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简单用py写了一个贪吃蛇游戏,有单人、双人模式,比较简单,适合初学者练手。本上每行重要的语句都有注释,做了什么事一目了然 这里介绍双人模式 单人模式戳这里:python简易贪吃蛇小游
简单用py写了一个贪吃蛇游戏,有单人、双人模式,比较简单,适合初学者练手。本上每行重要的语句都有注释,做了什么事一目了然
这里介绍双人模式
单人模式戳这里:python简易贪吃蛇小游戏(单人模式)
1.游戏主体窗口(尺寸)、画布(尺寸、位置)、按钮(尺寸、位置)、文字(大小、颜色、位置)、图像、背景音乐及相关响应函数(主要是鼠标移动及点击的响应)的设计与合理排布
2.蛇与食物的类的属性设计
3.蛇位置的更新(根据键盘输入)、吃到食物加分的判定、食物的更新
4.蛇死亡的判定条件设计
1.pygame
2.sys
3.random
1.Snake类,定义蛇头蛇身元素的位置
2.Food类,定义食物元素的位置及单个元素的颜色
1.new_food(),功能:生成一个不与蛇头位置重合的食物并返回该食物对象
def new_food(head):
while True:
# 循环,不断实例化new_food对象直到生成一个不与蛇头重合的食物
new_food = Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255)))
# 若new_food和蛇头重合则不创键
if new_food.x != head.x and new_food.y != head.y:
break
else:
continue
return new_food
2.draw_snake()、draw_food()函数,功能:绘制蛇与食物的图像,传入参数为颜色和对象:
# 在窗体中绘制贪吃蛇
# 形参:一个是颜色另一个是实例化对象
def draw_snake(color, object):
pygame.draw.circle(window, color, (object.x, object.y), 10)
# 在窗体中绘制食物
# 形参:实例化对象
def draw_food(food):
pygame.draw.circle(window, food.color, (food.x, food.y), 10)
3.show_end函数,功能:显示双人模式结束时的得分界面:
def show_end():
while True:
window.blit(init_background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit_end()
# 定义标题
pygame.display.set_caption("贪吃蛇大冒险")
# 定义提示文字
font = pygame.font.SysFont("simHei", 40)
fontsurf = font.render('游戏结束! 玩家1得分: %s 玩家2得分:%s' % (score1, score2), True, black)
window.blit(fontsurf, (150, 100))
button("返回主菜单", 370, 300, 200, 40, blue, brightred, into_game)
button("退出游戏", 370, 470, 200, 40, red, brightred, exit_end)
pygame.display.update()
clock.tick(20)
4.exit_end()函数,功能:在初始界面和游戏结束显示得分界面点击右上角的"×"时,直接退出整个游戏:
# 初始界面和游戏中途点击退出游戏时
def exit_end():
pygame.quit()
sys.exit()
5.start_game_double()函数,功能:实现双人正常模式:
def start_game_double():
# 播放音乐
pygame.mixer.music.play(-1)
# 定义存分数的全局变量
global score1
global score2
score1 = score2 = 0
# 初始化存放玩家键盘输入运动方向的变量
run_direction1 = "right"
run_direction2 = "up"
# 初始化贪吃蛇运动方向的变量
run1 = run_direction1
run2 = run_direction2
# 实例化贪吃蛇和食物对象
head1 = Snake(randint(0, 30) * 20, randint(0, 20) * 20)
head2 = Snake(randint(0, 30) * 20, randint(0, 20) * 20)
# 实例化蛇身长度为2个单位
snake_body1 = [Snake(head1.x, head1.y + 20), Snake(head1.x, head1.y + 40)]
snake_body2 = [Snake(head2.x, head2.y + 20), Snake(head2.x, head2.y + 40)]
# 实例化食物列表,列表随着其中食物被吃掉应该不断缩短
food_list = [Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255)))]
for i in range(1,24):
food_list.append(Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255))))
# 实例化单个食物,方便循环内生成单个新食物
food = Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255)))
while True:
window.blit(background, (0,0))
# 监听玩家键盘输入的运动方向值,并根据输入转为up、down、right或left,方便程序中调用
# pygame.event.get()返回一个列表,存放本次game执行中程序遇到的一连串事件(按时间顺序依次存放)
for event in pygame.event.get():
# pygame.QUIT事件是指用户点击窗口右上角的"×"
if event.type == pygame.QUIT:
# 显示结果界面
show_end()
# 若事件类型是按下键盘,分↑ ↓ ← →四种情况讨论
elif event.type == pygame.KEYDOWN:
# 若事件类型是按下键盘↑
# key是键值,表示按下去的键值是什么
if event.key == pygame.K_UP:
run_direction2 = "up"
# 若事件类型是按下键盘↓
if event.key == pygame.K_DOWN:
run_direction2 = "down"
# 若事件类型是按下键盘←
if event.key == pygame.K_LEFT:
run_direction2 = "left"
# 若事件类型是按下键盘→
if event.key == pygame.K_RIGHT:
run_direction2 = "right"
# 若事件类型是按下键盘↑
if event.key == ord('w'):
run_direction1 = "up"
# 若事件类型是按下键盘↓
if event.key == ord('s'):
run_direction1 = "down"
# 若事件类型是按下键盘←
if event.key == ord('a'):
run_direction1 = "left"
# 若事件类型是按下键盘→
if event.key == ord('d'):
run_direction1 = "right"
# 绘制初始化的25个食物图像(24+1=25)
# 随着该列表中的食物被吃掉,列表应该不断pop以清除已经被吃的事物
for item in food_list:
draw_food(item)
# 绘制被贪吃蛇吃掉后新增的食物图像
draw_food(food)
# 绘制蛇头图像
# 在绘制蛇头之前先检查是不是已经死亡,如果已死亡,则不绘制
# !!不能通过die_flag判断是否死亡因为每次循环一开头die_flag都初始化为False
# 因此最好的方法是通过snake_body是否为空判断
if len(snake_body1) != 0:
draw_snake(black, head1)
if len(snake_body2) != 0:
draw_snake(black, head2)
# 绘制蛇身图像
for item in snake_body1:
draw_snake(blue, item)
for item in snake_body2:
draw_snake(green, item)
# 若蛇未死亡,则插入蛇头位置到蛇身列表中
# 即:若蛇已死亡,则保持snake_body为空不变
if len(snake_body1) != 0:
snake_body1.insert(0, Snake(head1.x, head1.y))
if len(snake_body2) != 0:
snake_body2.insert(0, Snake(head2.x, head2.y))
# 判断贪吃蛇原运动方向(run)与玩家键盘输入的运动方向(run_direction)是否违反正常运动情况
if run1 == "up" and not run_direction1 == "down":
run1 = run_direction1
if run1 == "down" and not run_direction1 == "up":
run1 = run_direction1
if run1 == "left" and not run_direction1 == "right":
run1 = run_direction1
if run1 == "right" and not run_direction1 == "left":
run1 = run_direction1
if run2 == "up" and not run_direction2 == "down":
run2 = run_direction2
if run2 == "down" and not run_direction2 == "up":
run2 = run_direction2
if run2 == "left" and not run_direction2 == "right":
run2 = run_direction2
if run2 == "right" and not run_direction2 == "left":
run2 = run_direction2
# 根据玩家键入方向进行蛇头坐标的更新
if run1 == "up":
head1.y -= 20
if run1 == "down":
head1.y += 20
if run1 == "left":
head1.x -= 20
if run1 == "right":
head1.x += 20
if run2 == "up":
head2.y -= 20
if run2 == "down":
head2.y += 20
if run2 == "left":
head2.x -= 20
if run2 == "right":
head2.x += 20
# 判断两条蛇是否死亡
# 初始化四个死亡标志为False
die_flag1 = die_flag2 = False
# 此时snake_body1,2中均已包含蛇头
# snake_body1,2第一个元素是蛇头,故不能从0号元素开始比较
# 因为该蛇蛇头必然和自己重合
# 这里snake_body1,2均从1号元素开始
# 所以snake_body1[1:]+snake_body2[1:]是纯粹存储蛇身的列表
for body in snake_body1[1:]+snake_body2[1:]:
if head1.x == body.x and head1.y == body.y:
die_flag1 = True
if head2.x == body.x and head2.y == body.y:
die_flag2 = True
if die_flag1 == True or head1.x < 0 or head1.x > 960 or head1.y < 0 or head1.y > 600:
# 注意:这边虽然蛇身列表清空,但head1对象仍存在
# 故必须要在上面的绘制蛇头代码前面加上if先判断蛇是否死亡
snake_body1.clear()
if die_flag2 == True or head2.x < 0 or head2.x > 960 or head2.y < 0 or head2.y > 600:
die_flag2 = True
# 注意:这边虽然蛇身列表清空,但head1对象仍存在
# 故必须要在上面的绘制蛇头代码前面加上if先判断蛇是否死亡
snake_body2.clear()
# 若两条蛇都死亡
# 同样地,只能通过snake_body是否为空判断蛇是否死亡
if len(snake_body1) == 0 and len(snake_body2) == 0:
show_end()
# 判断蛇头和食物坐标,若相等,则加分,并生成新的食物
# 定义标志,表明是否找到和蛇头相等的食物
global flag1
global flag2
flag1 = flag2 = 0
# 如果蛇头和食物重合
for item in food_list:
# 在蛇1没死且蛇头1和某一食物坐标相等的条件下
if len(snake_body1) != 0 and (head1.x == item.x and head1.y == item.y or head1.x == food.x and head1.y == food.y):
flag1 = 1
score1 += 1
# 弹出被吃掉的这个食物
food_list.pop(food_list.index(item))
# 再产生一个食物
food = new_food(head1)
# 把新食物插入food_list,下一次循环中会更新绘制食物全体
food_list.append(food)
break
# 在蛇2没死的且蛇头2和某一食物坐标相等的条件下
elif len(snake_body2) != 0 and head2.x == item.x and head2.y == item.y or head2.x == food.x and head2.y == food.y:
flag2 = 1
score2 += 1
# 弹出被吃掉的这个食物
food_list.pop(food_list.index(item))
# 再产生一个食物
food = new_food(head2)
# 把新食物插入food_list,下一次循环中会更新绘制食物全体
food_list.append(food)
break
# 蛇1必须没死,否则pop会引发异常
if len(snake_body1) != 0 and flag1 == 0:
snake_body1.pop()
# 蛇2必须没死,否则pop会引发异常
if len(snake_body2) != 0 and flag2 == 0:
snake_body2.pop ()
font = pygame.font.SysFont("simHei", 25)
mode_title1 = mode_title2 = font.render('正常模式', False, grey)
socre_title1 = font.render('得分: %s' % score1, False, grey)
socre_title2 = font.render('得分: %s' % score2, False, grey)
window.blit(mode_title1, (50, 30))
window.blit(socre_title1, (50, 65))
window.blit(mode_title2, (800, 30))
window.blit(socre_title2, (800, 65))
# 更新蛇头蛇身和食物的数据
pygame.display.update()
# 通过帧率设置贪吃蛇速度
clock.tick(8)
6.start_kgame_double()函数,功能:实现双人穿墙模式:
def start_kgame_double():
# 播放音乐
pygame.mixer.music.play(-1)
# 定义存分数的全局变量
global score1
global score2
score1 = score2 = 0
# 初始化存放玩家键盘输入运动方向的变量
run_direction1 = "right"
run_direction2 = "up"
# 初始化贪吃蛇运动方向的变量
run1 = run_direction1
run2 = run_direction2
# 实例化贪吃蛇和食物对象
head1 = Snake(randint(0, 30) * 20, randint(0, 20) * 20)
head2 = Snake(randint(0, 30) * 20, randint(0, 20) * 20)
# 实例化蛇身长度为2个单位
snake_body1 = [Snake(head1.x, head1.y + 20), Snake(head1.x, head1.y + 40)]
snake_body2 = [Snake(head2.x, head2.y + 20), Snake(head2.x, head2.y + 40)]
# 实例化食物列表,列表随着其中食物被吃掉应该不断缩短
food_list = [Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255)))]
for i in range(1,24):
food_list.append(Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255))))
# 实例化单个食物,方便循环内生成单个新食物
food = Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255)))
while True:
window.blit(background, (0,0))
# 监听玩家键盘输入的运动方向值,并根据输入转为up、down、right或left,方便程序中调用
# pygame.event.get()返回一个列表,存放本次game执行中程序遇到的一连串事件(按时间顺序依次存放)
for event in pygame.event.get():
# pygame.QUIT事件是指用户点击窗口右上角的"×"
if event.type == pygame.QUIT:
# 显示结果界面
show_end()
# 若事件类型是按下键盘,分↑ ↓ ← →四种情况讨论
elif event.type == pygame.KEYDOWN:
# 若事件类型是按下键盘↑
# key是键值,表示按下去的键值是什么
if event.key == pygame.K_UP:
run_direction2 = "up"
# 若事件类型是按下键盘↓
if event.key == pygame.K_DOWN:
run_direction2 = "down"
# 若事件类型是按下键盘←
if event.key == pygame.K_LEFT:
run_direction2 = "left"
# 若事件类型是按下键盘→
if event.key == pygame.K_RIGHT:
run_direction2 = "right"
# 若事件类型是按下键盘↑
if event.key == ord('w'):
run_direction1 = "up"
# 若事件类型是按下键盘↓
if event.key == ord('s'):
run_direction1 = "down"
# 若事件类型是按下键盘←
if event.key == ord('a'):
run_direction1 = "left"
# 若事件类型是按下键盘→
if event.key == ord('d'):
run_direction1 = "right"
# 绘制初始化的25个食物图像(24+1=25)
# 随着该列表中的食物被吃掉,列表应该不断pop以清除已经被吃的事物
for item in food_list:
draw_food(item)
# 绘制被贪吃蛇吃掉后新增的食物图像
draw_food(food)
# 绘制蛇头图像
# 在绘制蛇头之前先检查是不是已经死亡,如果已死亡,则不绘制
if len(snake_body1) != 0:
draw_snake(black, head1)
if len(snake_body2) != 0:
draw_snake(black, head2)
# 绘制蛇身图像
for item in snake_body1:
draw_snake(blue, item)
for item in snake_body2:
draw_snake(green, item)
# 插入蛇头位置到蛇身列表中
if len(snake_body1) != 0:
snake_body1.insert(0, Snake(head1.x, head1.y))
if len(snake_body2) != 0:
snake_body2.insert(0, Snake(head2.x, head2.y))
# 判断贪吃蛇原运动方向(run)与玩家键盘输入的运动方向(run_direction)是否违反正常运动情况
if run1 == "up" and not run_direction1 == "down":
run1 = run_direction1
if run1 == "down" and not run_direction1 == "up":
run1 = run_direction1
if run1 == "left" and not run_direction1 == "right":
run1 = run_direction1
if run1 == "right" and not run_direction1 == "left":
run1 = run_direction1
if run2 == "up" and not run_direction2 == "down":
run2 = run_direction2
if run2 == "down" and not run_direction2 == "up":
run2 = run_direction2
if run2 == "left" and not run_direction2 == "right":
run2 = run_direction2
if run2 == "right" and not run_direction2 == "left":
run2 = run_direction2
# 根据玩家键入方向进行蛇头坐标的更新
if run1 == "up":
head1.y -= 20
if run1 == "down":
head1.y += 20
if run1 == "left":
head1.x -= 20
if run1 == "right":
head1.x += 20
if run2 == "up":
head2.y -= 20
if run2 == "down":
head2.y += 20
if run2 == "left":
head2.x -= 20
if run2 == "right":
head2.x += 20
# 实现穿墙
# 蛇头穿出窗体共有8种情况
if head1.x < 0:
head1.x = 960
if head1.x > 960:
head1.x = 0
if head1.y < 0:
head1.y = 600
if head1.y > 600:
head1.y = 0
if head2.x < 0:
head2.x = 960
if head2.x > 960:
head2.x = 0
if head2.y < 0:
head2.y = 600
if head2.y > 600:
head2.y = 0
# 定义死亡标志位
die_flag1 = die_flag2 = False
for body in snake_body1[1:]+snake_body2[1:]:
if head1.x == body.x and head1.y == body.y:
die_flag1 = True
if head2.x == body.x and head2.y == body.y:
die_flag2 = True
if die_flag1 == True:
snake_body1.clear()
if die_flag2 == True:
snake_body2.clear()
# 若两条蛇都死亡
if len(snake_body1) == 0 and len(snake_body2) == 0:
show_end()
# 判断蛇头和食物坐标,若相等,则加分,并生成新的食物
# 定义标志,表明是否找到和蛇头相等的食物
global flag1
global flag2
flag1 = flag2 = 0
# 如果蛇头和食物重合
for item in food_list:
# 在蛇1没死且蛇头1和某一食物坐标相等的条件下
if len(snake_body1) != 0 and (head1.x == item.x and head1.y == item.y or head1.x == food.x and head1.y == food.y):
flag1 = 1
score1 += 1
# 弹出被吃掉的这个食物
food_list.pop(food_list.index(item))
# 再产生一个食物
food = new_food(head1)
# 把新食物插入food_list,下一次循环中会更新绘制食物全体
food_list.append(food)
break
# 在蛇2没死的且蛇头2和某一食物坐标相等的条件下
elif len(snake_body2) != 0 and head2.x == item.x and head2.y == item.y or head2.x == food.x and head2.y == food.y:
flag2 = 1
score2 += 1
# 弹出被吃掉的这个食物
food_list.pop(food_list.index(item))
# 再产生一个食物
food = new_food(head2)
# 把新食物插入food_list,下一次循环中会更新绘制食物全体
food_list.append(food)
break
# 蛇1必须没死,否则pop会引发异常
if len(snake_body1) != 0 and flag1 == 0:
snake_body1.pop()
# 蛇2必须没死,否则pop会引发异常
if len(snake_body2) != 0 and flag2 == 0:
snake_body2.pop ()
font = pygame.font.SysFont("simHei", 25)
mode_title1 = mode_title2 = font.render('穿墙模式', False, grey)
socre_title1 = font.render('得分: %s' % score1, False, grey)
socre_title2 = font.render('得分: %s' % score2, False, grey)
window.blit(mode_title1, (50, 30))
window.blit(socre_title1, (50, 65))
window.blit(mode_title2, (800, 30))
window.blit(socre_title2, (800, 65))
# 更新蛇头蛇身和食物的数据
pygame.display.update()
# 通过帧率设置贪吃蛇速度
clock.tick(8)
7.button()函数,功能:实现按钮样式设计和响应鼠标操作:
def button(msg, x, y, w, h, ic, ac, action=None):
# 获取鼠标位置
mouse = pygame.mouse.get_pos()
# 获取鼠标点击情况
click = pygame.mouse.get_pressed()
if x + w > mouse[0] > x and y + h > mouse[1] > y:
pygame.draw.rect(window, ac, (x, y, w, h))
if click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(window, ic, (x, y, w, h))
# 设置按钮中的文字样式和居中对齐
font = pygame.font.SysFont('simHei', 20)
smallfont = font.render(msg, True, white)
smallrect = smallfont.get_rect()
smallrect.center = ((x + (w / 2)), (y + (h / 2)))
window.blit(smallfont, smallrect)
8.into_game()函数,功能:实现游戏初始界面,选择模式:
def into_game():
while True:
window.blit(init_background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit_end()
# 设置字体
font = pygame.font.SysFont("simHei", 50)
# 初始界面显示文字
fontsurf = font.render('欢迎来到贪吃蛇大冒险!', True, black) # 文字
fontrect = fontsurf.get_rect()
fontrect.center = ((480), 200)
window.blit(fontsurf, fontrect)
button("正常模式", 370, 370, 200, 40, blue, brightred, start_game_double)
button("可穿墙模式", 370, 420, 200, 40, violte, brightred, start_kgame_double)
button("退出游戏", 370, 470, 200, 40, red, brightred, exit_end)
pygame.display.update()
clock.tick(20)
9.主函数,功能:初始化参数设定,进入游戏:
if __name__ == '__main__':
# 定义需要用到的颜色
white = (255, 255, 255)
red = (200, 0, 0)
green = (0, 128, 0)
blue = (0, 202, 254)
violte = (194, 8, 234)
brightred = (255, 0, 0)
brightgreen = (0, 255, 0)
black = (0, 0, 0)
grey = (129, 131, 129)
# 设计窗口
window = pygame.display.set_mode((960, 600))
# 定义标题
pygame.display.set_caption("贪吃蛇大冒险")
# 定义背景图片
init_background = pygame.image.load("image/init_bgimg.jpg")
background = pygame.image.load("image/bgimg.jpg")
# 背景音乐
pygame.mixer.init()
pygame.mixer.music.load("background.mp3")
# 创建时钟
clock = pygame.time.Clock()
# 初始化,自检所有模块是否完整
pygame.init()
# 初始界面
into_game()
注:其中的图片、背景音乐需要自己找合适(尺寸要与窗口大小相适应)的,也可以参考我上传的资源贪吃蛇双人版源码+图片+音乐。
附:贪吃蛇 单人+双人整合版源码
--结束END--
本文标题: Python实现贪吃蛇小游戏(双人模式)
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