与元组的pygame冲突



所以我正在创建一个蛇游戏,我在检测它的自碰撞时遇到了问题,我需要理解的是:我的蛇是元组

snake = [(s_pos, s_pos),(s_pos + size, s_pos),(s_pos + size * 2, s_pos)]

像这样,当它增长时,它会在列表上创建另一个东西,就像上面的代码一直到snake[3]一样,我知道如何检测与蛇的前三个部分的碰撞,但当它上升时,它说索引超出范围,这是碰撞代码

def collision (c1,c2):
    return (c1[0] == c2[0]) and (c1[1] == c2[1])
if collision(snake[0], snake[1]):
        print("self collision")

有没有办法像一样

if collision(snake[0], snake[>1]):
        print("self collision")

没有超出范围的索引?

当蛇生长时,它会创建蛇[4],我不知道如何创建一个可以检测碰撞的代码,对不起,如果我不清楚,让蛇生长的代码:snake.append((0,0))

我所有的代码(考虑一下我对编码真的很陌生(:

import pygame, random as rand, os
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((1020, 585))
pygame.display.set_caption('2snakes!')
#files location
current_path = os.path.dirname(__file__)
data_path = os.path.join(current_path, 'data')
icon = pygame.image.load(os.path.join(data_path, 'icon.png'))
pygame.display.set_icon(icon)
#variables
direction = 'RIGHT'
direction2 = 'RIGHT'
change_to = direction
change2_to = direction2
fps = 15

#snake
size = 15
s_pos = 60
snake = [(s_pos, s_pos),(s_pos + size, s_pos),(s_pos + size * 2, s_pos)]
s_skin = pygame.Surface((size, size))
s_skin.fill((82,128,208))
#snake2
size2 = 15
s2_pos = 90
snake2 = [(s2_pos, s2_pos),(s2_pos + size2, s2_pos),(s2_pos + size2 * 2, s2_pos)]
s2_skin = pygame.Surface((size2, size2))
s2_skin.fill((208,128,82))
#apple
apple = pygame.Surface((size, size))
apple_pos = (165, 150)
#collission
def collision (c1,c2):
    return (c1[0] == c2[0]) and (c1[1] == c2[1])
def selfColliding(snake: list):
        for i in snake:
            if snake.count(i) > 1:
                return True
        return False
def gameOver():
    #pygame.quit()
    print("gameover")
def selfColliding(snake: list):
    return True if snake.count(snake[0]) > 1 else False
while True:
    #fps
    pygame.time.Clock().tick(fps)
    #basic stuff
    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
        #input
        elif event.type == pygame.KEYDOWN:
            #snake
            if event.key == ord('w'):
                change_to = 'UP'
            if event.key == ord('s'):
                change_to = 'DOWN'
            if event.key == ord('a'):
                change_to = 'LEFT'
            if event.key == ord('d'):
                change_to = 'RIGHT'           
            #snake2
            if event.key == pygame.K_UP:
                change2_to = 'UP'
            if event.key == pygame.K_DOWN:
                change2_to = 'DOWN'
            if event.key == pygame.K_LEFT:
                change2_to = 'LEFT'
            if event.key == pygame.K_RIGHT:
                change2_to = 'RIGHT'
            #quit game
            if event.key == pygame.K_ESCAPE:
                pygame.event.post(pygame.event.Event(pygame.QUIT))
    #noice smooth snake movement
        #snake
    if change_to == 'UP' and direction != 'DOWN':
        direction = 'UP'
    if change_to == 'DOWN' and direction != 'UP':
        direction = 'DOWN'
    if change_to == 'LEFT' and direction != 'RIGHT':
        direction = 'LEFT'
    if change_to == 'RIGHT' and direction != 'LEFT':
        direction = 'RIGHT'
        #snake2
    if change2_to == 'UP' and direction2 != 'DOWN':
        direction2 = 'UP'
    if change2_to == 'DOWN' and direction2 != 'UP':
        direction2 = 'DOWN'
    if change2_to == 'LEFT' and direction2 != 'RIGHT':
        direction2 = 'LEFT'
    if change2_to == 'RIGHT' and direction2 != 'LEFT':
        direction2 = 'RIGHT'
    #movement
        #snake
    if direction == 'DOWN':
        snake[0] = (snake[0][0], snake[0][1] + size)
    if direction == 'UP':
        snake[0] = (snake[0][0], snake[0][1] - size)
    if direction == 'LEFT':
        snake[0] = (snake[0][0] - size, snake[0][1])
    if direction == 'RIGHT':
        snake[0] = (snake[0][0] + size, snake[0][1])
        #snake2
    if direction2 == 'DOWN':
        snake2[0] = (snake2[0][0], snake2[0][1] + size2)
    if direction2 == 'UP':
        snake2[0] = (snake2[0][0], snake2[0][1] - size2)
    if direction2 == 'LEFT':
        snake2[0] = (snake2[0][0] - size2, snake2[0][1])
    if direction2 == 'RIGHT':
        snake2[0] = (snake2[0][0] + size2, snake2[0][1])
    #snake apple collision
    if collision(snake[0], apple_pos):
        snake.append((0,0))
    #snake2 apple collision
    if collision(snake2[0], apple_pos):
        snake2.append((0,0))
    #snake wall collisison
    if snake[0][0] < 0 or snake[0][1] < 0:
        gameOver()
    elif snake[0][0] > 1020 or snake[0][1] > 585:
        gameOver()
    #snake2 wall collisison
    #if snake2[0][0] < 0 or snake2[0][1] < 0:
        #gameOver()
    #elif snake2[0][0] > 1020 or snake2[0][1] > 585:
        #gameOver()
    #all blocks follow first
        #snake
    for i in range(len(snake) -1, 0, -1):
        snake[i] = (snake[i-1][0], snake[i-1][1])
        #snake2
    for i in range(len(snake2) -1, 0, -1):
        snake2[i] = (snake2[i-1][0], snake2[i-1][1])
    if selfColliding:
        print("self colliding")
    
    #rendering
    screen.fill((0,0,0))
    apple.fill((255,0,0))
    screen.blit(apple,apple_pos)
    for pos in snake:
        screen.blit(s_skin,pos)
    for pos2 in snake2:
        screen.blit(s2_skin,pos2)
    pygame.display.update()

如果您想测试列表中的第一个元素是否与列表中的任何其他元素相同,可以执行以下操作:

if snake[0] in snake[1:]:
    print("self collision")
    print(snake[0], "is in", snake[1:])

第一个元素似乎在您的列表中包含了两次。看我该如何控制蛇的身体运动?并将解决方案应用于您的代码:

direction = 'RIGHT'
direction2 = 'RIGHT'
# [...]
snake = [(s_pos + size * 2, s_pos),(s_pos + size, s_pos),(s_pos, s_pos)]
snake2 = [(s2_pos + size2 * 2, s2_pos),(s2_pos + size2, s2_pos),(s2_pos, s2_pos)]
# [...]
while True:
   # [...]
    new_pos = None
    if direction == 'DOWN':
        new_pos = (snake[0][0], snake[0][1] + size)
    if direction == 'UP':
        new_pos = (snake[0][0], snake[0][1] - size)
    if direction == 'LEFT':
        new_pos = (snake[0][0] - size, snake[0][1])
    if direction == 'RIGHT':
        new_pos = (snake[0][0] + size, snake[0][1])
    if new_pos:
        snake = [new_pos] + snake
        del snake[-1]
    
    new_pos2 = None
    if direction2 == 'DOWN':
        new_pos2 = (snake2[0][0], snake2[0][1] + size2)
    if direction2 == 'UP':
        new_pos2 = (snake2[0][0], snake2[0][1] - size2)
    if direction2 == 'LEFT':
        new_pos2 = (snake2[0][0] - size2, snake2[0][1])
    if direction2 == 'RIGHT':
        new_pos2 = (snake2[0][0] + size2, snake2[0][1])
    if new_pos2:
        snake2 = [new_pos2] + snake2
        del snake2[-1]
    
    #snake apple collision
    if collision(snake[0], apple_pos):
        snake.append((-20,-20))
    #snake2 apple collision
    if collision(snake2[0], apple_pos):
        snake2.append((-20,-20))
    #snake wall collisison
    if snake[0][0] < 0 or snake[0][1] < 0:
        gameOver()
    elif snake[0][0] > 1020 or snake[0][1] > 585:
        gameOver()
        
    if snake[0] in snake[1:]:
        print("self collision")
        print(snake2[0], "is in", snake2[1:])
    if snake2[0] in snake2[1:]:
        print("self collision")
        print(snake2[0], "is in", snake2[1:])

检查列表中是否多次存在元组的可能解决方案:

def selfColliding(snake: list):
    for i in snake:
        if snake.count(i) > 1:
            return True
    return False
            

或者正如@Rabbid76所指出的,如果你只想检查头部是否碰撞:

def selfColliding(snake: list):
    return True if snake.count(snake[0]) > 1 else False

我发现了(实际上我没有发现,我只是使用了@rabbid76代码,我尝试了一些更改,结果成功了!(如何做到这一点:

 if snake[0] in snake[1:][1:]:
        print("self collision")
        print(snake[0], "is in", snake[1:])

我使用了@Rabbid76代码,做了一个小改动,它很有效!

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