用python制作普通贪吃蛇

哈喽,大家不知道是上午好还是中午好还是下午好还是晚上好!
贪吃蛇,应该是90后小时候的记忆(连我这个00后也不例外),今天,我们就用python这款编程语言来实现贪吃蛇
系统:所有都可以
需导入模块:
random
pygame
pygame.locals
sys
下载以上模块指令:
random和sys是Python自带的,我们只需要下载pygame即可
下载pygame:
在开始菜单输入“cmd”回车打开,输入``指令:pip install pygame
苹果电脑需要改成:pip3 install pygame
下载好后,打开python的shell界面,输入import pygame,回车,如果没报错,及代表安装完成。
接下来什么都不说,直接奉上代码(恕我没写注释):

import randomimport pygameimport sysfrom pygame.locals import * Snakespeed = 17Window_Width = 800Window_Height = 500Cell_Size = 20  # Width and height of the cells# Ensuring that the cells fit perfectly in the window. eg if cell size was# 10     and window width or windowheight were 15 only 1.5 cells would# fit.assert Window_Width % Cell_Size == 0, "Window width must be a multiple of cell size."# Ensuring that only whole integer number of cells fit perfectly in the window.assert Window_Height % Cell_Size == 0, "Window height must be a multiple of cell size."Cell_W = int(Window_Width / Cell_Size)  # Cell WidthCell_H = int(Window_Height / Cell_Size)  # Cellc Height  White = (255, 255, 255)Black = (0, 0, 0)Red = (255, 0, 0)  # Defining element colors for the program.Green = (0, 255, 0)DARKGreen = (0, 155, 0)DARKGRAY = (40, 40, 40)YELLOW = (255, 255, 0)Red_DARK = (150, 0, 0)BLUE = (0, 0, 255)BLUE_DARK = (0, 0, 150)  BGCOLOR = Black  # Background color  UP = 'up'DOWN = 'down'      # Defining keyboard keys.LEFT = 'left'RIGHT = 'right' HEAD = 0  # Syntactic sugar: index of the snake's head  def main():    global SnakespeedCLOCK, DISPLAYSURF, BASICFONT     pygame.init()    SnakespeedCLOCK = pygame.time.Clock()    DISPLAYSURF = pygame.display.set_mode((Window_Width, Window_Height))    BASICFONT = pygame.font.Font('freesansbold.ttf', 18)    pygame.display.set_caption('Snake')     showStartScreen()    while True:        runGame()        showGameOverScreen()  def runGame():    # Set a random start point.    startx = random.randint(5, Cell_W - 6)    starty = random.randint(5, Cell_H - 6)    wormCoords = [{'x': startx, 'y': starty},                  {'x': startx - 1, 'y': starty},                  {'x': startx - 2, 'y': starty}]    direction = RIGHT     # Start the apple in a random place.    apple = getRandomLocation()     while True:  # main game loop        for event in pygame.event.get():  # event handling loop            if event.type == QUIT:                terminate()            elif event.type == KEYDOWN:                if (event.key == K_LEFT) and direction != RIGHT:                    direction = LEFT                elif (event.key == K_RIGHT) and direction != LEFT:                    direction = RIGHT                elif (event.key == K_UP) and direction != DOWN:                    direction = UP                elif (event.key == K_DOWN) and direction != UP:                    direction = DOWN                elif event.key == K_ESCAPE:                    terminate()         # check if the Snake has hit itself or the edge        if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == Cell_W or wormCoords[HEAD]['y'] == -1 or wormCoords[HEAD]['y'] == Cell_H:            return  # game over        for wormBody in wormCoords[1:]:            if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:                return  # game over         # check if Snake has eaten an apply        if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']:            # don't remove worm's tail segment            apple = getRandomLocation()  # set a new apple somewhere        else:            del wormCoords[-1]  # remove worm's tail segment         # move the worm by adding a segment in the direction it is moving        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']}        wormCoords.insert(0, newHead)        DISPLAYSURF.fill(BGCOLOR)        drawGrid()        drawWorm(wormCoords)        drawApple(apple)        drawScore(len(wormCoords) - 3)        pygame.display.update()        SnakespeedCLOCK.tick(Snakespeed)  def drawPressKeyMsg():    pressKeySurf = BASICFONT.render('Press a key to play.', True, White)    pressKeyRect = pressKeySurf.get_rect()    pressKeyRect.topleft = (Window_Width - 200, Window_Height - 30)    DISPLAYSURF.blit(pressKeySurf, pressKeyRect)  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  def showStartScreen():    titleFont = pygame.font.Font('freesansbold.ttf', 100)    titleSurf1 = titleFont.render('Snake!', True, White, DARKGreen)    degrees1 = 0    degrees2 = 0    while True:        DISPLAYSURF.fill(BGCOLOR)        rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1)        rotatedRect1 = rotatedSurf1.get_rect()        rotatedRect1.center = (Window_Width / 2, Window_Height / 2)        DISPLAYSURF.blit(rotatedSurf1, rotatedRect1)         drawPressKeyMsg()         if checkForKeyPress():            pygame.event.get()  # clear event queue            return        pygame.display.update()        SnakespeedCLOCK.tick(Snakespeed)        degrees1 += 3  # rotate by 3 degrees each frame        degrees2 += 7  # rotate by 7 degrees each frame  def terminate():    pygame.quit()    sys.exit()  def getRandomLocation():    return {'x': random.randint(0, Cell_W - 1), 'y': random.randint(0, Cell_H - 1)}  def showGameOverScreen():    gameOverFont = pygame.font.Font('freesansbold.ttf', 100)    gameSurf = gameOverFont.render('Game', True, White)    overSurf = gameOverFont.render('Over', True, White)    gameRect = gameSurf.get_rect()    overRect = overSurf.get_rect()    gameRect.midtop = (Window_Width / 2, 10)    overRect.midtop = (Window_Width / 2, gameRect.height + 10 + 25)     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  def drawScore(score):    scoreSurf = BASICFONT.render('Score: %s' % (score), True, White)    scoreRect = scoreSurf.get_rect()    scoreRect.topleft = (Window_Width - 120, 10)    DISPLAYSURF.blit(scoreSurf, scoreRect)  def drawWorm(wormCoords):    for coord in wormCoords:        x = coord['x'] * Cell_Size        y = coord['y'] * Cell_Size        wormSegmentRect = pygame.Rect(x, y, Cell_Size, Cell_Size)        pygame.draw.rect(DISPLAYSURF, DARKGreen, wormSegmentRect)        wormInnerSegmentRect = pygame.Rect(            x + 4, y + 4, Cell_Size - 8, Cell_Size - 8)        pygame.draw.rect(DISPLAYSURF, Green, wormInnerSegmentRect)  def drawApple(coord):    x = coord['x'] * Cell_Size    y = coord['y'] * Cell_Size    appleRect = pygame.Rect(x, y, Cell_Size, Cell_Size)    pygame.draw.rect(DISPLAYSURF, Red, appleRect)  def drawGrid():    for x in range(0, Window_Width, Cell_Size):  # draw vertical lines        pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, Window_Height))    for y in range(0, Window_Height, Cell_Size):  # draw horizontal lines        pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (Window_Width, y))  if __name__ == '__main__':    try:        main()    except SystemExit:        pass

以上是贪吃蛇的全部代码,接下来,我们来制作AI版贪吃蛇。

用python制作AI版贪吃蛇

AI版贪吃蛇,即让系统自己玩贪吃蛇,一句话:自己玩自己。下面开始:
系统:什么都可以
需导入的模块:
pygame
sys
time
random
如果你已经下载好了pygame,即可直接开始。
还是什么都不说,直接奉上代码(这次有注释)

#coding: utf-8import pygame,sys,time,randomfrom pygame.locals import *# 定义颜色变量redColour = pygame.Color(255,0,0)blackColour = pygame.Color(0,0,0)whiteColour = pygame.Color(255,255,255)greenColour = pygame.Color(0,255,0)headColour = pygame.Color(0,119,255)#注意:在下面所有的除法中,为了防止pygame输出偏差,必须取除数(//)而不是单纯除法(/)# 蛇运动的场地长宽,因为第0行,HEIGHT行,第0列,WIDTH列为围墙,所以实际是13*13HEIGHT = 15WIDTH = 15FIELD_SIZE = HEIGHT * WIDTH# 蛇头位于snake数组的第一个元素HEAD = 0# 用数字代表不同的对象,由于运动时矩阵上每个格子会处理成到达食物的路径长度,# 因此这三个变量间需要有足够大的间隔(>HEIGHT*WIDTH)来互相区分# 小写一般是坐标,大写代表常量FOOD = 0UNDEFINED = (HEIGHT + 1) * (WIDTH + 1)SNAKE = 2 * UNDEFINED# 由于snake是一维数组,所以对应元素直接加上以下值就表示向四个方向移动LEFT = -1RIGHT = 1UP = -WIDTH#一维数组,所以需要整个宽度都加上才能表示上下移动DOWN = WIDTH # 错误码ERR = -2333# 用一维数组来表示二维的东西# board表示蛇运动的矩形场地# 初始化蛇头在(1,1)的地方# 初始蛇长度为1board = [0] * FIELD_SIZE #[0,0,0,……]snake = [0] * (FIELD_SIZE+1)snake[HEAD] = 1*WIDTH+1snake_size = 1# 与上面变量对应的临时变量,蛇试探性地移动时使用tmpboard = [0] * FIELD_SIZEtmpsnake = [0] * (FIELD_SIZE+1)tmpsnake[HEAD] = 1*WIDTH+1tmpsnake_size = 1# food:食物位置初始在(4, 7)# best_move: 运动方向food = 4 * WIDTH + 7best_move = ERR# 运动方向数组,游戏分数(蛇长)mov = [LEFT, RIGHT, UP, DOWN]                                           score = 1 # 检查一个cell有没有被蛇身覆盖,没有覆盖则为free,返回truedef is_cell_free(idx, psize, psnake):    return not (idx in psnake[:psize]) # 检查某个位置idx是否可向move方向运动def is_move_possible(idx, move):    flag = False    if move == LEFT:        #因为实际范围是13*13,[1,13]*[1,13],所以idx为1时不能往左跑,此时取余为1所以>1        flag = True if idx%WIDTH > 1 else False    elif move == RIGHT:        #这里的 (2*WIDTH-1) else False    elif move == DOWN:        flag = True if idx < (FIELD_SIZE-2*WIDTH) else False    return flag# 重置board# board_BFS后,UNDEFINED值都变为了到达食物的路径长度# 如需要还原,则要重置它def board_reset(psnake, psize, pboard):    for i in range(FIELD_SIZE):        if i == food:            pboard[i] = FOOD        elif is_cell_free(i, psize, psnake): # 该位置为空            pboard[i] = UNDEFINED        else: # 该位置为蛇身            pboard[i] = SNAKE    # 广度优先搜索遍历整个board,# 计算出board中每个非SNAKE元素到达食物的路径长度def board_BFS(pfood, psnake, pboard):    queue = []    queue.append(pfood)    inqueue = [0] * FIELD_SIZE    found = False    # while循环结束后,除了蛇的身体,    # 其它每个方格中的数字为从它到食物的曼哈顿间距    while len(queue)!=0:         idx = queue.pop(0)#初始时idx是食物的坐标         if inqueue[idx] == 1: continue        inqueue[idx] = 1        for i in range(4):#左右上下            if is_move_possible(idx, mov[i]):                if idx + mov[i] == psnake[HEAD]:                    found = True                if pboard[idx+mov[i]] < SNAKE: # 如果该点不是蛇的身体                    if pboard[idx+mov[i]] > pboard[idx]+1:#小于的时候不管,不然会覆盖已有的路径数据                        pboard[idx+mov[i]] = pboard[idx] + 1                    if inqueue[idx+mov[i]] == 0:                        queue.append(idx+mov[i])    return found# 从蛇头开始,根据board中元素值,# 从蛇头周围4个领域点中选择最短路径def choose_shortest_safe_move(psnake, pboard):    best_move = ERR    min = SNAKE    for i in range(4):        if is_move_possible(psnake[HEAD], mov[i]) and pboard[psnake[HEAD]+mov[i]]max:            max = pboard[psnake[HEAD]+mov[i]]            best_move = mov[i]    return best_move# 检查是否可以追着蛇尾运动,即蛇头和蛇尾间是有路径的# 为的是避免蛇头陷入死路# 虚拟操作,在tmpboard,tmpsnake中进行def is_tail_inside():    global tmpboard, tmpsnake, food, tmpsnake_size    tmpboard[tmpsnake[tmpsnake_size-1]] = 0 # 虚拟地将蛇尾变为食物(因为是虚拟的,所以在tmpsnake,tmpboard中进行)    tmpboard[food] = SNAKE # 放置食物的地方,看成蛇身    result = board_BFS(tmpsnake[tmpsnake_size-1], tmpsnake, tmpboard) # 求得每个位置到蛇尾的路径长度    for i in range(4): # 如果蛇头和蛇尾紧挨着,则返回False。即不能follow_tail,追着蛇尾运动了        if is_move_possible(tmpsnake[HEAD], mov[i]) and tmpsnake[HEAD]+mov[i]==tmpsnake[tmpsnake_size-1] and tmpsnake_size>3:            result = False    return result# 让蛇头朝着蛇尾运行一步# 不管蛇身阻挡,朝蛇尾方向运行def follow_tail():    global tmpboard, tmpsnake, food, tmpsnake_size    tmpsnake_size = snake_size    tmpsnake = snake[:]    board_reset(tmpsnake, tmpsnake_size, tmpboard) # 重置虚拟board    tmpboard[tmpsnake[tmpsnake_size-1]] = FOOD # 让蛇尾成为食物    tmpboard[food] = SNAKE # 让食物的地方变成蛇身    board_BFS(tmpsnake[tmpsnake_size-1], tmpsnake, tmpboard) # 求得各个位置到达蛇尾的路径长度    tmpboard[tmpsnake[tmpsnake_size-1]] = SNAKE # 还原蛇尾    return choose_longest_safe_move(tmpsnake, tmpboard) # 返回运行方向(让蛇头运动1步)# 在各种方案都不行时,随便找一个可行的方向来走(1步),def any_possible_move():    global food , snake, snake_size, board    best_move = ERR    board_reset(snake, snake_size, board)    board_BFS(food, snake, board)    min = SNAKE    for i in range(4):        if is_move_possible(snake[HEAD], mov[i]) and board[snake[HEAD]+mov[i]]



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