Commit b0a768e6 by BellCodeEditor

save project

parent b2db0b43
Showing with 106 additions and 33 deletions
import pygame #!/usr/bin/env python
from pygame import locals import pygame,sys,time,random
from pygame.locals import *
# 初始化pygame,为使用硬件做准备 # 定义颜色变量
pygame.init() redColour = pygame.Color(255,0,0)
blackColour = pygame.Color(0,0,0)
# 创建一个窗口 whiteColour = pygame.Color(255,255,255)
screen = pygame.display.set_mode((660, 480)) greyColour = pygame.Color(150,150,150)
# 定义gameOver函数
# 背景 def gameOver(playSurface):
background = pygame.image.load('bg.png')  gameOverFont = pygame.font.Font('arial.ttf',72)
right = pygame.image.load('right.png')  gameOverSurf = gameOverFont.render('Game Over', True, greyColour)
food = pygame.image.load('apple.png')  gameOverRect = gameOverSurf.get_rect()
body = pygame.image.load('body.png')  gameOverRect.midtop = (320, 10)
 playSurface.blit(gameOverSurf, gameOverRect)
while True:  pygame.display.flip()
for event in pygame.event.get():  time.sleep(5)
if event.type == locals.QUIT:  pygame.quit()
# 接收到退出事件后退出程序  sys.exit()
exit()  
# 将背景图画上去 # 定义main函数
screen.blit(background, (0, 0)) def main():
# 将贪吃蛇画上去  # 初始化pygame
screen.blit(right, (240, 120))  pygame.init()
# 将贪吃蛇的身体画上去  fpsClock = pygame.time.Clock()
screen.blit(body, (210, 120))  # 创建pygame显示层
screen.blit(body, (180, 120))  playSurface = pygame.display.set_mode((640,480))
screen.blit(body, (180, 90))  pygame.display.set_caption('Raspberry Snake')
# 将果实画上去  
screen.blit(food, (360, 300))  # 初始化变量
# 刷新画面  snakePosition = [100,100]
pygame.display.update()  snakeSegments = [[100,100],[80,100],[60,100]]
\ No newline at end of file  raspberryPosition = [300,300]
 raspberrySpawned = 1
 direction = 'right'
 changeDirection = direction
 while True:
 # 检测例如按键等pygame事件
 for event in pygame.event.get():
 if event.type == QUIT:
 pygame.quit()
 sys.exit()
 elif event.type == KEYDOWN:
 # 判断键盘事件
 if event.key == K_RIGHT or event.key == ord('d'):
 changeDirection = 'right'
 if event.key == K_LEFT or event.key == ord('a'):
 changeDirection = 'left'
 if event.key == K_UP or event.key == ord('w'):
 changeDirection = 'up'
 if event.key == K_DOWN or event.key == ord('s'):
 changeDirection = 'down'
 if event.key == K_ESCAPE:
 pygame.event.post(pygame.event.Event(QUIT))
 # 判断是否输入了反方向
 if changeDirection == 'right' and not direction == 'left':
 direction = changeDirection
 if changeDirection == 'left' and not direction == 'right':
 direction = changeDirection
 if changeDirection == 'up' and not direction == 'down':
 direction = changeDirection
 if changeDirection == 'down' and not direction == 'up':
 direction = changeDirection
 # 根据方向移动蛇头的坐标
 if direction == 'right':
 snakePosition[0] += 20
 if direction == 'left':
 snakePosition[0] -= 20
 if direction == 'up':
 snakePosition[1] -= 20
 if direction == 'down':
 snakePosition[1] += 20
 # 增加蛇的长度
 snakeSegments.insert(0,list(snakePosition))
 # 判断是否吃掉了树莓
 if snakePosition[0] == raspberryPosition[0] and snakePosition[1] == raspberryPosition[1]:
 raspberrySpawned = 0
 else:
 snakeSegments.pop()
 # 如果吃掉树莓,则重新生成树莓
 if raspberrySpawned == 0:
 x = random.randrange(1,32)
 y = random.randrange(1,24)
 raspberryPosition = [int(x*20),int(y*20)]
 raspberrySpawned = 1
 # 绘制pygame显示层
 playSurface.fill(blackColour)
 for position in snakeSegments:
 pygame.draw.rect(playSurface,whiteColour,Rect(position[0],position[1],20,20))
 pygame.draw.rect(playSurface,redColour,Rect(raspberryPosition[0], raspberryPosition[1],20,20))
 
 # 刷新pygame显示层
 pygame.display.flip()
 # 判断是否死亡
 if snakePosition[0] > 620 or snakePosition[0] < 0:
 gameOver(playSurface)
 if snakePosition[1] > 460 or snakePosition[1] < 0:
 for snakeBody in snakeSegments[1:]:
 if snakePosition[0] == snakeBody[0] and snakePosition[1] == snakeBody[1]:
 gameOver(playSurface)
 # 控制游戏速度
 fpsClock.tick(10)
 
if __name__ == "__main__":
 main()
\ No newline at end of file
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