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Python实现贪吃蛇小游戏(双人模式)

2021-12-31 00:18Polaris_T Python

这篇文章主要为大家详细介绍了Python实现双人模式的贪吃蛇小游戏,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

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

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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:

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# 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:

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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:

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# 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:

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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:

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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:

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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:

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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:

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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服务器之家。

原文链接:https://blog.csdn.net/qq_45717425/article/details/119791352

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