Python实现贪吃蛇小游戏(双人模式)
【Python实现贪吃蛇小游戏(双人模式)】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)
一、游戏设计要点
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
二、主要模块
1.pygame
2.sys
3.random
三、用到的类
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
四、主要函数
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:breakelse:continuereturn 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 score1global score2score1 = 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_direction1run2 = 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_direction1if run1 == "down" and not run_direction1 == "up":run1 = run_direction1if run1 == "left" and not run_direction1 == "right":run1 = run_direction1if run1 == "right" and not run_direction1 == "left":run1 = run_direction1if run2 == "up" and not run_direction2 == "down":run2 = run_direction2if run2 == "down" and not run_direction2 == "up":run2 = run_direction2if run2 == "left" and not run_direction2 == "right":run2 = run_direction2if 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 -= 20if run1 == "down":head1.y += 20if run1 == "left":head1.x -= 20if run1 == "right":head1.x += 20if run2 == "up":head2.y -= 20if run2 == "down":head2.y += 20if run2 == "left":head2.x -= 20if run2 == "right":head2.x += 20# 判断两条蛇是否死亡# 初始化四个死亡标志为Falsedie_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 = Trueif head2.x == body.x and head2.y == body.y:die_flag2 = Trueif 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 flag1global flag2flag1 = 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 = 1score1 += 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 = 1score2 += 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 score1global score2score1 = 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_direction1run2 = 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_direction1if run1 == "down" and not run_direction1 == "up":run1 = run_direction1if run1 == "left" and not run_direction1 == "right":run1 = run_direction1if run1 == "right" and not run_direction1 == "left":run1 = run_direction1if run2 == "up" and not run_direction2 == "down":run2 = run_direction2if run2 == "down" and not run_direction2 == "up":run2 = run_direction2if run2 == "left" and not run_direction2 == "right":run2 = run_direction2if 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 -= 20if run1 == "down":head1.y += 20if run1 == "left":head1.x -= 20if run1 == "right":head1.x += 20if run2 == "up":head2.y -= 20if run2 == "down":head2.y += 20if run2 == "left":head2.x -= 20if 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 = 960if head1.x > 960:head1.x = 0if head1.y < 0:head1.y = 600if head1.y > 600:head1.y = 0if head2.x < 0:head2.x = 960if head2.x > 960:head2.x = 0if head2.y < 0:head2.y = 600if head2.y > 600:head2.y = 0# 定义死亡标志位die_flag1 = die_flag2 = Falsefor body in snake_body1[1:]+snake_body2[1:]:if head1.x == body.x and head1.y == body.y:die_flag1 = Trueif head2.x == body.x and head2.y == body.y:die_flag2 = Trueif 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 flag1global flag2flag1 = 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 = 1score1 += 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 = 1score2 += 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
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。
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