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/