在下面的代码中,我创建了2个块(wallCoords1和wallCoords2)。现在,我希望蠕虫在碰到一个块时移动到另一个块(就像当蠕虫碰到墙时一样)。

这是我尝试过的,但是没有用:

if wormCoords[HEAD]['x'] == wallCoords1 or wormCoords[HEAD]['y'] == wallCoords1:
            if direction1 == UP:
                newHead = {'x': wallCoords2, 'y': wallCoords2 - 1}
            elif direction1 == DOWN:
                newHead = {'x': wallCoords2, 'y': wallCoords2}
            elif direction1 == LEFT:
                newHead = {'x': wallCoords2 - 1, 'y': wallCoords2}
            elif direction1 == RIGHT:
                newHead = {'x': wallCoords2, 'y': wallCoords2}
            worm1 = True


有什么建议要改变吗?还是为什么这条蛇仍然是正确的?

用Mu编辑器运行代码

# By Al Sweigart [email protected]
# http://inventwithpython.com/pygame
# Released under a "Simplified BSD" license

import random, pygame, sys
from pygame.locals import *

FPS = 15
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
CELLSIZE = 20
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."
CELLWIDTH = int(WINDOWWIDTH / CELLSIZE)
CELLHEIGHT = int(WINDOWHEIGHT / CELLSIZE)

#             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

UP = 'up'
DOWN = 'down'
LEFT = 'left'
RIGHT = 'right'

HEAD = 0 # syntactic sugar: index of the worm's head

def main():
    global FPSCLOCK, DISPLAYSURF, BASICFONT

    pygame.init()
    FPSCLOCK = pygame.time.Clock()
    DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
    BASICFONT = pygame.font.Font('freesansbold.ttf', 18)
    pygame.display.set_caption('Wormy')

    showStartScreen()
    while True:
        runGame()
        showGameOverScreen()


def runGame():
    worm1 = False
    # Set a random start point.
    startx = random.randint(5, CELLWIDTH - 6)
    starty = random.randint(5, CELLHEIGHT - 6)
    wormCoords = [{'x': startx,     'y': starty},
                  {'x': startx - 1, 'y': starty},
                  {'x': startx - 2, 'y': starty}]
    direction1 = RIGHT

    wallCoords1 = [{'x': 2,     'y': 2}]
    wallCoords2 = [{'x': 29,     'y': 21}]



    # 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 direction1 != RIGHT:  # snake 1
                    direction1 = LEFT
                elif (event.key == K_RIGHT) and direction1 != LEFT:
                    direction1 = RIGHT
                elif (event.key == K_UP) and direction1 != DOWN:
                    direction1 = UP
                elif (event.key == K_DOWN) and direction1 != UP:
                    direction1 = DOWN

        # check if the worm1 has hit itself or the edge
        if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or \
                wormCoords[HEAD]['y'] == CELLHEIGHT:
            if direction1 == UP:
                newHead = {'x': wormCoords[HEAD]['x'], 'y': CELLHEIGHT - 1}
            elif direction1 == DOWN:
                newHead = {'x': wormCoords[HEAD]['x'], 'y': 0}
            elif direction1 == LEFT:
                newHead = {'x': CELLWIDTH - 1, 'y': wormCoords[HEAD]['y']}
            elif direction1 == RIGHT:
                newHead = {'x': 0, 'y': wormCoords[HEAD]['y']}
            worm1 = True




        if not worm1:
            if direction1 == UP:
                newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] - 1}
            elif direction1 == DOWN:
                newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] + 1}
            elif direction1 == LEFT:
                newHead = {'x': wormCoords[HEAD]['x'] - 1, 'y': wormCoords[HEAD]['y']}
            elif direction1 == RIGHT:
                newHead = {'x': wormCoords[HEAD]['x'] + 1, 'y': wormCoords[HEAD]['y']}
        else:
            worm1 = False












        # check if worm 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



        wormCoords.insert(0, newHead)
        DISPLAYSURF.fill(BGCOLOR)
        drawGrid()
        drawWorm(wormCoords)
        drawWall(wallCoords1)
        drawWall(wallCoords2)
        drawApple(apple)
        drawScore(len(wormCoords) - 3)
        pygame.display.update()
        FPSCLOCK.tick(FPS)

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)


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('Wormy!', True, WHITE, DARKGREEN)
    titleSurf2 = titleFont.render('Wormy!', True, GREEN)

    degrees1 = 0
    degrees2 = 0
    while True:
        DISPLAYSURF.fill(BGCOLOR)
        rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1)
        rotatedRect1 = rotatedSurf1.get_rect()
        rotatedRect1.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
        DISPLAYSURF.blit(rotatedSurf1, rotatedRect1)

        rotatedSurf2 = pygame.transform.rotate(titleSurf2, degrees2)
        rotatedRect2 = rotatedSurf2.get_rect()
        rotatedRect2.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
        DISPLAYSURF.blit(rotatedSurf2, rotatedRect2)

        drawPressKeyMsg()

        if checkForKeyPress():
            pygame.event.get() # clear event queue
            return
        pygame.display.update()
        FPSCLOCK.tick(FPS)
        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, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)}


def showGameOverScreen():
    gameOverFont = pygame.font.Font('freesansbold.ttf', 150)
    gameSurf = gameOverFont.render('Game', True, WHITE)
    overSurf = gameOverFont.render('Over', True, WHITE)
    gameRect = gameSurf.get_rect()
    overRect = overSurf.get_rect()
    gameRect.midtop = (WINDOWWIDTH / 2, 10)
    overRect.midtop = (WINDOWWIDTH / 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 = (WINDOWWIDTH - 120, 10)
    DISPLAYSURF.blit(scoreSurf, scoreRect)


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)

def drawWall(wallCoords):
    for coord in wallCoords:
        x = coord['x'] * CELLSIZE
        y = coord['y'] * CELLSIZE
        wallSegmentRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
        pygame.draw.rect(DISPLAYSURF, WHITE, wallSegmentRect)

def drawApple(coord):
    x = coord['x'] * CELLSIZE
    y = coord['y'] * CELLSIZE
    appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
    pygame.draw.rect(DISPLAYSURF, RED, appleRect)


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()```





最佳答案

----------
|    ||  |
|    ||  |
| wwh||n |
----------


w是蠕虫的身体,h是蠕虫的头部,n是头部的新位置。
因此,假设蠕虫向右移动,当您检测到与墙壁的碰撞时,蠕虫头部的新位置将不是墙壁的位置,而是右侧的位置-如果它是免费的。如果不是,请在右侧再试一次。重复此过程,直到找到可用空间。

检查蠕虫是否撞到墙壁


将所有墙壁放入数组wallCoords = [{'x': 2, 'y': 2}, {'x': 29, 'y':2}]
检查newHead位置是否等于这些wallCoords中的任何一个,如果是,则将头再移动一个:


newHead = # assign to new position as you already do
while newHead in wallCoords:
  if direction1 == RIGHT:
    newHead["x"] += 1
  else ... # other directions


该循环将在max(WIDTH,HEIGHT)次迭代后结束,因为蛇头当前位于无墙位置。

之后,您必须检查新位置是否不再与蛇自身碰撞。可以与壁碰撞相同的方式进行。
只有这样才能将蛇头分配到该新位置

关于python - 我该如何传送(wormy.py),我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/56221715/

10-12 21:45