本文将分为三个部分来讲解贪吃蛇的实现,分为贪吃蛇开始前的游戏画面、游戏中画面、游戏结束画面,那我们开始吧!
游戏在开始前都会有一个的画面,一般而言是提供选择,如童年回忆《坦克大战》,在开始前会提供一个画面供玩家选择,单人模式或者双人模式,而我们的贪吃蛇可以用动态的画面,当玩家按下键盘上除了Esc之外的键就会直接进入游戏中。下面我们开始来讲解代码吧。
def showStartScreen():
titleFont = pygame.font.Font('freesansbold.ttf', 100)
titleSurf1 = titleFont.render('strive', True, WHITE, DARKGREEN)
titleSurf2 = titleFont.render('strive', 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)
if checkForKeyPress():
pygame.event.get()
return
pygame.display.update()
FPSCLOCK.tick(FPS)
degrees1 += 3
degrees2 += 7
首先我们先设置字体和字体大小(titleFont),,然后在渲染的时候设置字体的颜色和背景,如果没有设置背景颜色,默认为黑色。最后degrees1和degrees2用于设置旋转的角度。
titleFont = pygame.font.Font('freesansbold.ttf', 100)
titleSurf1 = titleFont.render('Wormy!', True, WHITE, DARKGREEN)
titleSurf2 = titleFont.render('Wormy!', True, GREEN)
degrees1 = 0
degrees2 = 0
同样的我们先将背景色填充为黑色,至于为什么这样做,大家可以自己把这行代码注释掉,然后运行看看效果。pygame中旋转图像的方法,pygame.transform.rotate(surface, angle),我们需要传入一个surface和旋转的角度,接着获取它的矩形对象,让它居中显示,center表示矩形的中心坐标,最后将它绘制到屏幕上,下面的几行代码效果是相同的就不再讲了。
DISPLAYSURF.fill(BGCOLOR)
rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1)
rotatedRect1 = rotatedSurf1.get_rect()
rotatedRect1.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
DISPLAYSURF.blit(rotatedSurf1, rotatedRect1)
checkForKeyPress()这是我们自己写的一个函数方法,具体的功能是表示用户是否按下键盘,如果按了将会进入游戏。pygame.display.update()更新游戏画面,degress1和degress2累加,旋转的角度一步一步增大。
if checkForKeyPress():
pygame.event.get()
return
pygame.display.update()
FPSCLOCK.tick(FPS) # 设置帧数
degrees1 += 3
degrees2 += 7
我们也可以做一个选择界面,可以是单人游戏或者双人游戏,当然我们这就还是选择第一种,下面开始展示吧。
import pygame
import sys
pygame.init()
DISPLAYSURF = pygame.display.set_mode((640, 480))
DARKGREEN = (0, 155, 0)
titleFont = pygame.font.Font('freesansbold.ttf', 100)
titleFont1 = pygame.font.Font('freesansbold.ttf', 20)
titleSurf = titleFont.render('strive', True, (255, 255, 255), DARKGREEN)
rect_titleSurf = titleSurf.get_rect()
rect_titleSurf.center = 320, 120
one_game = titleFont1.render('Single player game', True, DARKGREEN)
rect_one = one_game.get_rect()
rect_one.topleft = 240, 240
double_game = titleFont1.render('Two player game', True, DARKGREEN)
rect_double = double_game.get_rect()
rect_double.topleft = 240, 270
flag = 1
while True:
DISPLAYSURF.fill((0, 0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
get_key = pygame.key.get_pressed()
if get_key[pygame.K_w] or get_key[pygame.K_UP]:
flag = 1
elif get_key[pygame.K_s] or get_key[pygame.K_DOWN]:
flag = 2
elif get_key[pygame.K_j]:
print('开始游戏了!')
if flag == 1:
select_cursor = pygame.draw.circle(DISPLAYSURF, DARKGREEN, [220, 250], 10, 0)
elif flag == 2:
select_cursor = pygame.draw.circle(DISPLAYSURF, DARKGREEN, [220, 280], 10, 0)
DISPLAYSURF.blit(one_game, rect_one)
DISPLAYSURF.blit(double_game, rect_double)
DISPLAYSURF.blit(titleSurf, rect_titleSurf)
pygame.display.update()
下面代码是关于蛇的移动以及蛇的绘画(可单独运行)。因为我们要画格子,而格子要和蛇相契合,换句话说,每一个格子的大小和组成蛇的格子大小是相同的。所以这里按比例缩小,除以20,方便一些。
import pygame
import sys
import random
from pygame.locals import *
pygame.init()
FPS = 15 # 帧
WINDOWWIDTH = 640 # 高
WINDOWHEIGHT = 480 # 宽
CELLSIZE = 20 # 蛇宽高
# 按比例缩小 都除以20
CELLWIDTH = int(WINDOWWIDTH / CELLSIZE)
CELLHEIGHT = int(WINDOWHEIGHT / CELLSIZE)
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
FPSCLOCK = pygame.time.Clock()
# 方向
UP = 'up'
DOWN = 'down'
LEFT = 'left'
RIGHT = 'right'
# 蛇的头部索引
HEAD = 0
BLACK = (0, 0, 0)
# 蛇身
GREEN = (0, 255, 0)
DARKGREEN = (0, 155, 0)
# 格子颜色
DARKGRAY = (40, 40, 40)
BGCOLOR = BLACK
# 画格子
def drawGrid():
# 先画竖线
for x in range(0, WINDOWWIDTH, CELLSIZE):
pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, WINDOWHEIGHT))
# 再画横线
for y in range(0, WINDOWHEIGHT, CELLSIZE):
pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (WINDOWWIDTH, y))
# 画蛇
def drawWorm(wormCoords):
for coord in wormCoords:
x = coord['x'] * CELLSIZE # 20
y = coord['y'] * CELLSIZE
wormSegmentRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
pygame.draw.rect(DISPLAYSURF, DARKGREEN, wormSegmentRect)
# 在画小正方形,加深蛇身颜色
wormInnerSegmentRect = pygame.Rect(x + 4, y + 4, CELLSIZE - 8, CELLSIZE - 8)
pygame.draw.rect(DISPLAYSURF, GREEN, wormInnerSegmentRect)
# 开始游戏
def runGame():
# 随机出现位置
startx = random.randint(5, CELLWIDTH - 6)
starty = random.randint(5, CELLHEIGHT - 6)
# 蛇身体
wormCoords = [{'x': startx, 'y': starty},
{'x': startx - 1, 'y': starty},
{'x': startx - 2, 'y': starty}]
# 默认方向为右
direction = RIGHT
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == KEYDOWN:
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:
pygame.quit()
sys.exit()
# 出界就挂了
if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or \
wormCoords[HEAD]['y'] == CELLHEIGHT:
return
# 撞到自己的身体也挂了
for wormBody in wormCoords[1:]:
if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:
return
# 删除最后一个矩形
del wormCoords[-1]
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']}
# 插入在首部
wormCoords.insert(0, newHead)
DISPLAYSURF.fill(BGCOLOR)
# 画格子
drawGrid()
# 画蛇
drawWorm(wormCoords)
pygame.display.update()
FPSCLOCK.tick(FPS)
if __name__ == '__main__':
runGame()
首先我们先随机蛇头出现的位置,然后根据蛇头的位置,x分别-1,-2得到完整蛇坐标,注意这里的1代表是20像素,2就是40像素。默认前进方向是向右。
# 随机出现位置
startx = random.randint(5, CELLWIDTH - 6)
starty = random.randint(5, CELLHEIGHT - 6)
# 蛇身+蛇头
wormCoords = [{'x': startx, 'y': starty},
{'x': startx - 1, 'y': starty},
{'x': startx - 2, 'y': starty}]
# 默认方向为右
direction = RIGHT
又是这熟悉的结构,pygame.event.get()获取事件,当玩家点击右上角的X时,触发关闭事件(QUIT),我们在下面写的逻辑会退出游戏。我们按下键盘会触发键盘事件(KEYDOWN),然后具体判断按下哪个键,那些键对应着控制蛇移动。蛇向右移动时,是不能向左移动,即反方向移动,大家可以把and direction != RIGHT类似的代码去掉,看看会产生怎们样的效果,实践是检验真理的唯一标准。
while True:
for event in pygame.event.get():
# 退出游戏
if event.type == QUIT:
pygame.quit()
sys.exit()
# 获取键盘事件
elif event.type == KEYDOWN:
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:
pygame.quit()
sys.exit()
这份代码是对蛇移动的限制,如果蛇移动超出了屏幕,游戏就会结束,同样碰到自己的身体也会结束游戏。
# 出界就挂了
if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or \
wormCoords[HEAD]['y'] == CELLHEIGHT:
return
# 撞到自己的身体也挂了
for wormBody in wormCoords[1:]:
if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:
return
我们删除wormCoords中最后一个字典,在wormCoords中第一位置插入新的字典,一删一加从而达到蛇移动的效果。
# 删除最后一个矩形
del wormCoords[-1]
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']}
# 插入在首部
wormCoords.insert(0, newHead)
画蛇分为两步,第一步将蛇画好,第二步优化,加深蛇的颜色,这样看起来效果更佳。
# 画蛇
def drawWorm(wormCoords):
for coord in wormCoords:
x = coord['x'] * CELLSIZE # 20
y = coord['y'] * CELLSIZE
wormSegmentRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
pygame.draw.rect(DISPLAYSURF, DARKGREEN, wormSegmentRect)
# 在画小正方形,加深蛇身颜色
wormInnerSegmentRect = pygame.Rect(x + 4, y + 4, CELLSIZE - 8, CELLSIZE - 8)
pygame.draw.rect(DISPLAYSURF, GREEN, wormInnerSegmentRect)
我们根据宽高,每隔20像素画一条线,格子就画完了。
# 画格子
def drawGrid():
# 先画竖线
for x in range(0, WINDOWWIDTH, CELLSIZE):
pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, WINDOWHEIGHT))
# 再画横线
for y in range(0, WINDOWHEIGHT, CELLSIZE):
pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (WINDOWWIDTH, y))
随机出现食物,蛇吃到食物身体就会增长一格,我们在删除wormCoords最后一个字典的时候,蛇碰到食物就不删除,相当于蛇增长了一格。
import pygame
import sys
import random
from pygame.locals import *
pygame.init()
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
CELLSIZE = 20
CELLWIDTH = int(WINDOWWIDTH / CELLSIZE)
CELLHEIGHT = int(WINDOWHEIGHT / CELLSIZE)
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
RED = (255, 0, 0)
# 画食物
def drawApple(coord):
x = coord['x'] * CELLSIZE
y = coord['y'] * CELLSIZE
appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
pygame.draw.rect(DISPLAYSURF, RED, appleRect)
cord = {'x': random.randint(0, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)}
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
drawApple(cord)
pygame.display.update()
画分数,根据玩家吃到多少食物来算分,一个食物等于一分。
import pygame
import sys
import random
from pygame.locals import *
pygame.init()
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
WHITE = (255, 255, 255)
# 画食物
def drawScore(score):
BASICFONT = pygame.font.Font('freesansbold.ttf', 18)
scoreSurf = BASICFONT.render('Score: %s' % (score), True, WHITE)
scoreRect = scoreSurf.get_rect()
scoreRect.topleft = (WINDOWWIDTH - 120, 10)
DISPLAYSURF.blit(scoreSurf, scoreRect)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
drawScore(5)
pygame.display.update()
当蛇超出屏幕或者碰到自己身体时,游戏就结束了。
import pygame
import sys
import random
from pygame.locals import *
pygame.init()
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
WHITE = (255, 255, 255)
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)
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
showGameOverScreen()
pygame.display.update()
import random
import pygame
import sys
from pygame.locals import *
'''游戏开始前动画
蛇的移速
'''
FPS = 15
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
CELLSIZE = 20
# assert 如果为真就执行 为假报错
# # 整数倍 格子
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)
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'
# 蛇的头部索引
HEAD = 0
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('贪吃蛇')
showStartScreen()
while True:
runGame()
showGameOverScreen()
def runGame():
# 随机蛇头
startx = random.randint(5, CELLWIDTH - 6)
starty = random.randint(5, CELLHEIGHT - 6)
# 初始3个
wormCoords = [{'x': startx, 'y': starty},
{'x': startx - 1, 'y': starty},
{'x': startx - 2, 'y': starty}]
# 方向为右
direction = RIGHT
# 食物
apple = getRandomLocation()
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
elif event.type == KEYDOWN:
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()
if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or \
wormCoords[HEAD]['y'] == CELLHEIGHT:
return
# 撞到自己的身体也挂了
for wormBody in wormCoords[1:]:
if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:
return
if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']:
apple = getRandomLocation()
else:
# 删除最后一个
del wormCoords[-1]
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']}
# 插入在首部
wormCoords.insert(0, newHead)
DISPLAYSURF.fill(BGCOLOR)
# 画格子
drawGrid()
# 画蛇
drawWorm(wormCoords)
# 画食物
drawApple(apple)
# 画分数
drawScore(len(wormCoords) - 3)
pygame.display.update()
FPSCLOCK.tick(FPS)
# 绘制底部提示消息
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)
# 检查按键
def checkForKeyPress():
# QUIT 事件类型 指定获取事件类型
if len(pygame.event.get(QUIT)) > 0:
terminate()
# 按下键盘事件类型
keyUpEvents = pygame.event.get(KEYUP)
if len(keyUpEvents) == 0:
return None
if keyUpEvents[0].key == K_ESCAPE:
print(keyUpEvents[0])
#
print(keyUpEvents[0].key)
# 27
terminate()
return keyUpEvents[0].key
# 开始游戏动画
def showStartScreen():
titleFont = pygame.font.Font('freesansbold.ttf', 100)
# render(内容,是否抗锯齿,字体颜色,字体背景颜色)
# 白字 绿背景
titleSurf1 = titleFont.render('strive', True, WHITE, DARKGREEN)
# 绿字 无背景
titleSurf2 = titleFont.render('strive', True, GREEN)
degrees1 = 0
degrees2 = 0
while True:
DISPLAYSURF.fill(BGCOLOR)
# 第一个
rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1)
rotatedRect1 = rotatedSurf1.get_rect()
rotatedRect1.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
DISPLAYSURF.blit(rotatedSurf1, rotatedRect1)
# 第二个
# pygame.transform.rotate(surface, angle) 旋转图片
rotatedSurf2 = pygame.transform.rotate(titleSurf2, degrees2)
rotatedRect2 = rotatedSurf2.get_rect()
rotatedRect2.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
DISPLAYSURF.blit(rotatedSurf2, rotatedRect2)
# 绘制底部提示消息
# drawPressKeyMsg()
# 检查键盘事件
if checkForKeyPress():
# 清除之前事件影响
pygame.event.get() # 清除事件队列 从队列中获取所有事件并删除
return
pygame.display.update()
FPSCLOCK.tick(FPS)
degrees1 += 3 # 每帧旋转3度
degrees2 += 7 # rotate by 7 degrees each frame
# 关闭
def terminate():
pygame.quit()
sys.exit()
# 随机食物
def getRandomLocation():
return {'x': random.randint(0, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)}
# 结束游戏画面
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()
# 等待事件 wait
pygame.time.wait(500)
checkForKeyPress()
while True:
if checkForKeyPress():
pygame.event.get()
return
# 画分数
def drawScore(score):
scoreSurf = BASICFONT.render('Score: %s' % (score), True, WHITE)
scoreRect = scoreSurf.get_rect()
scoreRect.topleft = (WINDOWWIDTH - 120, 10)
DISPLAYSURF.blit(scoreSurf, scoreRect)
# 画蛇
def drawWorm(wormCoords):
for coord in wormCoords:
x = coord['x'] * CELLSIZE # 20
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)
# 画食物
def drawApple(coord):
x = coord['x'] * CELLSIZE
y = coord['y'] * CELLSIZE
appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
pygame.draw.rect(DISPLAYSURF, RED, appleRect)
# 画格子
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))
if __name__ == '__main__':
main()
山高路远,各位江湖再见!!!欢迎大家的关注和打赏!!!