Python实现贪吃蛇小游戏(双人模式)

简单用py写了一个贪吃蛇游戏,有单人、双人模式,比较简单,适合初学者练手。本上每行重要的语句都有注释,做了什么事一目了然

这里介绍双人模式

单人模式戳这里:Python简易贪吃蛇小游戏(单人模式)

一、游戏设计要点

1.游戏主体窗口(尺寸)、画布(尺寸、位置)、按钮(尺寸、位置)、文字(大小、颜色、位置)、图像、背景音乐及相关响应函数(主要是鼠标移动及点击的响应)的设计与合理排布
2.蛇与食物的类的属性设计
3.蛇位置的更新(根据键盘输入)、吃到食物加分的判定、食物的更新
4.蛇死亡的判定条件设计

二、主要模块

1.pygame
2.sys
3.random

三、用到的类

1.Snake类,定义蛇头蛇身元素的位置
2.Food类,定义食物元素的位置及单个元素的颜色

四、主要函数

1.new_food(),功能:生成一个不与蛇头位置重合的食物并返回该食物对象

def new_food(head):
  while True:
      # 循环,不断实例化new_food对象直到生成一个不与蛇头重合的食物
      new_food = Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255)))
      # 若new_food和蛇头重合则不创键
      if new_food.x != head.x and new_food.y != head.y:
          break
      else:
          continue
  return new_food

2.draw_snake()、draw_food()函数,功能:绘制蛇与食物的图像,传入参数为颜色和对象:

# 在窗体中绘制贪吃蛇
# 形参:一个是颜色另一个是实例化对象
def draw_snake(color, object):
  pygame.draw.circle(window, color, (object.x, object.y), 10)
  
# 在窗体中绘制食物
# 形参:实例化对象
def draw_food(food):
  pygame.draw.circle(window, food.color, (food.x, food.y), 10)

3.show_end函数,功能:显示双人模式结束时的得分界面:

def show_end():
  while True:
      window.blit(init_background, (0, 0))
      for event in pygame.event.get():
          if event.type == pygame.QUIT:
              exit_end()
      # 定义标题
      pygame.display.set_caption("贪吃蛇大冒险")
      # 定义提示文字
      font = pygame.font.SysFont("simHei", 40)
      fontsurf = font.render('游戏结束! 玩家1得分: %s 玩家2得分:%s' % (score1, score2), True, black)
      window.blit(fontsurf, (150, 100))
      button("返回主菜单", 370, 300, 200, 40, blue, brightred, into_game)
      button("退出游戏", 370, 470, 200, 40, red, brightred, exit_end)
      pygame.display.update()
      clock.tick(20)

4.exit_end()函数,功能:在初始界面和游戏结束显示得分界面点击右上角的"×"时,直接退出整个游戏:

# 初始界面和游戏中途点击退出游戏时
def exit_end():
  pygame.quit()
  sys.exit()

5.start_game_double()函数,功能:实现双人正常模式:

def start_game_double():
  # 播放音乐
  pygame.mixer.music.play(-1)
  # 定义存分数的全局变量
  global score1
  global score2
  score1 = score2 = 0
  # 初始化存放玩家键盘输入运动方向的变量
  run_direction1 = "right"
  run_direction2 = "up"
  # 初始化贪吃蛇运动方向的变量
  run1 = run_direction1
  run2 = run_direction2
  # 实例化贪吃蛇和食物对象
  head1 = Snake(randint(0, 30) * 20, randint(0, 20) * 20)
  head2 = Snake(randint(0, 30) * 20, randint(0, 20) * 20)
  # 实例化蛇身长度为2个单位
  snake_body1 = [Snake(head1.x, head1.y + 20), Snake(head1.x, head1.y + 40)]
  snake_body2 = [Snake(head2.x, head2.y + 20), Snake(head2.x, head2.y + 40)]
  # 实例化食物列表,列表随着其中食物被吃掉应该不断缩短
  food_list = [Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255)))]
  for i in range(1,24):
      food_list.append(Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255))))
  # 实例化单个食物,方便循环内生成单个新食物
  food = Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255)))
  while True:
      window.blit(background, (0,0))
      # 监听玩家键盘输入的运动方向值,并根据输入转为up、down、right或left,方便程序中调用
      # pygame.event.get()返回一个列表,存放本次game执行中程序遇到的一连串事件(按时间顺序依次存放)
      for event in pygame.event.get():
          # pygame.QUIT事件是指用户点击窗口右上角的"×"
          if event.type == pygame.QUIT:
              # 显示结果界面
              show_end()
          # 若事件类型是按下键盘,分↑ ↓ ← →四种情况讨论
          elif event.type == pygame.KEYDOWN:
              # 若事件类型是按下键盘↑
              # key是键值,表示按下去的键值是什么
              if event.key == pygame.K_UP:
                  run_direction2 = "up"
              # 若事件类型是按下键盘↓
              if event.key == pygame.K_DOWN:
                  run_direction2 = "down"
              # 若事件类型是按下键盘←
              if event.key == pygame.K_LEFT:
                  run_direction2 = "left"
              # 若事件类型是按下键盘→
              if event.key == pygame.K_RIGHT:
                  run_direction2 = "right"
              # 若事件类型是按下键盘↑
              if event.key == ord('w'):
                  run_direction1 = "up"
              # 若事件类型是按下键盘↓
              if event.key == ord('s'):
                  run_direction1 = "down"
              # 若事件类型是按下键盘←
              if event.key == ord('a'):
                  run_direction1 = "left"
              # 若事件类型是按下键盘→
              if event.key == ord('d'):
                  run_direction1 = "right"
      # 绘制初始化的25个食物图像(24+1=25)
      # 随着该列表中的食物被吃掉,列表应该不断pop以清除已经被吃的事物
      for item in food_list:
          draw_food(item)
      # 绘制被贪吃蛇吃掉后新增的食物图像
      draw_food(food)
      # 绘制蛇头图像
      # 在绘制蛇头之前先检查是不是已经死亡,如果已死亡,则不绘制
      # !!不能通过die_flag判断是否死亡因为每次循环一开头die_flag都初始化为False
      # 因此最好的方法是通过snake_body是否为空判断
      if len(snake_body1) != 0:
          draw_snake(black, head1)
      if len(snake_body2) != 0:
          draw_snake(black, head2)
      # 绘制蛇身图像
      for item in snake_body1:
          draw_snake(blue, item)
      for item in snake_body2:
          draw_snake(green, item)
      # 若蛇未死亡,则插入蛇头位置到蛇身列表中
      # 即:若蛇已死亡,则保持snake_body为空不变
      if len(snake_body1) != 0:
          snake_body1.insert(0, Snake(head1.x, head1.y))
      if len(snake_body2) != 0:
          snake_body2.insert(0, Snake(head2.x, head2.y))
      # 判断贪吃蛇原运动方向(run)与玩家键盘输入的运动方向(run_direction)是否违反正常运动情况
      if run1 == "up" and not run_direction1 == "down":
          run1 = run_direction1
      if run1 == "down" and not run_direction1 == "up":
          run1 = run_direction1
      if run1 == "left" and not run_direction1 == "right":
          run1 = run_direction1
      if run1 == "right" and not run_direction1 == "left":
          run1 = run_direction1
      if run2 == "up" and not run_direction2 == "down":
          run2 = run_direction2
      if run2 == "down" and not run_direction2 == "up":
          run2 = run_direction2
      if run2 == "left" and not run_direction2 == "right":
          run2 = run_direction2
      if run2 == "right" and not run_direction2 == "left":
          run2 = run_direction2
      # 根据玩家键入方向进行蛇头坐标的更新
      if run1 == "up":
          head1.y -= 20
      if run1 == "down":
          head1.y += 20
      if run1 == "left":
          head1.x -= 20
      if run1 == "right":
          head1.x += 20
      if run2 == "up":
          head2.y -= 20
      if run2 == "down":
          head2.y += 20
      if run2 == "left":
          head2.x -= 20
      if run2 == "right":
          head2.x += 20
      # 判断两条蛇是否死亡
      # 初始化四个死亡标志为False
      die_flag1 = die_flag2 = False
      # 此时snake_body1,2中均已包含蛇头
      # snake_body1,2第一个元素是蛇头,故不能从0号元素开始比较
      # 因为该蛇蛇头必然和自己重合
      # 这里snake_body1,2均从1号元素开始
      # 所以snake_body1[1:]+snake_body2[1:]是纯粹存储蛇身的列表
      for body in snake_body1[1:]+snake_body2[1:]:
          if head1.x == body.x and head1.y == body.y:
              die_flag1 = True
          if head2.x == body.x and head2.y == body.y:
              die_flag2 = True
      if die_flag1 == True or head1.x < 0 or head1.x > 960 or head1.y < 0 or head1.y > 600:
          # 注意:这边虽然蛇身列表清空,但head1对象仍存在
          # 故必须要在上面的绘制蛇头代码前面加上if先判断蛇是否死亡
          snake_body1.clear()
      if die_flag2 == True or head2.x < 0 or head2.x > 960 or head2.y < 0 or head2.y > 600:
          die_flag2 = True
          # 注意:这边虽然蛇身列表清空,但head1对象仍存在
          # 故必须要在上面的绘制蛇头代码前面加上if先判断蛇是否死亡
          snake_body2.clear()
      # 若两条蛇都死亡
      # 同样地,只能通过snake_body是否为空判断蛇是否死亡
      if len(snake_body1) == 0 and len(snake_body2) == 0:
          show_end()
      # 判断蛇头和食物坐标,若相等,则加分,并生成新的食物
      # 定义标志,表明是否找到和蛇头相等的食物
      global flag1
      global flag2
      flag1 = flag2 = 0
      # 如果蛇头和食物重合
      for item in food_list:
          # 在蛇1没死且蛇头1和某一食物坐标相等的条件下
          if len(snake_body1) != 0 and (head1.x == item.x and head1.y == item.y or head1.x == food.x and head1.y == food.y):
              flag1 = 1
              score1 += 1
              # 弹出被吃掉的这个食物
              food_list.pop(food_list.index(item))
              # 再产生一个食物
              food = new_food(head1)
              # 把新食物插入food_list,下一次循环中会更新绘制食物全体
              food_list.append(food)
              break
          # 在蛇2没死的且蛇头2和某一食物坐标相等的条件下
          elif len(snake_body2) != 0 and head2.x == item.x and head2.y == item.y or head2.x == food.x and head2.y == food.y:
              flag2 = 1
              score2 += 1
              # 弹出被吃掉的这个食物
              food_list.pop(food_list.index(item))
              # 再产生一个食物
              food = new_food(head2)
              # 把新食物插入food_list,下一次循环中会更新绘制食物全体
              food_list.append(food)
              break
      # 蛇1必须没死,否则pop会引发异常
      if len(snake_body1) != 0 and flag1 == 0:
          snake_body1.pop()
      # 蛇2必须没死,否则pop会引发异常
      if len(snake_body2) != 0 and flag2 == 0:
          snake_body2.pop ()
      font = pygame.font.SysFont("simHei", 25)
      mode_title1 = mode_title2 = font.render('正常模式', False, grey)
      socre_title1 = font.render('得分: %s' % score1, False, grey)
      socre_title2 = font.render('得分: %s' % score2, False, grey)
      window.blit(mode_title1, (50, 30))
      window.blit(socre_title1, (50, 65))
      window.blit(mode_title2, (800, 30))
      window.blit(socre_title2, (800, 65))
      # 更新蛇头蛇身和食物的数据
      pygame.display.update()
      # 通过帧率设置贪吃蛇速度
      clock.tick(8)

6.start_kgame_double()函数,功能:实现双人穿墙模式:

def start_kgame_double():
  # 播放音乐
  pygame.mixer.music.play(-1)
  # 定义存分数的全局变量
  global score1
  global score2
  score1 = score2 = 0
  # 初始化存放玩家键盘输入运动方向的变量
  run_direction1 = "right"
  run_direction2 = "up"
  # 初始化贪吃蛇运动方向的变量
  run1 = run_direction1
  run2 = run_direction2
  # 实例化贪吃蛇和食物对象
  head1 = Snake(randint(0, 30) * 20, randint(0, 20) * 20)
  head2 = Snake(randint(0, 30) * 20, randint(0, 20) * 20)
  # 实例化蛇身长度为2个单位
  snake_body1 = [Snake(head1.x, head1.y + 20), Snake(head1.x, head1.y + 40)]
  snake_body2 = [Snake(head2.x, head2.y + 20), Snake(head2.x, head2.y + 40)]
  # 实例化食物列表,列表随着其中食物被吃掉应该不断缩短
  food_list = [Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255)))]
  for i in range(1,24):
      food_list.append(Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255))))
  # 实例化单个食物,方便循环内生成单个新食物
  food = Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255)))
  while True:
      window.blit(background, (0,0))
      # 监听玩家键盘输入的运动方向值,并根据输入转为up、down、right或left,方便程序中调用
      # pygame.event.get()返回一个列表,存放本次game执行中程序遇到的一连串事件(按时间顺序依次存放)
      for event in pygame.event.get():
          # pygame.QUIT事件是指用户点击窗口右上角的"×"
          if event.type == pygame.QUIT:
              # 显示结果界面
              show_end()
          # 若事件类型是按下键盘,分↑ ↓ ← →四种情况讨论
          elif event.type == pygame.KEYDOWN:
              # 若事件类型是按下键盘↑
              # key是键值,表示按下去的键值是什么
              if event.key == pygame.K_UP:
                  run_direction2 = "up"
              # 若事件类型是按下键盘↓
              if event.key == pygame.K_DOWN:
                  run_direction2 = "down"
              # 若事件类型是按下键盘←
              if event.key == pygame.K_LEFT:
                  run_direction2 = "left"
              # 若事件类型是按下键盘→
              if event.key == pygame.K_RIGHT:
                  run_direction2 = "right"
              # 若事件类型是按下键盘↑
              if event.key == ord('w'):
                  run_direction1 = "up"
              # 若事件类型是按下键盘↓
              if event.key == ord('s'):
                  run_direction1 = "down"
              # 若事件类型是按下键盘←
              if event.key == ord('a'):
                  run_direction1 = "left"
              # 若事件类型是按下键盘→
              if event.key == ord('d'):
                  run_direction1 = "right"
      # 绘制初始化的25个食物图像(24+1=25)
      # 随着该列表中的食物被吃掉,列表应该不断pop以清除已经被吃的事物
      for item in food_list:
          draw_food(item)
      # 绘制被贪吃蛇吃掉后新增的食物图像
      draw_food(food)
      # 绘制蛇头图像
      # 在绘制蛇头之前先检查是不是已经死亡,如果已死亡,则不绘制
      if len(snake_body1) != 0:
          draw_snake(black, head1)
      if len(snake_body2) != 0:
          draw_snake(black, head2)
      # 绘制蛇身图像
      for item in snake_body1:
          draw_snake(blue, item)
      for item in snake_body2:
          draw_snake(green, item)
      # 插入蛇头位置到蛇身列表中
      if len(snake_body1) != 0:
          snake_body1.insert(0, Snake(head1.x, head1.y))
      if len(snake_body2) != 0:
          snake_body2.insert(0, Snake(head2.x, head2.y))
      # 判断贪吃蛇原运动方向(run)与玩家键盘输入的运动方向(run_direction)是否违反正常运动情况
      if run1 == "up" and not run_direction1 == "down":
          run1 = run_direction1
      if run1 == "down" and not run_direction1 == "up":
          run1 = run_direction1
      if run1 == "left" and not run_direction1 == "right":
          run1 = run_direction1
      if run1 == "right" and not run_direction1 == "left":
          run1 = run_direction1
      if run2 == "up" and not run_direction2 == "down":
          run2 = run_direction2
      if run2 == "down" and not run_direction2 == "up":
          run2 = run_direction2
      if run2 == "left" and not run_direction2 == "right":
          run2 = run_direction2
      if run2 == "right" and not run_direction2 == "left":
          run2 = run_direction2
      # 根据玩家键入方向进行蛇头坐标的更新
      if run1 == "up":
          head1.y -= 20
      if run1 == "down":
          head1.y += 20
      if run1 == "left":
          head1.x -= 20
      if run1 == "right":
          head1.x += 20
      if run2 == "up":
          head2.y -= 20
      if run2 == "down":
          head2.y += 20
      if run2 == "left":
          head2.x -= 20
      if run2 == "right":
          head2.x += 20
      # 实现穿墙
      # 蛇头穿出窗体共有8种情况
      if head1.x < 0:
          head1.x = 960
      if head1.x > 960:
          head1.x = 0
      if head1.y < 0:
          head1.y = 600
      if head1.y > 600:
          head1.y = 0
      if head2.x < 0:
          head2.x = 960
      if head2.x > 960:
          head2.x = 0
      if head2.y < 0:
          head2.y = 600
      if head2.y > 600:
          head2.y = 0
      # 定义死亡标志位
      die_flag1 = die_flag2 = False
      for body in snake_body1[1:]+snake_body2[1:]:
          if head1.x == body.x and head1.y == body.y:
              die_flag1 = True
          if head2.x == body.x and head2.y == body.y:
              die_flag2 = True
      if die_flag1 == True:
          snake_body1.clear()
      if die_flag2 == True:
          snake_body2.clear()
      # 若两条蛇都死亡
      if len(snake_body1) == 0 and len(snake_body2) == 0:
          show_end()
      # 判断蛇头和食物坐标,若相等,则加分,并生成新的食物
      # 定义标志,表明是否找到和蛇头相等的食物
      global flag1
      global flag2
      flag1 = flag2 = 0
      # 如果蛇头和食物重合
      for item in food_list:
          # 在蛇1没死且蛇头1和某一食物坐标相等的条件下
          if len(snake_body1) != 0 and (head1.x == item.x and head1.y == item.y or head1.x == food.x and head1.y == food.y):
              flag1 = 1
              score1 += 1
              # 弹出被吃掉的这个食物
              food_list.pop(food_list.index(item))
              # 再产生一个食物
              food = new_food(head1)
              # 把新食物插入food_list,下一次循环中会更新绘制食物全体
              food_list.append(food)
              break
          # 在蛇2没死的且蛇头2和某一食物坐标相等的条件下
          elif len(snake_body2) != 0 and head2.x == item.x and head2.y == item.y or head2.x == food.x and head2.y == food.y:
              flag2 = 1
              score2 += 1
              # 弹出被吃掉的这个食物
              food_list.pop(food_list.index(item))
              # 再产生一个食物
              food = new_food(head2)
              # 把新食物插入food_list,下一次循环中会更新绘制食物全体
              food_list.append(food)
              break
      # 蛇1必须没死,否则pop会引发异常
      if len(snake_body1) != 0 and flag1 == 0:
          snake_body1.pop()
      # 蛇2必须没死,否则pop会引发异常
      if len(snake_body2) != 0 and flag2 == 0:
          snake_body2.pop ()
      font = pygame.font.SysFont("simHei", 25)
      mode_title1 = mode_title2 = font.render('穿墙模式', False, grey)
      socre_title1 = font.render('得分: %s' % score1, False, grey)
      socre_title2 = font.render('得分: %s' % score2, False, grey)
      window.blit(mode_title1, (50, 30))
      window.blit(socre_title1, (50, 65))
      window.blit(mode_title2, (800, 30))
      window.blit(socre_title2, (800, 65))
      # 更新蛇头蛇身和食物的数据
      pygame.display.update()
      # 通过帧率设置贪吃蛇速度
      clock.tick(8)

7.button()函数,功能:实现按钮样式设计和响应鼠标操作:

def button(msg, x, y, w, h, ic, ac, action=None):
  # 获取鼠标位置
  mouse = pygame.mouse.get_pos()
  # 获取鼠标点击情况
  click = pygame.mouse.get_pressed()
  if x + w > mouse[0] > x and y + h > mouse[1] > y:
      pygame.draw.rect(window, ac, (x, y, w, h))
      if click[0] == 1 and action != None:
          action()
  else:
      pygame.draw.rect(window, ic, (x, y, w, h))
  # 设置按钮中的文字样式和居中对齐
  font = pygame.font.SysFont('simHei', 20)
  smallfont = font.render(msg, True, white)
  smallrect = smallfont.get_rect()
  smallrect.center = ((x + (w / 2)), (y + (h / 2)))
  window.blit(smallfont, smallrect)

8.into_game()函数,功能:实现游戏初始界面,选择模式:

def into_game():
  while True:
      window.blit(init_background, (0, 0))
      for event in pygame.event.get():
          if event.type == pygame.QUIT:
              exit_end()
      # 设置字体
      font = pygame.font.SysFont("simHei", 50)
      # 初始界面显示文字
      fontsurf = font.render('欢迎来到贪吃蛇大冒险!', True, black)  # 文字
      fontrect = fontsurf.get_rect()
      fontrect.center = ((480), 200)
      window.blit(fontsurf, fontrect)
      button("正常模式", 370, 370, 200, 40, blue, brightred, start_game_double)
      button("可穿墙模式", 370, 420, 200, 40, violte, brightred, start_kgame_double)
      button("退出游戏", 370, 470, 200, 40, red, brightred, exit_end)
      pygame.display.update()
      clock.tick(20)

9.主函数,功能:初始化参数设定,进入游戏:

if __name__ == '__main__':
  # 定义需要用到的颜色
  white = (255, 255, 255)
  red = (200, 0, 0)
  green = (0, 128, 0)
  blue = (0, 202, 254)
  violte = (194, 8, 234)
  brightred = (255, 0, 0)
  brightgreen = (0, 255, 0)
  black = (0, 0, 0)
  grey = (129, 131, 129)
  # 设计窗口
  window = pygame.display.set_mode((960, 600))
  # 定义标题
  pygame.display.set_caption("贪吃蛇大冒险")
  # 定义背景图片
  init_background = pygame.image.load("image/init_bgimg.jpg")
  background = pygame.image.load("image/bgimg.jpg")
  # 背景音乐
  pygame.mixer.init()
  pygame.mixer.music.load("background.mp3")
  # 创建时钟
  clock = pygame.time.Clock()
  # 初始化,自检所有模块是否完整
  pygame.init()
  # 初始界面
  into_game()

注:其中的图片、背景音乐需要自己找合适(尺寸要与窗口大小相适应)的,也可以参考我上传的资源贪吃蛇双人版源码+图片+音乐。

附:贪吃蛇 单人+双人整合版源码

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持编程宝库

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