Python贪吃蛇游戏
python 人气:0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
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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