#pygame游戏库,sys操控Python运行时的环境
import pygame,sys,random
from pygame.locals import *
redColor=pygame.Color(255,0,0)
blackColor=pygame.Color(0,0,0)
whiteColor=pygame.Color(255,255,255)
def gameOver():
pygame.quit()
sys.exit()
def main():
#初始化
pygame.init()
#定义一个变量来控制速度
fpsClock=pygame.time.Clock()
#创建pygame显示层
playSurface=pygame.display.set_mode((640,480))
pygame.display.set_caption('snake')
snakePosition=[100,100]
snakeBody=[[100,100],[80,100],[60,100]]
targetPosition=[300,300]
targetflag=1
#初始化方向
direction='right'
#定义一个方向变量
changeDirection=direction
while True:
for event in pygame.event.get(): #从队列当中获取事件
if event.type==QUIT:
pygame.quit()
sys.exit()
elif event.type == KEYDOWN:
if (event.key == K_LEFT) and direction !='right':
changeDirection ='left'
elif (event.key == K_RIGHT) and direction != 'left':
changeDirection = 'right'
elif (event.key == K_UP) and direction != 'down':
changeDirection = 'up'
elif (event.key == K_DOWN) and direction != 'up':
changeDirection = 'down'
elif event.key == K_ESCAPE:
pygame.event.post(pygame.event.Event(QUIT))
if changeDirection == 'left' :
direction =changeDirection
if changeDirection == 'right':
direction =changeDirection
if changeDirection == 'up':
direction =changeDirection
if changeDirection == 'down':
direction =changeDirection
#根据方向移动蛇头
if direction == 'right':
snakePosition[0] += 20
if direction == 'left':
snakePosition[0] -= 20
if direction == 'up':
snakePosition[1] -= 20
if direction == 'down':
snakePosition[1] += 20
#增加蛇长度
snakeBody.insert(0,list(snakePosition))
if snakePosition[0] == targetPosition[0] and snakePosition[1] == targetPosition[1]:
targetflag=0
else:
snakeBody.pop()
if targetflag == 0:
x=random.randrange(1,32)
y=random.randrange(1,24)
targetPosition = [int(x*20),int(y*20)]
targetflag = 1
playSurface.fill(blackColor)
for position in snakeBody:
pygame.draw.rect(playSurface,whiteColor,Rect(position[0],position[1],20,20))
pygame.draw.rect(playSurface,redColor,Rect(targetPosition[0],targetPosition[1],20,20))
#第一个参数surface:指定一个surface编辑区,在这个区域内绘制,界面
#第二个参数color:颜色
#第三个参数Rect:返回一个矩形((x,y),(width,height))
#第四个参数 表示线条的粗细 width=0填充 实心 width=1 空心
#更新显示
pygame.display.flip()
#判断是否游戏结束
if snakePosition[0] >620 or snakePosition[0] <0:
gameOver()
elif snakePosition[1] >460 or snakePosition[1]<0:
gameOver()
#控制游戏速度
fpsClock.tick(5)
if __name__=='__main__':
main()
## encoding: utf-8
#import pygame
#import sys
#import random
## 全局定义
#SCREEN_X = 600
#SCREEN_Y = 600
## 蛇类
## 点以25为单位
#class Snake(object):
# # 初始化各种需要的属性 [开始时默认向右/身体块x5]
# def __init__(self):
# self.dirction = pygame.K_RIGHT
# self.body = []
# for x in range(5):
# self.addnode()
# # 无论何时 都在前端增加蛇块
# def addnode(self):
# left,top = (0,0)
# if self.body:
# left,top = (self.body[0].left,self.body[0].top)
# node = pygame.Rect(left,top,25,25)
# if self.dirction == pygame.K_LEFT:
# node.left -= 25
# elif self.dirction == pygame.K_RIGHT:
# node.left += 25
# elif self.dirction == pygame.K_UP:
# node.top -= 25
# elif self.dirction == pygame.K_DOWN:
# node.top += 25
# self.body.insert(0,node)
# # 删除最后一个块
# def delnode(self):
# self.body.pop()
# # 死亡判断
# def isdead(self):
# # 撞墙
# if self.body[0].x not in range(SCREEN_X):
# return True
# if self.body[0].y not in range(SCREEN_Y):
# return True
# # 撞自己
# if self.body[0] in self.body[1:]:
# return True
# return False
# # 移动!
# def move(self):
# self.addnode()
# self.delnode()
# # 改变方向 但是左右、上下不能被逆向改变
# def changedirection(self,curkey):
# LR = [pygame.K_LEFT,pygame.K_RIGHT]
# UD = [pygame.K_UP,pygame.K_DOWN]
# if curkey in LR+UD:
# if (curkey in LR) and (self.dirction in LR):
# return
# if (curkey in UD) and (self.dirction in UD):
# return
# self.dirction = curkey
## 食物类
## 方法: 放置/移除
## 点以25为单位
#class Food:
# def __init__(self):
# self.rect = pygame.Rect(-25,0,25,25)
# def remove(self):
# self.rect.x=-25
# def set(self):
# if self.rect.x == -25:
# allpos = []
# # 不靠墙太近 25 ~ SCREEN_X-25 之间
# for pos in range(25,SCREEN_X-25,25):
# allpos.append(pos)
# self.rect.left = random.choice(allpos)
# self.rect.top = random.choice(allpos)
# print(self.rect)
#def show_text(screen, pos, text, color, font_bold = False, font_size = 60, font_italic = False):
# #获取系统字体,并设置文字大小
# cur_font = pygame.font.SysFont("宋体", font_size)
# #设置是否加粗属性
# cur_font.set_bold(font_bold)
# #设置是否斜体属性
# cur_font.set_italic(font_italic)
# #设置文字内容
# text_fmt = cur_font.render(text, 1, color)
# #绘制文字
# screen.blit(text_fmt, pos)
#def main():
# pygame.init()
# screen_size = (SCREEN_X,SCREEN_Y)
# screen = pygame.display.set_mode(screen_size)
# pygame.display.set_caption('Snake')
# clock = pygame.time.Clock()
# scores = 0
# isdead = False
# # 蛇/食物
# snake = Snake()
# food = Food()
# while True:
# for event in pygame.event.get():
# if event.type == pygame.QUIT:
# sys.exit()
# if event.type == pygame.KEYDOWN:
# snake.changedirection(event.key)
# # 死后按space重新
# if event.key == pygame.K_SPACE and isdead:
# return main()
# screen.fill((255,255,255))
# # 画蛇身 / 每一步+1分
# if not isdead:
# #scores+=1
# snake.move()
# for rect in snake.body:
# pygame.draw.rect(screen,(20,220,39),rect,0)
# # 显示死亡文字
# isdead = snake.isdead()
# if isdead:
# show_text(screen,(100,200),'YOU DEAD!',(227,29,18),False,100)
# show_text(screen,(150,260),'press space to try again...',(0,0,22),False,30)
# # 食物处理 / 吃到+50分
# # 当食物rect与蛇头重合,吃掉 -> Snake增加一个Node
# if food.rect == snake.body[0]:
# scores+=50
# food.remove()
# snake.addnode()
# # 食物投递
# food.set()
# pygame.draw.rect(screen,(136,0,21),food.rect,0)
# # 显示分数文字
# show_text(screen,(50,500),'Scores: '+str(scores),(223,223,223))
# pygame.display.update()
# clock.tick(10)
#if __name__ == '__main__':
# main()
#!/usr/bin/python
# -*- coding: UTF-8 -*-
import random
import pygame
import sys
from pygame.locals import *
Snakespeed = 10
Window_Width = 800
Window_Height = 500
Cell_Size = 20 # Width and height of the cells
# Ensuring that the cells fit perfectly in the window. eg if cell size was
# 10 and window width or windowheight were 15 only 1.5 cells would
# fit.
assert Window_Width % Cell_Size == 0, "Window width must be a multiple of cell size."
# Ensuring that only whole integer number of cells fit perfectly in the window.
assert Window_Height % Cell_Size == 0, "Window height must be a multiple of cell size."
Cell_W = int(Window_Width / Cell_Size) # Cell Width
Cell_H = int(Window_Height / Cell_Size) # Cell Height
White = (255, 255, 255)
Black = (0, 0, 0)
Red = (255, 0, 0) # Defining element colors for the program.
Green = (0, 255, 0)
DARKGreen = (0, 155, 0)
DARKGRAY = (40, 40, 40)
YELLOW = (255, 255, 0)
Red_DARK = (150, 0, 0)
BLUE = (0, 0, 255)
BLUE_DARK = (0, 0, 150)
BGCOLOR = Black # Background color
UP = 'up'
DOWN = 'down' # Defining keyboard keys.
LEFT = 'left'
RIGHT = 'right'
HEAD = 0 # Syntactic sugar: index of the snake's head
def main():
global SnakespeedCLOCK, DISPLAYSURF, BASICFONT
pygame.init()#pygame初始化
SnakespeedCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((Window_Width, Window_Height))
BASICFONT = pygame.font.Font('freesansbold.ttf', 36)
pygame.display.set_caption('Snake')
showStartScreen()
while True:
runGame()
showGameOverScreen()
def runGame():
# Set a random start point.
startx = random.randint(5, Cell_W - 6)
starty = random.randint(5, Cell_H - 6)
wormCoords = [{'x': startx, 'y': starty},
{'x': startx - 1, 'y': starty},
{'x': startx - 2, 'y': starty}]
direction = RIGHT
# Start the apple in a random place.
apple = getRandomLocation()
while True: # main game loop
for event in pygame.event.get(): # event handling loop
if event.type == QUIT:
terminate()
elif event.type == KEYDOWN:
if (event.key == K_LEFT) and direction != RIGHT:
direction = LEFT
elif (event.key == K_RIGHT) and direction != LEFT:
direction = RIGHT
elif (event.key == K_UP) and direction != DOWN:
direction = UP
elif (event.key == K_DOWN) and direction != UP:
direction = DOWN
elif event.key == K_ESCAPE:
terminate()
# check if the Snake has hit itself or the edge
if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == Cell_W or wormCoords[HEAD]['y'] == -1 or wormCoords[HEAD]['y'] == Cell_H:
return # game over
for wormBody in wormCoords[1:]:
if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:
return # game over
# check if Snake has eaten an apply
if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']:
# don't remove worm's tail segment
apple = getRandomLocation() # set a new apple somewhere
else:
del wormCoords[-1] # remove worm's tail segment
# move the worm by adding a segment in the direction it is moving
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']}
wormCoords.insert(0, newHead)
DISPLAYSURF.fill(BGCOLOR)
drawGrid()
drawWorm(wormCoords)
drawApple(apple)
#drawScore(len(wormCoords) - 3)
pygame.display.update()
SnakespeedCLOCK.tick(Snakespeed)
def drawPressKeyMsg():
pressKeySurf = BASICFONT.render('Press a key to play.', True, White)
pressKeyRect = pressKeySurf.get_rect()
pressKeyRect.topleft = (Window_Width - 200, Window_Height - 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('Snake!', True, White, DARKGreen)
degrees1 = 0
degrees2 = 0
while True:
DISPLAYSURF.fill(BGCOLOR)
rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1)
rotatedRect1 = rotatedSurf1.get_rect()
rotatedRect1.center = (Window_Width / 2, Window_Height / 2)
DISPLAYSURF.blit(rotatedSurf1, rotatedRect1)
drawPressKeyMsg()
if checkForKeyPress():
pygame.event.get() # clear event queue
return
pygame.display.update()
SnakespeedCLOCK.tick(Snakespeed)
degrees1 += 3 # rotate by 3 degrees each frame
degrees2 += 7 # rotate by 7 degrees each frame
def terminate():
pygame.quit()
sys.exit()
def getRandomLocation():
return {'x': random.randint(0, Cell_W - 1), 'y': random.randint(0, Cell_H - 1)}
def showGameOverScreen():
gameOverFont = pygame.font.Font('freesansbold.ttf', 100)
gameSurf = gameOverFont.render('Game', True, White)
overSurf = gameOverFont.render('Over', True, White)
gameRect = gameSurf.get_rect()
overRect = overSurf.get_rect()
gameRect.midtop = (Window_Width / 2, 10)
overRect.midtop = (Window_Width / 2, gameRect.height + 10 + 25)
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
#def drawScore(score):
# scoreSurf = BASICFONT.render('Score: %s' % (score), True, White)
# scoreRect = scoreSurf.get_rect()
# scoreRect.topleft = (Window_Width - 120, 10)
# DISPLAYSURF.blit(scoreSurf, scoreRect)
def drawWorm(wormCoords):
for coord in wormCoords:
x = coord['x'] * Cell_Size
y = coord['y'] * Cell_Size
wormSegmentRect = pygame.Rect(x, y, Cell_Size, Cell_Size)
pygame.draw.rect(DISPLAYSURF, DARKGreen, wormSegmentRect)
wormInnerSegmentRect = pygame.Rect(
x + 4, y + 4, Cell_Size - 8, Cell_Size - 8)
pygame.draw.rect(DISPLAYSURF, Green, wormInnerSegmentRect)
def drawApple(coord):
x = coord['x'] * Cell_Size
y = coord['y'] * Cell_Size
appleRect = pygame.Rect(x, y, Cell_Size, Cell_Size)
pygame.draw.rect(DISPLAYSURF, Red, appleRect)
def drawGrid():
for x in range(0, Window_Width, Cell_Size): # draw vertical lines
pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, Window_Height))
for y in range(0, Window_Height, Cell_Size): # draw horizontal lines
pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (Window_Width, y))
if __name__ == '__main__':
try:
main()
except SystemExit:
pass