小时候经常玩的一个游戏,还有个俄罗斯方块,话说经常撞墙有没有。除了游戏的基本框架,还需要三大结构,游戏开始,游戏运行,游戏结束。走起。
import pygame, sys, random
from pygame.locals import *
FPS = 15
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
CELLSIZE = 20
assert WINDOWWIDTH % CELLSIZE == 0, "window width must be a multiple of cell size"
assert WINDOWHEIGHT % CELLSIZE == 0, "window height must be multiple if cell size"
CELLWIDTH = WINDOWWIDTH / CELLSIZE
CELLHEIGHT = WINDOWHEIGHT / CELLSIZE
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
UP = "up"
DOWN = "down"
LEFT = "left"
RIGHT = "right"
HEAD = 0
def main():
global FPSCLOCK, DISPLAYSURF, BASICFONT
pygame.init()
FPSCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
BASICFONT = pygame.font.Font('freesansbold.ttf', 18)
pygame.display.set_caption('Wormy')
showStartScreen()
while True:
runGame()
showGameOverScreen()
def runGame():
startx = random.randint(5, CELLSIZE - 6)
starty = random.randint(5, CELLSIZE - 6)
wormCoods = [{'x': startx, 'y': starty},
{'x': startx - 1, 'y': starty},
{'x': startx - 2, 'y': starty}]
direction = RIGHT
apple = getRandomLocation()
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
elif event.type == KEYDOWN:
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()
if wormCoods[HEAD]['x'] == -1 or wormCoods[HEAD]['x'] == CELLWIDTH or wormCoods[HEAD]['y'] == -1 or wormCoods[HEAD]['y'] == CELLHEIGHT:
return
for wormBody in wormCoods[1:]:
if wormBody['x'] == wormCoods[HEAD]['x'] and wormBody['y'] == wormCoods[HEAD]['y']:
return
if wormCoods[HEAD]['x'] == apple['x'] and wormCoods[HEAD]['y'] == apple['y']:
apple = getRandomLocation()
else:
del wormCoods[-1]
if direction == UP:
newHead = {'x': wormCoods[HEAD]['x'], 'y': wormCoods[HEAD]['y'] - 1}
elif direction == DOWN:
newHead = {'x': wormCoods[HEAD]['x'], 'y': wormCoods[HEAD]['y'] + 1}
elif direction == LEFT:
newHead = {'x': wormCoods[HEAD]['x'] - 1, 'y': wormCoods[HEAD]['y']}
elif direction == RIGHT:
newHead = {'x': wormCoods[HEAD]['x'] + 1, 'y': wormCoods[HEAD]['y']}
wormCoods.insert(0, newHead)
DISPLAYSURF.fill(BGCOLOR)
drawGrid()
drawWorm(wormCoods)
drawApple(apple)
drawScore(len(wormCoods) - 3)
pygame.display.update()
FPSCLOCK.tick(FPS)
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)
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('Wormy!', True, WHITE, DARKGREEN)
titleSurf2 = titleFont.render('Wormy!', True, GREEN)
degrees1 = 0
degrees2 = 0
while True:
DISPLAYSURF.fill(BGCOLOR)
rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1)
rotatedRect1 = rotatedSurf1.get_rect()
rotatedRect1.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
DISPLAYSURF.blit(rotatedSurf1, rotatedRect1)
rotatedSurf2 = pygame.transform.rotate(titleSurf2, degrees2)
rotatedRect2 = rotatedSurf2.get_rect()
rotatedRect2.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
DISPLAYSURF.blit(rotatedSurf2, rotatedRect2)
drawPressKeyMsg()
if checkForKeyPress():
pygame.event.get()
return
pygame.display.update()
FPSCLOCK.tick(FPS)
degrees1 += 3
degrees2 += 7
def terminate():
pygame.quit()
sys.exit()
def getRandomLocation():
return {'x': random.randint(0, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)}
def showGameOverScreen():
gameOverFont = pygame.font.Font('freesansbold.ttf', 150)
gameSurf = gameOverFont.render('GAME', True, WHITE)
overSurf = gameOverFont.render('OVER', True, WHITE)
gameRect = gameSurf.get_rect()
overRect = overSurf.get_rect()
gameRect.midtop = (WINDOWWIDTH / 2, 10)
overRect.midtop = (WINDOWWIDTH / 2, gameRect.height + 10 + 25)
DISPLAYSURF.blit(gameSurf, gameRect)
DISPLAYSURF.blit(overSurf, overRect)
drawPressKeyMsg()
pygame.display.update()
pygame.time.wait(500)
checkForKeyPress()
while True:
if checkForKeyPress():
pygame.event.get()
return
def drawScore(score):
scoreSurf = BASICFONT.render('Score: %s' %(score), True, WHITE)
scoreRect = scoreSurf.get_rect()
scoreRect.topleft = (WINDOWWIDTH - 120, 10)
DISPLAYSURF.blit(scoreSurf, scoreRect)
def drawWorm(wormCoods):
for coord in wormCoods:
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)
def drawApple(coord):
x = coord['x'] * CELLSIZE
y = coord['y'] * CELLSIZE
appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
pygame.draw.rect(DISPLAYSURF, RED, appleRect)
def drawGrid():
for x in range(0, WINDOWWIDTH, CELLSIZE):
pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, WINDOWHEIGHT))
for y in range(0, WINDOWHEIGHT, CELLSIZE):
pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (WINDOWWIDTH, y))
if __name__ == '__main__':
main()
刚开始都是一些窗口,颜色,按键之类的定义,代码从main主函数开始,
一个main()函数里面就是这个程序的大概流程,首先相关pygame的初始化,显示游戏启动画面,接着进入死循环,runGame()就是游戏主体部分了,是程序核心。而如果游戏失败,就会只执行显示结束画面showGameOverScreen(),然后再次进行游戏。我们把蛇身看成是一段一段组成的,CELLSIZE这个常量就是蛇身每段的大小。我们要确保蛇身与整个显示屏幕的大小是成整数倍的关系,不然显示就有问题,所以在开始加了异常处理。assert 语句检测我们给定的屏幕大小是否与蛇身段大小成整数倍。
初始化pygame模块(首先必须的),然后把定义的一些变量生成窗口,字体类型和窗口标题,showStartScreen()是游戏开始界面的方法,最后就是无限循环,运行游戏和游戏结束。先看showStartScreen()方法,开始画面的显示效果是两个字符串Wormy! 不停的旋转,还创建两个字体对象和两个旋转角度的变量,右下角还有提示显示按下按键按开始游戏,所以还有个显示按键消息的函数drawPressKeyMsg(),随便按下个按键就会进入到runGame(),除了ESC外。checkForPress方法就是检查你的输入信息,最后在函数末尾显示更新每次的改变,旋转图像用到的方法是pygame.transform.rotate()。
drawPressKeyMsg方法就是显示按任意键进入游戏的信息,pressKeySurf对象存了字符串信息。然后调用get_rect()方法,获取字符串应在的位置,最后blit方法进行绘制。
现在看最主要的runGame()方法,刚开始就是定义蛇随机出现的位置,而且为了防止蛇一出来就撞墙,所以蛇出现的位置都和墙有一点距离,使用random模块中的randint方法随机产生(5,CELLSIZE - 6)的数,并且蛇出来默认的方向是右,有蛇当然有食物,getRandomLocation()方法就是产生食物的位置,然后就是一个主循环了,循环中一直在获取你所输入的信息,如果输入的类型是QUIT(也就是关闭窗口),那么就调用方法terminate()结束游戏。如果类型是KEYDOWN(键盘输入的信息),下面是主要的控制按键,如果你按下LEFT键,并且当前蛇不是往右的,那么蛇就会改变向左走得方向(毕竟不能让蛇直接回头装自己),下面的一样。ESC按键也会结束游戏。
if wormCoods[HEAD]['x'] == -1 or wormCoods[HEAD]['x'] == CELLWIDTH or wormCoods[HEAD]['y'] == -1 or wormCoods[HEAD]['y'] == CELLHEIGHT:
return
for wormBody in wormCoods[1:]:
if wormBody['x'] == wormCoods[HEAD]['x'] and wormBody['y'] == wormCoods[HEAD]['y']:
return
上面这段代码的意思是蛇撞到墙和自己的处理,首先第一个if是判断是否撞到墙,拿X方向来说,最左边是-1,左右边则是CELLSIZE,因为坐标从0开始,到CELLWIDTH-1结束,Y轴上一样。下面这个if是检测是否撞到自身,如果蛇头的坐标和蛇身中某个坐标相等,那就是撞到自身了。
if wormCoods[HEAD]['x'] == apple['x'] and wormCoods[HEAD]['y'] == apple['y']:
apple = getRandomLocation()
else:
del wormCoods[-1]
这个是蛇吃到食物的情况下,只要判断蛇头的坐标和食物的坐标相等。需要注意的是,当吃到食物的话,蛇的尾巴还是保留的,然后得到一个新的放置苹果的随机位置,如果没有此货到的话,我们就要删除尾端,蛇前进一格。
if direction == UP:
newHead = {'x': wormCoods[HEAD]['x'], 'y': wormCoods[HEAD]['y']-1}
elif direction == DOWN:
newHead = {'x': wormCoods[HEAD]['x'], 'y': wormCoods[HEAD]['y']+1}
elif direction == LEFT:
newHead = {'x': wormCoods[HEAD]['x']-1, 'y': wormCoods[HEAD]['y']}
elif direction == RIGHT:
newHead = {'x': wormCoods[HEAD]['x']+1, 'y': wormCoods[HEAD]['y']}
wormCoods.insert(0,newHead)
删除蛇身尾端的话,接着 就要把丢失的尾端补回来,也就是要添加蛇头端。
添加蛇头端的位置就要根据蛇当前的移动方向来决定了,找到新的蛇头,然后把蛇头插入到新的列表中。
最后就是对上面的蛇和食物的状态做出显示操作了。
还有个游戏结束的界面方法showGameOverScreen().