), (6, 18), (6, 19), (6, 20), (6, 21), (6, 22),
                 (6, 23), (6, 24), (7, 17), (7, 18), (7, 19), (7, 20), (7, 21), (7, 22), (7, 23), (7, 24), (17, 17),
                 (17, 18), (17, 19), (17, 20), (17, 21), (17, 22), (17, 23), (17, 24), (18, 15), (18, 16), (18, 17),
                 (18, 18), (18, 19), (18, 20), (18, 21), (18, 22), (18, 23), (18, 24), (8, 15), (9, 15), (10, 15),
                 (11, 15), (12, 15), (13, 15), (14, 15), (15, 15), (16, 15)),
                ((3, 7), (4, 7), (7, 7), (8, 7), (3, 8), (4, 8), (7, 8), (8, 8), (3, 9), (4, 9), (7, 9), (8, 9),
                 (3, 10), (4, 10), (7, 10), (8, 10), (3, 11), (4, 11), (7, 11), (8, 11), (3, 12), (4, 12), (7, 12),
                 (8, 12), (3, 13), (4, 13), (7, 13), (8, 13), (3, 14), (4, 14), (7, 14), (8, 14), (3, 15), (4, 15),
                 (7, 15), (8, 15), (3, 16), (4, 16), (7, 16), (8, 16), (3, 18), (4, 18), (7, 18), (8, 18), (3, 19),
                 (4, 19), (7, 19), (8, 19), (18, 1), (18, 2), (18, 3), (18, 6), (18, 7), (18, 8), (21, 1), (21, 2),
                 (21, 3), (21, 6), (21, 7), (21, 8), (16, 3), (17, 3), (22, 3), (23, 3), (23, 6), (22, 6), (17, 6),
                 (16, 6))]    # 地图列表 不喜欢可以删除
    numb = 0            # 地图选择

    def __init__(self):
        map_file = open('gamer_map.ini', 'a+')    # 创建地图文件
        map_file.seek(0)
        map_fl_read = map_file.read()             # 将读取到的地图合并到map_list
        lien = re.findall('<([\s\S]*?)>', map_fl_read)
        for i in lien:
            AllMap.map_list.append(eval(i))
        map_file.close()

    @classmethod
    def draw_window(cls, mode):
        if mode:
            pygame.draw.rect(screen, GOLD, cls.GAME_WINDOW_HA, 5)
        else:
            pygame.draw.rect(screen, (0, 0, 0), cls.GAME_WINDOW_HA, 5)
            pygame.draw.rect(screen, GOLD, cls.GAME_WINDOW_NO, 1)

    @classmethod
    def draw_map(cls):
        """绘制地图"""
        pygame.draw.rect(screen, (0, 0, 0), (81, 66, 526, 526))
        Snake()
        if AllMap.numb == len(AllMap.map_list):
            fl.render_to(screen, (250, 250), "绘制地图", fgcolor=(255, 0, 255), bgcolor=(0, 0, 0, 60), size=50)
        elif cls.map_list[AllMap.numb] is not None:
            for i in cls.map_list[AllMap.numb]:
                pygame.draw.rect(screen, (0, 255, 255), (81 + i[0] * 21 + 1, 66 + i[1] * 21 + 1, 20, 20))

    @classmethod
    def gamer_draw_map(cls):
        pointer_place = (12, 10)        # 指针位置列表
        new_map_list = []               # 创建一个空列表
        while True:
            pygame.draw.rect(screen, (0, 0, 0), (81 + pointer_place[0] * 21, 66 + pointer_place[1] * 21, 22, 22), 1)
            if int(pygame.time.get_ticks() / 100) % 10 < 5:     # 指针闪烁效果
                color_set = RED
            else:
                color_set = (0, 255, 255)

            for i in pygame.event.get():         # 获取监听事件
                if i.type == pygame.QUIT:
                    sys.exit()
                elif i.type == pygame.KEYDOWN:   # 按键操作
                    if i.key == pygame.K_UP:
                        pointer_place = (pointer_place[0], pointer_place[1] - 1)
                        if pointer_place[1] < 0:
                            pointer_place = (pointer_place[0], 24)
                    elif i.key == pygame.K_DOWN:
                        pointer_place = (pointer_place[0], pointer_place[1] + 1)
                        if pointer_place[1] > 24:
                            pointer_place = (pointer_place[0], 0)
                    elif i.key == pygame.K_LEFT:
                        pointer_place = (pointer_place[0] - 1, pointer_place[1])
                        if pointer_place[0] < 0:
                            pointer_place = (24, pointer_place[1])
                    elif i.key == pygame.K_RIGHT:
                        pointer_place = (pointer_place[0] + 1, pointer_place[1])
                        if pointer_place[0] > 24:
                            pointer_place = (0, pointer_place[1])
                    elif i.key == pygame.K_SPACE and pointer_place not in (Snake.body_list + [(15, 12)]):   # 绘制地形
                        # 判断是否在列表中,不在则添加,在则删除 并绘制
                        if pointer_place in new_map_list:
                            new_map_list.remove(pointer_place)
                            pygame.draw.rect(screen, (0, 0, 0),
                                             (81 + pointer_place[0] * 21 + 1,
                                              66 + pointer_place[1] * 21 + 1, 20, 20))
                        else:
                            new_map_list.append(pointer_place)
                            pygame.draw.rect(screen, (0, 255, 255),
                                             (81 + pointer_place[0] * 21 + 1,
                                              66 + pointer_place[1] * 21 + 1, 20, 20))
                    elif i.key == pygame.K_ESCAPE:  # 返回上层,此次绘制无效
                        maps()
                    elif i.key == pygame.K_KP_ENTER or i.key == pygame.K_RETURN:    # 完成绘制
                        # 提醒是否绘制完成
                        fl.render_to(screen, (220, 110), '保存并开始', fgcolor=WHITE, size=50, bgcolor=(0, 0, 0, 60))
                        fl.render_to(screen, (240, 180), '确定   取消', fgcolor=WHITE, bgcolor=(0, 0, 0, 60))
                        yx_list = [(230, 195), (365, 195)]
                        yx_key = 0
                        switch_key = True
                        while switch_key:
                            pygame.draw.circle(screen, (0, 0, 0), yx_list[yx_key], 6)
                            for p in pygame.event.get():         # 获取监听事件
                                if p.type == pygame.QUIT:
                                    sys.exit()
                                elif p.type == pygame.KEYDOWN:
                                    if p.key == pygame.K_LEFT or p.key == pygame.K_RIGHT:
                                        if yx_key == 0:
                                            yx_key = 1
                                        else:
                                            yx_key = 0
                                    elif p.key == pygame.K_KP_ENTER or p.key == pygame.K_RETURN:
                                        pygame.draw.rect(screen, (0, 0, 0), (220, 110, 250, 100))
                                        for j in new_map_list:
                                            pygame.draw.rect(screen, (0, 255, 255), (81 + j[0] * 21 + 1, 66 + j[1] * 21 + 1, 20, 20))
                                        if yx_key == 0:     # 保存并开始
                                            if len(new_map_list) != 0:
                                                AllMap.map_list.append(tuple(new_map_list))
                                                map_file = open('gamer_map.ini', 'a+')    # 追加写入创建的地图
                                                map_file.write('<')
                                                map_file.write(str(tuple(new_map_list)))
                                                map_file.write('>\n')
                                                map_file.close()
                                            else:
                                                AllMap.numb = 0
                                            action()
                                        else:               # 继续绘制
                                            switch_key = False
                            if switch_key:
                                pygame.draw.circle(screen, (255, 0, 255), yx_list[yx_key], 6)
                            pygame.display.update()  # 刷新屏幕
                            clock.tick(30)  # 游戏时钟

            pygame.draw.rect(screen, color_set, (81 + pointer_place[0] * 21, 66 + pointer_place[1] * 21, 22, 22), 1)
            pygame.display.update()  # 刷新屏幕
            clock.tick(30)  # 游戏时钟


def single_move(sin_rect, p, mode=1):
    """
    选项移动
    :param sin_rect: 三角坐标
    :param p: 按键检测
    :param mode: 模式
    :return: 三角坐标
    """
    if mode == 1:
        if p.key == pygame.K_UP:
            for j in sin_rect:
                j[1] -= 80
        elif p.key == pygame.K_DOWN:
            for j in sin_rect:
                j[1] += 80
        elif p.key == pygame.K_RETURN or p.key == pygame.K_KP_ENTER:
            pygame.draw.rect(screen, (0, 0, 0), (100, 70, 500, 500))
            if sin_rect[0][1] == 200:  # 开始游戏 选择地图
                maps()
            elif sin_rect[0][1] == 280:  # 速度设置
                speed_setting()
            elif sin_rect[0][1] == 360:  # 历史高分
                high_score()
            elif sin_rect[0][1] == 440:  # 退出游戏
                sys.exit()
        if sin_rect[0][1] < 200:
            for j in sin_rect:
                j[1] += 320
        elif sin_rect[0][1] > 440:
            for j in sin_rect:
                j[1] -= 320
        return sin_rect

    elif mode == 2:
        if p.key == pygame.K_UP:
            for j in sin_rect:
                j[1] -= 50
        elif p.key == pygame.K_DOWN:
            for j in sin_rect:
                j[1] += 50
        elif p.key == pygame.K_RETURN or p.key == pygame.K_KP_ENTER:
            pygame.draw.rect(screen, (0, 0, 0), (81, 66, 526, 526))
            if sin_rect[0][1] == 310:
                AllMap.draw_map()
                action()
            elif sin_rect[0][1] == 360:
                star()
        if sin_rect[0][1] < 310:
            for j in sin_rect:
                j[1] += 100
        elif sin_rect[0][1] > 360:
            for j in sin_rect:
                j[1] -= 100
        return sin_rect

    elif mode == 3:
        if p.key == pygame.K_UP and sin_rect[0][0][0] == 210:   # 指针位置
            for j in sin_rect[0]:
                j[1] -= 140
            for j in sin_rect[1]:
                j[1] -= 140
        elif p.key == pygame.K_DOWN and sin_rect[0][0][0] == 210:
            for j in sin_rect[0]:
                j[1] += 140
            for j in sin_rect[1]:
                j[1] += 140
        elif p.key == pygame.K_LEFT:
            if sin_rect[0][0][1] == 185:
                GameSpeed.game_fps_min_speed -= 1
                if GameSpeed.game_fps_min_speed < 1:
                    GameSpeed.game_fps_min_speed = GameSpeed.game_fps_high_speed
            elif sin_rect[0][0][1] == 325:
                GameSpeed.game_fps_high_speed -= 1
                if GameSpeed.game_fps_high_speed < GameSpeed.game_fps_min_speed:
                    GameSpeed.game_fps_high_speed = GameSpeed.game_fps_max_speed - 1
            elif sin_rect[0][0][1] == 465:
                GameSpeed.game_fps_max_speed -= 1
                if GameSpeed.game_fps_max_speed <= GameSpeed.game_fps_high_speed:
                    GameSpeed.game_fps_max_speed = 35
        elif p.key == pygame.K_RIGHT:
            if sin_rect[0][0][1] == 185:
                GameSpeed.game_fps_min_speed += 1
                if GameSpeed.game_fps_min_speed > GameSpeed.game_fps_high_speed:
                    GameSpeed.game_fps_min_speed = 1
            elif sin_rect[0][0][1] == 325:
                GameSpeed.game_fps_high_speed += 1
                if GameSpeed.game_fps_high_speed > GameSpeed.game_fps_max_speed - 1:
                    GameSpeed.game_fps_high_speed = GameSpeed.game_fps_min_speed
            elif sin_rect[0][0][1] == 465:
                GameSpeed.game_fps_max_speed += 1
                if GameSpeed.game_fps_max_speed > 35:
                    GameSpeed.game_fps_max_speed = GameSpeed.game_fps_high_speed + 1
        elif p.key == pygame.K_RETURN or p.key == pygame.K_KP_ENTER:
            if sin_rect[0][0][1] == 120:
                sin_rect = [[[410, 185], [410, 215], [410 + (30 ** 2 - 15 ** 2) ** 0.5, 200]],
                            [[290, 185], [290, 215], [290 - (30 ** 2 - 15 ** 2) ** 0.5, 200]]]
            elif sin_rect[0][0][1] == 260:
                sin_rect = [[[410, 325], [410, 355], [410 + (30 ** 2 - 15 ** 2) ** 0.5, 340]],
                            [[290, 325], [290, 355], [290 - (30 ** 2 - 15 ** 2) ** 0.5, 340]]]
            elif sin_rect[0][0][1] == 400:
                sin_rect = [[[410, 465], [410, 495], [410 + (30 ** 2 - 15 ** 2) ** 0.5, 480]],
                            [[290, 465], [290, 495], [290 - (30 ** 2 - 15 ** 2) ** 0.5, 480]]]
            elif sin_rect[0][0][1] == 540:  # 回主页
                pygame.draw.rect(screen, (0, 0, 0), (100, 70, 500, 520))
                star()
            elif sin_rect[0][0][1] == 185:
                sin_rect = [[[210, 120], [210, 150], [210 + (30 ** 2 - 15 ** 2) ** 0.5, 135]],
                            [[486, 120], [486, 150], [486 - (30 ** 2 - 15 ** 2) ** 0.5, 135]]]
            elif sin_rect[0][0][1] == 325:
                sin_rect = [[[210, 260], [210, 290], [210 + (30 ** 2 - 15 ** 2) ** 0.5, 275]],
                            [[486, 260], [486, 290], [486 - (30 ** 2 - 15 ** 2) ** 0.5, 275]]]
            elif sin_rect[0][0][1] == 465:
                sin_rect = [[[210, 400], [210, 430], [210 + (30 ** 2 - 15 ** 2) ** 0.5, 415]],
                            [[486, 400], [486, 430], [486 - (30 ** 2 - 15 ** 2) ** 0.5, 415]]]

        if sin_rect[0][0][1] < 120:     # 指针位置循环
            for j in sin_rect[0] + sin_rect[1]:
                j[1] += 560
        elif sin_rect[1][0][1] > 540:
            for j in sin_rect[0] + sin_rect[1]:
                j[1] -= 560
        return sin_rect

    elif mode == 4:
        if p.key == pygame.K_LEFT:   # 左切换地图
            AllMap.numb -= 1
            if AllMap.numb < 0:
                AllMap.numb = len(AllMap.map_list)
            AllMap.draw_map()
        elif p.key == pygame.K_RIGHT:    # 右切换地图
            AllMap.numb += 1
            if AllMap.numb > len(AllMap.map_list):
                AllMap.numb = 0
            AllMap.draw_map()
        elif p.key == pygame.K_RETURN or p.key == pygame.K_KP_ENTER:
            if AllMap.numb == len(AllMap.map_list):     # 进入绘图模式
                pygame.draw.rect(screen, (0, 0, 0), (250, 250, 200, 50))
                pygame.draw.polygon(screen, (0, 0, 0), ([73, 315], [73, 345], [73 - (30 ** 2 - 15 ** 2) ** 0.5, 330]))
                pygame.draw.polygon(screen, (0, 0, 0), ([615, 315], [615, 345], [615 + (30 ** 2 - 15 ** 2) ** 0.5, 330]))
                pygame.draw.rect(screen, (0, 0, 0), (666, 66, 500, 530))
                fl.render_to(screen, (670, 110), '绘制地图:', fgcolor=WHITE, size=50)
                fl.render_to(screen, (670, 180), '  使用 "←" "→" "↑"  ', fgcolor=WHITE, size=40)
                fl.render_to(screen, (670, 250), '"↓" 移动,空格键绘制', fgcolor=WHITE, size=40)
                fl.render_to(screen, (670, 320), '地图,再次使用空格键可', fgcolor=WHITE, size=40)
                fl.render_to(screen, (670, 390), '撤销,"←┘"键完成绘', fgcolor=WHITE, size=40)
                fl.render_to(screen, (670, 460), '制,ESC键取消绘制。', fgcolor=WHITE, size=40)
                fl.render_to(screen, (670, 520), '  提示: 请勿将封闭的几何图形留', fgcolor=WHITE, size=25)
                fl.render_to(screen, (670, 560), '空,否则食物有可能随机产生在其中!', fgcolor=WHITE, size=25)
                AllMap.gamer_draw_map()
            else:                                       # 开始游戏
                pygame.draw.polygon(screen, (0, 0, 0), ([73, 315], [73, 345], [73 - (30 ** 2 - 15 ** 2) ** 0.5, 330]))
                pygame.draw.polygon(screen, (0, 0, 0), ([615, 315], [615, 345], [615 + (30 ** 2 - 15 ** 2) ** 0.5, 330]))
                pygame.draw.rect(screen, (0, 0, 0), (650, 65, 520, 600))
                action()
        elif p.key == pygame.K_SPACE:
            AllMap.WALL = not AllMap.WALL
            Snake.WALL = not Snake.WALL
            AllMap.draw_window(AllMap.WALL)
        elif p.key == pygame.K_ESCAPE:
            pygame.draw.rect(screen, (0, 0, 0), (81, 66, 526, 526))
            pygame.draw.polygon(screen, (0, 0, 0), ([73, 315], [73, 345], [73 - (30 ** 2 - 15 ** 2) ** 0.5, 330]))
            pygame.draw.polygon(screen, (0, 0, 0), ([615, 315], [615, 345], [615 + (30 ** 2 - 15 ** 2) ** 0.5, 330]))
            star()


def star(fps=60):
    single_rect = [[220, 200], [220, 230], [220 + (30 ** 2 - 15 ** 2) ** 0.5, 215]]
    fl.render_to(screen, (260, 190), "开始游戏", fgcolor=GOLD, size=50)
    fl.render_to(screen, (260, 270), "速度设置", fgcolor=GOLD, size=50)
    fl.render_to(screen, (260, 350), "历史高分", fgcolor=GOLD, size=50)
    fl.render_to(screen, (260, 430), "退出游戏", fgcolor=GOLD, size=50)
    pygame.draw.rect(screen, (0, 0, 0), (650, 65, 520, 600))
    fl.render_to(screen, (700, 180), '   使用 "↑"', fgcolor=WHITE, size=40)
    fl.render_to(screen, (700, 270), '"↓" 键选择模式,', fgcolor=WHITE, size=40)
    fl.render_to(screen, (700, 360), '"←┘" 键确认。', fgcolor=WHITE, size=40)

    """开始界面"""
    while True:
        pygame.draw.rect(screen, (0, 0, 0), (220, single_rect[0][1], 26, 31))
        for i in pygame.event.get():
            if i.type == pygame.QUIT:
                sys.exit()
            elif i.type == pygame.KEYDOWN:
                single_rect = single_move(single_rect, i, mode=1)

        pygame.draw.polygon(screen, RED, single_rect)
        pygame.display.update()  # 刷新屏幕
        clock.tick(fps)  # 游戏时钟


def action(fps=GameSpeed.game_fps_min_speed):
    snake = Snake()
    pygame.draw.rect(screen, (0, 0, 0), (650, 420, 500, 300))
    fl.render_to(screen, (682, 470), '游戏说明:', fgcolor=WHITE)
    fl.render_to(screen, (682, 520), '  使用 "↑" "↓" "←" "→"', fgcolor=WHITE)
    fl.render_to(screen, (682, 570), '键控制方向,长按空格键加速移', fgcolor=WHITE)
    fl.render_to(screen, (682, 620), '动。', fgcolor=WHITE)
    fl.render_to(screen, (682, 620), '      @ 大脑组织残缺', fgcolor=WHITE, size=20)
    action_time = int(pygame.time.get_ticks() / 1000)
    snake.draw_new_food()

    while True:
        """游戏主循环"""

        switch = 0

        for i in pygame.event.get():
            if i.type == pygame.QUIT:
                sys.exit()
            else:
                switch = snake.Speech(i, switch)
                fps = GameSpeed.game_fps_min_speed + int(Snake.long / 15)
                if fps >= GameSpeed.game_fps_high_speed:
                    fps = GameSpeed.game_fps_high_speed
            if i.type == pygame.KEYDOWN:
                if i.key == pygame.K_SPACE:
                    fps = GameSpeed.game_fps_max_speed

        a = snake.move()  # 蛇身移动
        Snake.fs = Snake.score - (int(pygame.time.get_ticks() / 1000) - action_time) // 5 * 3
        pygame.draw.rect(screen, (0, 0, 0), (650, 65, 520, 355))
        fl.render_to(screen, (680, 70), "得  分:%5d" % Snake.fs,
                     fgcolor=WHITE, size=60)
        fl.render_to(screen, (682, 270), "当前速度:%2dm/s" % fps, fgcolor=WHITE, size=60)
        fl.render_to(screen, (682, 370), "游戏时长:%4ds" % (int(pygame.time.get_ticks() / 1000) - action_time),
                     fgcolor=WHITE, size=60)
        fl.render_to(screen, (682, 170), "蛇身长度:%4dm" % Snake.long, fgcolor=WHITE, size=60)
        if Snake.center_2_key:
            fl.render_to(screen, (560, 80), str(8 - Snake.big_time + 1), (0, 0, 0), size=40)
            fl.render_to(screen, (560, 80), str(8 - Snake.big_time), (0, 0, 0), size=40)
            fl.render_to(screen, (560, 80), str(8 - Snake.big_time), (250, 250, 0), size=40)
        pygame.display.update()  # 刷新屏幕

        clock.tick(fps)  # 游戏时钟
        if a == 1:  # 判断结束游戏
            write_score()
            over()


def over(fps_s=30):
    """结束界面"""
    single_rect = [[200, 310], [200, 330], [200 + (20 ** 2 - 10 ** 2) ** 0.5, 320]]
    fl.render_to(screen, (240, 250), "GAME OVER", fgcolor=GOLD, size=50)
    fl.render_to(screen, (240, 310), "重新开始", fgcolor=WHITE, bgcolor=(0, 0, 0, 60))
    fl.render_to(screen, (240, 360), "返回主页", fgcolor=WHITE, bgcolor=(0, 0, 0, 60))

    while True:
        pygame.draw.rect(screen, (0, 0, 0), (200, single_rect[0][1], 26, 31))
        for i in pygame.event.get():
            if i.type == pygame.QUIT:
                sys.exit()
            elif i.type == pygame.KEYDOWN:
                single_rect = single_move(single_rect, i, mode=2)

        pygame.draw.polygon(screen, RED, single_rect)
        pygame.display.update()  # 刷新屏幕
        clock.tick(fps_s)  # 游戏时钟


def speed_setting():
    """速度设置"""
    single_rect = [[[210, 120], [210, 150], [210 + (30 ** 2 - 15 ** 2) ** 0.5, 135]],
                   [[486, 120], [486, 150], [486 - (30 ** 2 - 15 ** 2) ** 0.5, 135]]]
    fl.render_to(screen, (250, 110), "初始速度", fgcolor=WHITE, size=50)
    fl.render_to(screen, (250, 250), "最大速度", fgcolor=WHITE, size=50)
    fl.render_to(screen, (250, 390), "加速速度", fgcolor=WHITE, size=50)
    fl.render_to(screen, (250, 530), "返回主页", fgcolor=WHITE, size=50)
    pygame.draw.rect(screen, (0, 0, 0), (650, 65, 520, 600))
    fl.render_to(screen, (700, 150), '   使用 "↑",', fgcolor=WHITE, size=40)
    fl.render_to(screen, (700, 240), '"↓"键选择模式,', fgcolor=WHITE, size=40)
    fl.render_to(screen, (700, 330), '"←","→"键调节,', fgcolor=WHITE, size=40)
    fl.render_to(screen, (700, 420), '"←┘" 键确认。', fgcolor=WHITE, size=40)
    while True:
        pygame.draw.rect(screen, (0, 0, 0), (single_rect[0][0][0], single_rect[0][0][1], 26, 31))
        pygame.draw.rect(screen, (0, 0, 0), (single_rect[1][0][0], single_rect[1][0][1], -26, 31))
        pygame.draw.rect(screen, WHITE, (300, 175, 100, 50))
        pygame.draw.rect(screen, WHITE, (300, 315, 100, 50))
        pygame.draw.rect(screen, WHITE, (300, 455, 100, 50))
        fl.render_to(screen, (340, 186), "%2d" % GameSpeed.game_fps_min_speed, fgcolor=(0, 0, 0), bgcolor=WHITE, size=40)     # 初始速度
        fl.render_to(screen, (340, 326), "%2d" % GameSpeed.game_fps_high_speed, fgcolor=(0, 0, 0), bgcolor=WHITE, size=40)     # 最大速度
        fl.render_to(screen, (340, 466), "%2d" % GameSpeed.game_fps_max_speed, fgcolor=(0, 0, 0), bgcolor=WHITE, size=40)     # 加速速度
        for i in pygame.event.get():
            if i.type == pygame.QUIT:
                sys.exit()
            elif i.type == pygame.KEYDOWN:
                single_rect = single_move(single_rect, i, mode=3)

        pygame.draw.polygon(screen, RED, single_rect[0])
        pygame.draw.polygon(screen, RED, single_rect[1])
        pygame.display.update()  # 刷新屏幕
        clock.tick(60)  # 游戏时钟


def maps(fps=20):
    """地图选择"""
    pygame.draw.rect(screen, (0, 0, 0), (81, 66, 527, 527))
    pygame.draw.rect(screen, (0, 0, 0), (666, 66, 500, 530))
    Snake()
    AllMap.draw_map()
    fl.render_to(screen, (670, 160), '"←" "→"键切换地图,', fgcolor=WHITE, size=40)
    fl.render_to(screen, (670, 260), '空格键切换无墙模式,', fgcolor=WHITE, size=40)
    fl.render_to(screen, (670, 360), '"←┘"键开始游戏,', fgcolor=WHITE, size=40)
    fl.render_to(screen, (670, 460), 'ESC 键返回主页', fgcolor=WHITE, size=40)
    single_rect = [[[73, 315], [73, 345], [73 - (30 ** 2 - 15 ** 2) ** 0.5, 330]],
                   [[615, 315], [615, 345], [615 + (30 ** 2 - 15 ** 2) ** 0.5, 330]]]
    pygame.draw.polygon(screen, RED, single_rect[0])
    pygame.draw.polygon(screen, RED, single_rect[1])

    while True:
        for i in pygame.event.get():
            if i.type == pygame.QUIT:
                sys.exit()
            elif i.type == pygame.KEYDOWN:
                single_move(single_rect, i, mode=4)
        pygame.display.update()  # 刷新屏幕
        clock.tick(fps)  # 游戏时钟


def high_score(fps=10):
    score_lists = []
    score_fl = open('score_history.txt', 'r+')
    score_str = score_fl.read()
    score_list = re.findall("<([\s\S]*?)>", score_str)
    for i in score_list:
        score_lists.append((int(re.findall("(\d+?),", i)[0]), int(re.findall("long: *(\d+?),", i)[0]), re.findall("time:([\s\S]*?);", i)[0]))
    score_lists.sort(reverse=True)
    score_fl.seek(0)
    for i in score_lists:
        score_fl.write("\n" % (i[0], i[1], i[2]))
    score_fl.close()

    i = 0
    j = len(score_lists)
    if j >= 6:
        j = 6
    while i < j:
        fl.render_to(screen, (105, 100 + i * 78), "NO.%d—分数:%5d 长度:%3d" %
                     (i + 1, score_lists[i][0], score_lists[i][1]), fgcolor=WHITE, size=(40 - i * 2))
        fl.render_to(screen, (180, 140 + i * 76), "时期: %s" % score_lists[i][2], fgcolor=WHITE, size=(34 - i * 2))
        i += 1

    while True:
        for i in pygame.event.get():
            if i.type == pygame.QUIT:
                sys.exit()
            elif i.type == pygame.KEYDOWN:
                if i.key == pygame.K_RETURN or i.key == pygame.K_KP_ENTER:
                    pygame.draw.rect(screen, (0, 0, 0), (81, 66, 527, 527))
                    star()
        pygame.display.update()  # 刷新屏幕
        clock.tick(fps)  # 游戏时钟


def write_score():
    """记录分数"""
    now_time = datetime.datetime.now().strftime('%Y-%m-%d %H:%M:%S')
    score_fl = open('score_history.txt', 'a+')
    score_fl.write("\n" % (Snake.fs, Snake.long, now_time))
    score_fl.close()


AllMap()
AllMap.draw_window(AllMap.WALL)
score_file = open('score_history.txt', 'a+')    # 检测分数记录文件
score_file.close()
star()

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