• 企业400电话
  • 微网小程序
  • AI电话机器人
  • 电商代运营
  • 全 部 栏 目

    企业400电话 网络优化推广 AI电话机器人 呼叫中心 网站建设 商标✡知产 微网小程序 电商运营 彩铃•短信 增值拓展业务
    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:
                break
            else:
                continue
        return 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 score1
        global score2
        score1 = 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_direction1
        run2 = 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_direction1
            if run1 == "down" and not run_direction1 == "up":
                run1 = run_direction1
            if run1 == "left" and not run_direction1 == "right":
                run1 = run_direction1
            if run1 == "right" and not run_direction1 == "left":
                run1 = run_direction1
            if run2 == "up" and not run_direction2 == "down":
                run2 = run_direction2
            if run2 == "down" and not run_direction2 == "up":
                run2 = run_direction2
            if run2 == "left" and not run_direction2 == "right":
                run2 = run_direction2
            if 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 -= 20
            if run1 == "down":
                head1.y += 20
            if run1 == "left":
                head1.x -= 20
            if run1 == "right":
                head1.x += 20
            if run2 == "up":
                head2.y -= 20
            if run2 == "down":
                head2.y += 20
            if run2 == "left":
                head2.x -= 20
            if run2 == "right":
                head2.x += 20
            # 判断两条蛇是否死亡
            # 初始化四个死亡标志为False
            die_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 = True
                if head2.x == body.x and head2.y == body.y:
                    die_flag2 = True
            if 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 flag1
            global flag2
            flag1 = 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 = 1
                    score1 += 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 = 1
                    score2 += 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 score1
        global score2
        score1 = 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_direction1
        run2 = 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_direction1
            if run1 == "down" and not run_direction1 == "up":
                run1 = run_direction1
            if run1 == "left" and not run_direction1 == "right":
                run1 = run_direction1
            if run1 == "right" and not run_direction1 == "left":
                run1 = run_direction1
            if run2 == "up" and not run_direction2 == "down":
                run2 = run_direction2
            if run2 == "down" and not run_direction2 == "up":
                run2 = run_direction2
            if run2 == "left" and not run_direction2 == "right":
                run2 = run_direction2
            if 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 -= 20
            if run1 == "down":
                head1.y += 20
            if run1 == "left":
                head1.x -= 20
            if run1 == "right":
                head1.x += 20
            if run2 == "up":
                head2.y -= 20
            if run2 == "down":
                head2.y += 20
            if run2 == "left":
                head2.x -= 20
            if 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 = 960
            if head1.x > 960:
                head1.x = 0
            if head1.y  0:
                head1.y = 600
            if head1.y > 600:
                head1.y = 0
            if head2.x  0:
                head2.x = 960
            if head2.x > 960:
                head2.x = 0
            if head2.y  0:
                head2.y = 600
            if head2.y > 600:
                head2.y = 0
            # 定义死亡标志位
            die_flag1 = die_flag2 = False
            for body in snake_body1[1:]+snake_body2[1:]:
                if head1.x == body.x and head1.y == body.y:
                    die_flag1 = True
                if head2.x == body.x and head2.y == body.y:
                    die_flag2 = True
            if 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 flag1
            global flag2
            flag1 = 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 = 1
                    score1 += 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 = 1
                    score2 += 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。

    您可能感兴趣的文章:
    • Python实现贪吃蛇小游戏(单人模式)
    • python贪吃蛇游戏代码
    • Python写的贪吃蛇游戏例子
    • 使用Python写一个贪吃蛇游戏实例代码
    • Python 实现 贪吃蛇大作战 代码分享
    • Python贪吃蛇游戏编写代码
    • 利用python实现简易版的贪吃蛇游戏(面向python小白)
    • 教你一步步利用python实现贪吃蛇游戏
    • python实现贪吃蛇游戏
    • 保姆级python教程写个贪吃蛇大冒险
    上一篇:python3通过gevent.pool限制协程并发数量的实现方法
    下一篇:如何利用Python批量处理行、列和单元格详解
  • 相关文章
  • 

    © 2016-2020 巨人网络通讯 版权所有

    《增值电信业务经营许可证》 苏ICP备15040257号-8

    Python实现贪吃蛇小游戏(双人模式) Python,实现,贪吃,蛇,小游戏,