从零开始实现贪吃蛇(完整代码)

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从零开始实现贪吃蛇(完整代码)

2023-07-07 19:36| 来源: 网络整理| 查看: 265

前言

本文将分为三个部分来讲解贪吃蛇的实现,分为贪吃蛇开始前的游戏画面、游戏中画面、游戏结束画面,那我们开始吧!

游戏开始界面

游戏在开始前都会有一个的画面,一般而言是提供选择,如童年回忆《坦克大战》,在开始前会提供一个画面供玩家选择,单人模式或者双人模式,而我们的贪吃蛇可以用动态的画面,当玩家按下键盘上除了Esc之外的键就会直接进入游戏中。下面我们开始来讲解代码吧。

def showStartScreen(): titleFont = pygame.font.Font('freesansbold.ttf', 100) titleSurf1 = titleFont.render('strive', True, WHITE, DARKGREEN) titleSurf2 = titleFont.render('strive', 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) if checkForKeyPress(): pygame.event.get() return pygame.display.update() FPSCLOCK.tick(FPS) degrees1 += 3 degrees2 += 7

首先我们先设置字体和字体大小(titleFont),,然后在渲染的时候设置字体的颜色和背景,如果没有设置背景颜色,默认为黑色。最后degrees1和degrees2用于设置旋转的角度。

titleFont = pygame.font.Font('freesansbold.ttf', 100) titleSurf1 = titleFont.render('Wormy!', True, WHITE, DARKGREEN) titleSurf2 = titleFont.render('Wormy!', True, GREEN) degrees1 = 0 degrees2 = 0

同样的我们先将背景色填充为黑色,至于为什么这样做,大家可以自己把这行代码注释掉,然后运行看看效果。pygame中旋转图像的方法,pygame.transform.rotate(surface, angle),我们需要传入一个surface和旋转的角度,接着获取它的矩形对象,让它居中显示,center表示矩形的中心坐标,最后将它绘制到屏幕上,下面的几行代码效果是相同的就不再讲了。

DISPLAYSURF.fill(BGCOLOR) rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1) rotatedRect1 = rotatedSurf1.get_rect() rotatedRect1.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2) DISPLAYSURF.blit(rotatedSurf1, rotatedRect1)

checkForKeyPress()这是我们自己写的一个函数方法,具体的功能是表示用户是否按下键盘,如果按了将会进入游戏。pygame.display.update()更新游戏画面,degress1和degress2累加,旋转的角度一步一步增大。

if checkForKeyPress(): pygame.event.get() return pygame.display.update() FPSCLOCK.tick(FPS) # 设置帧数 degrees1 += 3 degrees2 += 7

让我们来看看效果图 ![[贪吃蛇开始前画面.png]]

我们也可以做一个选择界面,可以是单人游戏或者双人游戏,当然我们这就还是选择第一种,下面开始展示吧。

import pygame import sys pygame.init() DISPLAYSURF = pygame.display.set_mode((640, 480)) DARKGREEN = (0, 155, 0) titleFont = pygame.font.Font('freesansbold.ttf', 100) titleFont1 = pygame.font.Font('freesansbold.ttf', 20) titleSurf = titleFont.render('strive', True, (255, 255, 255), DARKGREEN) rect_titleSurf = titleSurf.get_rect() rect_titleSurf.center = 320, 120 one_game = titleFont1.render('Single player game', True, DARKGREEN) rect_one = one_game.get_rect() rect_one.topleft = 240, 240 double_game = titleFont1.render('Two player game', True, DARKGREEN) rect_double = double_game.get_rect() rect_double.topleft = 240, 270 flag = 1 while True: DISPLAYSURF.fill((0, 0, 0)) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() get_key = pygame.key.get_pressed() if get_key[pygame.K_w] or get_key[pygame.K_UP]: flag = 1 elif get_key[pygame.K_s] or get_key[pygame.K_DOWN]: flag = 2 elif get_key[pygame.K_j]: print('开始游戏了!') if flag == 1: select_cursor = pygame.draw.circle(DISPLAYSURF, DARKGREEN, [220, 250], 10, 0) elif flag == 2: select_cursor = pygame.draw.circle(DISPLAYSURF, DARKGREEN, [220, 280], 10, 0) DISPLAYSURF.blit(one_game, rect_one) DISPLAYSURF.blit(double_game, rect_double) DISPLAYSURF.blit(titleSurf, rect_titleSurf) pygame.display.update()

运行效果图 ![[贪吃蛇选择图.png]]

游戏部分 蛇移动(核心)

下面代码是关于蛇的移动以及蛇的绘画(可单独运行)。因为我们要画格子,而格子要和蛇相契合,换句话说,每一个格子的大小和组成蛇的格子大小是相同的。所以这里按比例缩小,除以20,方便一些。

import pygame import sys import random from pygame.locals import * pygame.init() FPS = 15 # 帧 WINDOWWIDTH = 640 # 高 WINDOWHEIGHT = 480 # 宽 CELLSIZE = 20 # 蛇宽高 # 按比例缩小 都除以20 CELLWIDTH = int(WINDOWWIDTH / CELLSIZE) CELLHEIGHT = int(WINDOWHEIGHT / CELLSIZE) DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) FPSCLOCK = pygame.time.Clock() # 方向 UP = 'up' DOWN = 'down' LEFT = 'left' RIGHT = 'right' # 蛇的头部索引 HEAD = 0 BLACK = (0, 0, 0) # 蛇身 GREEN = (0, 255, 0) DARKGREEN = (0, 155, 0) # 格子颜色 DARKGRAY = (40, 40, 40) BGCOLOR = BLACK # 画格子 def drawGrid(): # 先画竖线 for x in range(0, WINDOWWIDTH, CELLSIZE): pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, WINDOWHEIGHT)) # 再画横线 for y in range(0, WINDOWHEIGHT, CELLSIZE): pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (WINDOWWIDTH, y)) # 画蛇 def drawWorm(wormCoords): for coord in wormCoords: x = coord['x'] * CELLSIZE # 20 y = coord['y'] * CELLSIZE wormSegmentRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE) pygame.draw.rect(DISPLAYSURF, DARKGREEN, wormSegmentRect) # 在画小正方形,加深蛇身颜色 wormInnerSegmentRect = pygame.Rect(x + 4, y + 4, CELLSIZE - 8, CELLSIZE - 8) pygame.draw.rect(DISPLAYSURF, GREEN, wormInnerSegmentRect) # 开始游戏 def runGame(): # 随机出现位置 startx = random.randint(5, CELLWIDTH - 6) starty = random.randint(5, CELLHEIGHT - 6) # 蛇身体 wormCoords = [{'x': startx, 'y': starty}, {'x': startx - 1, 'y': starty}, {'x': startx - 2, 'y': starty}] # 默认方向为右 direction = RIGHT while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == KEYDOWN: if (event.key == K_LEFT or event.key == K_a) and direction != RIGHT: direction = LEFT elif (event.key == K_RIGHT or event.key == K_d) and direction != LEFT: direction = RIGHT elif (event.key == K_UP or event.key == K_w) and direction != DOWN: direction = UP elif (event.key == K_DOWN or event.key == K_s) and direction != UP: direction = DOWN elif event.key == K_ESCAPE: pygame.quit() sys.exit() # 出界就挂了 if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or \ wormCoords[HEAD]['y'] == CELLHEIGHT: return # 撞到自己的身体也挂了 for wormBody in wormCoords[1:]: if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']: return # 删除最后一个矩形 del wormCoords[-1] 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']} # 插入在首部 wormCoords.insert(0, newHead) DISPLAYSURF.fill(BGCOLOR) # 画格子 drawGrid() # 画蛇 drawWorm(wormCoords) pygame.display.update() FPSCLOCK.tick(FPS) if __name__ == '__main__': runGame()

首先我们先随机蛇头出现的位置,然后根据蛇头的位置,x分别-1,-2得到完整蛇坐标,注意这里的1代表是20像素,2就是40像素。默认前进方向是向右。

# 随机出现位置 startx = random.randint(5, CELLWIDTH - 6) starty = random.randint(5, CELLHEIGHT - 6) # 蛇身+蛇头 wormCoords = [{'x': startx, 'y': starty}, {'x': startx - 1, 'y': starty}, {'x': startx - 2, 'y': starty}] # 默认方向为右 direction = RIGHT

又是这熟悉的结构,pygame.event.get()获取事件,当玩家点击右上角的X时,触发关闭事件(QUIT),我们在下面写的逻辑会退出游戏。我们按下键盘会触发键盘事件(KEYDOWN),然后具体判断按下哪个键,那些键对应着控制蛇移动。蛇向右移动时,是不能向左移动,即反方向移动,大家可以把and direction != RIGHT类似的代码去掉,看看会产生怎们样的效果,实践是检验真理的唯一标准。

while True: for event in pygame.event.get(): # 退出游戏 if event.type == QUIT: pygame.quit() sys.exit() # 获取键盘事件 elif event.type == KEYDOWN: if (event.key == K_LEFT or event.key == K_a) and direction != RIGHT: direction = LEFT elif (event.key == K_RIGHT or event.key == K_d) and direction != LEFT: direction = RIGHT elif (event.key == K_UP or event.key == K_w) and direction != DOWN: direction = UP elif (event.key == K_DOWN or event.key == K_s) and direction != UP: direction = DOWN elif event.key == K_ESCAPE: pygame.quit() sys.exit()

这份代码是对蛇移动的限制,如果蛇移动超出了屏幕,游戏就会结束,同样碰到自己的身体也会结束游戏。

# 出界就挂了 if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or \ wormCoords[HEAD]['y'] == CELLHEIGHT: return # 撞到自己的身体也挂了 for wormBody in wormCoords[1:]: if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']: return

我们删除wormCoords中最后一个字典,在wormCoords中第一位置插入新的字典,一删一加从而达到蛇移动的效果。

# 删除最后一个矩形 del wormCoords[-1] 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']} # 插入在首部 wormCoords.insert(0, newHead)

画蛇分为两步,第一步将蛇画好,第二步优化,加深蛇的颜色,这样看起来效果更佳。

# 画蛇 def drawWorm(wormCoords): for coord in wormCoords: x = coord['x'] * CELLSIZE # 20 y = coord['y'] * CELLSIZE wormSegmentRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE) pygame.draw.rect(DISPLAYSURF, DARKGREEN, wormSegmentRect) # 在画小正方形,加深蛇身颜色 wormInnerSegmentRect = pygame.Rect(x + 4, y + 4, CELLSIZE - 8, CELLSIZE - 8) pygame.draw.rect(DISPLAYSURF, GREEN, wormInnerSegmentRect)

我们根据宽高,每隔20像素画一条线,格子就画完了。

# 画格子 def drawGrid(): # 先画竖线 for x in range(0, WINDOWWIDTH, CELLSIZE): pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, WINDOWHEIGHT)) # 再画横线 for y in range(0, WINDOWHEIGHT, CELLSIZE): pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (WINDOWWIDTH, y)) 画食物

随机出现食物,蛇吃到食物身体就会增长一格,我们在删除wormCoords最后一个字典的时候,蛇碰到食物就不删除,相当于蛇增长了一格。

import pygame import sys import random from pygame.locals import * pygame.init() WINDOWWIDTH = 640 WINDOWHEIGHT = 480 CELLSIZE = 20 CELLWIDTH = int(WINDOWWIDTH / CELLSIZE) CELLHEIGHT = int(WINDOWHEIGHT / CELLSIZE) DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) RED = (255, 0, 0) # 画食物 def drawApple(coord): x = coord['x'] * CELLSIZE y = coord['y'] * CELLSIZE appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE) pygame.draw.rect(DISPLAYSURF, RED, appleRect) cord = {'x': random.randint(0, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)} while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() drawApple(cord) pygame.display.update() 画分数

画分数,根据玩家吃到多少食物来算分,一个食物等于一分。

import pygame import sys import random from pygame.locals import * pygame.init() WINDOWWIDTH = 640 WINDOWHEIGHT = 480 DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) WHITE = (255, 255, 255) # 画食物 def drawScore(score): BASICFONT = pygame.font.Font('freesansbold.ttf', 18) scoreSurf = BASICFONT.render('Score: %s' % (score), True, WHITE) scoreRect = scoreSurf.get_rect() scoreRect.topleft = (WINDOWWIDTH - 120, 10) DISPLAYSURF.blit(scoreSurf, scoreRect) while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() drawScore(5) pygame.display.update() 游戏结束画面

当蛇超出屏幕或者碰到自己身体时,游戏就结束了。

import pygame import sys import random from pygame.locals import * pygame.init() WINDOWWIDTH = 640 WINDOWHEIGHT = 480 DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) WHITE = (255, 255, 255) 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) pygame.display.update() while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() showGameOverScreen() pygame.display.update() 完整代码 import random import pygame import sys from pygame.locals import * '''游戏开始前动画 蛇的移速 ''' FPS = 15 WINDOWWIDTH = 640 WINDOWHEIGHT = 480 CELLSIZE = 20 # assert 如果为真就执行 为假报错 # # 整数倍 格子 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) 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' # 蛇的头部索引 HEAD = 0 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('贪吃蛇') showStartScreen() while True: runGame() showGameOverScreen() def runGame(): # 随机蛇头 startx = random.randint(5, CELLWIDTH - 6) starty = random.randint(5, CELLHEIGHT - 6) # 初始3个 wormCoords = [{'x': startx, 'y': starty}, {'x': startx - 1, 'y': starty}, {'x': startx - 2, 'y': starty}] # 方向为右 direction = RIGHT # 食物 apple = getRandomLocation() while True: for event in pygame.event.get(): if event.type == QUIT: terminate() elif event.type == KEYDOWN: if (event.key == K_LEFT or event.key == K_a) and direction != RIGHT: direction = LEFT elif (event.key == K_RIGHT or event.key == K_d) and direction != LEFT: direction = RIGHT elif (event.key == K_UP or event.key == K_w) and direction != DOWN: direction = UP elif (event.key == K_DOWN or event.key == K_s) and direction != UP: direction = DOWN elif event.key == K_ESCAPE: terminate() if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or \ wormCoords[HEAD]['y'] == CELLHEIGHT: return # 撞到自己的身体也挂了 for wormBody in wormCoords[1:]: if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']: return if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']: apple = getRandomLocation() else: # 删除最后一个 del wormCoords[-1] 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']} # 插入在首部 wormCoords.insert(0, newHead) DISPLAYSURF.fill(BGCOLOR) # 画格子 drawGrid() # 画蛇 drawWorm(wormCoords) # 画食物 drawApple(apple) # 画分数 drawScore(len(wormCoords) - 3) pygame.display.update() FPSCLOCK.tick(FPS) # 绘制底部提示消息 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) # 检查按键 def checkForKeyPress(): # QUIT 事件类型 指定获取事件类型 if len(pygame.event.get(QUIT)) > 0: terminate() # 按下键盘事件类型 keyUpEvents = pygame.event.get(KEYUP) if len(keyUpEvents) == 0: return None if keyUpEvents[0].key == K_ESCAPE: print(keyUpEvents[0]) # print(keyUpEvents[0].key) # 27 terminate() return keyUpEvents[0].key # 开始游戏动画 def showStartScreen(): titleFont = pygame.font.Font('freesansbold.ttf', 100) # render(内容,是否抗锯齿,字体颜色,字体背景颜色) # 白字 绿背景 titleSurf1 = titleFont.render('strive', True, WHITE, DARKGREEN) # 绿字 无背景 titleSurf2 = titleFont.render('strive', True, GREEN) degrees1 = 0 degrees2 = 0 while True: DISPLAYSURF.fill(BGCOLOR) # 第一个 rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1) rotatedRect1 = rotatedSurf1.get_rect() rotatedRect1.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2) DISPLAYSURF.blit(rotatedSurf1, rotatedRect1) # 第二个 # pygame.transform.rotate(surface, angle) 旋转图片 rotatedSurf2 = pygame.transform.rotate(titleSurf2, degrees2) rotatedRect2 = rotatedSurf2.get_rect() rotatedRect2.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2) DISPLAYSURF.blit(rotatedSurf2, rotatedRect2) # 绘制底部提示消息 # drawPressKeyMsg() # 检查键盘事件 if checkForKeyPress(): # 清除之前事件影响 pygame.event.get() # 清除事件队列 从队列中获取所有事件并删除 return pygame.display.update() FPSCLOCK.tick(FPS) degrees1 += 3 # 每帧旋转3度 degrees2 += 7 # rotate by 7 degrees each frame # 关闭 def terminate(): pygame.quit() sys.exit() # 随机食物 def getRandomLocation(): return {'x': random.randint(0, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)} # 结束游戏画面 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() # 等待事件 wait pygame.time.wait(500) checkForKeyPress() while True: if checkForKeyPress(): pygame.event.get() return # 画分数 def drawScore(score): scoreSurf = BASICFONT.render('Score: %s' % (score), True, WHITE) scoreRect = scoreSurf.get_rect() scoreRect.topleft = (WINDOWWIDTH - 120, 10) DISPLAYSURF.blit(scoreSurf, scoreRect) # 画蛇 def drawWorm(wormCoords): for coord in wormCoords: x = coord['x'] * CELLSIZE # 20 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) # 画食物 def drawApple(coord): x = coord['x'] * CELLSIZE y = coord['y'] * CELLSIZE appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE) pygame.draw.rect(DISPLAYSURF, RED, appleRect) # 画格子 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)) if __name__ == '__main__': main() 结尾

山高路远,各位江湖再见!!!欢迎大家的关注和打赏!!!



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