嗨,我目前正在编写蛇游戏代码,但我快要写完了,但是我很难编写代码,如果蛇的头部与身体碰撞,它将导致游戏结束,我以为我可以创造一个碰撞功能类似于对蛇和苹果的碰撞功能:
pygame.sprite.collide_rect(h, a)
但是,蛇的所有单独部分都以相同的方式起作用,因此蛇将始终不断与自身碰撞。有没有解决的办法?
这是我完整的蛇代码:
import pygame
import random
BLACK = (0, 0, 0)
GREEN = (0, 250, 0)
RED = (250, 0, 0)
Width = 15
Space = 3
Xspeed = 18
Yspeed = 0
Factor = 18
clock = pygame.time.Clock()
segments = 2
HitLoop = 0
ScreenWidth = 800
AppleCount = 1
#creating initial snake
class HEAD(pygame.sprite.Sprite):
def __init__(self, x, y, colour = GREEN):
super().__init__()
self.image = pygame.Surface([Width, Width])
self.image.fill(colour)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class APPLE(pygame.sprite.Sprite):
def __init__(self, z, q):
super().__init__()
self.image = pygame.Surface([Width, Width])
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = z
self.rect.y = q
pygame.init()
screen = pygame.display.set_mode([ScreenWidth, ScreenWidth])
pygame.display.set_caption('Snake')
allspriteslist = pygame.sprite.Group()
SnakeSegments = []
for i in range(segments):
x = 250 - (Width + Space) * i
y = 30
h = HEAD(x, y)
SnakeSegments.append(h)
allspriteslist.add(h)
AppleList = []
for i in range(0,AppleCount):
z = random.randint(10,ScreenWidth-25)
q = random.randint(10,ScreenWidth-25)
a = APPLE(z, q)
AppleList.append(a)
allspriteslist.add(a)
#main loop
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
if Xspeed == -Factor:
Xspeed = 0
if Xspeed == Factor:
Xspeed = Factor
else:
Xspeed = Xspeed - Factor
Yspeed = 0
elif event.key == pygame.K_RIGHT:
if Xspeed == Factor:
Xspeed = 0
if Xspeed == -Factor:
Xspeed = -Factor
else:
Xspeed = Xspeed + Factor
Yspeed = 0
elif event.key == pygame.K_UP:
if Yspeed == -Factor:
Yspeed = 0
if Yspeed == Factor:
Yspeed = Factor
else:
Yspeed = Yspeed - Factor
Xspeed = 0
elif event.key == pygame.K_DOWN:
if Yspeed == Factor:
Yspeed = 0
if Yspeed == -Factor:
Yspeed = -Factor
else:
Yspeed = Yspeed + Factor
Xspeed = 0
clock.tick(10)
#snake builder
OldSegment = SnakeSegments.pop(-1)
allspriteslist.remove(OldSegment)
x = SnakeSegments[0].rect.x + Xspeed
y = SnakeSegments[0].rect.y + Yspeed
h = HEAD(x, y)
SnakeSegments.insert(0, h)
allspriteslist.add(h,a)
allspriteslist.update()
# collision had to create apples own list for respawn
if pygame.sprite.collide_rect(h, a) == True and HitLoop == 0:
SnakeSegments.append(h)
AppleList.append(a)
HitLoop = HitLoop + 1
z = random.randint(10, ScreenWidth - 25)
q = random.randint(10, ScreenWidth - 25)
OldApple = AppleList.pop()
allspriteslist.remove(OldApple)
a = APPLE(z, q)
allspriteslist.update()
# collision had to create a new class
if pygame.sprite.collide_rect(h, h) == True:
pass
# hit timer
if HitLoop > 0:
HitLoop += 1
if HitLoop > 4:
HitLoop = 0
screen.fill(BLACK)
#game walls
pygame.draw.rect(screen, GREEN, [0, 0, ScreenWidth, 10])
pygame.draw.rect(screen, GREEN, [0, 0, 10, ScreenWidth])
pygame.draw.rect(screen, GREEN, [0, ScreenWidth - 10, ScreenWidth, 10])
pygame.draw.rect(screen, GREEN, [ScreenWidth - 10, 0, 10, ScreenWidth])
if x <= 10:
done = True
if x >= ScreenWidth - Width:
done = True
if y <= 10:
done = True
if y >= ScreenWidth - Width:
done = True
allspriteslist.draw(screen)
pygame.display.flip()
答案 0 :(得分:1)
在您的代码中,好像您正在检查蛇的头部是否与自身碰撞,这将始终返回True。您需要单独检查蛇的头部是否不与任何尾随段碰撞:
for segment in SnakeSegments[2:]:
if pygame.sprite.collide_rect(h, segment):
pass # collision detected, game-over
预计蛇的头部会与蛇的正后方碰撞,这就是为什么我们需要从列表中的第3个元素开始。