利用Python如何制作贪吃蛇及AI版贪吃蛇详解
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2022-03-27 12:46:44
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:...
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 random import pygame import sys from pygame.locals import * snakespeed = 17 window_width = 800 window_height = 500 cell_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 width cell_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-8 import pygame,sys,time,random from 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*13 height = 15 width = 15 field_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 = 0 undefined = (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 = -1 right = 1 up = -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1 board = [0] * field_size #[0,0,0,……] snake = [0] * (field_size+1) snake[head] = 1*width+1 snake_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_size tmpsnake = [0] * (field_size+1) tmpsnake[head] = 1*width+1 tmpsnake_size = 1 # food:食物位置初始在(4, 7) # best_move: 运动方向 food = 4 * width + 7 best_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true def 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<width-2跟上面是一样的道理 flag = true if idx%width < (width-2) else false elif move == up: #这里向上的判断画图很好理解,因为在[1,13]*[1,13]的实际运动范围外,还有个 #大框是围墙,就是之前说的那几个行列,下面判断向下运动的条件也是类似的 flag = true if idx > (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]]<min: #这里判断最小和下面的函数判断最大,都是先赋值,再循环互相比较 min = pboard[psnake[head]+mov[i]] best_move = mov[i] return best_move # 从蛇头开始,根据board中元素值, # 从蛇头周围4个领域点中选择最远路径 def choose_longest_safe_move(psnake, pboard): best_move = err max = -1 for i in range(4): if is_move_possible(psnake[head], mov[i]) and pboard[psnake[head]+mov[i]]<undefined 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]]<min: min = board[snake[head]+mov[i]] best_move = mov[i] return best_move #转换数组函数 def shift_array(arr, size): for i in range(size, 0, -1): arr[i] = arr[i-1] def new_food():#随机函数生成新的食物 global food, snake_size cell_free = false while not cell_free: w = random.randint(1, width-2) h = random.randint(1, height-2) food = width*h + w cell_free = is_cell_free(food, snake_size, snake) pygame.draw.rect(playsurface,redcolour,rect(18*(food//width), 18*(food%width),18,18)) # 真正的蛇在这个函数中,朝pbest_move走1步 def make_move(pbest_move): global snake, board, snake_size, score shift_array(snake, snake_size) snake[head] += pbest_move p = snake[head] for body in snake:#画蛇,身体,头,尾 pygame.draw.rect(playsurface,whitecolour,rect(18*(body//width), 18*(body%width),18,18)) pygame.draw.rect(playsurface,greencolour,rect(18*(snake[snake_size-1]//width),18*(snake[snake_size-1]%width),18,18)) pygame.draw.rect(playsurface,headcolour,rect(18*(p//width), 18*(p%width),18,18)) #下面一行是把初始情况会出现的第一个白块bug填掉 pygame.draw.rect(playsurface,(255,255,0),rect(0,0,18,18)) # 刷新pygame显示层 pygame.display.flip() # 如果新加入的蛇头就是食物的位置 # 蛇长加1,产生新的食物,重置board(因为原来那些路径长度已经用不上了) if snake[head] == food: board[snake[head]] = snake # 新的蛇头 snake_size += 1 score += 1 if snake_size < field_size: new_food() else: # 如果新加入的蛇头不是食物的位置 board[snake[head]] = snake # 新的蛇头 board[snake[snake_size]] = undefined # 蛇尾变为undefined,黑色 pygame.draw.rect(playsurface,blackcolour,rect(18*(snake[snake_size]//width),18*(snake[snake_size]%width),18,18)) # 刷新pygame显示层 pygame.display.flip() # 虚拟地运行一次,然后在调用处检查这次运行可否可行 # 可行才真实运行。 # 虚拟运行吃到食物后,得到虚拟下蛇在board的位置 def virtual_shortest_move(): global snake, board, snake_size, tmpsnake, tmpboard, tmpsnake_size, food tmpsnake_size = snake_size tmpsnake = snake[:] # 如果直接tmpsnake=snake,则两者指向同一处内存 tmpboard = board[:] # board中已经是各位置到达食物的路径长度了,不用再计算 board_reset(tmpsnake, tmpsnake_size, tmpboard) food_eated = false while not food_eated: board_bfs(food, tmpsnake, tmpboard) move = choose_shortest_safe_move(tmpsnake, tmpboard) shift_array(tmpsnake, tmpsnake_size) tmpsnake[head] += move # 在蛇头前加入一个新的位置 # 如果新加入的蛇头的位置正好是食物的位置 # 则长度加1,重置board,食物那个位置变为蛇的一部分(snake) if tmpsnake[head] == food: tmpsnake_size += 1 board_reset(tmpsnake, tmpsnake_size, tmpboard) # 虚拟运行后,蛇在board的位置 tmpboard[food] = snake food_eated = true else: # 如果蛇头不是食物的位置,则新加入的位置为蛇头,最后一个变为空格 tmpboard[tmpsnake[head]] = snake tmpboard[tmpsnake[tmpsnake_size]] = undefined # 如果蛇与食物间有路径,则调用本函数 def find_safe_way(): global snake, board safe_move = err # 虚拟地运行一次,因为已经确保蛇与食物间有路径,所以执行有效 # 运行后得到虚拟下蛇在board中的位置,即tmpboard virtual_shortest_move() # 该函数唯一调用处 if is_tail_inside(): # 如果虚拟运行后,蛇头蛇尾间有通路,则选最短路运行(1步) return choose_shortest_safe_move(snake, board) safe_move = follow_tail() # 否则虚拟地follow_tail 1步,如果可以做到,返回true return safe_move #初始化pygame pygame.init() #定义一个变量用来控制游戏速度 fpsclock = pygame.time.clock() # 创建pygame显示层 playsurface = pygame.display.set_mode((270,270)) pygame.display.set_caption('贪吃蛇') # 绘制pygame显示层 playsurface.fill(blackcolour) #初始化食物 pygame.draw.rect(playsurface,redcolour,rect(18*(food//width), 18*(food%width),18,18)) while true: for event in pygame.event.get():#循环监听键盘和退出事件 if event.type == quit:#如果点了关闭 print(score)#游戏结束后打印分数 pygame.quit() sys.exit() elif event.type == keydown:#如果esc键被按下 if event.key==k_escape: print(score)#游戏结束后打印分数 pygame.quit() sys.exit() # 刷新pygame显示层 pygame.display.flip() #画围墙,255,255,0是黄色,边框是36是因为,pygame矩形是以边为初始,向四周填充边框 pygame.draw.rect(playsurface,(255,255,0),rect(0,0,270,270),36) # 重置距离 board_reset(snake, snake_size, board) # 如果蛇可以吃到食物,board_bfs返回true # 并且board中除了蛇身(=snake),其它的元素值表示从该点运动到食物的最短路径长 if board_bfs(food, snake, board): best_move = find_safe_way() # find_safe_way的唯一调用处 else: best_move = follow_tail() if best_move == err: best_move = any_possible_move() # 上面一次思考,只得出一个方向,运行一步 if best_move != err: make_move(best_move) else: print(score)#游戏结束后打印分数 break # 控制游戏速度 fpsclock.tick(20)#20看上去速度正好
ok,这就是今天的全部内容866!
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