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帕克-麦克斯 / 布灵布灵-邋遢蛇PythonMulanPSL-1.0

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布灵布灵 邋遢蛇 spread retract

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snake.py 12.26 KB
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帕克-麦克斯 authored 2020-07-25 17:03 . 基本音效
# coding=utf-8
import pygame
import sys
import random
from random import choice
# 全局定义
pygame.mixer.init()
ipod = pygame.image.load('image/ipod.png')
home = pygame.image.load('image/home.png')
home_start = pygame.image.load('image/home_start.png')
home_close = pygame.image.load('image/home_close.png')
background = pygame.image.load('image/background.png')
snake_body = pygame.image.load('image/snake_body.png')
head_up = pygame.image.load('image/head_up.png')
head_down = pygame.image.load('image/head_down.png')
head_left = pygame.image.load('image/head_left.png')
head_right = pygame.image.load('image/head_right.png')
tail_left = pygame.image.load('image/tail_left.png')
star_img = pygame.image.load('image/star.png')
boom_img = pygame.image.load('image/boom.png')
body_1 = pygame.image.load('image/body_1.png')
body_2 = pygame.image.load('image/body_2.png')
body_3 = pygame.image.load('image/body_3.png')
boom_boom = pygame.image.load('image/boom_boom.png')
box_img = pygame.image.load('image/box_img.png')
hei = pygame.image.load('image/color/hei.png')
hong = pygame.image.load('image/color/hong.png')
huang = pygame.image.load('image/color/huang.png')
lan = pygame.image.load('image/color/lan.png')
qing = pygame.image.load('image/color/qing.png')
zi = pygame.image.load('image/color/zi.png')
got_socre = pygame.mixer.Sound("music/got_score.wav")
color = (hei, hong, huang, lan, qing, zi)
SCREEN_X = 600
SCREEN_Y = 600
MAP_X = 1200
MAP_Y = 1200
HIGHEST_SCORE = 0
IS_BOOM = False
IS_STRAT = False
# 蛇类
# 点以25为单位
class Snake():
# 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:
if left == 0 and top == 325:
node.left = SCREEN_Y - 25
else:
node.left -= 25
elif self.dirction == pygame.K_RIGHT:
if left == SCREEN_Y - 25 and top == 325:
node.left = 0
else:
node.left += 25
elif self.dirction == pygame.K_UP:
if top == 0 and left == 325:
node.top = SCREEN_X - 25
else:
node.top -= 25
elif self.dirction == pygame.K_DOWN:
if top == SCREEN_X - 25 and left == 325:
node.top = 0
else:
node.top += 25
self.body.insert(0, node)
return self.dirction
# 删除最后一个块
def delnode(self):
self.body.pop()
# 死亡判断
def isdead(self, booms, buling):
# 炸死
for boom in booms:
if boom.rect == self.body[0]:
if buling > 0:
return False
else:
return True
# 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, screen):
key = self.addnode()
self.delnode()
return key
# 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
def blit(self, screen, key):
for rect in self.body:
index = self.body.index(rect)
rect_x_y = (rect[0], rect[1])
if index == 0:
if key == pygame.K_DOWN:
screen.blit(head_down, rect_x_y)
if key == pygame.K_LEFT:
screen.blit(head_left, rect_x_y)
if key == pygame.K_RIGHT:
screen.blit(head_right, rect_x_y)
if key == pygame.K_UP:
screen.blit(head_up, rect_x_y)
elif index == len(self.body) - 1:
screen.blit(body_1, rect_x_y)
elif index == len(self.body) - 2:
screen.blit(body_2, rect_x_y)
elif index == len(self.body) - 3:
screen.blit(body_3, rect_x_y)
else:
screen.blit(snake_body, rect_x_y)
def buling_blit(self, screen, key):
for rect in self.body:
index = self.body.index(rect)
rect_x_y = (rect[0], rect[1])
if index == 0:
if key == pygame.K_DOWN:
screen.blit(head_down, rect_x_y)
if key == pygame.K_LEFT:
screen.blit(head_left, rect_x_y)
if key == pygame.K_RIGHT:
screen.blit(head_right, rect_x_y)
if key == pygame.K_UP:
screen.blit(head_up, rect_x_y)
else:
ran = random.randint(0, len(color) - 1)
screen.blit(color[ran], rect_x_y)
# 食物类
# 方法: 放置/移除
# 点以25为单位
class Food:
def __init__(self, count):
self.rect = pygame.Rect(-25, 0, 25, 25)
self.colorIndex = random.randint(0, len(color) - 1)
self.setCount = count
def remove(self, count):
self.rect.x = -25
self.setCount = count
def set(self):
self.setCount -= 1
if self.rect.x == -25 and self.setCount == 0:
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)
self.colorIndex = random.randint(0, len(color) - 1)
print(self.rect)
class Box(Food):
def __init__(self, count):
Food.__init__(self, count)
# 星星类
# 方法: 放置/移除
# 点以25为单位
class Star(Food):
def __init__(self, count):
Food.__init__(self, count)
# 炸弹类
# 方法: 放置/移除
# 点以25为单位
class Boom(Food):
def __init__(self, count):
Food.__init__(self, count)
def show_text(
screen,
pos,
text,
color,
font_bold=False,
font_size=25,
font_italic=False):
# 获取系统字体,并设置文字大小
cur_font = pygame.font.SysFont("serial", 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)
# 开始界面
def isRun(screen):
global IS_STRAT
while not IS_STRAT:
screen.blit(home, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.MOUSEMOTION:
x, y = pygame.mouse.get_pos()
if x in range(337, 516) and y in range(363, 435):
screen.blit(home_close, (0, 0))
if x in range(83, 262) and y in range(363, 435):
screen.blit(home_start, (0, 0))
if event.type == pygame.MOUSEBUTTONDOWN:
x, y = pygame.mouse.get_pos()
if x in range(337, 516) and y in range(363, 435):
sys.exit()
if x in range(83, 262) and y in range(363, 435):
IS_STRAT = True
pygame.display.update()
def main():
global key, HIGHEST_SCORE, buling
pygame.init()
screen_size = (SCREEN_X, SCREEN_Y)
screen = pygame.display.set_mode(screen_size)
pygame.display.set_caption('Snake')
# back_music.play()
clock = pygame.time.Clock()
scores = 0
isdead = False
count = 5
buling = 0
slow = 8
fast = 16
clockNum = slow
# 开始界面选择
if not IS_STRAT:
isRun(screen)
# 渲染背景
screen.blit(home, (0, 0))
foods = []
booms = []
# 蛇/食物
snake = Snake()
for i in range(3):
foods.append(Food(1))
boom_time = 35
for i in range(3):
boom_time += 20
booms.append(Boom(boom_time))
star = Star(50)
box = Box(20)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
clockNum = slow
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
clockNum = fast
snake.changedirection(event.key)
# 死后按space重新
if event.key == pygame.K_SPACE and isdead:
return main()
screen.blit(background, (0, 0))
pygame.draw.rect(screen, (105, 105, 105), (0, 325, 5, 25))
pygame.draw.rect(screen, (105, 105, 105), (600, 325, -5, 25))
pygame.draw.rect(screen, (105, 105, 105), (325, 600, 25, -5))
pygame.draw.rect(screen, (105, 105, 105), (325, 0, 25, 5))
# 画蛇身 / 每一步+1分
if not isdead:
key = snake.move(screen)
# 显示死亡文字
isdead = snake.isdead(booms, buling)
if isdead:
HIGHEST_SCORE = max(scores, HIGHEST_SCORE)
show_text(screen, (100, 200), 'GAME OVER!',
(227, 29, 18), False, 60)
show_text(screen, (140, 250),
'...SPACE TRY AGAIN...', (0, 0, 22), False, 25)
# 死亡后景象
for node in snake.body:
ran = random.randint(0, len(color) - 1)
screen.blit(color[ran], node)
elif buling > 0:
snake.buling_blit(screen, key)
buling -= 1
show_text(screen, (300, 150), 'count down ' + str(buling), (255, 140, 0))
else:
snake.blit(screen, key)
# 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
for food in foods:
if food.rect == snake.body[0]:
scores += 50
got_socre.play()
food.remove(random.randint(10, 20))
snake.addnode()
food.set()
screen.blit(color[food.colorIndex], (food.rect[0], food.rect[1]))
for boom in booms:
if boom.rect == snake.body[0]:
if buling > 0:
boom.remove(random.randint(20, 30))
snake.addnode()
scores += 500
got_socre.play()
else:
screen.blit(boom_boom, (boom.rect[0] - 30, boom.rect[1] - 30))
boom.set()
if not isdead:
screen.blit(boom_img, (boom.rect[0], boom.rect[1]))
if star.rect == snake.body[0]:
# 舍身无敌的步数
if clockNum == fast:
buling = 60
else:
buling = 30
star.remove(10)
got_socre.play()
if box.rect == snake.body[0]:
scores += 300
got_socre.play()
box.remove(random.randint(35, 45))
for i in range(3):
snake.addnode()
# 食物投递
star.set()
box.set()
screen.blit(star_img, (star.rect[0], star.rect[1]))
screen.blit(box_img, [box.rect[0], box.rect[1]])
# 显示分数文字 0,191,255
show_text(screen, (450, 25), 'Scores: ' + str(scores), (0, 191, 255))
show_text(screen, (440, 50), 'H_Scores: ' + str(HIGHEST_SCORE), (225, 0, 0))
if scores > HIGHEST_SCORE and HIGHEST_SCORE != 0 and count > 0:
count -= 1
show_text(screen, (300, 150), 'better a record:.... ' + str(HIGHEST_SCORE), (255, 140, 0))
pygame.display.update()
clock.tick(clockNum)
if __name__ == '__main__':
main()

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布灵布灵-邋遢蛇
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