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import pygame, sys, random, time from pygame.locals import * # 从pygame模块导入常用的函数和常量 # 定义颜色变量 black_colour = pygame.Color(0, 0, 0) white_colour = pygame.Color(255, 255, 255) red_colour = pygame.Color(255, 0, 0) grey_colour = pygame.Color(150, 150, 150) # 定义游戏结束函数 def GameOver(gamesurface): # 设置提示字体的格式 GameOver_font = pygame.font.SysFont("MicrosoftYaHei", 16) # 设置提示字体的颜色 GameOver_colour = GameOver_font.render('Game Over', True, grey_colour) # 设置提示位置 GameOver_location = GameOver_colour.get_rect() GameOver_location.midtop = (320, 10) # 绑定以上设置到句柄 gamesurface.blit(GameOver_colour, GameOver_location) # 提示运行信息 pygame.display.flip() # 休眠5秒 time.sleep(5) # 退出游戏 pygame.quit() # 退出程序 sys.exit() # 定义主函数 def main(): # 初始化pygame,为使用硬件做准备 pygame.init() pygame.time.Clock() ftpsClock = pygame.time.Clock() # 创建一个窗口 gamesurface = pygame.display.set_mode((640, 480)) # 设置窗口的标题 pygame.display.set_caption('tanchishe snake') # 初始化变量 # 初始化贪吃蛇的起始位置 snakeposition = [100, 100] # 初始化贪吃蛇的长度 snakelength = [[100, 100], [80, 100], [60, 100]] # 初始化目标方块的位置 square_purpose = [300, 300] # 初始化一个数来判断目标方块是否存在 square_position = 1 # 初始化方向,用来使贪吃蛇移动 derection = "right" change_derection = derection # 进行游戏主循环 while True: # 检测按键等pygame事件 for event in pygame.event.get(): if event.type == QUIT: # 接收到退出事件后,退出程序 pygame.quit() sys.exit() elif event.type == KEYDOWN: # 判断键盘事件,用w,s,a,d来表示上下左右 if event.key == K_RIGHT or event.key == ord('d'): change_derection = "right" if event.key == K_LEFT or event.key == ord('a'): change_derection = "left" if event.key == K_UP or event.key == ord('w'): change_derection = "up" if event.key == K_DOWN or event.key == ord('s'): change_derection = "down" if event.key == K_ESCAPE: pygame.event.post(pygame.event.Event(QUIT)) # 判断移动的方向是否相反 if change_derection == 'left' and not derection == 'right': derection = change_derection if change_derection == 'right' and not derection == 'left': derection = change_derection if change_derection == 'up' and not derection == 'down': derection = change_derection if change_derection == 'down' and not derection == 'up': derection = change_derection # 根据方向,改变坐标 if derection == 'left': snakeposition[0] -= 20 if derection == 'right': snakeposition[0] += 20 if derection == 'up': snakeposition[1] -= 20 if derection == 'down': snakeposition[1] += 20 # 增加蛇的长度 snakelength.insert(0, list(snakeposition)) # 判断是否吃掉目标方块 if snakeposition[0] == square_purpose[0] and snakeposition[1] == square_purpose[1]: square_position = 0 else: snakelength.pop() # 重新生成目标方块 if square_position == 0: # 随机生成x,y,扩大二十倍,在窗口范围内 x = random.randrange(1, 32) y = random.randrange(1, 24) square_purpose = [int(x * 20), int(y * 20)] square_position = 1 # 绘制pygame显示层 gamesurface.fill(black_colour) for position in snakelength: pygame.draw.rect(gamesurface, white_colour, Rect(position[0], position[1], 20, 20)) pygame.draw.rect(gamesurface, red_colour, Rect(square_purpose[0], square_purpose[1], 20, 20)) # 刷新pygame显示层 pygame.display.flip() # 判断是否死亡 if snakeposition[0] < 0 or snakeposition[0] > 620: GameOver(gamesurface) if snakeposition[1] < 0 or snakeposition[1] > 460: GameOver(gamesurface) for snakebody in snakelength[1:]: if snakeposition[0] == snakebody[0] and snakeposition[1] == snakebody[1]: GameOver(gamesurface) # 控制游戏速度 ftpsClock.tick(5) if __name__ == "__main__": main()
''' Created on 2018年5月17日 @author: within ''' import random import pygame import sys from pygame.locals import * Snakespeed = 5 Window_Width = 800 Window_Height = 500 Cell_Size = 20 # Width and height of the cells # Ensuring that the cells fit perfectly in the window. eg if cell size was # 10 and window width or windowheight were 15 only 1.5 cells would # fit. assert Window_Width % Cell_Size == 0, "Window width must be a multiple of cell size." # Ensuring that only whole integer number of cells fit perfectly in the window. assert Window_Height % Cell_Size == 0, "Window height must be a multiple of cell size." Cell_W = int(Window_Width / Cell_Size) # Cell Width Cell_H = int(Window_Height / Cell_Size) # Cellc Height White = (255, 255, 255) Black = (0, 0, 0) Red = (255, 0, 0) # Defining element colors for the program. Green = (0, 255, 0) DARKGreen = (0, 155, 0) DARKGRAY = (40, 40, 40) YELLOW = (255, 255, 0) Red_DARK = (150, 0, 0) BLUE = (0, 0, 255) BLUE_DARK = (0, 0, 150) BGCOLOR = Black # Background color UP = 'up' DOWN = 'down' # Defining keyboard keys. LEFT = 'left' RIGHT = 'right' HEAD = 0 # Syntactic sugar: index of the snake's head def main(): global SnakespeedCLOCK, DISPLAYSURF, BASICFONT pygame.init() SnakespeedCLOCK = pygame.time.Clock() DISPLAYSURF = pygame.display.set_mode((Window_Width, Window_Height)) BASICFONT = pygame.font.Font('freesansbold.ttf', 18) pygame.display.set_caption('Snake') showStartScreen() while True: runGame() showGameOverScreen() def runGame(): # Set a random start point. startx = random.randint(5, Cell_W - 6) starty = random.randint(5, Cell_H - 6) wormCoords = [{'x': startx, 'y': starty}, {'x': startx - 1, 'y': starty}, {'x': startx - 2, 'y': starty}] direction = RIGHT # Start the apple in a random place. apple = getRandomLocation() while True: # main game loop for event in pygame.event.get(): # event handling loop if event.type == QUIT: terminate() elif event.type == KEYDOWN: if (event.key == K_LEFT) and direction != RIGHT: direction = LEFT elif (event.key == K_RIGHT) and direction != LEFT: direction = RIGHT elif (event.key == K_UP) and direction != DOWN: direction = UP elif (event.key == K_DOWN) and direction != UP: direction = DOWN elif event.key == K_ESCAPE: terminate() # check if the Snake has hit itself or the edge if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == Cell_W or wormCoords[HEAD]['y'] == -1 or \ wormCoords[HEAD]['y'] == Cell_H: 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 Snake has eaten an apply if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']: # don't remove worm's tail segment apple = getRandomLocation() # set a new apple somewhere 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) DISPLAYSURF.fill(BGCOLOR) drawGrid() drawWorm(wormCoords) drawApple(apple) drawScore(len(wormCoords) - 3) pygame.display.update() SnakespeedCLOCK.tick(Snakespeed) def drawPressKeyMsg(): pressKeySurf = BASICFONT.render('Press a key to play.', True, White) pressKeyRect = pressKeySurf.get_rect() pressKeyRect.topleft = (Window_Width - 200, Window_Height - 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('Snake!', True, White, DARKGreen) degrees1 = 0 degrees2 = 0 while True: DISPLAYSURF.fill(BGCOLOR) rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1) rotatedRect1 = rotatedSurf1.get_rect() rotatedRect1.center = (Window_Width / 2, Window_Height / 2) DISPLAYSURF.blit(rotatedSurf1, rotatedRect1) drawPressKeyMsg() if checkForKeyPress(): pygame.event.get() # clear event queue return pygame.display.update() SnakespeedCLOCK.tick(Snakespeed) degrees1 += 3 # rotate by 3 degrees each frame degrees2 += 7 # rotate by 7 degrees each frame def terminate(): pygame.quit() sys.exit() def getRandomLocation(): return {'x': random.randint(0, Cell_W - 1), 'y': random.randint(0, Cell_H - 1)} def showGameOverScreen(): gameOverFont = pygame.font.Font('freesansbold.ttf', 100) gameSurf = gameOverFont.render('Game', True, White) overSurf = gameOverFont.render('Over', True, White) gameRect = gameSurf.get_rect() overRect = overSurf.get_rect() gameRect.midtop = (Window_Width / 2, 10) overRect.midtop = (Window_Width / 2, gameRect.height + 10 + 25) DISPLAYSURF.blit(gameSurf, gameRect) DISPLAYSURF.blit(overSurf, overRect) drawPressKeyMsg() pygame.display.update() pygame.time.wait(500) 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 = (Window_Width - 120, 10) DISPLAYSURF.blit(scoreSurf, scoreRect) def drawWorm(wormCoords): for coord in wormCoords: x = coord['x'] * Cell_Size y = coord['y'] * Cell_Size wormSegmentRect = pygame.Rect(x, y, Cell_Size, Cell_Size) pygame.draw.rect(DISPLAYSURF, DARKGreen, wormSegmentRect) wormInnerSegmentRect = pygame.Rect( x + 4, y + 4, Cell_Size - 8, Cell_Size - 8) pygame.draw.rect(DISPLAYSURF, Green, wormInnerSegmentRect) def drawApple(coord): x = coord['x'] * Cell_Size y = coord['y'] * Cell_Size appleRect = pygame.Rect(x, y, Cell_Size, Cell_Size) pygame.draw.rect(DISPLAYSURF, Red, appleRect) def drawGrid(): for x in range(0, Window_Width, Cell_Size): # draw vertical lines pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, Window_Height)) for y in range(0, Window_Height, Cell_Size): # draw horizontal lines pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (Window_Width, y)) if __name__ == '__main__': try: main() except SystemExit: pass
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