Python实现智能贪吃蛇游戏的示例代码

目录

前言

基本环境配置

实现效果

实现代码

前言

我想大家都玩过诺基亚上面的贪吃蛇吧,本文将带你一步步用python语言实现一个snake小游戏。

基本环境配置

版本:Python3

系统:Windows

相关模块:pygame

pip install pygame安装即可

实现效果

实现代码 import random, pygame, sys from pygame.locals import * import time ''' ''' FPS = 1 ##WINDOWWIDTH = 640 #WINDOWHEIGHT = 480 WINDOWWIDTH = 600 WINDOWHEIGHT = 480 CELLSIZE = 40 assert WINDOWWIDTH % CELLSIZE == 0, "Window width must be a multiple of cell size." assert WINDOWHEIGHT % CELLSIZE == 0, "Window height must be a multiple of cell size." CELLWIDTH = int(WINDOWWIDTH / CELLSIZE) CELLHEIGHT = int(WINDOWHEIGHT / CELLSIZE)  #             R    G    B WHITE     = (255, 255, 255) BLACK     = (  0,   0,   0) RED       = (255,   0,   0) GREEN     = (  0, 255,   0) DARKGREEN = (  0, 155,   0) DARKGRAY  = ( 40,  40,  40) BGCOLOR = BLACK UP = 'up' DOWN = 'down' LEFT = 'left' RIGHT = 'right' direction = UP DIRECTION = [UP,DOWN,LEFT,RIGHT] HEAD = 0 # syntactic sugar: index of the worm's head distance = [] for y in range(CELLHEIGHT):     distance.append([])     for x in range(CELLWIDTH):         distance[y].append(8888) def into_queue(grid, queue, visited, worm,apple):     x,y = grid     if (x, y) == (apple['x'],apple['y']):         return False     elif x < 0 or x >= CELLWIDTH:         return False     elif y < 0 or y >= CELLHEIGHT:         return False     elif (x, y) in queue:         return False     elif (x, y) in visited:         return False     else:         return True def is_snake(x,y,worm):     for body in worm:         if body['x'] == x and body['y'] == y:             return True     return False def cal_distance(worm,apple):     queue = [(apple['x'],apple['y'])]     visited = []     found = False     for y in range(CELLHEIGHT):         for x in range(CELLWIDTH):             distance[y][x] = 9999     distance[apple['y']][apple['x']] = 0     while len(queue) != 0:         head = queue[0]         visited.append(head)         up_grid = head[0], head[1] - 1         down_grid = head[0], head[1] + 1         left_grid = head[0] - 1, head[1]         right_grid = head[0] + 1, head[1]         for grid in [up_grid, down_grid, left_grid, right_grid]:             if into_queue(grid, queue, visited,worm,apple):                 if grid[0] == worm[HEAD]['x'] and grid[1] == worm[HEAD]['y']:                     found = True                 if not is_snake(grid[0],grid[1],worm):                     queue.append(grid)                     distance[grid[1]][grid[0]] = distance[head[1]][head[0]] + 1         queue.pop(0)     return found def main():     global FPSCLOCK, DISPLAYSURF, BASICFONT     pygame.init()     FPSCLOCK = pygame.time.Clock()     DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))     BASICFONT = pygame.font.Font('freesansbold.ttf', 18)     pygame.display.set_caption('Snaky')     showStartScreen()     while True:         runGame()         showGameOverScreen() def can_move(grid, worm):     x,y = grid     if x < 0 or x >= CELLWIDTH:         return False     elif y < 0 or y >= CELLHEIGHT:         return False     elif is_snake(x, y,worm):         return False     elif (x, y) == (worm[HEAD]['x'], worm[HEAD]['y']):         return False     else:         return True def update_dirc(now, direc):     loc = {'x':0,'y':0}     if direc == UP:         loc = {'x':now['x'],'y':now['y']-1}     elif direc == DOWN:         loc = {'x':now['x'],'y':now['y']+1}     elif direc == RIGHT:         loc = {'x':now['x']+1,'y':now['y']}     elif direc == LEFT:         loc = {'x':now['x']-1,'y':now['y']}     return loc def virtual_run(wormCoords, apple,direction):     wormCoords = list(wormCoords)     food_eated = False     while not food_eated:         cal_distance(wormCoords,apple)         four_dis = [99999, 99999, 99999, 99999]         if can_move((wormCoords[HEAD]['x'], wormCoords[HEAD]['y'] - 1), wormCoords):             four_dis[0] = distance[wormCoords[HEAD]['y'] - 1][wormCoords[HEAD]['x']]         if can_move((wormCoords[HEAD]['x'] + 1, wormCoords[HEAD]['y']), wormCoords):             four_dis[1] = distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] + 1]         if can_move((wormCoords[HEAD]['x'], wormCoords[HEAD]['y'] + 1), wormCoords):             four_dis[2] = distance[wormCoords[HEAD]['y'] + 1][wormCoords[HEAD]['x']]         if can_move((wormCoords[HEAD]['x'] - 1, wormCoords[HEAD]['y']), wormCoords):             four_dis[3] = distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] - 1]         min_num = min(four_dis)         if four_dis[0] < 99999 and distance[wormCoords[HEAD]['y'] - 1][wormCoords[HEAD]['x']] == min_num and direction != DOWN:             direction = UP         elif four_dis[1] < 99999 and distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] + 1] == min_num and direction != "LEFT":             direction = RIGHT         elif four_dis[2] < 99999 and distance[wormCoords[HEAD]['y'] + 1][wormCoords[HEAD]['x']] == min_num and direction != "UP":             direction = DOWN         elif four_dis[3] < 99999 and distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] - 1] == min_num and direction != RIGHT:             direction = LEFT         if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or wormCoords[HEAD]['y'] == CELLHEIGHT:             return # game over         for wormBody in wormCoords[1:]:             if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:                 return         # 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']}         if wormCoords[HEAD]['x'] != apple['x'] or wormCoords[HEAD]['y'] != apple['y']:             food_eated = True             wormCoords.insert(0, newHead)         else:             del wormCoords[-1] # remove worm's tail segment             wormCoords.insert(0, newHead)     result = cal_distance(wormCoords,wormCoords[-1])     for i in range(4):         temp = update_dirc(wormCoords[HEAD],DIRECTION[i])         if temp['x'] == wormCoords[-1]['x'] and temp['y'] == wormCoords[-1]['y']:             result = False     return result def distance_(x,y):     return abs(x['x']-y['x']) + abs(x['y'] - x['y']) def any_possible_move(worm,apple,direction):     temp_direc = direction     max_dis = 0     for i in range(4):         temp = update_dirc(worm[0],DIRECTION[i])         if can_move((temp['x'],temp['y']),worm):             if (distance_(temp, apple) > max_dis) and (examine_direction(DIRECTION[i], direction)):                 max_dis = distance_(temp, apple)                 temp_direc = DIRECTION[i]     return temp_direc def examine_direction(temp , direction):     if direction == UP:         if temp == DOWN:             return False     elif direction == RIGHT:         if temp == LEFT:             return False     elif direction == LEFT:         if temp == RIGHT:             return False     elif direction == DOWN:         if temp == UP:             return False     return True def check_head(worm,direction):     for i in range(4):         temp = update_dirc(worm[HEAD], DIRECTION[i])         if can_move((temp['x'],temp['y']),worm) and examine_direction(DIRECTION[i],direction):             if distance[temp['y']][temp['x']] < 9999:                 return True     return False def runGame():     global running_,DIRECTION     # Set a random start point.     startx = random.randint(0, CELLWIDTH -1)     starty = random.randint(0, CELLHEIGHT -1)     wormCoords = [{'x': startx,     'y': starty},                   {'x': startx - 1, 'y': starty},                   {'x': startx - 2, 'y': starty}]     direction = RIGHT     running_ = True     # Start the apple in a random place.     apple = getRandomLocation(wormCoords)     count = 0     while True: # main game loop         for event in pygame.event.get(): # event handling loop             if event.type == QUIT:                 terminate()         new_direction = None         #print distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x']]         if cal_distance(wormCoords,apple):             #print "Test"             if virtual_run(wormCoords, apple, direction):                 cal_distance(wormCoords,apple)                 four_dis = [99999] * 4                 if can_move((wormCoords[HEAD]['x'], wormCoords[HEAD]['y'] - 1), wormCoords):                     four_dis[0] = distance[wormCoords[HEAD]['y'] - 1][wormCoords[HEAD]['x']]                 if can_move((wormCoords[HEAD]['x'] + 1, wormCoords[HEAD]['y']), wormCoords):                     four_dis[1] = distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] + 1]                 if can_move((wormCoords[HEAD]['x'], wormCoords[HEAD]['y'] + 1), wormCoords):                     four_dis[2] = distance[wormCoords[HEAD]['y'] + 1][wormCoords[HEAD]['x']]                 if can_move((wormCoords[HEAD]['x'] - 1, wormCoords[HEAD]['y']), wormCoords):                     four_dis[3] = distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] - 1]                 max_num = min(four_dis)                 if four_dis[0] < 99999 and distance[wormCoords[HEAD]['y'] - 1][wormCoords[HEAD]['x']] == max_num and direction != DOWN:                     new_direction = UP                 elif four_dis[1] < 99999 and distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] + 1] == max_num and direction != LEFT:                     new_direction = RIGHT                 elif four_dis[2] < 99999 and distance[wormCoords[HEAD]['y'] + 1][wormCoords[HEAD]['x']] == max_num and direction != UP:                     new_direction = DOWN                 elif four_dis[3] < 99999 and distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] - 1] == max_num and direction != RIGHT:                     new_direction = LEFT             else:                 count += 1                 print(count)                 four_dis = [-1] * 4                 cal_distance(wormCoords, wormCoords[-1])                 if can_move((wormCoords[HEAD]['x'], wormCoords[HEAD]['y'] - 1), wormCoords):                     four_dis[0] = distance[wormCoords[HEAD]['y'] - 1][wormCoords[HEAD]['x']]                 if can_move((wormCoords[HEAD]['x'] + 1, wormCoords[HEAD]['y']), wormCoords):                     four_dis[1] = distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] + 1]                 if can_move((wormCoords[HEAD]['x'], wormCoords[HEAD]['y'] + 1), wormCoords):                     four_dis[2] = distance[wormCoords[HEAD]['y'] + 1][wormCoords[HEAD]['x']]                 if can_move((wormCoords[HEAD]['x'] - 1, wormCoords[HEAD]['y']), wormCoords):                     four_dis[3] = distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] - 1]                 max_num = 0                 for i in four_dis:                     if i != 9999:                         if i > max_num:                             max_num = i                 if four_dis[0] > -1 and distance[wormCoords[HEAD]['y'] - 1][wormCoords[HEAD]['x']] == max_num and direction != DOWN:                     new_direction = UP                 elif four_dis[1] > -1 and distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] + 1] == max_num and direction != LEFT:                     new_direction = RIGHT                 elif four_dis[2] > -1 and distance[wormCoords[HEAD]['y'] + 1][wormCoords[HEAD]['x']] == max_num and direction != UP:                     new_direction = DOWN                 elif four_dis[3] > -1 and distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] - 1] == max_num and direction != RIGHT:                     new_direction = LEFT                 if count == 10:                     new_direction = any_possible_move(wormCoords, apple, direction)                     count = 0         else:             four_dis = [-1] * 4             cal_distance(wormCoords, wormCoords[-1])             if can_move((wormCoords[HEAD]['x'], wormCoords[HEAD]['y'] - 1), wormCoords):                 four_dis[0] = distance[wormCoords[HEAD]['y'] - 1][wormCoords[HEAD]['x']]             if can_move((wormCoords[HEAD]['x'] + 1, wormCoords[HEAD]['y']), wormCoords):                 four_dis[1] = distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] + 1]             if can_move((wormCoords[HEAD]['x'], wormCoords[HEAD]['y'] + 1), wormCoords):                 four_dis[2] = distance[wormCoords[HEAD]['y'] + 1][wormCoords[HEAD]['x']]             if can_move((wormCoords[HEAD]['x'] - 1, wormCoords[HEAD]['y']), wormCoords):                 four_dis[3] = distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] - 1]             max_num = 0             for i in four_dis:                 if i != 9999:                     if i > max_num:                         max_num = i             if four_dis[0] > -1 and distance[wormCoords[HEAD]['y'] - 1][wormCoords[HEAD]['x']] == max_num and direction != DOWN:                 new_direction = UP             elif four_dis[1] > -1 and distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] + 1] == max_num and direction != LEFT:                 new_direction = RIGHT             elif four_dis[2] > -1 and distance[wormCoords[HEAD]['y'] + 1][wormCoords[HEAD]['x']] == max_num and direction != UP:                 new_direction = DOWN             elif four_dis[3] > -1 and distance[wormCoords[HEAD]['y']][wormCoords[HEAD]['x'] - 1] == max_num and direction != RIGHT:                 new_direction = LEFT         if new_direction == None:             direction = any_possible_move(wormCoords, apple, direction)         else:             direction = new_direction         #temp_ = update_dirc(wormCoords[HEAD],direction)         #while not can_move((temp_['x'],temp_['y']), wormCoords):             #direction = any_possible_move(wormCoords, apple, direction)         # check if the worm has hit itself or the edge         if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or wormCoords[HEAD]['y'] == CELLHEIGHT:             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 worm has eaten an apply         if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']:             # don't remove worm's tail              apple = getRandomLocation(wormCoords)         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) # set a new apple somewhere         DISPLAYSURF.fill(BGCOLOR)         drawGrid()         drawWorm(wormCoords)         drawApple(apple)         drawScore(len(wormCoords) - 3)         time.sleep(0.01)         pygame.display.update()         #FPSCLOCK.tick(FPS) def drawPressKeyMsg():     pressKeySurf = BASICFONT.render('Press a key to play.', True, DARKGRAY)     pressKeyRect = pressKeySurf.get_rect()     pressKeyRect.topleft = (WINDOWWIDTH - 200, WINDOWHEIGHT - 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('Snaky!', True, WHITE, DARKGREEN)     titleSurf2 = titleFont.render('Snaky!', True, GREEN)     degrees1 = 0     degrees2 = 0     while True:         DISPLAYSURF.fill(BGCOLOR)         rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1)         rotatedRect1 = rotatedSurf1.get_rect()         rotatedRect1.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)         DISPLAYSURF.blit(rotatedSurf1, rotatedRect1)         rotatedSurf2 = pygame.transform.rotate(titleSurf2, degrees2)         rotatedRect2 = rotatedSurf2.get_rect()         rotatedRect2.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)         DISPLAYSURF.blit(rotatedSurf2, rotatedRect2)         drawPressKeyMsg()         if checkForKeyPress():             pygame.event.get() # clear event queue             return         pygame.display.update()         FPSCLOCK.tick(FPS)         degrees1 += 3 # rotate by 3 degrees each frame         degrees2 += 7 # rotate by 7 degrees each frame         time.sleep(0.1) def terminate():     pygame.quit()     sys.exit() def getRandomLocation(worm):     temp = {'x': random.randint(0, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)}     while test_not_ok(temp, worm):         temp = {'x': random.randint(0, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)}     return temp def test_not_ok(temp, worm):     for body in worm:         if temp['x'] == body['x'] and temp['y'] == body['y']:             return True     return False def showGameOverScreen():     gameOverFont = pygame.font.Font('freesansbold.ttf', 150)     gameSurf = gameOverFont.render('Game', True, WHITE)     overSurf = gameOverFont.render('Over', True, WHITE)     gameRect = gameSurf.get_rect()     overRect = overSurf.get_rect()     gameRect.midtop = (WINDOWWIDTH / 2, 10)     overRect.midtop = (WINDOWWIDTH / 2, gameRect.height + 10 + 25)     DISPLAYSURF.blit(gameSurf, gameRect)     DISPLAYSURF.blit(overSurf, overRect)     drawPressKeyMsg()     pygame.display.update()     pygame.time.wait(5)     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 = (WINDOWWIDTH - 120, 10)     DISPLAYSURF.blit(scoreSurf, scoreRect) def drawWorm(wormCoords):     for coord in wormCoords:         x = coord['x'] * CELLSIZE         y = coord['y'] * CELLSIZE         wormSegmentRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)         pygame.draw.rect(DISPLAYSURF, DARKGREEN, wormSegmentRect)         wormInnerSegmentRect = pygame.Rect(x + 4, y + 4, CELLSIZE - 8, CELLSIZE - 8)         pygame.draw.rect(DISPLAYSURF, GREEN, wormInnerSegmentRect) def drawApple(coord):     x = coord['x'] * CELLSIZE     y = coord['y'] * CELLSIZE     appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)     pygame.draw.rect(DISPLAYSURF, RED, appleRect) def drawGrid():     for x in range(0, WINDOWWIDTH, CELLSIZE): # draw vertical lines         pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, WINDOWHEIGHT))     for y in range(0, WINDOWHEIGHT, CELLSIZE): # draw horizontal lines         pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (WINDOWWIDTH, y)) running_ = True if __name__ == '__main__':     main()

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