最近刚接触python ,感觉很有意思,发现python非常灵活,应用比较广泛,通过加载模块,可以完成很多功能。看了一篇关于基于贪吃蛇的python的实现方法,将其中的思路进行总结。
程序流程分为三个部分:1、开始界面 2、运行游戏 3、退出游戏 。主要完成界面背景的设置,然后等待按键开始游戏,贪吃蛇采用列表存储,重点是通过判断head的坐标,如果与苹果的坐标重合,就吃掉苹果,如果不在界面坐标轴范围,表示撞墙,游戏结束
#-*- coding:utf-8 -*-
import pygame, sys, random
from pygame.locals import*
FPS = 15
WINDOWWIDTH =640
WINDOWHEIGHT = 480
CELLSIZE = 20
assert WINDOWWIDTH % CELLSIZE == 0, "Window width must be a multiple of cell size"
assert WINDOWHEIGHT % CELLSIZE == 0, "Window height muset be multiple of cell size"
CELLWIDTH = WINDOWWIDTH / CELLSIZE #屏幕上在X坐标轴上显示的方格数
CELLHEIGHT = WINDOWHEIGHT / CELLSIZE #屏幕上在Y坐标轴上显示的方格数
#RGB
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'
HEAD = 0 #很巧妙的运用
#main function
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('Wormy')
showStartScreen() #显示起始画面
while True:
runGame() #运行游戏主体
showGameOverScreen() #显示游戏结束画面
def runGame():
#设置蛇身开始在随机位置
startx = random.randint(5, CELLWIDTH-6)
starty = random.randint(5, CELLHEIGHT-6)
wormCoods = [{'x': startx, 'y': starty},
{'x': startx-1, 'y': starty},
{'x': startx-2, 'y': starty}]
direction = RIGHT #蛇初始方向向右
#得到一个随机苹果的位置
apple = getRandomLocation()
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
elif event.type == KEYDOWN: #处理蛇的移动方向
if (event.key == K_LEFT or event.key == K_a) and direction != RIGHT:
direction = LEFT
elif (event.key == K_RIGHT or event.key == K_d) and direction != LEFT:
direction = RIGHT
elif (event.key == K_UP or event.key == K_w) and direction != DOWN:
direction = UP
elif (event.key == K_DOWN or event.key == K_s) and direction != UP:
direction = DOWN
elif event.key == K_ESCAPE:
terminate()
#看蛇身是否撞击到自己或四周墙壁
if wormCoods[HEAD]['x'] == -1 or wormCoods[HEAD]['x'] == CELLWIDTH or wormCoods[HEAD]['y'] == -1 or wormCoods[HEAD]['y'] == CELLHEIGHT:
return #game over
for wormBody in wormCoods[1:]:
if wormBody['x'] == wormCoods[HEAD]['x'] and wormBody['y'] == wormCoods[HEAD]['y']:
return #game over
#判断蛇是否吃到苹果
if wormCoods[HEAD]['x'] == apple['x'] and wormCoods[HEAD]['y'] == apple['y']:
apple = getRandomLocation() #随机显示一个新的苹果
else:
del wormCoods[-1] #删除蛇的尾巴,即列表最后一个小方块
#根据蛇的移动方向,给蛇添加一个新的头部
if direction == UP:
newHead = {'x': wormCoods[HEAD]['x'], 'y': wormCoods[HEAD]['y']-1}
elif direction == DOWN:
newHead = {'x': wormCoods[HEAD]['x'], 'y': wormCoods[HEAD]['y']+1}
elif direction == LEFT:
newHead = {'x': wormCoods[HEAD]['x']-1, 'y': wormCoods[HEAD]['y']}
elif direction == RIGHT:
newHead = {'x': wormCoods[HEAD]['x']+1, 'y': wormCoods[HEAD]['y']}
wormCoods.insert(0,newHead)
DISPLAYSURF.fill(BGCOLOR)
drawGrid() #画屏幕上的小方格
drawWorm(wormCoods) #画蛇身
drawApple(apple) #画苹果
drawScore(len(wormCoods) - 3)#显示蛇身长度计算玩家的分数
pygame.display.update()
FPSCLOCK.tick(FPS)
#提示按键消息
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)
#检测按键游戏是否要退出
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
#显示开始界面
def showStartScreen():
titleFont = pygame.font.Font('freesansbold.ttf', 100)
titleSurf1 = titleFont.render('Hello!', True, WHITE, DARKGREEN)
titleSurf2 = titleFont.render('Wormy!', 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()
return
pygame.display.update()
FPSCLOCK.tick(FPS)
degrees1 += 3
degrees2 += 7
#游戏退出
def terminate():
pygame.quit()
sys.exit()
#随机显示苹果的位置
def getRandomLocation():
return {'x': random.randint(0, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)}
#游戏结束时的画面
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(500)
checkForKeyPress()
while True:
if checkForKeyPress():
pygame.event.get()
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(wormCoods):
for coord in wormCoods:
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):
pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, WINDOWHEIGHT))
for y in range(0, WINDOWHEIGHT, CELLSIZE):
pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (WINDOWWIDTH, y))
if __name__ == '__main__':
main()