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[Python 原创] 【Python】Pygame模块实现功能超赞的贪吃蛇

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大脑组织残缺 发表于 2019-7-24 18:59
本帖最后由 大脑组织残缺 于 2019-8-1 19:07 编辑

一周前 放假无聊 做了一个贪吃蛇 并发布了1.2版本,现在 2.0最终版已开发完成!效果如图:
不知为何图片会跑到末尾去啊啊啊啊啊,编辑也不显示 无奈啊



目前实现的功能有:·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     
百度网盘:exe版本,无需python解释器https://pan.baidu.com/s/1hcPafSZyu_n_6F5eUti4Wg 可直接执行,提取码:yrqk
从1.0版本修改到2.0版本,代码也从100多行到现在的700多行,在这个过程中也总结了一些经验心得,入门编程的可以看下,大佬。。大佬可以出门左转{:1_911:}
  • 按照语法规范写代码。      虽然此代码按照PEP8规范书写,但写多了看着还是眼花缭乱( 代码起高了, 听起来不顺眼 )。
  • 分好模块。   方便添加功能,修改代码。 在楼主逐渐添加功能的过程中,并不是把新功能放在一个新的函数或者类里面就OK的,还要对之前的代码进行大量修改,做好模块分类,可以精准定位。虽然楼主在制作1.0版本时就构建了框架,考虑了可能的模块,11分好,(一开始分了两个文件来完成,由于贪图一时方便在1.2版本就合并为一个文件。若非这样,楼主的代码会更易读),但越往后完善功能 感觉对于模块的分类越模糊,终于在即将完成2.0版本时有了新的分类想法,奈何已经完成了700多行代码, 无力重写,不过一定会对以后在开发大量代码有所帮助。感觉模块分类这东西都是据经验而评吧,楼主也是第一次开发这么多代码的文件,包括核心算法在内没有参考任何东西(初心就是练一下手)。
  • 做好注释。 注释不必详细,但要能够让你自己知道这个东西是干嘛用的。  在这个代码从100多行到700多行来,只有每天晚上有几个小时来敲代码,白天经历那么多事,不会对于之前定义的变量和方法都历历在目,只能记得有这个东西,这时候就要回去阅读自己的代码,有些方法没加注释,就要一步一步的看,看它各种传递各种调用。。
  • 添加新功能时在新文件中完成。 由于添加新功能的同时会对已完成的代码进行修改,若在原来的文件上直接进行,(如果突然有了更简单的算法 或者目前正在实现的算法比较难实现 )须重写时,特别时无法撤回时,会很麻烦。 好在楼主在1.0版本的基础上添加功能时遇到了这样的问题,才有了1.x 2.x 版本的诞生:lol


    贪吃蛇.rar (8.79 KB, 下载次数: 61)

    若有任何关于此游戏的 创意 及 建议,请在评论区盖楼提出
    你的支持评分 就是我最大的动力!下一版预告:蛇身优化(能够分清移动轨迹)

    最后附上20版源码及源文件:   注:运行此段代码需用到的pygame模块需自行安装,可在cmd使用 pip install pygame 命令自动安装。若复制代码运行错误可能由复制、修改时产生格式错误引起,可以直接下载附件
    附件内含:1.0版本 为游戏核心部分代码,仅100多行。算法纯属原创 方便阅读学习。

    [Python] 纯文本查看 复制代码
    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 如果此处报错请修改路径为本地字体库
    screen = pygame.display.set_mode((1186, 668))   # 界面大小
    pygame.display.set_caption("贪吃蛇v-0.2.0   by-吾爱破解:大脑组织残缺")   # 修改名称
    clock = pygame.time.Clock()     # 游戏时钟
    GOLD = 255, 251, 0          # 颜色设定
    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   只内置了两个地图,不喜可在此列表中删除,也可以将ini文件中自定义的元组复制到此处防止自定义的地图丢失
        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("<score:%5d, long:%3d, time:%s;>\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("<score:%5d, long:%3d, time:%s;>\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()
    

绘制地图

绘制地图

主页面

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 楼主| 大脑组织残缺 发表于 2019-12-16 22:39
ManiManiHong 发表于 2019-11-26 20:42
我能拿去做毕设救急嘛&#128021;

拿去用吧

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 楼主| 大脑组织残缺 发表于 2019-7-25 23:58
本帖最后由 大脑组织残缺 于 2019-7-26 00:03 编辑

WuWenNing 发表于 2019-7-25 14:43
没有问题

发现一个bug,有时候会不显示食物,修改代码测试之后发现 有时候食物会随机出现在上一次蛇头传送过的墙边,并且这种食物不能通过边界传送吃到,身体越长越容易出现这个bug。
(虽然已经在随机产生食物之前排除了蛇身所在的位置)
可以把 move(self) 方法内的 # 墙面传送 区块剪切到 # 位置移动区块 后边解决。
isugar 发表于 2020-11-12 07:37
xuxin56789 发表于 2020-9-23 18:08
看着功能挺全的,好好学习学习。
拆家神犬 发表于 2020-7-24 07:51
这是个可以做毕设的东西  
laoluo来了 发表于 2020-7-22 21:53
感谢大佬分享,虽然看不懂,但还是复制过去玩一下
wdye 发表于 2020-6-5 15:00
做的特别好  优秀!赞
zhooou 发表于 2020-4-4 16:46
太厉害了
diyikuai 发表于 2019-12-17 01:58
这个源码技术含量很高。
ManiManiHong 发表于 2019-11-26 20:42
我能拿去做毕设救急嘛&#128021;
forceenable 发表于 2019-7-26 12:37
学习了。。。。。。
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