最近因為其他的一些事情,拖了好久都沒空更新這個系列的文章了,堅持做一件事還是很不容易的啊,不管這件事是多么小,多么簡單
2017,希望會更好
廢話不多說,這次給大家?guī)淼氖墙?jīng)典的游戲貪吃蛇,在寫的過程中不禁讓我想起來我的第一臺手機(jī),對,沒錯就是諾基亞,里面有很多經(jīng)典的小游戲,曾經(jīng)給我?guī)砹死泵炊嗟臍g樂,希望我們能記住這些快樂!
先上個圖:

** 核心的模塊**
顯示開始游戲模塊,運(yùn)行游戲模塊,顯示游戲結(jié)束模塊
這三個模塊是這樣配合工作的:
先是顯示開始游戲模塊,然后一個循環(huán)一直在 運(yùn)行游戲模塊 和 顯示游戲結(jié)束模塊 之間運(yùn)行
** 游戲主要思路 **
1,繪制一個640*480的窗口
2,定義小方格的大?。ū仨氁鼙?40和480整除)
3,繪制開始游戲的畫面,等待事件輸入
4,程序主循環(huán)里面包含兩個模塊,一個是運(yùn)行游戲模塊,另一個是顯示游戲結(jié)束畫面的模塊
5,運(yùn)行游戲模塊:
(1) 隨機(jī)初始化設(shè)置一個點作為貪吃蛇的起點
(2) 以這個點為起點,建立一個長度為3格的貪吃蛇(數(shù)組)
(3) 隨機(jī)初始化設(shè)置一個點作為貪吃蛇的起點
(4) 初始化一個運(yùn)動的方向
(5) 隨機(jī)一個apple的位置
(6) 在游戲循環(huán)里處理事件
(7) 根據(jù)按鍵改變蛇的運(yùn)動方向
(8) 檢查游戲是否結(jié)束(撞到邊界 or 撞到自己)
(9) 檢查貪吃蛇是否吃到 apple
(10) 繪制背景,方格,貪吃蛇,apple,分?jǐn)?shù)等游戲的元素
6,顯示游戲結(jié)束畫面的模塊
(1) 繪制 Game Over
(2) 等待用戶按鍵重新開始游戲
** 實現(xiàn)代碼: **
# -*- coding: UTF-8 -*-
'''
Created on 2017年1月7日
@author: 小峰峰
'''
import random, sys, time, pygame
from pygame.locals import *
FPS = 5 # 屏幕刷新率(在這里相當(dāng)于貪吃蛇的速度)
WINDOWWIDTH = 640 # 屏幕寬度
WINDOWHEIGHT = 480 # 屏幕高度
CELLSIZE = 20 # 小方格的大小
# 斷言,屏幕的寬和高必須能被方塊大小整除
assert WINDOWWIDTH % CELLSIZE == 0, "Window width must be a multiple of cell size."
assert WINDOWHEIGHT % CELLSIZE == 0, "Window height must be a multiple of cell size."
# 橫向和縱向的方格數(shù)
CELLWIDTH = int(WINDOWWIDTH / CELLSIZE)
CELLHEIGHT = int(WINDOWHEIGHT / CELLSIZE)
# 定義幾個常用的顏色
# R G B
WHITE = (255, 255, 255)
BLACK = ( 0, 0, 0)
RED = (255, 0, 0)
GREEN = ( 0, 255, 0)
DARKGREEN = ( 0, 155, 0)
DARKGRAY = ( 40, 40, 40)
BGCOLOR = BLACK
# 定義貪吃蛇的動作
UP = 'up'
DOWN = 'down'
LEFT = 'left'
RIGHT = 'right'
# 貪吃蛇的頭()
HEAD = 0 # syntactic sugar: index of the worm's head
def main():
# 定義全局變量
global FPSCLOCK, DISPLAYSURF, BASICFONT
pygame.init() # 初始化pygame
FPSCLOCK = pygame.time.Clock() # 獲得pygame時鐘
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) # 設(shè)置屏幕寬高
BASICFONT = pygame.font.Font('PAPYRUS.ttf', 18) # BASICFONT
pygame.display.set_caption('Wormy') # 設(shè)置窗口的標(biāo)題
showStartScreen() # 顯示開始畫面
while True:
# 這里一直循環(huán)于開始游戲和顯示游戲結(jié)束畫面之間,
# 運(yùn)行游戲里有一個循環(huán),顯示游戲結(jié)束畫面也有一個循環(huán)
# 兩個循環(huán)都有相應(yīng)的return,這樣就可以達(dá)到切換這兩個模塊的效果
runGame() # 運(yùn)行游戲
showGameOverScreen() # 顯示游戲結(jié)束畫面
def runGame():
# 隨機(jī)初始化設(shè)置一個點作為貪吃蛇的起點
startx = random.randint(5, CELLWIDTH - 6)
starty = random.randint(5, CELLHEIGHT - 6)
# 以這個點為起點,建立一個長度為3格的貪吃蛇(數(shù)組)
wormCoords = [{'x': startx, 'y': starty},
{'x': startx - 1, 'y': starty},
{'x': startx - 2, 'y': starty}]
direction = RIGHT # 初始化一個運(yùn)動的方向
# 隨機(jī)一個apple的位置
apple = getRandomLocation()
while True: # 游戲主循環(huán)
for event in pygame.event.get(): # 事件處理
if event.type == QUIT: # 退出事件
terminate()
elif event.type == KEYDOWN: # 按鍵事件
#如果按下的是左鍵或a鍵,且當(dāng)前的方向不是向右,就改變方向,以此類推
if (event.key == K_LEFT or event.key == K_a) and direction != RIGHT:
direction = LEFT
elif (event.key == K_RIGHT or event.key == K_d) and direction != LEFT:
direction = RIGHT
elif (event.key == K_UP or event.key == K_w) and direction != DOWN:
direction = UP
elif (event.key == K_DOWN or event.key == K_s) and direction != UP:
direction = DOWN
elif event.key == K_ESCAPE:
terminate()
# 檢查貪吃蛇是否撞到撞到邊界
if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or wormCoords[HEAD]['y'] == CELLHEIGHT:
return # game over
# 檢查貪吃蛇是否撞到自己
for wormBody in wormCoords[1:]:
if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:
return # game over
# 檢查貪吃蛇是否吃到apple
if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']:
# 不移除蛇的最后一個尾巴格
apple = getRandomLocation() # 重新隨機(jī)生成一個apple
else:
del wormCoords[-1] # 移除蛇的最后一個尾巴格
# 根據(jù)方向,添加一個新的蛇頭,以這種方式來移動貪吃蛇
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']}
# 插入新的蛇頭在數(shù)組的最前面
wormCoords.insert(0, newHead)
# 繪制背景
DISPLAYSURF.fill(BGCOLOR)
# 繪制所有的方格
drawGrid()
# 繪制貪吃蛇
drawWorm(wormCoords)
# 繪制apple
drawApple(apple)
# 繪制分?jǐn)?shù)(分?jǐn)?shù)為貪吃蛇數(shù)組當(dāng)前的長度-3)
drawScore(len(wormCoords) - 3)
# 更新屏幕
pygame.display.update()
# 設(shè)置幀率
FPSCLOCK.tick(FPS)
# 繪制提示消息
def drawPressKeyMsg():
pressKeySurf = BASICFONT.render('Press a key to play.', True, DARKGRAY)
pressKeyRect = pressKeySurf.get_rect()
pressKeyRect.topleft = (WINDOWWIDTH - 200, WINDOWHEIGHT - 30)
DISPLAYSURF.blit(pressKeySurf, pressKeyRect)
# 檢查按鍵是否有按鍵事件
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
# 顯示開始畫面
def showStartScreen():
DISPLAYSURF.fill(BGCOLOR)
titleFont = pygame.font.Font('PAPYRUS.ttf', 100)
titleSurf = titleFont.render('Wormy!', True, GREEN)
titleRect = titleSurf.get_rect()
titleRect.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
DISPLAYSURF.blit(titleSurf, titleRect)
drawPressKeyMsg()
pygame.display.update()
while True:
if checkForKeyPress():
pygame.event.get() # clear event queue
return
# 退出
def terminate():
pygame.quit()
sys.exit()
# 隨機(jī)生成一個坐標(biāo)位置
def getRandomLocation():
return {'x': random.randint(0, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)}
# 顯示游戲結(jié)束畫面
def showGameOverScreen():
gameOverFont = pygame.font.Font('PAPYRUS.ttf', 50)
gameSurf = gameOverFont.render('Game', True, WHITE)
overSurf = gameOverFont.render('Over', True, WHITE)
gameRect = gameSurf.get_rect()
overRect = overSurf.get_rect()
gameRect.midtop = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2-gameRect.height-10)
overRect.midtop = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
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
# 繪制分?jǐn)?shù)
def drawScore(score):
scoreSurf = BASICFONT.render('Score: %s' % (score), True, WHITE)
scoreRect = scoreSurf.get_rect()
scoreRect.topleft = (WINDOWWIDTH - 120, 10)
DISPLAYSURF.blit(scoreSurf, scoreRect)
# 根據(jù) wormCoords 數(shù)組繪制貪吃蛇
def drawWorm(wormCoords):
for coord in wormCoords:
x = coord['x'] * CELLSIZE
y = coord['y'] * CELLSIZE
wormSegmentRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
pygame.draw.rect(DISPLAYSURF, DARKGREEN, wormSegmentRect)
wormInnerSegmentRect = pygame.Rect(x + 4, y + 4, CELLSIZE - 8, CELLSIZE - 8)
pygame.draw.rect(DISPLAYSURF, GREEN, wormInnerSegmentRect)
# 根據(jù) coord 繪制 apple
def drawApple(coord):
x = coord['x'] * CELLSIZE
y = coord['y'] * CELLSIZE
appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
pygame.draw.rect(DISPLAYSURF, RED, appleRect)
# 繪制所有的方格
def drawGrid():
for x in range(0, WINDOWWIDTH, CELLSIZE): # draw vertical lines
pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, WINDOWHEIGHT))
for y in range(0, WINDOWHEIGHT, CELLSIZE): # draw horizontal lines
pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (WINDOWWIDTH, y))
if __name__ == '__main__':
main()
** 運(yùn)行截圖:**



特別說明:
細(xì)心的小朋友可能已經(jīng)發(fā)現(xiàn),這里有兩個小問題,一是沒有做游戲獲勝的界面,二是在隨機(jī) apple 位置的時候沒有把蛇身體所占用的方格排除在外,就留給大家完善吧!