格式化

This commit is contained in:
xnz233 2024-07-15 01:07:37 +08:00
parent db85f0a0ce
commit 67e05a0964
Signed by: xnz233
SSH Key Fingerprint: SHA256:6ufAAU+qjfNoOJpvu0bY6QK7NH4mYIQj/lVR/jWsI3g
4 changed files with 144 additions and 128 deletions

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@ -59,69 +59,80 @@ def show_end(settings, screen):
pygame.time.wait(1500)
settings.game_mode = 0
def draw_grid(settings, screen):
#绘制横向线
# 绘制横向线
for x in range(0, settings.width, settings.cell_size):
pygame.draw.line(screen,(40,40,40),(x,0),(x,settings.height))
#绘制竖向线
pygame.draw.line(screen, (40, 40, 40), (x, 0), (x, settings.height))
# 绘制竖向线
for y in range(0, settings.height, settings.cell_size):
pygame.draw.line(screen,(40,40,40),(0, y),(settings.width,y))
pygame.draw.line(screen, (40, 40, 40), (0, y), (settings.width, y))
def update_screen(settings, screen):
screen.fill(settings.bg_color)
draw_grid(settings, screen)
#绘制蛇
# 绘制蛇
def draw_snake(ai_settings, screen, snake):
#头部用白色
# 头部用白色
x = snake.coords[0]['x'] * ai_settings.cell_size
y = snake.coords[0]['y'] * ai_settings.cell_size
snake_head_rect = pygame.Rect(x, y, ai_settings.cell_size, ai_settings.cell_size)
pygame.draw.rect(screen,(255,255,255), snake_head_rect)
#蛇身内部用浅绿,外框用深绿
snake_head_rect = pygame.Rect(
x, y, ai_settings.cell_size, ai_settings.cell_size)
pygame.draw.rect(screen, (255, 255, 255), snake_head_rect)
# 蛇身内部用浅绿,外框用深绿
for coord in snake.coords[1: -1]:
x = coord['x'] * ai_settings.cell_size
y = coord['y'] * ai_settings.cell_size
snake_part_rect = pygame.Rect(x, y, ai_settings.cell_size, ai_settings.cell_size)
pygame.draw.rect(screen,(0,155,0), snake_part_rect)
snake_part_inner_rect = pygame.Rect(x + 4, y + 4, ai_settings.cell_size - 8, ai_settings.cell_size - 8)
pygame.draw.rect(screen,(0,255,0), snake_part_inner_rect)
#蛇尾用浅绿
snake_part_rect = pygame.Rect(
x, y, ai_settings.cell_size, ai_settings.cell_size)
pygame.draw.rect(screen, (0, 155, 0), snake_part_rect)
snake_part_inner_rect = pygame.Rect(
x + 4, y + 4, ai_settings.cell_size - 8, ai_settings.cell_size - 8)
pygame.draw.rect(screen, (0, 255, 0), snake_part_inner_rect)
# 蛇尾用浅绿
coord = snake.coords[-1]
x = coord['x'] * ai_settings.cell_size
y = coord['y'] * ai_settings.cell_size
snake_tail_rect = pygame.Rect(x, y, ai_settings.cell_size, ai_settings.cell_size)
pygame.draw.rect(screen,(0,255,0), snake_tail_rect)
snake_tail_rect = pygame.Rect(
x, y, ai_settings.cell_size, ai_settings.cell_size)
pygame.draw.rect(screen, (0, 255, 0), snake_tail_rect)
# 绘制游戏界面
#绘制游戏界面
def update_screen(settings, screen, snake):
screen.fill(settings.bg_color)
draw_grid(settings, screen)
#移动蛇
del snake.coords[-1]#加蛇头
snake.update()#去蛇尾
# 移动蛇
del snake.coords[-1] # 加蛇头
snake.update() # 去蛇尾
if not is_game_over(settings, snake):
settings.game_mode = -1
else:
draw_snake(settings, screen, snake)
pygame.display.flip()
#暂停一下
# 暂停一下
settings.my_clock.tick(settings.clock_frq)
def is_game_over(settings,snake):
#碰到左右墙壁
def is_game_over(settings, snake):
# 碰到左右墙壁
if (snake.coords[snake.head_index]['x'] == -1 or snake.coords[snake.head_index]['x'] == settings.cell_w):
return False
#碰到上下墙壁
if(snake.coords[snake.head_index]['y'] == -1 or snake.coords[snake.head_index]['y'] == settings.cell_h):
# 碰到上下墙壁
if (snake.coords[snake.head_index]['y'] == -1 or snake.coords[snake.head_index]['y'] == settings.cell_h):
return False
#碰到自己
if(snake.coords[snake.head_index] in snake.coords[1:]):
# 碰到自己
if (snake.coords[snake.head_index] in snake.coords[1:]):
return False
return True
#检测游戏过程中的按键
# 检测游戏过程中的按键
def check_play_events(snake):
for event in pygame.event.get():
if event.type == pygame.QUIT:

13
main.py
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@ -4,27 +4,30 @@ import game_functions as gf
from snake import Snake
settings = Settings()
#设置屏幕
# 设置屏幕
screen = pygame.display.set_mode((settings.width, settings.height))
#添加游戏标题
# 添加游戏标题
pygame.display.set_caption('贪吃蛇')
#创建蛇
# 创建蛇
snake = Snake(settings)
def run_game1():
gf.check_play_events(snake)
gf.update_screen(settings, screen, snake)
def run_game():
while True:
if settings.game_mode == 0:
gf.show_start(settings,screen)
gf.show_start(settings, screen)
elif settings.game_mode == -1:
gf.show_end(settings,screen)
gf.show_end(settings, screen)
snake.reset(settings)
elif settings.game_mode == 1:
run_game1()
if __name__ == "__main__":
pygame.init()
run_game()

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@ -1,6 +1,7 @@
import pygame
import sys
class Settings:
def __init__(self):
self.bg_color = (0, 0, 0) # 背景颜色

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@ -1,38 +1,39 @@
import random
class Snake():
def __init__(self,settings):
def __init__(self, settings):
self.reset(settings)
#蛇的初始化
def reset(self,settings):
#蛇头的坐标
# 蛇的初始化
def reset(self, settings):
# 蛇头的坐标
self.start_x = random.randint(5, settings.cell_w - 6)
self.start_y = random.randint(5, settings.cell_h - 6)
self.head_index = 0
#蛇的初始运动方向
# 蛇的初始运动方向
self.direction = 'right'
#蛇的初始坐标字典,初始蛇为蛇头位置及其左边的两个格子
self.coords = [{'x' : self.start_x, 'y': self.start_y},
{'x' : self.start_x - 1, 'y': self.start_y},
{'x' : self.start_x - 2, 'y': self.start_y}]
#更新蛇,每次蛇移动一步,因此相当于每次移动在蛇的坐标字典中再插入一个新蛇头
#按常识,每次移动后,不仅仅是蛇头向前移动一个,更重要的是蛇尾也要向前移,但是在该函数中先不处理蛇尾
#因为如果蛇吃了食物,此时蛇尾其实并没有移动
# 蛇的初始坐标字典,初始蛇为蛇头位置及其左边的两个格子
self.coords = [{'x': self.start_x, 'y': self.start_y},
{'x': self.start_x - 1, 'y': self.start_y},
{'x': self.start_x - 2, 'y': self.start_y}]
# 更新蛇,每次蛇移动一步,因此相当于每次移动在蛇的坐标字典中再插入一个新蛇头
# 按常识,每次移动后,不仅仅是蛇头向前移动一个,更重要的是蛇尾也要向前移,但是在该函数中先不处理蛇尾
# 因为如果蛇吃了食物,此时蛇尾其实并没有移动
def update(self):
newHead = {}
#根据移动方向确定蛇头
# 根据移动方向确定蛇头
if self.direction == 'up':
newHead = {'x' : self.coords[self.head_index]['x'],
'y' : self.coords[self.head_index]['y'] - 1}
newHead = {'x': self.coords[self.head_index]['x'],
'y': self.coords[self.head_index]['y'] - 1}
elif self.direction == 'down':
newHead = {'x' : self.coords[self.head_index]['x'],
'y' : self.coords[self.head_index]['y'] + 1}
newHead = {'x': self.coords[self.head_index]['x'],
'y': self.coords[self.head_index]['y'] + 1}
elif self.direction == 'left':
newHead = {'x' : self.coords[self.head_index]['x'] - 1,
'y' : self.coords[self.head_index]['y']}
newHead = {'x': self.coords[self.head_index]['x'] - 1,
'y': self.coords[self.head_index]['y']}
elif self.direction == 'right':
newHead = {'x' : self.coords[self.head_index]['x'] + 1,
'y' : self.coords[self.head_index]['y']}
self.coords.insert(0,newHead)
newHead = {'x': self.coords[self.head_index]['x'] + 1,
'y': self.coords[self.head_index]['y']}
self.coords.insert(0, newHead)