Python实现【贪吃蛇大作战】+源码

要使用Python实现《贪吃蛇大作战》游戏,以下是具体所需的工具:

  1. Python 3.8.0 或更高版本:用于编写游戏代码。
  2. Pygame:用于创建游戏界面和处理游戏逻辑。
  3. PyCharmVisual Studio Code:用于编写和调试代码。
  4. Git:用于代码管理和协作。

四、主要技术

pygame 库

pygame 是一个开源的Python模块,专门用于编写视频游戏。它包含了图形、声音、事件处理等功能,非常适合用来开发2D游戏。使用 pygame,我们可以轻松创建游戏窗口、处理用户输入、绘制图形和动画,以及添加音效等。

安装:可以通过 pip 命令安装 pygame:

pip install pygame

主要功能:

  • 创建游戏窗口和表面对象。
  • 处理键盘和鼠标事件。
  • 绘制图形和文本。
  • 添加音效和背景音乐。
  • 控制游戏循环和帧率。
numpy 库

numpy 是Python中用于科学计算的基础库,提供了强大的多维数组对象和各种用于操作这些数组的工具。在游戏中,我们可以使用 numpy 来处理蛇的身体结构和食物的随机生成位置。

安装:可以通过 pip 命令安装 numpy:

pip install numpy

主要功能:

  • 创建和操作多维数组。
  • 进行高效的数学运算。
  • 生成随机数,用于食物的随机位置生成。
cocos2d

使用了 cocos2d-python 作为游戏引擎。如果要运行代码,需要安装 cocos2d 库。

pip install cocos2d

五、源码分享

地图:

import cocos
from cocos.director import director

import define
from snake import Snake
from dot import Dot

class Arena(cocos.layer.ColorLayer):
    is_event_handler = True

    def \_\_init\_\_(self):
        super(Arena, self).__init__(250, 255, 255, 255, define.WIDTH, define.HEIGHT)
        self.center = (director.get_window_size()[0] / 2, director.get_window_size()[1] / 2)
        self.batch = cocos.batch.BatchNode()
        self.add(self.batch)

        self.snake = Snake()
        self.add(self.snake, 10000)
        self.snake.init_body()

        self.enemies = []
        for i in range(7):
            self.add_enemy()

        self.keys_pressed = set()

        for i in range(50):
            self.batch.add(Dot())

        self.schedule(self.update)

    def add\_enemy(self):
        enemy = Snake(True)
        self.add(enemy, 10000)
        enemy.init_body()
        self.enemies.append(enemy)

    def update(self, dt):
        self.x = self.center[0] - self.snake.x
        self.y = self.center[1] - self.snake.y

    def on\_key\_press(self, key, modifiers):
        self.keys_pressed.add(key)
        self.snake.update_angle(self.keys_pressed)

    def on\_key\_release (self, key, modifiers):
        self.keys_pressed.remove(key)
        self.snake.update_angle(self.keys_pressed)

游戏脚本:负责创建和管理游戏场景、处理用户输入和游戏逻辑。通过Cocos引擎提供的类和方法,这个脚本实现了一个简单的游戏循环,包括游戏的开始、运行、结束和重新开始。

import cocos

import define
from arena import Arena
from gameover import Gameover

class HelloWorld(cocos.layer.Layer):
    is_event_handler = True

    def \_\_init\_\_(self):
        super(HelloWorld, self).__init__()
        self.arena = Arena()
        self.add(self.arena)
        self.score = cocos.text.Label('30',
                                      font_name='Times New Roman',
                                      font_size=24,
                                      color=define.GOLD)
        self.score.position = 20, 440
        self.add(self.score, 99999)

        self.gameover = Gameover()
        self.add(self.gameover, 100000)

    def update\_score(self):
        self.score.element.text = str(self.arena.snake.score)

    def end\_game(self):
        self.gameover.visible = True
        self.gameover.score.element.text = str(self.arena.snake.score)

    def on\_mouse\_press(self, x, y, buttons, modifiers):
        if self.gameover.visible:
            self.gameover.visible = False
            self.arena.unschedule(self.arena.update)
            self.remove(self.arena)
            self.arena = Arena()
            self.add(self.arena)
            self.update_score()


cocos.director.director.init(caption="Gluttonous Python")
cocos.director.director.run(cocos.scene.Scene(HelloWorld()))

snake.py贪吃蛇

# -\*- coding: utf-8 -\*-
import math
import random
import cocos
from cocos.sprite import Sprite

import define
from dot import Dot


class Snake(cocos.cocosnode.CocosNode):
    no = 0

    def \_\_init\_\_(self, is_enemy=False):
        super(Snake, self).__init__()
        self.is_dead = False
        self.angle = random.randrange(360)  # 目前角度
        self.angle_dest = self.angle  # 目标角度
        self.color = random.choice(define.ALL_COLOR)
        self.no = Snake.no
        Snake.no += 1
        if is_enemy:
            self.position = random.randrange(300, 1300), random.randrange(200, 600)
            if 600 < self.x < 1000:
                self.x += 400
        else:
            self.position = random.randrange(700, 900), random.randrange(350, 450)
        self.is_enemy = is_enemy
        self.head = Sprite('circle.png', color=self.color)
        self.scale = 1.5
        eye = Sprite('circle.png')
        eye.y = 5
        eye.scale = 0.5
        eyeball = Sprite('circle.png', color=define.BLACK)
        eyeball.scale = 0.5
        eye.add(eyeball)
        self.head.add(eye)
        eye = Sprite('circle.png')
        eye.y = -5
        eye.scale = 0.5
        eyeball = Sprite('circle.png', color=define.BLACK)
        eyeball.scale = 0.5
        eye.add(eyeball)
        self.head.add(eye)

        self.add(self.head)

        self.speed = 150
        if not is_enemy:
            self.speed = 180
        self.path = [self.position] \* 100

        self.schedule(self.update)
        if self.is_enemy:
            self.schedule_interval(self.ai, random.random() \* 0.1 + 0.05)

    def add\_body(self):
        b = Sprite('circle.png', color=self.color)
        b.scale = 1.5
        self.body.append(b)
        if self.x == 0:
            print(self.position)
        b.position = self.position
        try:
            self.parent.batch.add(b, 999 + 100\*self.no - len(self.body))
        except:
            print(999 + 100\*self.no - len(self.body))

    def init\_body(self):
        self.score = 30
        self.length = 4
        self.body = []
        for i in range(self.length):
            self.add_body()

    def update(self, dt):
        self.angle = (self.angle + 360) % 360

        arena = self.parent
        if self.is_enemy:
            self.check_crash(arena.snake)
        for s in arena.enemies:
            if s != self and not s.is_dead:
                self.check_crash(s)
        if self.is_dead:
            return

        if abs(self.angle - self.angle_dest) < 2:
            self.angle = self.angle_dest
        else:
            if (0 < self.angle - self.angle_dest < 180) or (
                self.angle - self.angle_dest < -180):
                self.angle -= 500 \* dt
            else:
                self.angle += 500 \* dt
        self.head.rotation = -self.angle

        self.x += math.cos(self.angle \* math.pi / 180) \* dt \* self.speed
        self.y += math.sin(self.angle \* math.pi / 180) \* dt \* self.speed
        self.path.append(self.position)

        lag = int(round(1100.0 / self.speed))
        for i in range(len(self.body)):
            idx = (i + 1) \* lag + 1
            self.body[i].position = self.path[-min(idx,len(self.path))]
            if self.body[i].x == 0:
                print(self.body[i].position)
        m_l = max(self.length \* lag \* 2, 60)
        if len(self.path) > m_l:
            self.path = self.path[int(-m_l \* 2):]

    def update\_angle(self, keys):
        x, y = 0, 0
        if 65361 in keys:  # 左
            x -= 1
        if 65362 in keys:  # 上
            y += 1
        if 65363 in keys:  # 右
            x += 1
        if 65364 in keys:  # 下
            y -= 1
        directs = ((225, 180, 135), (270, None, 90), (315, 0, 45))
        direct = directs[x + 1][y + 1]
        if direct is None:
            self.angle_dest = self.angle
        else:
            self.angle_dest = direct

    def add\_score(self, s=1):
        if self.is_dead:
            return
        self.score += s
        l = (self.score - 6) / 6
        if l > self.length:
            self.length = l
            self.add_body()

    def ai(self, dt):
        self.angle_dest = (self.angle_dest + 360) % 360
        if (self.x < 100 and 90 < self.angle_dest < 270) or (
            self.x > define.WIDTH - 100 and (
                self.angle_dest < 90 or self.angle_dest > 270)
        ):
            self.angle_dest = 180 - self.angle_dest
        elif (self.y < 100 and self.angle_dest > 180) or (
            self.y > define.HEIGHT - 100 and self.angle_dest < 180
        ):
            self.angle_dest = -self.angle_dest
        else:
            arena = self.parent
            self.collision_detect(arena.snake)
            for s in arena.enemies:
                if s != self:
                    self.collision_detect(s)

    def collision\_detect(self, other):
        if self.is_dead or other.is_dead:
            return
        for b in other.body:
            d_y = b.y - self.y
            d_x = b.x - self.x
            if abs(d_x) > 200 or abs(d_y) > 200:
                return
            if d_x == 0:
                if d_y > 0:
                    angle = 90
                else:
                    angle = -90
            else:
                angle = math.atan(d_y / d_x) \* 180 / math.pi
                if d_x < 0:
                    angle += 180
            angle = (angle + 360) % 360
            if abs(angle - self.angle_dest) < 5:
                self.angle_dest += random.randrange(90, 270)

    def check\_crash(self, other):
        if self.is_dead or other.is_dead:
            return
        if (self.x < 0 or self.x > define.WIDTH) or (
            self.y < 0 or self.y > define.HEIGHT
        ):
            self.crash()
            return
        for b in other.body:
            dis = math.sqrt((b.x - self.x) \*\* 2 + (b.y - self.y) \*\* 2)
            if dis < 24:
                self.crash()
                return

    def crash(self):
        if not self.is_dead:
            self.is_dead = True
            self.unschedule(self.update)
            self.unschedule(self.ai)
            arena = self.parent
            for b in self.body:
                arena.batch.add(Dot(b.position, b.color))
                arena.batch.add(Dot(b.position, b.color))
                arena.batch.remove(b)

            arena.remove(self)
            arena.add_enemy()
            del self.path
            if self.is_enemy:
                arena.enemies.remove(self)
                del self.body
                del self
            else:
                arena.parent.end_game()

游戏结束:

# -\*- coding: utf-8 -\*-
import cocos
from cocos.director import director
import define

class Gameover(cocos.layer.ColorLayer):
    def \_\_init\_\_(self):
        super(Gameover, self).__init__(200, 235, 235, 200, 400, 300)
        self.position = (director.get_window_size()[0] / 2 - 200,
                         director.get_window_size()[1] / 2 - 150)
        self.visible = False
        self.score = cocos.text.Label('',
                                      font_name='SimHei',
                                      font_size=36,
                                      color=define.MAROON)
        self.score.position = 250, 200
        self.add(self.score)

        text = cocos.text.Label('SCORE: ',
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