Pygame:贪吃蛇游戏 如何让蛇穿过墙壁或在边缘周围创建一个框架?



我最近也一直在尝试制作绘图墙或使这个游戏的蛇穿过墙壁,但我不知道如何编程。如果有人知道如何让蛇穿过墙壁或在边缘画一个框架,你能帮我如何编程吗?如果有任何建议添加此游戏,请在此处添加。这些是代码:

import random
import pygame
import sys
from pygame.locals import *
Snakespeed= 17
Window_Width= 800
Window_Height= 500
Cell_Size = 20 #Width and height of the cells
assert Window_Width % Cell_Size == 0, "Window width must be a multiple of cell size."     #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_Height % Cell_Size == 0, "Window height must be a multiple of cell size."  #Ensuring that only whole integer number of cells fit perfectly in the window.
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

我将向您展示如何做到这一点,但赋予它完美的应该是你的...... 就像让墙适合边界细胞,让蛇在撞到墙而不是窗户尽头时死亡。

首先创建这两个函数。

def createWall():
global boundry
boundry=[]
for i in range(0,Window_Width):
boundry.append((i,0))
boundry.append((i,Window_Height-18))
for i in range(0,Window_Height):
boundry.append((0,i))
boundry.append((Window_Width-18,i))
def drawWall():
for each in boundry:
wallRect = pygame.Rect(each[0],each[1], Cell_Size-2, Cell_Size-2)
pygame.draw.rect(DISPLAYSURF, DARKGreen, wallRect)

现在在调用 while 循环main()中调用createWall(),然后调用runGame()并在最后打电话给drawWall()runGame(),然后再打电话给pygame.display.update().

编辑:

要让你的蛇穿过墙壁,你需要相应地操纵他的head将函数替换为runGame()这段代码:

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
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 apple
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:
if wormCoords[HEAD]['y'] == -1: #if upper wall then move the head to emerge from lower wall
newHead = {'x': wormCoords[HEAD]['x'], 'y': Cell_H-1}
else:
newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] - 1}
elif direction == DOWN:  
if wormCoords[HEAD]['y'] == Cell_H: #if lower wall then move the head to emerge from upper wall
newHead = {'x': wormCoords[HEAD]['x'], 'y': 0}
else:
newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] + 1}
elif direction == LEFT:
if wormCoords[HEAD]['x'] == -1: #if left wall then move the head to emerge from right wall
newHead = {'x': Cell_W-1, 'y': wormCoords[HEAD]['y']}
else:
newHead = {'x': wormCoords[HEAD]['x'] - 1, 'y': wormCoords[HEAD]['y']}
elif direction == RIGHT:
if wormCoords[HEAD]['x'] == Cell_W: #if right wall then move the head to emerge from left wall
newHead = {'x': 0, 'y': wormCoords[HEAD]['y']}
else:
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)

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