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玩蛇系列之Pygame教程(十三)-- 娱乐版Wormy贪吃蛇(

玩蛇系列之Pygame教程(十三)-- 娱乐版Wormy贪吃蛇(

作者: 峰峰小 | 来源:发表于2017-04-10 03:14 被阅读154次

    请参考前面的教程篇 《玩蛇系列之Pygame教程(十一)-- Wormy贪吃蛇》

    以前在网上看到过一个动图,很好玩,就是贪吃蛇自己吃苹果,然后把全屏都占满了,感觉确实很酷,我就想能不能把我们的这个版本也改成贪吃蛇自动寻找食物。

    • 由于时间关系还是有bug,贪吃蛇容易把自己把自己圈起来,就出不去了。

    实现也是比较简单,在游戏主循环里每次都生成一个最佳的best_move,来替代原来程序中的用户的输入,
    但是关键就是这个best_move的生成,还是很有得研究的,我采用的就比较简单粗暴的办法:
    搜索所有的方格,计算该方格到苹果方格的距离(权值)

    res=abs(i-a_x)+abs(j-a_y)
    

    然后获得蛇头上下左右四个方格的权值,选出其中最小的作为best_move。

    有bug哦,各位大神可以尽情修改哦,改好了记得告诉我一声,膜拜一下!

    GitHub:https://github.com/ckdroid/PygameLearning

    下面是代码:

    # -*- coding: UTF-8 -*-
    '''
    Created on 2017年1月7日
    
    @author: 小峰峰
    '''
    
    import random, sys, time, pygame
    from pygame.locals import *
    
    FPS = 10 # 屏幕刷新率(在这里相当于贪吃蛇的速度)
    WINDOWWIDTH = 400 # 屏幕宽度
    WINDOWHEIGHT = 300 # 屏幕高度
    CELLSIZE = 20 # 小方格的大小
    
    # 断言,屏幕的宽和高必须能被方块大小整除
    assert WINDOWWIDTH % CELLSIZE == 0, "Window width must be a multiple of cell size."
    assert WINDOWHEIGHT % CELLSIZE == 0, "Window height must be a multiple of cell size."
    
    # 横向和纵向的方格数
    CELLWIDTH = int(WINDOWWIDTH / CELLSIZE)
    CELLHEIGHT = int(WINDOWHEIGHT / CELLSIZE)
    
    
    FIELD_SIZE = CELLHEIGHT * CELLWIDTH
    
    # 定义几个常用的颜色
    # R G B
    WHITE = (255, 255, 255)
    BLACK = ( 0, 0, 0)
    RED = (255, 0, 0)
    GREEN = ( 0, 255, 0)
    DARKGREEN = ( 0, 155, 0)
    DARKGRAY = ( 40, 40, 40)
    BGCOLOR = BLACK
    
    # 定义贪吃蛇的动作
    UP = 'up'
    DOWN = 'down'
    LEFT = 'left'
    RIGHT = 'right'
    
    # 错误码
    ERR = -1111
    
    # 贪吃蛇的头()
    HEAD = 0 # syntactic sugar: index of the worm's head
    
    
    # 运动方向数组
    mov = [LEFT, RIGHT, UP, DOWN]
    
    board = [[0 for x in range(CELLWIDTH)] for y in range(CELLHEIGHT+1)]
    
    def find_best_move(apple,wormCoords,board,direction):
        
        best_move = ERR
    
        # 蛇头
        w_x=wormCoords[HEAD]['x']
        w_y=wormCoords[HEAD]['y']
            
        # 苹果
        a_x=apple['x']
        a_y=apple['y']
        
        
        for i in xrange (CELLWIDTH):
            for j in xrange (CELLHEIGHT):
                
                cell = {'x':i,'y':j}
                cell_free = is_cell_free(cell, wormCoords)
                if(cell_free):
                    # 计算 
                    res=abs(i-a_x)+abs(j-a_y)
                    board[j][i]=res
                else:
                    board[j][i]='x'
                
                
        
        for i in xrange (CELLHEIGHT):
            print board[i]
            
        
        # 边界处理
        if(w_y-1<0):
            u=100
        else:
            u=board[w_y-1][w_x]
            
        if(w_y+1>CELLHEIGHT-1):
            d=100
        else:
            d=board[w_y+1][w_x]
            
        if(w_x-1<0):
            l=100
        else:
            l=board[w_y][w_x-1]
        
        if(w_x+1>CELLWIDTH-1):
            r=100
        else:
            r=board[w_y][w_x+1]
            
        
        # 选择最小的作为best_move
        m=min(u,d,l,r)
        
        if(m==u):
            best_move=UP
     
        if(m==d):
            best_move=DOWN
            
        if(m==l):
            best_move=LEFT
     
        if(m==r):
            best_move=RIGHT
            
        print u,d,l,r
        print best_move
    
        return best_move
        
    
    
    def main():
        
        # 定义全局变量
        global FPSCLOCK, DISPLAYSURF, BASICFONT
    
        pygame.init() # 初始化pygame
        FPSCLOCK = pygame.time.Clock() # 获得pygame时钟
        DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) # 设置屏幕宽高
        BASICFONT = pygame.font.Font('resource/PAPYRUS.ttf', 18) # BASICFONT
        pygame.display.set_caption('Wormy') # 设置窗口的标题
        
        showStartScreen() # 显示开始画面
        
        while True: 
            
            # 这里一直循环于开始游戏和显示游戏结束画面之间,
            # 运行游戏里有一个循环,显示游戏结束画面也有一个循环
            # 两个循环都有相应的return,这样就可以达到切换这两个模块的效果
            
            runGame() # 运行游戏
            
            showGameOverScreen() # 显示游戏结束画面
            
            
    def runGame():
        # 随机初始化设置一个点作为贪吃蛇的起点
        startx = random.randint(5, CELLWIDTH - 6)
        starty = random.randint(5, CELLHEIGHT - 6)
        
        # 以这个点为起点,建立一个长度为3格的贪吃蛇(数组)
        wormCoords = [{'x': startx, 'y': starty},
                      {'x': startx - 1, 'y': starty},
                      {'x': startx - 2, 'y': starty}]
    
    
        direction = RIGHT # 初始化一个运动的方向
    
        # 随机一个apple的位置
        apple = getRandomLocation(wormCoords)
        
        
        while True: # 游戏主循环
            for event in pygame.event.get(): # 事件处理
                if event.type == QUIT: # 退出事件
                    terminate()
                elif event.type == KEYDOWN: # 按键事件
                    #如果按下的是左键或a键,且当前的方向不是向右,就改变方向,以此类推
                    if (event.key == K_LEFT or event.key == K_a) and direction != RIGHT:
                        direction = LEFT
                    elif (event.key == K_RIGHT or event.key == K_d) and direction != LEFT:
                        direction = RIGHT
                    elif (event.key == K_UP or event.key == K_w) and direction != DOWN:
                        direction = UP
                    elif (event.key == K_DOWN or event.key == K_s) and direction != UP:
                        direction = DOWN
                    elif event.key == K_ESCAPE:
                        terminate()
    
            
    #         best_move=random.choice(mov)
            best_move=find_best_move(apple,wormCoords,board,direction)
            
            
            
            print best_move
            
            direction=best_move
            
            
    
            # 检查贪吃蛇是否撞到撞到边界
            if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or wormCoords[HEAD]['y'] == CELLHEIGHT:
                return # game over
            
            # 检查贪吃蛇是否撞到自己
            for wormBody in wormCoords[1:]:
                if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:
                    return # game over
                
            # 检查贪吃蛇是否吃到apple
            if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']:
                # 不移除蛇的最后一个尾巴格
                apple = getRandomLocation(wormCoords) # 重新随机生成一个apple
            else:
                del wormCoords[-1] # 移除蛇的最后一个尾巴格
    
            # 根据方向,添加一个新的蛇头,以这种方式来移动贪吃蛇
            if direction == UP:
                newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] - 1}
            elif direction == DOWN:
                newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] + 1}
            elif direction == LEFT:
                newHead = {'x': wormCoords[HEAD]['x'] - 1, 'y': wormCoords[HEAD]['y']}
            elif direction == RIGHT:
                newHead = {'x': wormCoords[HEAD]['x'] + 1, 'y': wormCoords[HEAD]['y']}
                
                
            # 插入新的蛇头在数组的最前面
            wormCoords.insert(0, newHead)
            
            # 绘制背景
            DISPLAYSURF.fill(BGCOLOR)
            
            # 绘制所有的方格
            drawGrid()
            
            # 绘制贪吃蛇
            drawWorm(wormCoords)
            
            # 绘制apple
            drawApple(apple)
            
            # 绘制分数(分数为贪吃蛇数组当前的长度-3)
            drawScore(len(wormCoords) - 3)
            
            # 更新屏幕
            pygame.display.update()
            
            # 设置帧率
            FPSCLOCK.tick(FPS)
          
    # 绘制提示消息        
    def drawPressKeyMsg():
        pressKeySurf = BASICFONT.render('Press a key to play.', True, DARKGRAY)
        pressKeyRect = pressKeySurf.get_rect()
        pressKeyRect.topleft = (WINDOWWIDTH - 200, WINDOWHEIGHT - 30)
        DISPLAYSURF.blit(pressKeySurf, pressKeyRect)        
    
    # 检查按键是否有按键事件
    def checkForKeyPress():
        if len(pygame.event.get(QUIT)) > 0:
            terminate()
    
        keyUpEvents = pygame.event.get(KEYUP)
        if len(keyUpEvents) == 0:
            return None
        if keyUpEvents[0].key == K_ESCAPE:
            terminate()
        return keyUpEvents[0].key
    
    # 显示开始画面
    def showStartScreen():
        
        DISPLAYSURF.fill(BGCOLOR)
        
        titleFont = pygame.font.Font('resource/PAPYRUS.ttf', 100)
        
        titleSurf = titleFont.render('Wormy!', True, GREEN)
        
        titleRect = titleSurf.get_rect()
        titleRect.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
        DISPLAYSURF.blit(titleSurf, titleRect)
            
        drawPressKeyMsg()
        
        pygame.display.update()
        
        while True:
            
            if checkForKeyPress():
                pygame.event.get() # clear event queue
                return
            
    
    # 退出
    def terminate():
        pygame.quit()
        sys.exit()
    
    # 检查一个cell有没有被蛇身覆盖,没有覆盖则为free,返回true
    def is_cell_free(idx, psnake):
        return not (idx in psnake) 
    
    # 随机生成一个坐标位置    
    def getRandomLocation(wormCoords):
        cell_free = False
        while not cell_free:
            w = random.randint(0, CELLWIDTH - 1)
            h = random.randint(0, CELLHEIGHT - 1)
            food = {'x':w,'y':h}
            cell_free = is_cell_free(food, wormCoords)
    #     return {'x': random.randint(0, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)}
        return food
    
    # 显示游戏结束画面
    def showGameOverScreen():
        gameOverFont = pygame.font.Font('resource/PAPYRUS.ttf', 50)
        gameSurf = gameOverFont.render('Game', True, WHITE)
        overSurf = gameOverFont.render('Over', True, WHITE)
        gameRect = gameSurf.get_rect()
        overRect = overSurf.get_rect()
        gameRect.midtop = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2-gameRect.height-10)
        overRect.midtop = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
    
        DISPLAYSURF.blit(gameSurf, gameRect)
        DISPLAYSURF.blit(overSurf, overRect)
        drawPressKeyMsg()
        pygame.display.update()
        pygame.time.wait(500)
        checkForKeyPress() # clear out any key presses in the event queue
    
        while True:
            if checkForKeyPress():
                pygame.event.get() # clear event queue
                return
            
    # 绘制分数        
    def drawScore(score):
        scoreSurf = BASICFONT.render('Score: %s' % (score), True, WHITE)
        scoreRect = scoreSurf.get_rect()
        scoreRect.topleft = (WINDOWWIDTH - 120, 10)
        DISPLAYSURF.blit(scoreSurf, scoreRect)
    
    
    # 根据 wormCoords 数组绘制贪吃蛇
    def drawWorm(wormCoords):
        for coord in wormCoords:
            x = coord['x'] * CELLSIZE
            y = coord['y'] * CELLSIZE
            wormSegmentRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
            pygame.draw.rect(DISPLAYSURF, DARKGREEN, wormSegmentRect)
            wormInnerSegmentRect = pygame.Rect(x + 4, y + 4, CELLSIZE - 8, CELLSIZE - 8)
            pygame.draw.rect(DISPLAYSURF, GREEN, wormInnerSegmentRect)
    
    
    # 根据 coord 绘制 apple 
    def drawApple(coord):
        x = coord['x'] * CELLSIZE
        y = coord['y'] * CELLSIZE
        appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
        pygame.draw.rect(DISPLAYSURF, RED, appleRect)
        
    # 绘制所有的方格 
    def drawGrid():
        for x in range(0, WINDOWWIDTH, CELLSIZE): # draw vertical lines
            pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, WINDOWHEIGHT))
        for y in range(0, WINDOWHEIGHT, CELLSIZE): # draw horizontal lines
            pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (WINDOWWIDTH, y))
    
    
    if __name__ == '__main__':
        main()
    
    
    

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          本文标题:玩蛇系列之Pygame教程(十三)-- 娱乐版Wormy贪吃蛇(

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