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搓了一个充满bug的算法框架
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ai.py
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84
ai.py
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@ -0,0 +1,84 @@
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from data_structure import Tree
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class Ai:
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def __init__(self):
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self.path = []
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def start(self,snake,apple,settings):
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openlist = []
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closelist = []
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starting_point = snake.coords[0]
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ending_point = apple.coords
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def calculate_f():
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"""计算openlist各格子的f值"""
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for cell in openlist:
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g = abs(cell['x'] - starting_point['x']) + abs(cell['y'] - starting_point['y'])
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h = abs(cell['x'] - ending_point['x']) + abs(cell['y'] - ending_point['y'])
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f = g + h
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cell['f'] = f
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def is_wall():
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# 碰到左右墙壁
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if (cell['x'] == -1 or cell['x'] == settings.cell_w):
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return True
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# 碰到上下墙壁
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if (cell['y'] == -1 or cell['y'] == settings.cell_h):
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return True
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# 碰到自己
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if (cell in snake.coords[1:]):
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return True
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return False
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#记得做openlist用尽、苹果在蛇里面的解决办法
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while ending_point not in openlist:
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if not openlist:
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openlist.append(starting_point)
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path_tree = Tree(starting_point)
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#查找Openlist中F最小的格子并弹入Closelist
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#《这里也有问题 假设下面出现的列表同步更改的错误解决了》
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#《那么本来就被计算过的格子不需要再次计算 但这里依然算了》
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calculate_f()
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min_f = min(f['f'] for f in openlist)
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for cell in openlist:
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if cell['f'] == min_f:
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closelist.append(cell)
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openlist.remove(cell)
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break
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#《这里有问题 不应该for 应该只检查刚丢进closelist的那一个》
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#《检查过的格子又检查一遍 也是openlist有重复格子的根本原因》
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for close_cell in closelist:
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near_cells = [{'x': close_cell['x'], 'y': close_cell['y'] + 1}, #获取旁边的格子上右下左
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{'x': close_cell['x'] + 1, 'y': close_cell['y']},
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{'x': close_cell['x'], 'y': close_cell['y'] - 1},
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{'x': close_cell['x'] - 1, 'y': close_cell['y']}]
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#不考虑蛇的身体或墙壁
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for cell in near_cells:
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if is_wall():
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near_cells.remove(cell)
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#排除F键值对的影响
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#《?为什么使用切片后copy的更改还是能影响到原openlist?》
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#《搞得我openlist的f值全弹出了》
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openlist_copy = openlist[:]
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for cell_copy in openlist_copy:
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cell_copy.pop('f',None)
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#找出不在openlist的格子并加进openlist
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#《filter疑似用错 没有筛选功能 openlist依然有重复格子》
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not_in_list = filter(lambda x: x != (cell_copy for cell_copy in openlist_copy), near_cells)
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openlist.extend(not_in_list)
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#《这里再用一次filter查教程后是因为filter只能迭代一次》
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#《filter好jb难用 我是因为看它性能消耗少才用的QAQ 换一个吧》
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not_in_list = filter(lambda x: x != (cell_copy for cell_copy in openlist_copy), near_cells)
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#《这里的添加节点能运行但是加不进去 只有一开始的父节点加得进去》
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for not_in_cell in not_in_list:
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path_tree.add_child(path_tree.find(close_cell),not_in_cell)
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ending_nodes = path_tree.find(ending_point)
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for node in ending_nodes.get_ancestors()[::-1]:
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self.path.append(node)
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self.iterator = snake.create_iterator(self.path)
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6
apple.py
6
apple.py
@ -3,9 +3,9 @@ import random
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class Apple():
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def __init__(self,settings):
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self.x = random.randint(1, settings.cell_w - 1)
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self.y = random.randint(1, settings.cell_h - 1)
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self.x = 7#random.randint(1, settings.cell_w - 1)
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self.y = 5#random.randint(1, settings.cell_h - 1)
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self.coords = {'x':self.x,'y':self.y}
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def spawn(self,settings):
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self.x = random.randint(1, settings.cell_w - 1)
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self.y = random.randint(1, settings.cell_h - 1)
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53
data_structure.py
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53
data_structure.py
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@ -0,0 +1,53 @@
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class TreeNode:
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def __init__(self, value, parent=None):
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self.value = value
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self.parent = parent
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self.children = []
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def add_child(self, child_node):
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child_node.parent = self
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self.children.append(child_node)
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def remove_child(self, child_node):
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self.children = [child for child in self.children if child is not child_node]
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child_node.parent = None
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def __repr__(self, level=0):
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ret = "\t" * level + repr(self.value) + "\n"
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for child in self.children:
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ret += child.__repr__(level + 1)
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return ret
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def get_ancestors(self):
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"""返回当前节点及其所有祖先节点"""
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ancestors = []
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node = self
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ancestors.append(node)
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while node.parent:
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ancestors.append(node.parent)
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node = node.parent
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return ancestors
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class Tree:
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def __init__(self, root_value):
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self.root = TreeNode(root_value)
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def add_child(self, parent_node, child_value):
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if not parent_node:
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parent_node = self.root
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parent_node.add_child(TreeNode(child_value))
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def find(self, value):
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return self._find_in_node(self.root, value)
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def _find_in_node(self, node, value):
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if node.value == value:
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return node
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for child in node.children:
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found_node = self._find_in_node(child, value)
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if found_node:
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return found_node
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return None
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def __repr__(self):
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return repr(self.root)
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@ -1,8 +1,8 @@
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import pygame
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import sys
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def check_events(settings):
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#函数名含义:check events for mode (selecting),下同
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def check_mode_events(settings):
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for event in pygame.event.get():
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# 当按关闭或者按ESC键退出游戏
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if event.type == pygame.QUIT:
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@ -44,6 +44,18 @@ def check_play_events(snake):
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break
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def autocheck_events(ai,snake,apple,settings):
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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pygame.quit()
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sys.exit()
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if eat_apple(snake,apple):
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ai.start(snake,apple,settings)
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def show_start(settings, screen):
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"""模式选择界面"""
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title_Font = pygame.font.Font(settings.font_name, 80) # 设置标题字体
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@ -62,7 +74,7 @@ def show_start(settings, screen):
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screen.blit(title_image, title_rect) # 绘制标题
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screen.blit(presskey_image, presskey_rect) # 绘制说明文字
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while True:
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check_events(settings) # 检测键盘
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check_mode_events(settings) # 检测键盘
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if settings.game_mode != 0: # 说明按了1或2,退出循环
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break
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pygame.display.flip()
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@ -149,6 +161,25 @@ def update_screen(settings, screen, snake,apple):
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settings.my_clock.tick(settings.clock_frq)
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def autoupdate_screen(settings, screen, snake,apple,ai):
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screen.fill(settings.bg_color)
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draw_grid(settings, screen)
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draw_apple(apple,settings,screen)
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# 移动蛇
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snake.automove_head(ai) # 加蛇头
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if game_over(snake,settings):
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settings.game_mode = -1
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elif eat_apple(snake,apple):
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apple.spawn(settings)
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draw_apple(apple,settings,screen)
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else:
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del snake.coords[-1] # 去蛇尾
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draw_snake(settings, screen, snake)
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pygame.display.flip()
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# 暂停一下
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settings.my_clock.tick(settings.clock_frq)
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def game_over(snake,settings):
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# 碰到左右墙壁
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if (snake.coords[snake.head_index]['x'] == -1 or snake.coords[snake.head_index]['x'] == settings.cell_w):
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@ -163,6 +194,6 @@ def game_over(snake,settings):
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def eat_apple(snake,apple):
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if (snake.coords[snake.head_index]['x'] == apple.x and snake.coords[snake.head_index]['y'] == apple.y):
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if (snake.coords[snake.head_index] == apple.coords):
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return True
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return False
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