Skip to content
Toggle navigation
P
Projects
G
Groups
S
Snippets
Help
Administrator
/
pygame_lesson3_diy1
This project
Loading...
Sign in
Toggle navigation
Go to a project
Project
Repository
Issues
0
Merge Requests
0
Pipelines
Wiki
Snippets
Members
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Commit
aeb409ff
authored
Oct 13, 2022
by
BellCodeEditor
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
save project
parent
50bdeb0c
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
226 additions
and
73 deletions
snake.py
snake.py
View file @
aeb409ff
import
pygame
from
pygame
import
locals
import
random
from
typing
import
Dict
,
List
,
Sequence
,
Tuple
,
TypeVar
,
Union
,
overload
# 初始化pygame,为使用硬件做准备
pygame
.
init
()
from
pygame.math
import
Vector2
from
._common
import
_Coordinate
,
_CanBeRect
# 创建一个窗口
screen
=
pygame
.
display
.
set_mode
((
660
,
480
))
FPSCLOCK
=
pygame
.
time
.
Clock
()
# pygame时钟,控制游戏速度(帧数)
_K
=
TypeVar
(
"_K"
)
_V
=
TypeVar
(
"_V"
)
# 背景
background
=
pygame
.
image
.
load
(
'bg.png'
)
right
=
pygame
.
image
.
load
(
'right.png'
)
# 头 朝右
food
=
pygame
.
image
.
load
(
'apple.png'
)
# 食物 苹果
body
=
pygame
.
image
.
load
(
'body.png'
)
# 身体
left
=
pygame
.
image
.
load
(
'left.png'
)
# 头 朝左
up
=
pygame
.
image
.
load
(
'up.png'
)
# 头 朝上
down
=
pygame
.
image
.
load
(
'down.png'
)
# 头 朝下
class
Rect
(
object
):
x
:
int
y
:
int
top
:
int
left
:
int
bottom
:
int
right
:
int
topleft
:
Tuple
[
int
,
int
]
bottomleft
:
Tuple
[
int
,
int
]
topright
:
Tuple
[
int
,
int
]
bottomright
:
Tuple
[
int
,
int
]
midtop
:
Tuple
[
int
,
int
]
midleft
:
Tuple
[
int
,
int
]
midbottom
:
Tuple
[
int
,
int
]
midright
:
Tuple
[
int
,
int
]
center
:
Tuple
[
int
,
int
]
centerx
:
int
centery
:
int
size
:
Tuple
[
int
,
int
]
width
:
int
height
:
int
w
:
int
h
:
int
__hash__
:
None
# type: ignore
@overload
def
__init__
(
self
,
left
:
float
,
top
:
float
,
width
:
float
,
height
:
float
)
->
None
:
...
@overload
def
__init__
(
self
,
left_top
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
width_height
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
)
->
None
:
...
@overload
def
__init__
(
self
,
left_top_width_height
:
Union
[
Rect
,
Tuple
[
float
,
float
,
float
,
float
],
List
[
float
]
],
)
->
None
:
...
@overload
def
__getitem__
(
self
,
i
:
int
)
->
int
:
...
@overload
def
__getitem__
(
self
,
s
:
slice
)
->
List
[
int
]:
...
def
copy
(
self
)
->
Rect
:
...
@overload
def
move
(
self
,
x
:
float
,
y
:
float
)
->
Rect
:
...
@overload
def
move
(
self
,
move_by
:
_Coordinate
)
->
Rect
:
...
@overload
def
move_ip
(
self
,
x
:
float
,
y
:
float
)
->
None
:
...
@overload
def
move_ip
(
self
,
move_by
:
_Coordinate
)
->
None
:
...
@overload
def
inflate
(
self
,
x
:
float
,
y
:
float
)
->
Rect
:
...
@overload
def
inflate
(
self
,
inflate_by
:
_Coordinate
)
->
Rect
:
...
@overload
def
inflate_ip
(
self
,
x
:
float
,
y
:
float
)
->
None
:
...
@overload
def
inflate_ip
(
self
,
inflate_by
:
_Coordinate
)
->
None
:
...
@overload
def
update
(
self
,
left
:
float
,
top
:
float
,
width
:
float
,
height
:
float
)
->
None
:
...
@overload
def
update
(
self
,
left_top
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
width_height
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
)
->
None
:
...
@overload
def
update
(
self
,
left_top_width_height
:
Union
[
Rect
,
Tuple
[
float
,
float
,
float
,
float
],
List
[
float
]
],
)
->
None
:
...
@overload
def
clamp
(
self
,
rect
:
Union
[
_CanBeRect
,
Rect
])
->
Rect
:
...
@overload
def
clamp
(
self
,
left_top
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
width_height
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
)
->
Rect
:
...
@overload
def
clamp
(
self
,
left
:
float
,
top
:
float
,
width
:
float
,
height
:
float
)
->
Rect
:
...
@overload
def
clamp_ip
(
self
,
rect
:
Union
[
_CanBeRect
,
Rect
])
->
None
:
...
@overload
def
clamp_ip
(
self
,
left_top
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
width_height
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
)
->
None
:
...
@overload
def
clamp_ip
(
self
,
left
:
float
,
top
:
float
,
width
:
float
,
height
:
float
)
->
None
:
...
@overload
def
clip
(
self
,
rect
:
Union
[
_CanBeRect
,
Rect
])
->
Rect
:
...
@overload
def
clip
(
self
,
left_top
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
width_height
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
)
->
Rect
:
...
@overload
def
clip
(
self
,
left
:
float
,
top
:
float
,
width
:
float
,
height
:
float
)
->
Rect
:
...
@overload
def
clipline
(
self
,
x1
:
float
,
x2
:
float
,
x3
:
float
,
x4
:
float
)
->
Union
[
Tuple
[
Tuple
[
int
,
int
],
Tuple
[
int
,
int
]],
Tuple
[()]]:
...
@overload
def
clipline
(
self
,
first_coordinate
:
_Coordinate
,
second_coordinate
:
_Coordinate
)
->
Union
[
Tuple
[
Tuple
[
int
,
int
],
Tuple
[
int
,
int
]],
Tuple
[()]]:
...
@overload
def
clipline
(
self
,
values
:
Union
[
Tuple
[
float
,
float
,
float
,
float
],
List
[
float
]]
)
->
Union
[
Tuple
[
Tuple
[
int
,
int
],
Tuple
[
int
,
int
]],
Tuple
[()]]:
...
@overload
def
clipline
(
self
,
coordinates
:
Union
[
Tuple
[
_Coordinate
,
_Coordinate
],
List
[
_Coordinate
]]
)
->
Union
[
Tuple
[
Tuple
[
int
,
int
],
Tuple
[
int
,
int
]],
Tuple
[()]]:
...
@overload
def
union
(
self
,
rect
:
Union
[
_CanBeRect
,
Rect
])
->
Rect
:
...
@overload
def
union
(
self
,
left_top
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
width_height
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
)
->
Rect
:
...
@overload
def
union
(
self
,
left
:
float
,
top
:
float
,
width
:
float
,
height
:
float
)
->
Rect
:
...
@overload
def
union_ip
(
self
,
rect
:
Union
[
_CanBeRect
,
Rect
])
->
None
:
...
@overload
def
union_ip
(
self
,
left_top
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
width_height
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
)
->
None
:
...
@overload
def
union_ip
(
self
,
left
:
float
,
top
:
float
,
width
:
float
,
height
:
float
)
->
None
:
...
def
unionall
(
self
,
rect
:
Sequence
[
Union
[
_CanBeRect
,
Rect
]])
->
Rect
:
...
def
unionall_ip
(
self
,
rect_sequence
:
Sequence
[
Union
[
_CanBeRect
,
Rect
]])
->
None
:
...
@overload
def
fit
(
self
,
rect
:
Union
[
_CanBeRect
,
Rect
])
->
Rect
:
...
@overload
def
fit
(
self
,
left_top
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
width_height
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
)
->
Rect
:
...
@overload
def
fit
(
self
,
left
:
float
,
top
:
float
,
width
:
float
,
height
:
float
)
->
Rect
:
...
def
normalize
(
self
)
->
None
:
...
@overload
def
__contains__
(
self
,
rect
:
Union
[
_CanBeRect
,
Rect
,
int
])
->
bool
:
...
@overload
def
__contains__
(
self
,
left_top
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
width_height
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
)
->
bool
:
...
@overload
def
__contains__
(
self
,
left
:
float
,
top
:
float
,
width
:
float
,
height
:
float
)
->
bool
:
...
@overload
def
contains
(
self
,
rect
:
Union
[
_CanBeRect
,
Rect
])
->
bool
:
...
@overload
def
contains
(
self
,
left_top
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
width_height
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
)
->
bool
:
...
@overload
def
contains
(
self
,
left
:
float
,
top
:
float
,
width
:
float
,
height
:
float
)
->
bool
:
...
@overload
def
collidepoint
(
self
,
x
:
float
,
y
:
float
)
->
bool
:
...
@overload
def
collidepoint
(
self
,
x_y
:
Union
[
List
[
float
],
Tuple
[
float
,
float
]])
->
bool
:
...
@overload
def
colliderect
(
self
,
rect
:
Union
[
_CanBeRect
,
Rect
])
->
bool
:
...
@overload
def
colliderect
(
self
,
left_top
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
width_height
:
Union
[
List
[
float
],
Tuple
[
float
,
float
],
Vector2
],
)
->
bool
:
...
@overload
def
colliderect
(
self
,
left
:
float
,
top
:
float
,
width
:
float
,
height
:
float
)
->
bool
:
...
def
collidelist
(
self
,
rect_list
:
Sequence
[
Union
[
Rect
,
_CanBeRect
]])
->
int
:
...
def
collidelistall
(
self
,
rect_list
:
Sequence
[
Union
[
Rect
,
_CanBeRect
]]
)
->
List
[
int
]:
...
# Also undocumented: the dict collision methods take a 'values' argument
# that defaults to False. If it is False, the keys in rect_dict must be
# Rect-like; otherwise, the values must be Rects.
@overload
def
collidedict
(
self
,
rect_dict
:
Dict
[
_CanBeRect
,
_V
],
values
:
bool
=
...
)
->
Tuple
[
_CanBeRect
,
_V
]:
...
@overload
def
collidedict
(
self
,
rect_dict
:
Dict
[
_K
,
"Rect"
],
values
:
bool
)
->
Tuple
[
_K
,
"Rect"
]:
...
@overload
def
collidedictall
(
self
,
rect_dict
:
Dict
[
_CanBeRect
,
_V
],
values
:
bool
=
...
)
->
List
[
Tuple
[
_CanBeRect
,
_V
]]:
...
@overload
def
collidedictall
(
self
,
rect_dict
:
Dict
[
_K
,
"Rect"
],
values
:
bool
)
->
List
[
Tuple
[
_K
,
"Rect"
]]:
...
x
,
y
=
240
,
120
position
=
[(
180
,
90
),
(
180
,
120
),
(
210
,
120
),
(
x
,
y
)]
setheading
=
"right"
snake_head
=
right
apple_x
=
360
apple_y
=
300
while
True
:
for
event
in
pygame
.
event
.
get
():
if
event
.
type
==
locals
.
QUIT
:
# 接收到退出事件后退出程序
exit
()
if
event
.
type
==
locals
.
KEYDOWN
:
if
event
.
key
==
locals
.
K_RIGHT
and
setheading
!=
"left"
:
setheading
=
'right'
snake_head
=
right
if
event
.
key
==
locals
.
K_LEFT
and
setheading
!=
"right"
:
setheading
=
'left'
snake_head
=
left
if
event
.
key
==
locals
.
K_UP
and
setheading
!=
"down"
:
setheading
=
'up'
snake_head
=
up
if
event
.
key
==
locals
.
K_DOWN
and
setheading
!=
"up"
:
setheading
=
'down'
snake_head
=
down
# 设置贪吃蛇的头部坐标
if
setheading
==
"right"
:
x
+=
30
elif
setheading
==
"left"
:
x
-=
30
elif
setheading
==
"up"
:
y
-=
30
else
:
y
+=
30
position
.
append
((
x
,
y
))
if
apple_x
==
x
and
apple_y
==
y
:
apple_x
=
random
.
randint
(
0
,
660
)
apple_y
=
random
.
randint
(
0
,
480
)
position
.
pop
(
0
)
# 将背景图画上去
screen
.
blit
(
background
,
(
0
,
0
))
# 将贪吃蛇的头画上去
screen
.
blit
(
snake_head
,
position
[
-
1
])
# 将贪吃蛇的身体画上去
for
i
in
range
(
len
(
position
)
-
1
):
screen
.
blit
(
body
,
position
[
i
])
# 将果实画上去
screen
.
blit
(
food
,
(
apple_x
,
apple_y
))
# 刷新画面
pygame
.
display
.
update
()
FPSCLOCK
.
tick
(
3
)
\ No newline at end of file
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment