我的蛇直奔其境,穿越边界

时间:2020-07-17 05:20:15

标签: python pygame

我刚刚开始学习python并尝试了蛇游戏,但遇到了一个问题。当我运行程序并使蛇向左移动时,我可以向右移动它并使其崩溃。上下都一样。我要制造它,使蛇不能向后撞到自己。另外,当我让蛇走出边界时,它不会死,只会从另一面墙穿过。例如,如果我的蛇从右壁伸出,它将从另一侧的左边穿过。

import pygame
import math
import random
import tkinter as tk
from tkinter import messagebox
from pygame.locals import *
import time



pygame.display.set_caption('SNAKE GAME!!! HAVE FUN PLAYING')

class cube(object):
    rows = 30
    w = 750

    def __init__(self,start,dirnx=1,dirny=0,color=(30,144,255)):
        self.pos = start
        self.dirnx = 1
        self.dirny = 0
        self.color = color

    def move(self,dirnx,dirny):
        self.dirnx = dirnx
        self.dirny = dirny
        self.pos = (self.pos[0] + self.dirnx, self.pos[1] + self.dirny)

    def draw(self,surface,eyes=False):
        dis = self.w //self.rows
        i = self.pos[0]
        j = self.pos[1]

        pygame.draw.rect(surface,self.color, (i*dis+1, j*dis+1, dis-2, dis-2))

        if eyes:
            centre = dis//2
            radius = 3
            circleMiddle = (i*dis+centre-radius,j*dis+8)
            circleMiddle2 = (i*dis+dis-radius*2, j*dis+8)
            pygame.draw.circle(surface, (0,128,0), circleMiddle, radius)
            pygame.draw.circle(surface, (0,128,0), circleMiddle2, radius)


class snake(object):
    body= []
    turns = {}

    def __init__(self,color,pos):
        self.color = color
        self.head = cube(pos)
        self.body.append(self.head)
        self.dirnx = 0
        self.dirny = 1

    def move(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()

            keys = pygame.key.get_pressed()

            for key in keys:
                if keys[pygame.K_LEFT]:
                    self.dirnx = -1
                    self.dirny = 0
                    self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]

                elif keys[pygame.K_RIGHT]:
                    self.dirnx = 1
                    self.dirny = 0
                    self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]

                elif keys[pygame.K_UP]:
                    self.dirnx = 0
                    self.dirny = -1
                    self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]

                elif keys[pygame.K_DOWN]:
                    self.dirnx = 0
                    self.dirny = 1
                    self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]

        for i, c in enumerate(self.body):
            p = c.pos[:]
            if p in self.turns:
                turn = self.turns[p]
                c.move(turn[0], turn[1])
                if i == len(self.body) - 1:
                    self.turns.pop(p)
            else:
                if c.dirnx == -1 and c.pos[0] <= 0:
                    c.pos = (c.rows - 1, c.pos[1])
                elif c.dirnx == 1 and c.pos[0] >= c.rows - 1:
                    c.pos = (0, c.pos[1])
                elif c.dirny == 1 and c.pos[1] >= c.rows - 1:
                    c.pos = (c.pos[0], 0)
                elif c.dirny == -1 and c.pos[1] <= 0:
                    c.pos = (c.pos[0], c.rows - 1)
                else:
                    c.move(c.dirnx, c.dirny)

    def reset(self,pos):
        self.head = cube(pos)
        self.body = []
        self.body.append(self.head)
        self.turns = {}
        self.dirnx = 0
        self.dirny = 1

    def addCube(self):
        tail = self.body[-1]
        dx,dy = tail.dirnx, tail.dirny

        if dx == 1 and dy == 0:
            self.body.append(cube((tail.pos[0]-1,tail.pos[1])))
        elif dx == -1 and dy == 0:
            self.body.append(cube((tail.pos[0]+1, tail.pos[1])))
        elif dx == 0 and dy == 1:
            self.body.append(cube((tail.pos[0], tail.pos[1]-1)))
        elif dx == 0 and dy == -1:
            self.body.append(cube((tail.pos[0], tail.pos[1]+1)))

        self.body[-1].dirnx = dx
        self.body[-1].dirny = dy



    def draw(self,surface):
        for i,c in enumerate(self.body):
            if i == 0:
                c.draw(surface, True)
            else:
                c.draw(surface)


def drawGrid(w,rows,surface):
    sizeBtwn = w // rows
    x = 0
    y = 0
    for l in range(rows):
        x = x + sizeBtwn
        y = y + sizeBtwn
        pygame.draw.line(surface,(255,255,255),(x,0),(x,w))
        pygame.draw.line(surface,(255,255,255),(0,y),(w,y))


def redrawWindow(surface):
    global rows,width,s,snack
    surface.fill((154,205,50))
    s.draw(surface)
    snack.draw(surface)
    drawGrid(width,rows,surface)
    pygame.display.update()

def randomSnack(rows,item):
    positions = item.body

    while True:
        x = random.randrange(rows)
        y = random.randrange(rows)
        if len(list(filter(lambda z:z.pos == (x,y), positions)))>0:
            continue
        else:
            break
    return (x,y)


def message_box(subject,content):
    root = tk.Tk()
    root.attributes("-topmost", True)
    root.withdraw()
    messagebox.showinfo(subject,content)
    try:
        root.destroy()
    except:
        pass

def main():
    global width,rows,s,snack
    width = 750
    height = 500
    rows = 30
    win = pygame.display.set_mode((width,width))
    s = snake((30,144,255),(10,10))
    snack = cube(randomSnack(rows,s), color=(255,0,0))
    flag = True
    clock = pygame.time.Clock()
    while flag:
        pygame.time.delay(1)
        clock.tick(10)
        s.move()
        if s.body[0].pos == snack.pos:
            s.addCube()
            snack = cube(randomSnack(rows,s), color=(255,0,0))

        for x in range(len(s.body)):
            if s.body[x].pos in list(map(lambda z: z.pos, s.body[x + 1:])):
                print('Score: ', len(s.body))
                score = str(len(s.body))
                s.reset((10, 15))
                pygame.display.set_caption("Score:", score)

        redrawWindow(win)
        pass

main()

请帮助!

1 个答案:

答案 0 :(得分:3)

首先-当有Sprites而不是简单的对象类时,阅读pygame代码要容易得多。 其次-您的示例远远大于应有的示例-请保持简单,将其限制在实际问题上。

为了阻止蛇以相反的方式杀死自己,我看到了两种解决方案:

  1. 当蛇沿任何方向移动时(例如self.dirny = 1),您可能会禁止以相反的方式更改更改方向(因此,当用户按下pygame.K_UP时,方向不会更改,并且省略了键)< / li>
  2. 更硬的解决方案-检查哪个方向是尾巴,并据此改变方向(在这种情况下,这将包括移动头并与尾巴交换)。

为了杀死一条蛇,当它撞到边界时-在一条蛇move()方法中,您应该检查立方体是否撞到边界以及何时撞到该边界-杀死蛇而不是杀死蛇将立方体的位置移到板子的另一侧。

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