行空板+空中飞鼠键盘 飞机大战
本帖最后由 云天 于 2023-9-17 13:31 编辑【项目背景】
最近在DF商城上看到“空中飞鼠键盘”,它连到行空板上时,您不需安装任何驱动,只需把它插上去,就能立即使用了。它使用了2.4G无线传输技术,传输距离可达30米。无论是在客厅还是办公室,您都可使用它进行远程遥控。
【项目设计】
使用行空板结合“空中飞鼠键盘”,利用“PYgame库”,制作多个使用键盘控制的行空板小游戏。
俄罗斯方块
贪吃蛇
飞机大战
【演示视频】
https://www.bilibili.com/video/BV1fp4y1A7Xv/?share_source=copy_web&vd_source=98855d5b99ff76982639c5ca6ff6f528
https://www.bilibili.com/video/BV1Lk4y1F7df/?share_source=copy_web&vd_source=98855d5b99ff76982639c5ca6ff6f528https://www.bilibili.com/video/BV1Yw411i76W/?share_source=copy_web&vd_source=98855d5b99ff76982639c5ca6ff6f528
【飞机大战】
这次用Mind+软件Python模式下,连接终端行空板,利用Python中的pygame模块来完成一个飞机大战的小游戏;基本思路是通过方向键来控制飞机的左右移动射击飞船。
创建一个可以左右移动的小飞机,用户可以通过空格space键来控制飞机发射子弹
1.创建背景,加载角色import pygame
import random
import time
# 定义窗口的大小
WINDOW_WIDTH = 240
WINDOW_HEIGHT = 320
# 初始化 Pygame
pygame.init()
# 创建窗口 设置屏幕的分辨率
window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption('Plane Fight')
# 加载角色图片
background_image = pygame.image.load('background.png')
player_image = pygame.image.load('player.png')
enemy_image = pygame.image.load('enemy.png')
bullet_image = pygame.image.load('bullet.png')
# 定义颜色
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
# 定义字体
font = pygame.font.Font(None, 36)
2.主循环体中,实现键盘控制
while not game_over:
# 处理事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_over = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
# 当用户按下键位时标志位为True
player.mv_right = True
elif event.key == pygame.K_LEFT:
player.mv_left = True
if event.key == pygame.K_SPACE:#用户按下空格之后会创建一个子弹
player.mv_shoot = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
# 当用户松开键位为false
player.mv_right = False
elif event.key == pygame.K_LEFT:
player.mv_left = False
if event.key == pygame.K_SPACE:
player.mv_shoot = False
3.绘制小飞机玩家
https://img.ibz.bz/imgconvert.csdnimg.cn/6f0e2db1da45930b530c9d4be890450e1591706227062.png
定义一个Player类,来存储飞机的各种行为。
# 定义玩家类
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = player_image
self.rect = self.image.get_rect()
self.rect.centerx = WINDOW_WIDTH // 2
self.rect.bottom = WINDOW_HEIGHT - 10
self.speed = 5
self.mv_right = False
self.mv_left = False
self.mv_shoot= False
self.Bullet_num=10
self.shoot_speed=1
self.last_shoot_time=time.time()
# 移动
# 定义一个调整小飞机位置的方法
def update(self):
# 根据标志位的调整小飞机的位置
#实现左右移动,控制小飞机持续移动
if self.mv_right:
self.rect.centerx += self.speed
if self.mv_left:
self.rect.centerx -= self.speed
if self.rect.left < 0:
self.rect.left = 0
elif self.rect.right > WINDOW_WIDTH:#限制小飞机的活动范围
self.rect.right = WINDOW_WIDTH
if self.mv_shoot:
curTime_shoot = time.time()
if curTime_shoot-self.last_shoot_time>self.shoot_speed:#限制子弹发射频率
self.last_shoot_time = time.time()
player.shoot()
# 射击
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
# 创建精灵组
all_sprites = pygame.sprite.Group()
enemies = pygame.sprite.Group()
bullets = pygame.sprite.Group()
# 创建玩家并添加到精灵组
player = Player()
all_sprites.add(player)
4.完成射击功能
通过玩家按下空格来发射子弹
# 定义子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = bullet_image
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.bottom = y
self.speed = -10
# 移动
def update(self):
self.rect.y += self.speed
if self.rect.bottom < 0:#删除已经消失的子弹
self.kill()
5.制作飞船
现在小飞机也创建完成了,现在就该创建小飞机的敌人了,同样通过一个类来控制其所有行为。
https://img.ibz.bz/imgconvert.csdnimg.cn/2c7db69d9a892168db3e6d36418df8661591706370666.png
# 定义敌机类
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = enemy_image
self.rect = self.image.get_rect()
self.rect.x = random.randint(0, WINDOW_WIDTH - self.rect.width)
self.rect.y = random.randint(-100, -self.rect.height)
self.speed = random.randint(1, 2)
# 移动
def update(self):
self.rect.y += self.speed
if self.rect.top > WINDOW_HEIGHT:
self.kill()
玩家小飞机可以射杀飞船、当飞船碰到小飞机GAMEOVER,飞船碰到地面也GAMEOVER
# 生成敌机
curTime = time.time()
if len(enemies) < 10 and curTime - last_move_time>random.randint(3,enemy_speed+3):
print(enemy_speed)
last_move_time=time.time()
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
# 检测子弹是否击中敌机
hits = pygame.sprite.groupcollide(enemies, bullets, True, True)
for hit in hits:
score += 10
#随得分增加,加大敌机生成频率和生成子弹频率
if score<1000:
enemy_speed=10-int(score/100)
player.shoot_speed=1-int(score/100)/10
else:
enemy_speed=1
player.shoot_speed=0.1
# 检测敌机是否撞击玩家
hits = pygame.sprite.spritecollide(player, enemies, False)
if len(hits) > 0:
game_over = True
6.更新角色游戏状态
# 更新游戏状态
all_sprites.update()
# 清屏
window.fill(BLACK)
# 绘制背景
window.blit(background_image, (0, 0))
# 绘制精灵组中的所有元素
all_sprites.draw(window)
# 显示得分
score_text = font.render(f'Score: {score}', True, WHITE)
window.blit(score_text, (10, 10))
# 更新屏幕
pygame.display.flip()
# 控制帧率
clock.tick(60)
7.游戏结束
# 游戏结束,显示最终得分
game_over_text = font.render('Game Over', True, RED)
score_text = font.render(f'Final Score: {score}', True, WHITE)
window.blit(game_over_text, (WINDOW_WIDTH // 2 - game_over_text.get_width() // 2, WINDOW_HEIGHT // 2 - game_over_text.get_height() // 2 - 30))
window.blit(score_text, (WINDOW_WIDTH // 2 - score_text.get_width() // 2, WINDOW_HEIGHT // 2 - score_text.get_height() // 2 + 30))
pygame.display.flip()
# 等待 10 秒后关闭窗口
pygame.time.wait(10000)
pygame.quit()
8.完整代码
import pygame
import random
import time
# 定义窗口的大小
WINDOW_WIDTH = 240
WINDOW_HEIGHT = 320
# 初始化 Pygame
pygame.init()
# 创建窗口 设置屏幕的分辨率
window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption('Plane Fight')
# 加载角色图片
background_image = pygame.image.load('background.png')
player_image = pygame.image.load('player.png')
enemy_image = pygame.image.load('enemy.png')
bullet_image = pygame.image.load('bullet.png')
# 定义颜色
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
# 定义字体
font = pygame.font.Font(None, 36)
# 定义玩家类
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = player_image
self.rect = self.image.get_rect()
self.rect.centerx = WINDOW_WIDTH // 2
self.rect.bottom = WINDOW_HEIGHT - 10
self.speed = 5
self.mv_right = False
self.mv_left = False
self.mv_shoot= False
self.Bullet_num=10
self.shoot_speed=1
self.last_shoot_time=time.time()
# 移动
# 定义一个调整小飞机位置的方法
def update(self):
# 根据标志位的调整小飞机的位置
if self.mv_right:
self.rect.centerx += self.speed
if self.mv_left:
self.rect.centerx -= self.speed
if self.rect.left < 0:
self.rect.left = 0
elif self.rect.right > WINDOW_WIDTH:
self.rect.right = WINDOW_WIDTH
if self.mv_shoot:
curTime_shoot = time.time()
if curTime_shoot-self.last_shoot_time>self.shoot_speed:
self.last_shoot_time = time.time()
player.shoot()
# 射击
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
# 定义敌机类
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = enemy_image
self.rect = self.image.get_rect()
self.rect.x = random.randint(0, WINDOW_WIDTH - self.rect.width)
self.rect.y = random.randint(-100, -self.rect.height)
self.speed = random.randint(1, 2)
# 移动
def update(self):
self.rect.y += self.speed
if self.rect.top > WINDOW_HEIGHT:
self.kill()
# 定义子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = bullet_image
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.bottom = y
self.speed = -10
# 移动
def update(self):
self.rect.y += self.speed
if self.rect.bottom < 0:
self.kill()
# 创建精灵组
all_sprites = pygame.sprite.Group()
enemies = pygame.sprite.Group()
bullets = pygame.sprite.Group()
# 创建玩家并添加到精灵组
player = Player()
all_sprites.add(player)
# 定义游戏循环
clock = pygame.time.Clock()
score = 0
game_over = False
last_move_time=time.time()
enemy_speed=10
while not game_over:
# 处理事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_over = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
# 当用户按下键位时标志位为True
player.mv_right = True
elif event.key == pygame.K_LEFT:
player.mv_left = True
if event.key == pygame.K_SPACE:
player.mv_shoot = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
# 当用户松开键位为false
player.mv_right = False
elif event.key == pygame.K_LEFT:
player.mv_left = False
if event.key == pygame.K_SPACE:
player.mv_shoot = False
# 更新游戏状态
all_sprites.update()
# 生成敌机
curTime = time.time()
if len(enemies) < 10 and curTime - last_move_time>random.randint(3,enemy_speed+3):
print(enemy_speed)
last_move_time=time.time()
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
# 检测子弹是否击中敌机
hits = pygame.sprite.groupcollide(enemies, bullets, True, True)
for hit in hits:
score += 10
#随得分增加,加大敌机生成频率和生成子弹频率
if score<1000:
enemy_speed=10-int(score/100)
player.shoot_speed=1-int(score/100)/10
else:
enemy_speed=1
player.shoot_speed=0.1
# 检测敌机是否撞击玩家
hits = pygame.sprite.spritecollide(player, enemies, False)
if len(hits) > 0:
game_over = True
# 清屏
window.fill(BLACK)
# 绘制背景
window.blit(background_image, (0, 0))
# 绘制精灵组中的所有元素
all_sprites.draw(window)
# 显示得分
score_text = font.render(f'Score: {score}', True, WHITE)
window.blit(score_text, (10, 10))
# 更新屏幕
pygame.display.flip()
# 控制帧率
clock.tick(60)
# 游戏结束,显示最终得分
game_over_text = font.render('Game Over', True, RED)
score_text = font.render(f'Final Score: {score}', True, WHITE)
window.blit(game_over_text, (WINDOW_WIDTH // 2 - game_over_text.get_width() // 2, WINDOW_HEIGHT // 2 - game_over_text.get_height() // 2 - 30))
window.blit(score_text, (WINDOW_WIDTH // 2 - score_text.get_width() // 2, WINDOW_HEIGHT // 2 - score_text.get_height() // 2 + 30))
pygame.display.flip()
# 等待 3 秒后关闭窗口
pygame.time.wait(10000)
pygame.quit()
【俄罗斯方块】
import sys
import time
import pygame
from pygame.locals import *
import blocks
SIZE = 10# 每个小方格大小
BLOCK_HEIGHT = 32# 游戏区高度
BLOCK_WIDTH = 20 # 游戏区宽度
BORDER_WIDTH = 4 # 游戏区边框宽度
BORDER_COLOR = (40, 40, 200)# 游戏区边框颜色
SCREEN_WIDTH = SIZE * (BLOCK_WIDTH + 4)# 游戏屏幕的宽
SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT # 游戏屏幕的高
BG_COLOR = (40, 40, 60)# 背景色
BLOCK_COLOR = (20, 128, 200)#
BLACK = (0, 0, 0)
RED = (200, 30, 30) # GAME OVER 的字体颜色
def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
imgText = font.render(text, True, fcolor)
screen.blit(imgText, (x, y))
def main():
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('俄罗斯方块')
font1 = pygame.font.SysFont('SimHei', 14)# 黑体24
font2 = pygame.font.Font(None, 55)# GAME OVER 的字体
font_pos_x = BLOCK_WIDTH * SIZE + BORDER_WIDTH + 2# 右侧信息显示区域字体位置的X坐标
gameover_size = font2.size('GAME OVER')
font1_height = int(font1.size('score'))
cur_block = None # 当前下落方块
next_block = None# 下一个方块
cur_pos_x, cur_pos_y = 0, 0
game_area = None # 整个游戏区域
game_over = True
start = False # 是否开始,当start = True,game_over = True 时,才显示 GAME OVER
score = 0 # 得分
orispeed = 0.5 # 原始速度
speed = orispeed # 当前速度
pause = False # 暂停
last_drop_time = None # 上次下落时间
last_press_time = None# 上次按键时间
def _dock():
nonlocal cur_block, next_block, game_area, cur_pos_x, cur_pos_y, game_over, score, speed
for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
for _j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1):
if cur_block.template != '.':
game_area = '0'
if cur_pos_y + cur_block.start_pos.Y <= 0:
game_over = True
else:
# 计算消除
remove_idxs = []
for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
if all(_x == '0' for _x in game_area):
remove_idxs.append(cur_pos_y + _i)
if remove_idxs:
# 计算得分
remove_count = len(remove_idxs)
if remove_count == 1:
score += 100
elif remove_count == 2:
score += 300
elif remove_count == 3:
score += 700
elif remove_count == 4:
score += 1500
speed = orispeed - 0.03 * (score // 10000)
# 消除
_i = _j = remove_idxs[-1]
while _i >= 0:
while _j in remove_idxs:
_j -= 1
if _j < 0:
game_area = ['.'] * BLOCK_WIDTH
else:
game_area = game_area
_i -= 1
_j -= 1
cur_block = next_block
next_block = blocks.get_block()
cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
def _judge(pos_x, pos_y, block):
nonlocal game_area
for _i in range(block.start_pos.Y, block.end_pos.Y + 1):
if pos_y + block.end_pos.Y >= BLOCK_HEIGHT:
return False
for _j in range(block.start_pos.X, block.end_pos.X + 1):
if pos_y + _i >= 0 and block.template != '.' and game_area != '.':
return False
return True
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_RETURN:
if game_over:
start = True
game_over = False
score = 0
last_drop_time = time.time()
last_press_time = time.time()
game_area = [['.'] * BLOCK_WIDTH for _ in range(BLOCK_HEIGHT)]
cur_block = blocks.get_block()
next_block = blocks.get_block()
cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
elif event.key == K_SPACE:
if not game_over:
pause = not pause
elif event.key in (K_w, K_UP):
if 0 <= cur_pos_x <= BLOCK_WIDTH - len(cur_block.template):
_next_block = blocks.get_next_block(cur_block)
if _judge(cur_pos_x, cur_pos_y, _next_block):
cur_block = _next_block
elif event.key in (K_a, K_LEFT):
if time.time() - last_press_time > 0.1:
last_press_time = time.time()
if cur_pos_x > - cur_block.start_pos.X:
if _judge(cur_pos_x - 1, cur_pos_y, cur_block):
cur_pos_x -= 1
elif event.key in (K_d, K_RIGHT):
if time.time() - last_press_time > 0.1:
last_press_time = time.time()
# 不能移除右边框
if cur_pos_x + cur_block.end_pos.X + 1 < BLOCK_WIDTH:
if _judge(cur_pos_x + 1, cur_pos_y, cur_block):
cur_pos_x += 1
elif event.key in (K_s, K_DOWN):
if time.time() - last_press_time > 0.1:
last_press_time = time.time()
if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):
_dock()
else:
last_drop_time = time.time()
cur_pos_y += 1
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
if not game_over and not pause:
if time.time() - last_press_time > 0.1:
last_press_time = time.time()
if cur_pos_x > - cur_block.start_pos.X:
if _judge(cur_pos_x - 1, cur_pos_y, cur_block):
cur_pos_x -= 1
if event.key == pygame.K_RIGHT:
if not game_over and not pause:
if time.time() - last_press_time > 0.1:
last_press_time = time.time()
# 不能移除右边框
if cur_pos_x + cur_block.end_pos.X + 1 < BLOCK_WIDTH:
if _judge(cur_pos_x + 1, cur_pos_y, cur_block):
cur_pos_x += 1
if event.key == pygame.K_DOWN:
if not game_over and not pause:
if time.time() - last_press_time > 0.1:
last_press_time = time.time()
if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):
_dock()
else:
last_drop_time = time.time()
cur_pos_y += 1
_draw_background(screen)
_draw_game_area(screen, game_area)
_draw_gridlines(screen)
_draw_info(screen, font1, font_pos_x, font1_height, score)
# 画显示信息中的下一个方块
_draw_block(screen, next_block, font_pos_x, 30 + (font1_height + 6) * 5, 0, 0)
if not game_over:
cur_drop_time = time.time()
if cur_drop_time - last_drop_time > speed:
if not pause:
if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):
_dock()
else:
last_drop_time = cur_drop_time
cur_pos_y += 1
else:
if start:
print_text(screen, font2,
(SCREEN_WIDTH - gameover_size) // 2, (SCREEN_HEIGHT - gameover_size) // 2,
'GAME OVER', RED)
# 画当前下落方块
_draw_block(screen, cur_block, 0, 0, cur_pos_x, cur_pos_y)
pygame.display.flip()
# 画背景
def _draw_background(screen):
# 填充背景色
screen.fill(BG_COLOR)
# 画游戏区域分隔线
pygame.draw.line(screen, BORDER_COLOR,
(SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, 0),
(SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)
# 画网格线
def _draw_gridlines(screen):
# 画网格线 竖线
for x in range(BLOCK_WIDTH):
pygame.draw.line(screen, BLACK, (x * SIZE, 0), (x * SIZE, SCREEN_HEIGHT), 1)
# 画网格线 横线
for y in range(BLOCK_HEIGHT):
pygame.draw.line(screen, BLACK, (0, y * SIZE), (BLOCK_WIDTH * SIZE, y * SIZE), 1)
# 画已经落下的方块
def _draw_game_area(screen, game_area):
if game_area:
for i, row in enumerate(game_area):
for j, cell in enumerate(row):
if cell != '.':
pygame.draw.rect(screen, BLOCK_COLOR, (j * SIZE, i * SIZE, SIZE, SIZE), 0)
# 画单个方块
def _draw_block(screen, block, offset_x, offset_y, pos_x, pos_y):
if block:
for i in range(block.start_pos.Y, block.end_pos.Y + 1):
for j in range(block.start_pos.X, block.end_pos.X + 1):
if block.template != '.':
pygame.draw.rect(screen, BLOCK_COLOR,
(offset_x + (pos_x + j) * SIZE, offset_y + (pos_y + i) * SIZE, SIZE, SIZE), 0)
# 画得分等信息
def _draw_info(screen, font, pos_x, font_height, score):
print_text(screen, font, pos_x, 10, f'score: ')
print_text(screen, font, pos_x, 10 + font_height + 6, f'{score}')
print_text(screen, font, pos_x, 20 + (font_height + 6) * 2, f'speed:')
print_text(screen, font, pos_x, 20 + (font_height + 6) * 3, f'{score // 10000}')
print_text(screen, font, pos_x, 30 + (font_height + 6) * 4, f'next:')
if __name__ == '__main__':
main()
【贪吃蛇】
import random
import sys
import time
import pygame
from pygame.locals import *
from collections import deque
SCREEN_WIDTH = 240 # 屏幕宽度
SCREEN_HEIGHT = 320 # 屏幕高度
SIZE = 20 # 小方格大小
LINE_WIDTH = 1 # 网格线宽度
# 游戏区域的坐标范围
SCOPE_X = (0, SCREEN_WIDTH // SIZE - 1)
SCOPE_Y = (2, SCREEN_HEIGHT // SIZE - 1)
# 食物的分值及颜色
FOOD_STYLE_LIST = [(10, (255, 100, 100)), (20, (100, 255, 100)), (30, (100, 100, 255))]
LIGHT = (100, 100, 100)
DARK = (200, 200, 200) # 蛇的颜色
BLACK = (0, 0, 0) # 网格线颜色
RED = (200, 30, 30) # 红色,GAME OVER 的字体颜色
BGCOLOR = (40, 40, 60) # 背景色
def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
imgText = font.render(text, True, fcolor)
screen.blit(imgText, (x, y))
# 初始化蛇
def init_snake():
snake = deque()
snake.append((2, SCOPE_Y))
snake.append((1, SCOPE_Y))
snake.append((0, SCOPE_Y))
return snake
def create_food(snake):
food_x = random.randint(SCOPE_X, SCOPE_X)
food_y = random.randint(SCOPE_Y, SCOPE_Y)
while (food_x, food_y) in snake:
# 如果食物出现在蛇身上,则重来
food_x = random.randint(SCOPE_X, SCOPE_X)
food_y = random.randint(SCOPE_Y, SCOPE_Y)
return food_x, food_y
def get_food_style():
return FOOD_STYLE_LIST
def main():
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('贪吃蛇')
font1 = pygame.font.SysFont('SimHei', 23)# 得分的字体
font2 = pygame.font.Font(None, 55)# GAME OVER 的字体
fwidth, fheight = font2.size('GAME OVER')
# 如果蛇正在向右移动,那么快速点击向下向左,由于程序刷新没那么快,向下事件会被向左覆盖掉,导致蛇后退,直接GAME OVER
# b 变量就是用于防止这种情况的发生
b = True
# 蛇
snake = init_snake()
# 食物
food = create_food(snake)
food_style = get_food_style()
# 方向
pos = (1, 0)
game_over = True
start = False # 是否开始,当start = True,game_over = True 时,才显示 GAME OVER
score = 0 # 得分
orispeed = 0.5 # 原始速度
speed = orispeed
last_move_time = None
pause = False # 暂停
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_RETURN:
if game_over:
start = True
game_over = False
b = True
snake = init_snake()
food = create_food(snake)
food_style = get_food_style()
pos = (1, 0)
# 得分
score = 0
last_move_time = time.time()
elif event.key == K_SPACE:
if not game_over:
pause = not pause
elif event.key in (K_w, K_UP):
# 这个判断是为了防止蛇向上移时按了向下键,导致直接 GAME OVER
if b and not pos:
pos = (0, -1)
b = False
elif event.key in (K_s, K_DOWN):
if b and not pos:
pos = (0, 1)
b = False
elif event.key in (K_a, K_LEFT):
if b and not pos:
pos = (-1, 0)
b = False
elif event.key in (K_d, K_RIGHT):
if b and not pos:
pos = (1, 0)
b = False
# 填充背景色
screen.fill(BGCOLOR)
# 画网格线 竖线
for x in range(SIZE, SCREEN_WIDTH, SIZE):
pygame.draw.line(screen, BLACK, (x, SCOPE_Y * SIZE), (x, SCREEN_HEIGHT), LINE_WIDTH)
# 画网格线 横线
for y in range(SCOPE_Y * SIZE, SCREEN_HEIGHT, SIZE):
pygame.draw.line(screen, BLACK, (0, y), (SCREEN_WIDTH, y), LINE_WIDTH)
if not game_over:
curTime = time.time()
if curTime - last_move_time > speed:
if not pause:
b = True
last_move_time = curTime
next_s = (snake + pos, snake + pos)
if next_s == food:
# 吃到了食物
snake.appendleft(next_s)
score += food_style
speed = orispeed - 0.03 * (score // 100)
food = create_food(snake)
food_style = get_food_style()
else:
if SCOPE_X <= next_s <= SCOPE_X and SCOPE_Y <= next_s <= SCOPE_Y \
and next_s not in snake:
snake.appendleft(next_s)
snake.pop()
else:
game_over = True
# 画食物
if not game_over:
# 避免 GAME OVER 的时候把 GAME OVER 的字给遮住了
pygame.draw.rect(screen, food_style, (food * SIZE, food * SIZE, SIZE, SIZE), 0)
# 画蛇
for s in snake:
pygame.draw.rect(screen, DARK, (s * SIZE + LINE_WIDTH, s * SIZE + LINE_WIDTH,
SIZE - LINE_WIDTH * 2, SIZE - LINE_WIDTH * 2), 0)
print_text(screen, font1, 5, 10, f'speed: {score//100}')
print_text(screen, font1, 105, 10, f'score: {score}')
if game_over:
if start:
print_text(screen, font2, (SCREEN_WIDTH - fwidth) // 2, (SCREEN_HEIGHT - fheight) // 2, 'GAME OVER', RED)
pygame.display.update()
if __name__ == '__main__':
main()
666 666666666666666666 这个创意有趣,云天老师好帅! 这个创意有趣,云天老师好帅! 好教程
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