保姆級python教程寫個貪吃蛇大冒險
導(dǎo)語

貪吃蛇,大家應(yīng)該都玩過。當(dāng)初第一次接觸貪吃蛇的時候 ,還是我爸的數(shù)字手機,考試成績比較好,就會得到一些小獎勵,玩手機游戲肯定也在其中首位,畢竟小孩子天性都喜歡~

當(dāng)時都能玩的不亦樂乎。今天,我們用Python編程一個貪吃蛇游戲哦~

正文
1.將使用兩個主要的類(蛇和立方體)。
#Snake Tutorial Python
import math
import random
import pygame
import tkinter as tk
from tkinter import messagebox
class cube(object):
rows = 20
w = 500
def __init__(self,start,dirnx=1,dirny=0,color=(255,0,0)):
pass
def move(self, dirnx, dirny):
pass
def draw(self, surface, eyes=False):
pass
class snake(object):
def __init__(self, color, pos):
pass
def move(self):
pass
def reset(self, pos):
pass
def addCube(self):
pass
def draw(self, surface):
pass
def drawGrid(w, rows, surface):
pass
def redrawWindow(surface):
pass
def randomSnack(rows, item):
pass
def message_box(subject, content):
pass
def main():
pass
main()
2.創(chuàng)造游戲循環(huán):
在所有的游戲中,我們都有一個叫做“主循環(huán)”或“游戲循環(huán)”的循環(huán)。該循環(huán)將持續(xù)運行,直到游戲退出。它主要負(fù)責(zé)檢查事件,并基于這些事件調(diào)用函數(shù)和方法。
我們將在main()功能。在函數(shù)的頂部聲明一些變量,然后進入while循環(huán),這將代表我們的游戲循環(huán)。
def main():
global width, rows, s
width = 500 # Width of our screen
height = 500 # Height of our screen
rows = 20 # Amount of rows
win = pygame.display.set_mode((width, height)) # Creates our screen object
s = snake((255,0,0), (10,10)) # Creates a snake object which we will code later
clock = pygame.time.Clock() # creating a clock object
flag = True
# STARTING MAIN LOOP
while flag:
pygame.time.delay(50) # This will delay the game so it doesn't run too quickly
clock.tick(10) # Will ensure our game runs at 10 FPS
redrawWindow(win) # This will refresh our screen
3.更新屏幕:通常,在一個函數(shù)或方法中繪制所有對象是一種很好的做法。我們將使用重繪窗口函數(shù)來更新顯示。我們在游戲循環(huán)中每一幀調(diào)用一次這個函數(shù)。稍后我們將向該函數(shù)添加更多內(nèi)容。然而,現(xiàn)在我們將簡單地繪制網(wǎng)格線。
def redrawWindow(surface):
surface.fill((0,0,0)) # Fills the screen with black
drawGrid(surface) # Will draw our grid lines
pygame.display.update() # Updates the screen
4.繪制網(wǎng)格:現(xiàn)在將繪制代表20x20網(wǎng)格的線條。
def drawGrid(w, rows, surface):
sizeBtwn = w // rows # Gives us the distance between the lines
x = 0 # Keeps track of the current x
y = 0 # Keeps track of the current y
for l in range(rows): # We will draw one vertical and one horizontal line each loop
x = x + sizeBtwn
y = y + sizeBtwn
pygame.draw.line(surface, (255,255,255), (x,0),(x,w))
pygame.draw.line(surface, (255,255,255), (0,y),(w,y))
5.現(xiàn)在當(dāng)我們運行程序時,我們可以看到網(wǎng)格線被畫出來。

6.開始制作貪吃蛇:蛇對象將包含一個代表蛇身體的立方體列表。我們將把這些立方體存儲在一個名為body的列表中,它將是一個類變量。我們還將有一個名為turns的類變量。為了開始蛇類,對__init__()方法并添加類變量。
class snake(object):
body = []
turns = {}
def __init__(self, color, pos):
self.color = color
self.head = cube(pos) # The head will be the front of the snake
self.body.append(self.head) # We will add head (which is a cube object)
# to our body list
# These will represent the direction our snake is moving
self.dirnx = 0
self.dirny = 1
7.這款游戲最復(fù)雜的部分就是翻蛇。我們需要記住我們把我們的蛇轉(zhuǎn)向了哪里和哪個方向,這樣當(dāng)頭部后面的立方體到達那個位置時,我們也可以把它們轉(zhuǎn)向。這就是為什么每當(dāng)我們轉(zhuǎn)向時,我們會將頭部的位置添加到轉(zhuǎn)向字典中,其中值是我們轉(zhuǎn)向的方向。這樣,當(dāng)其他立方體到達這個位置時,我們就知道如何轉(zhuǎn)動它們了。
class snake(object):
...
def move(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
keys = pygame.key.get_pressed()
for key in keys:
if keys[pygame.K_LEFT]:
self.dirnx = -1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pygame.K_RIGHT]:
self.dirnx = 1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pygame.K_UP]:
self.dirnx = 0
self.dirny = -1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pygame.K_DOWN]:
self.dirnx = 0
self.dirny = 1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
for i, c in enumerate(self.body): # Loop through every cube in our body
p = c.pos[:] # This stores the cubes position on the grid
if p in self.turns: # If the cubes current position is one where we turned
turn = self.turns[p] # Get the direction we should turn
c.move(turn[0],turn[1]) # Move our cube in that direction
if i == len(self.body)-1: # If this is the last cube in our body remove the turn from the dict
self.turns.pop(p)
else: # If we are not turning the cube
# If the cube reaches the edge of the screen we will make it appear on the opposite side
if c.dirnx == -1 and c.pos[0] <= 0: c.pos = (c.rows-1, c.pos[1])
elif c.dirnx == 1 and c.pos[0] >= c.rows-1: c.pos = (0,c.pos[1])
elif c.dirny == 1 and c.pos[1] >= c.rows-1: c.pos = (c.pos[0], 0)
elif c.dirny == -1 and c.pos[1] <= 0: c.pos = (c.pos[0],c.rows-1)
else: c.move(c.dirnx,c.dirny) # If we haven't reached the edge just move in our current direction
8.畫蛇:我們只需畫出身體中的每個立方體對象。我們將在蛇身上做這個繪制()方法。
class snake(object):
...
def draw(self):
for i, c in enumerate(self.body):
if i == 0: # for the first cube in the list we want to draw eyes
c.draw(surface, True) # adding the true as an argument will tell us to draw eyes
else:
c.draw(surface) # otherwise we will just draw a cube
9.結(jié)束游戲當(dāng)我們的蛇物體與自己碰撞時,我們就輸了。為了檢查這一點,我們在main()游戲循環(huán)中的功能。
for x in range(len(s.body)):
if s.body[x].pos in list(map(lambda z:z.pos,s.body[x+1:])): # This will check if any of the positions in our body list overlap
print('Score: ', len(s.body))
message_box('You Lost!', 'Play again...')
s.reset((10,10))
break
10.蛇類–重置()方法現(xiàn)在我們將對重置()方法。所有這些將會做的是重置蛇,這樣我們可以在之后再次玩。
class snake():
...
def reset(self, pos):
self.head = cube(pos)
self.body = []
self.body.append(self.head)
self.turns = {}
self.dirnx = 0
self.dirny = 1
下面我們先看看效果:

總結(jié)
好了🐍蛇蛇大作戰(zhàn)就寫完啦!

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