目录

前言

改进过程一

增加提示信息

原版帮助摘要

pygame.draw

pygame.font

class Rect

class Surface

改进过程二

增加显示得分

改进过程三

增加背景景乐

增加提示音效

音乐切换

静音切换

mixer.music.play 注意事项

原版帮助摘要

pygame.mixer

pygame.mixer.Sound

改进过程四

增加WASD方向键

增加退出事件的确认

小结

pygame编程框架

完整代码


前言

在上一篇博文里,从讯飞星火中获取到游戏“贪吃蛇”的代码,运行效果如上图。代码并不完整,当蛇死了就退出游戏,不能多次玩这个游戏。

前文链接:

讯飞星火、文心一言和通义千问同时编“贪吃蛇”游戏,谁会胜出?

代码如下:

import pygameimport sysimport random # 定义颜色WHITE = (255, 255, 255)GREEN = (0, 255, 0)RED= (255, 0, 0)GREY = (211, 211, 211)# 淡灰色 def init():global screen, screen_sizeglobal snake_pos, food_pos, snake_speed # 初始化pygamepygame.init() # 设置屏幕大小screen_size = (640, 480)screen = pygame.display.set_mode(screen_size) # 设置游戏标题pygame.display.set_caption("贪吃蛇") # 蛇的初始位置snake_pos = [[100, 100], [80, 100], [60, 100]] # 食物的初始位置food_pos = [300, 300] # 蛇的初始速度snake_speed = [20, 0] def repaint():# 绘制游戏界面screen.fill(WHITE) # 定义线段的端点坐标x,y = (-1,640,640,-1)*16, []for i in range(36):for _ in range(2):y.append(19+i*20) # 使用pygame.draw.lines()函数绘制线段points = list(zip(x,y))pygame.draw.lines(screen, GREY, False, points, 1) # 线宽为1points = list(zip(y,x))pygame.draw.lines(screen, GREY, False, points, 1)# 重画蛇和食物for pos in snake_pos:pygame.draw.rect(screen, GREEN, pygame.Rect(pos[0], pos[1], 20, 20))pygame.draw.rect(screen, RED, pygame.Rect(food_pos[0], food_pos[1], 20, 20))pygame.display.flip() def game_quit():pygame.quit()sys.exit() def main():global screen, screen_sizeglobal snake_pos, food_pos, snake_speed# 主循环while True:# 处理游戏事件for event in pygame.event.get():if event.type == pygame.QUIT:game_quit()elif event.type == pygame.KEYDOWN:if event.key == pygame.K_UP:snake_speed = [0, -20]elif event.key == pygame.K_DOWN:snake_speed = [0, 20]elif event.key == pygame.K_LEFT:snake_speed = [-20, 0]elif event.key == pygame.K_RIGHT:snake_speed = [20, 0] # 更新蛇的位置snake_pos.insert(0, [snake_pos[0][0] + snake_speed[0], snake_pos[0][1] + snake_speed[1]]) # 检查蛇头是否碰到食物if snake_pos[0] == food_pos:food_pos = [random.randrange(1, screen_size[0] // 20) * 20, random.randrange(1, screen_size[1] // 20) * 20]else:snake_pos.pop() # 检查蛇头是否碰到墙壁或者蛇身if snake_pos[0][0] = screen_size[0] or snake_pos[0][1] = screen_size[1] or snake_pos[0] in snake_pos[1:]:game_quit()'''此处可增加与用户的交互,如:if askyesno('title','again" />

改进过程一

增加提示信息

之前没有仔细学过pygame的编程,刚好拿这例程练练手,在不断改进中学习pygame编程。

原代码一执行,蛇就开始游动了,就从这里入手。开始前,增加显示“按任意键开始...”的提示。

蛇死后,提醒是否重来?Yes to play again, No to quit game.

同时,在游戏中允许按ESC键暂停游戏,再按一次继续。

由于没查到 pygame 有弹出信息窗口的方法(函数),于是用了DOS时代显示信息窗口的办法,画多个矩形窗口来模拟窗口,最后在矩形框上写上提示文字。代码如下:

def show_msg(msg, color = BLUE):
x = screen.get_rect().centerx
y = screen.get_rect().centery - 50
font = pygame.font.Font(None, 36)
text = font.render(msg, True, color)
text_rect = text.get_rect()
text_rect.centerx = x
text_rect.centery = y
rectangle1 = pygame.Rect(x-155, y-25, 320, 60)
rectangle2 = pygame.Rect(x-160, y-30, 320, 60)
pygame.draw.rect(screen, DARK, rectangle1)
pygame.draw.rect(screen, GREY, rectangle2)
pygame.draw.rect(screen, BLACK, rectangle2, 2) # 边框宽为2
screen.blit(text, text_rect)
pygame.display.flip()


原版帮助摘要

pygame.draw

NAME
pygame.draw - pygame module for drawing shapes

FUNCTIONS
aaline(...)
aaline(surface, color, start_pos, end_pos) -> Rect
aaline(surface, color, start_pos, end_pos, blend=1) -> Rect
draw a straight antialiased line

aalines(...)
aalines(surface, color, closed, points) -> Rect
aalines(surface, color, closed, points, blend=1) -> Rect
draw multiple contiguous straight antialiased line segments

arc(...)
arc(surface, color, rect, start_angle, stop_angle) -> Rect
arc(surface, color, rect, start_angle, stop_angle, width=1) -> Rect
draw an elliptical arc

circle(...)
circle(surface, color, center, radius) -> Rect
circle(surface, color, center, radius, width=0, draw_top_right=None, draw_top_left=None, draw_bottom_left=None, draw_bottom_right=None) -> Rect
draw a circle

ellipse(...)
ellipse(surface, color, rect) -> Rect
ellipse(surface, color, rect, width=0) -> Rect
draw an ellipse

line(...)
line(surface, color, start_pos, end_pos) -> Rect
line(surface, color, start_pos, end_pos, width=1) -> Rect
draw a straight line

lines(...)
lines(surface, color, closed, points) -> Rect
lines(surface, color, closed, points, width=1) -> Rect
draw multiple contiguous straight line segments

polygon(...)
polygon(surface, color, points) -> Rect
polygon(surface, color, points, width=0) -> Rect
draw a polygon

rect(...)
rect(surface, color, rect) -> Rect
rect(surface, color, rect, width=0, border_radius=0, border_top_left_radius=-1, border_top_right_radius=-1, border_bottom_left_radius=-1, border_bottom_right_radius=-1) -> Rect
draw a rectangle


pygame.font

NAME
pygame.font - pygame module for loading and rendering fonts

CLASSES
builtins.object
Font

class Font(builtins.object)
| Font(file_path=None, size=12) -> Font
| Font(file_path, size) -> Font
| Font(pathlib.Path, size) -> Font
| Font(object, size) -> Font
| create a new Font object from a file
|
| Methods defined here:
|
| __init__(self, /, *args, **kwargs)
| Initialize self. See help(type(self)) for accurate signature.
|
| get_ascent(...)
| get_ascent() -> int
| get the ascent of the font
|
| get_bold(...)
| get_bold() -> bool
| check if text will be rendered bold
|
| get_descent(...)
| get_descent() -> int
| get the descent of the font
|
| get_height(...)
| get_height() -> int
| get the height of the font
|
| get_italic(...)
| get_italic() -> bool
| check if the text will be rendered italic
|
| get_linesize(...)
| get_linesize() -> int
| get the line space of the font text
|
| get_strikethrough(...)
| get_strikethrough() -> bool
| check if text will be rendered with a strikethrough
|
| get_underline(...)
| get_underline() -> bool
| check if text will be rendered with an underline
|
| metrics(...)
| metrics(text) -> list
| gets the metrics for each character in the passed string
|
| render(...)
| render(text, antialias, color, background=None) -> Surface
| draw text on a new Surface
|
| set_bold(...)
| set_bold(bool) -> None
| enable fake rendering of bold text
|
| set_italic(...)
| set_italic(bool) -> None
| enable fake rendering of italic text
|
| set_script(...)
| set_script(str) -> None
| set the script code for text shaping
|
| set_strikethrough(...)
| set_strikethrough(bool) -> None
| control if text is rendered with a strikethrough
|
| set_underline(...)
| set_underline(bool) -> None
| control if text is rendered with an underline
|
| size(...)
| size(text) -> (width, height)
| determine the amount of space needed to render text
|
| ----------------------------------------------------------------------
| Data descriptors defined here:
|
| bold
| bold -> bool
| Gets or sets whether the font should be rendered in (faked) bold.
|
| italic
| italic -> bool
| Gets or sets whether the font should be rendered in (faked) italics.
|
| strikethrough
| strikethrough -> bool
| Gets or sets whether the font should be rendered with a strikethrough.
|
| underline
| underline -> bool
| Gets or sets whether the font should be rendered with an underline.


class Rect

Help on class Rect in module pygame.rect:

class Rect(builtins.object)
| Rect(left, top, width, height) -> Rect
| Rect((left, top), (width, height)) -> Rect
| Rect(object) -> Rect
| pygame object for storing rectangular coordinates
|
| Methods defined here:
|
| clamp(...)
| clamp(Rect) -> Rect
| moves the rectangle inside another
|
| clamp_ip(...)
| clamp_ip(Rect) -> None
| moves the rectangle inside another, in place
|
| clip(...)
| clip(Rect) -> Rect
| crops a rectangle inside another
|
| clipline(...)
| clipline(x1, y1, x2, y2) -> ((cx1, cy1), (cx2, cy2))
| clipline(x1, y1, x2, y2) -> ()
| clipline((x1, y1), (x2, y2)) -> ((cx1, cy1), (cx2, cy2))
| clipline((x1, y1), (x2, y2)) -> ()
| clipline((x1, y1, x2, y2)) -> ((cx1, cy1), (cx2, cy2))
| clipline((x1, y1, x2, y2)) -> ()
| clipline(((x1, y1), (x2, y2))) -> ((cx1, cy1), (cx2, cy2))
| clipline(((x1, y1), (x2, y2))) -> ()
| crops a line inside a rectangle
|
| collidedict(...)
| collidedict(dict) -> (key, value)
| collidedict(dict) -> None
| collidedict(dict, use_values=0) -> (key, value)
| collidedict(dict, use_values=0) -> None
| test if one rectangle in a dictionary intersects
|
| collidedictall(...)
| collidedictall(dict) -> [(key, value), ...]
| collidedictall(dict, use_values=0) -> [(key, value), ...]
| test if all rectangles in a dictionary intersect
|
| collidelist(...)
| collidelist(list) -> index
| test if one rectangle in a list intersects
|
| collidelistall(...)
| collidelistall(list) -> indices
| test if all rectangles in a list intersect
|
| collideobjects(...)
| collideobjects(rect_list) -> object
| collideobjects(obj_list, key=func) -> object
| test if any object in a list intersects
|
| collideobjectsall(...)
| collideobjectsall(rect_list) -> objects
| collideobjectsall(obj_list, key=func) -> objects
| test if all objects in a list intersect
|
| collidepoint(...)
| collidepoint(x, y) -> bool
| collidepoint((x,y)) -> bool
| test if a point is inside a rectangle
|
| colliderect(...)
| colliderect(Rect) -> bool
| test if two rectangles overlap
|
| contains(...)
| contains(Rect) -> bool
| test if one rectangle is inside another
|
| copy(...)
| copy() -> Rect
| copy the rectangle
|
| fit(...)
| fit(Rect) -> Rect
| resize and move a rectangle with aspect ratio
|
| inflate(...)
| inflate(x, y) -> Rect
| grow or shrink the rectangle size
|
| inflate_ip(...)
| inflate_ip(x, y) -> None
| grow or shrink the rectangle size, in place
|
| move(...)
| move(x, y) -> Rect
| moves the rectangle
|
| move_ip(...)
| move_ip(x, y) -> None
| moves the rectangle, in place
|
| normalize(...)
| normalize() -> None
| correct negative sizes
|
| scale_by(...)
| scale_by(scalar) -> Rect
| scale_by(scalex, scaley) -> Rect
| scale the rectangle by given a multiplier
|
| scale_by_ip(...)
| scale_by_ip(scalar) -> None
| scale_by_ip(scalex, scaley) -> None
| grow or shrink the rectangle size, in place
|
| union(...)
| union(Rect) -> Rect
| joins two rectangles into one
|
| union_ip(...)
| union_ip(Rect) -> None
| joins two rectangles into one, in place
|
| unionall(...)
| unionall(Rect_sequence) -> Rect
| the union of many rectangles
|
| unionall_ip(...)
| unionall_ip(Rect_sequence) -> None
| the union of many rectangles, in place
|
| update(...)
| update(left, top, width, height) -> None
| update((left, top), (width, height)) -> None
| update(object) -> None
| sets the position and size of the rectangle


class Surface

class Surface(builtins.object)
| Surface((width, height), flags=0, depth=0, masks=None) -> Surface
| Surface((width, height), flags=0, Surface) -> Surface
| pygame object for representing images
|
| Methods defined here:
|
| blit(...)
| blit(source, dest, area=None, special_flags=0) -> Rect
| draw one image onto another
|
| blits(...)
| blits(blit_sequence=((source, dest), ...), doreturn=1) -> [Rect, ...] or None
| blits(((source, dest, area), ...)) -> [Rect, ...]
| blits(((source, dest, area, special_flags), ...)) -> [Rect, ...]
| draw many images onto another
|
| convert(...)
| convert(Surface=None) -> Surface
| convert(depth, flags=0) -> Surface
| convert(masks, flags=0) -> Surface
| change the pixel format of an image
|
| convert_alpha(...)
| convert_alpha(Surface) -> Surface
| convert_alpha() -> Surface
| change the pixel format of an image including per pixel alphas
|
| copy(...)
| copy() -> Surface
| create a new copy of a Surface
|
| fill(...)
| fill(color, rect=None, special_flags=0) -> Rect
| fill Surface with a solid color
|
| get_abs_offset(...)
| get_abs_offset() -> (x, y)
| find the absolute position of a child subsurface inside its top level parent
|
| get_abs_parent(...)
| get_abs_parent() -> Surface
| find the top level parent of a subsurface
|
| get_alpha(...)
| get_alpha() -> int_value
| get the current Surface transparency value
|
| get_at(...)
| get_at((x, y)) -> Color
| get the color value at a single pixel
|
| get_at_mapped(...)
| get_at_mapped((x, y)) -> Color
| get the mapped color value at a single pixel
|
| get_bitsize(...)
| get_bitsize() -> int
| get the bit depth of the Surface pixel format
|
| get_blendmode(...)
| Return the surface's SDL 2 blend mode
|
| get_bounding_rect(...)
| get_bounding_rect(min_alpha = 1) -> Rect
| find the smallest rect containing data
|
| get_buffer(...)
| get_buffer() -> BufferProxy
| acquires a buffer object for the pixels of the Surface.
|
| get_bytesize(...)
| get_bytesize() -> int
| get the bytes used per Surface pixel
|
| get_clip(...)
| get_clip() -> Rect
| get the current clipping area of the Surface
|
| get_colorkey(...)
| get_colorkey() -> RGB or None
| Get the current transparent colorkey
|
| get_flags(...)
| get_flags() -> int
| get the additional flags used for the Surface
|
| get_height(...)
| get_height() -> height
| get the height of the Surface
|
| get_locked(...)
| get_locked() -> bool
| test if the Surface is current locked
|
| get_locks(...)
| get_locks() -> tuple
| Gets the locks for the Surface
|
| get_losses(...)
| get_losses() -> (R, G, B, A)
| the significant bits used to convert between a color and a mapped integer
|
| get_masks(...)
| get_masks() -> (R, G, B, A)
| the bitmasks needed to convert between a color and a mapped integer
|
| get_offset(...)
| get_offset() -> (x, y)
| find the position of a child subsurface inside a parent
|
| get_palette(...)
| get_palette() -> [RGB, RGB, RGB, ...]
| get the color index palette for an 8-bit Surface
|
| get_palette_at(...)
| get_palette_at(index) -> RGB
| get the color for a single entry in a palette
|
| get_parent(...)
| get_parent() -> Surface
| find the parent of a subsurface
|
| get_pitch(...)
| get_pitch() -> int
| get the number of bytes used per Surface row
|
| get_rect(...)
| get_rect(**kwargs) -> Rect
| get the rectangular area of the Surface
|
| get_shifts(...)
| get_shifts() -> (R, G, B, A)
| the bit shifts needed to convert between a color and a mapped integer
|
| get_size(...)
| get_size() -> (width, height)
| get the dimensions of the Surface
|
| get_view(...)
| get_view(='2') -> BufferProxy
| return a buffer view of the Surface's pixels.
|
| get_width(...)
| get_width() -> width
| get the width of the Surface
|
| lock(...)
| lock() -> None
| lock the Surface memory for pixel access
|
| map_rgb(...)
| map_rgb(Color) -> mapped_int
| convert a color into a mapped color value
|
| mustlock(...)
| mustlock() -> bool
| test if the Surface requires locking
|
| premul_alpha(...)
| premul_alpha() -> Surface
| returns a copy of the surface with the RGB channels pre-multiplied by the alpha channel.
|
| scroll(...)
| scroll(dx=0, dy=0) -> None
| Shift the surface image in place
|
| set_alpha(...)
| set_alpha(value, flags=0) -> None
| set_alpha(None) -> None
| set the alpha value for the full Surface image
|
| set_at(...)
| set_at((x, y), Color) -> None
| set the color value for a single pixel
|
| set_clip(...)
| set_clip(rect) -> None
| set_clip(None) -> None
| set the current clipping area of the Surface
|
| set_colorkey(...)
| set_colorkey(Color, flags=0) -> None
| set_colorkey(None) -> None
| Set the transparent colorkey
|
| set_masks(...)
| set_masks((r,g,b,a)) -> None
| set the bitmasks needed to convert between a color and a mapped integer
|
| set_palette(...)
| set_palette([RGB, RGB, RGB, ...]) -> None
| set the color palette for an 8-bit Surface
|
| set_palette_at(...)
| set_palette_at(index, RGB) -> None
| set the color for a single index in an 8-bit Surface palette
|
| set_shifts(...)
| set_shifts((r,g,b,a)) -> None
| sets the bit shifts needed to convert between a color and a mapped integer
|
| subsurface(...)
| subsurface(Rect) -> Surface
| create a new surface that references its parent
|
| unlock(...)
| unlock() -> None
| unlock the Surface memory from pixel access
|
| unmap_rgb(...)
| unmap_rgb(mapped_int) -> Color
| convert a mapped integer color value into a Color


另外增加了3个状态变量,初始状态为:

is_running = False
is_paused = False
is_dead = False

增加了4个按键判别:

is_dead时,判断重新开始还是退出游戏

pygame.K_y: 字母Y/y
pygame.K_n: 字母N/n

暂停和恢复

pygame.K_ESCAPE: Esc键
pygame.K_SPACE: 空格键

完整代码如下:

import pygameimport sysimport random# 定义颜色BLACK = (0, 0, 0)WHITE = (255, 255, 255)RED = (255, 0, 0)GREEN = (0, 255, 0)BLUE= (0, 0, 255)GREY= (220, 220, 220)# 淡灰色DARK= (120, 120, 120)# 深灰色def init():global screen, screen_sizeglobal snake_pos, food_pos, snake_speed# 初始化pygamepygame.init()# 设置屏幕大小screen_size = (640, 480)screen = pygame.display.set_mode(screen_size)# 设置游戏标题pygame.display.set_caption("贪吃蛇")# 蛇的初始位置snake_pos = [[100, 100], [80, 100], [60, 100]]# 食物的初始位置food_pos = [300, 300]# 蛇的初始速度snake_speed = [20, 0]def show_msg(msg, color = BLUE):x = screen.get_rect().centerxy = screen.get_rect().centery - 50font = pygame.font.Font(None, 36)text = font.render(msg, True, color)text_rect = text.get_rect()text_rect.centerx = xtext_rect.centery = yrectangle1 = pygame.Rect(x-155, y-25, 320, 60)rectangle2 = pygame.Rect(x-160, y-30, 320, 60)pygame.draw.rect(screen, DARK, rectangle1)pygame.draw.rect(screen, GREY, rectangle2)pygame.draw.rect(screen, BLACK, rectangle2, 2) # 边框宽为2screen.blit(text, text_rect)pygame.display.flip()def repaint():# 绘制游戏界面screen.fill(WHITE)# 定义线段的端点坐标x,y = (-1,640,640,-1)*16, []for i in range(36):for _ in range(2):y.append(19+i*20)# 使用pygame.draw.lines()函数绘制线段points = list(zip(x,y))pygame.draw.lines(screen, GREY, False, points, 1) # 线宽为1points = list(zip(y,x))pygame.draw.lines(screen, GREY, False, points, 1) # 重画蛇和食物for pos in snake_pos:pygame.draw.rect(screen, GREEN, pygame.Rect(pos[0], pos[1], 20, 20))pygame.draw.rect(screen, RED, pygame.Rect(food_pos[0], food_pos[1], 20, 20))pygame.display.flip()def game_quit():pygame.quit()sys.exit()def main():global screen, screen_sizeglobal snake_pos, food_pos, snake_speedis_running = Falseis_paused = Falseis_dead = Falserepaint()show_msg("Press any key to start ...")# 主循环while True:# 处理游戏事件for event in pygame.event.get():if event.type == pygame.QUIT:game_quit()elif event.type == pygame.KEYDOWN:if event.key == pygame.K_UP:snake_speed = [0, -20]elif event.key == pygame.K_DOWN:snake_speed = [0, 20]elif event.key == pygame.K_LEFT:snake_speed = [-20, 0]elif event.key == pygame.K_RIGHT:snake_speed = [20, 0]elif event.key == pygame.K_y:if is_dead:init()is_dead = Falseis_running = Trueelif event.key == pygame.K_n:if is_dead: game_quit()else: is_running = Trueelif event.key == pygame.K_ESCAPE:if is_running:show_msg(">>> Paused <<<")is_paused = not is_pausedelse: # 任意键进入开始状态is_running = Trueif not is_running: continueif is_paused and is_running: continue# 更新蛇的位置snake_pos.insert(0, [snake_pos[0][0] + snake_speed[0], snake_pos[0][1] + snake_speed[1]])# 检查蛇头是否碰到食物if snake_pos[0] == food_pos:food_pos = [random.randrange(1, screen_size[0] // 20) * 20, random.randrange(1, screen_size[1] // 20) * 20]else:snake_pos.pop()# 检查蛇头是否碰到墙壁或者蛇身if snake_pos[0][0] = screen_size[0] or snake_pos[0][1] = screen_size[1] or snake_pos[0] in snake_pos[1:]:show_msg("Dead! Again" />

改进过程二

增加显示得分

每吃到一个食物+10分,蛇长和食物靠近边界会有额外加分;顺带显示出蛇的坐标位置。

函数show_msg_at(),比show_msg增加x,y坐标,把信息显示到指定的位置:

def show_msg_at(x, y, msg):
font = pygame.font.SysFont('Consolas', 14) # 使用系统字库
text = font.render(msg, True, BLACK)
text_rect = text.get_rect()
text_rect.x, text_rect.y = x, y
screen.blit(text, text_rect)
pygame.display.flip()

另外新增一个全局变量scores,当碰到食物时加10分,蛇长超过5以及食物靠近边界的距离小3会有额外加分,规则可以自己定,例如:

if snake_pos[0] == food_pos:
scores += 10+ len(snake_pos) // 5
if not 1 < snake_pos[0][0]//20 < 30 or not 1 < snake_pos[0][1]//20 < 22:
scores += 5

完整代码如下:

import pygameimport sysimport random# 定义颜色BLACK = (0, 0, 0)WHITE = (255, 255, 255)RED = (255, 0, 0)GREEN = (0, 255, 0)BLUE= (0, 0, 255)GREY= (220, 220, 220)# 淡灰色DARK= (120, 120, 120)# 深灰色def init():global screen, screen_size, scoresglobal snake_pos, food_pos, snake_speed# 初始化pygamescores = 0pygame.init()# 设置屏幕大小screen_size = (640, 480)screen = pygame.display.set_mode(screen_size)# 设置游戏标题pygame.display.set_caption("贪吃蛇")# 蛇的初始位置snake_pos = [[100, 100], [80, 100], [60, 100]]# 食物的初始位置food_pos = [300, 300]# 蛇的初始速度snake_speed = [20, 0]def show_msg(msg, color = BLUE):x = screen.get_rect().centerxy = screen.get_rect().centery - 50font = pygame.font.Font(None, 36)text = font.render(msg, True, color)text_rect = text.get_rect()text_rect.centerx = xtext_rect.centery = yrectangle1 = pygame.Rect(x-155, y-25, 320, 60)rectangle2 = pygame.Rect(x-160, y-30, 320, 60)pygame.draw.rect(screen, DARK, rectangle1)pygame.draw.rect(screen, GREY, rectangle2)pygame.draw.rect(screen, BLACK, rectangle2, 2) # 边框宽为2screen.blit(text, text_rect)pygame.display.flip()def repaint():# 绘制游戏界面screen.fill(WHITE)# 定义线段的端点坐标x,y = (-1,640,640,-1)*16, []for i in range(36):for _ in range(2):y.append(19+i*20)# 使用pygame.draw.lines()函数绘制线段points = list(zip(x,y))pygame.draw.lines(screen, GREY, False, points, 1) # 线宽为1points = list(zip(y,x))pygame.draw.lines(screen, GREY, False, points, 1) # 重画蛇和食物for pos in snake_pos:pygame.draw.rect(screen, GREEN, pygame.Rect(pos[0], pos[1], 20, 20))pygame.draw.rect(screen, RED, pygame.Rect(food_pos[0], food_pos[1], 20, 20))pygame.display.flip()show_msg_at(22, 6, f'Scores: {scores}')show_msg_at(410, 6, f'Snake coordinate: ({1+snake_pos[0][0]//20:2}, {1+snake_pos[0][1]//20:2})')def show_msg_at(x, y, msg):font = pygame.font.SysFont('Consolas', 14)text = font.render(msg, True, BLACK)text_rect = text.get_rect()text_rect.x, text_rect.y = x, yscreen.blit(text, text_rect)pygame.display.flip()def game_quit():pygame.quit()sys.exit()def main():global screen, screen_size, scoresglobal snake_pos, food_pos, snake_speedis_running = Falseis_paused = Falseis_dead = Falserepaint()show_msg("Press any key to start ...")# 主循环while True:# 处理游戏事件for event in pygame.event.get():if event.type == pygame.QUIT:game_quit()elif event.type == pygame.KEYDOWN:if event.key == pygame.K_UP:snake_speed = [0, -20]elif event.key == pygame.K_DOWN:snake_speed = [0, 20]elif event.key == pygame.K_LEFT:snake_speed = [-20, 0]elif event.key == pygame.K_RIGHT:snake_speed = [20, 0]elif event.key == pygame.K_y:if is_dead:init()is_dead = Falseis_running = Trueelif event.key == pygame.K_n:if is_dead: game_quit()else: is_running = Trueelif event.key == pygame.K_SPACE:if is_dead: continueif is_paused: is_paused = Falseis_running = Trueelif event.key == pygame.K_ESCAPE:if is_running:show_msg(">>> Paused <<<")is_paused = not is_pausedelse: # 任意键进入开始状态if is_dead: continueis_running = Trueif not is_running: continueif is_paused and is_running: continue# 更新蛇的位置snake_pos.insert(0, [snake_pos[0][0] + snake_speed[0], snake_pos[0][1] + snake_speed[1]])# 检查蛇头是否碰到食物if snake_pos[0] == food_pos:scores += 10+ len(snake_pos) // 5if not 1 < snake_pos[0][0]//20 < 30 or not 1 < snake_pos[0][1]//20 < 22:scores += 5​​​​​​​food_pos = [random.randrange(1, screen_size[0] // 20) * 20, random.randrange(1, screen_size[1] // 20) * 20]else:snake_pos.pop()# 检查蛇头是否碰到墙壁或者蛇身if snake_pos[0][0] = screen_size[0] or snake_pos[0][1] = screen_size[1] or snake_pos[0] in snake_pos[1:]:show_msg("Dead! Again" />

改进过程三

增加背景景乐

def play_music(mp3, volume = 1, loops = -1):
# 初始化pygame的mixer模块
pygame.mixer.init()
# 加载音乐文件
pygame.mixer.music.load(mp3)
# 控制音量volume = 0~1,1为最高音量
pygame.mixer.music.set_volume(volume)
# 播放音乐 loops = -1 为循环播放
pygame.mixer.music.play(loops)

增加提示音效

def play_sound(wav_no):
sound_fn = f'sound{wav_no}.wav'
if os.path.exists(sound_fn):
alert_sound = pygame.mixer.Sound(sound_fn)
alert_sound.play()

音乐切换

快捷键 Ctrl+M

elif event.key == pygame.K_m and event.mod & pygame.KMOD_CTRL:
# Ctrl+M 切换背景音乐
is_mute = False
music_no = 1 if music_no == 3 else music_no + 1
music_fn = f"voice{music_no}.mp3"
if os.path.exists(music_fn):
t = threading.Thread(target=play_music, args=(music_fn,0.8,))
t.start()

静音切换

快捷键 Ctrl+S

elif event.key == pygame.K_s and event.mod & pygame.KMOD_CTRL:
# Ctrl+S 切换静音状态
is_mute = not is_mute
if is_mute:
pygame.mixer.music.pause()
else:
pygame.mixer.music.unpause()

mixer.music.play 注意事项

1. pygame.mixer.music.play() 只能播放pygame支持的音频格式,包括WAV, MP3等。

2. 如果音频文件未找到或无法读取,pygame.mixer.music.play( ) 会抛出一个异常。使用需要确保音频文件的路径正确,且文件存在。导入os库,用os.path.exists(music_file) 判断文件是否存在。

3. pygame.mixer.music.play() 是一个阻塞函数,在音频播放期间程序将不会执行其他操作。如果需要在播放同时执行其他操作,需要在一个单独的线程中调用pygame.mixer.music.play()。

4. 多线程需要导入threading库,例如:

t = threading.Thread(target=play_music, args=(music_fn,0.8,))
t.start()


原版帮助摘要

pygame.mixer

NAME
pygame.mixer_music - pygame module for controlling streamed audio

FUNCTIONS
fadeout(...)
fadeout(time) -> None
stop music playback after fading out

get_busy(...)
get_busy() -> bool
check if the music stream is playing

get_endevent(...)
get_endevent() -> type
get the event a channel sends when playback stops

get_pos(...)
get_pos() -> time
get the music play time

get_volume(...)
get_volume() -> value
get the music volume

load(...)
load(filename) -> None
load(fileobj, namehint=) -> None
Load a music file for playback

pause(...)
pause() -> None
temporarily stop music playback

play(...)
play(loops=0, start=0.0, fade_ms=0) -> None
Start the playback of the music stream

queue(...)
queue(filename) -> None
queue(fileobj, namehint=, loops=0) -> None
queue a sound file to follow the current

rewind(...)
rewind() -> None
restart music

set_endevent(...)
set_endevent() -> None
set_endevent(type) -> None
have the music send an event when playback stops

set_pos(...)
set_pos(pos) -> None
set position to play from

set_volume(...)
set_volume(volume) -> None
set the music volume

stop(...)
stop() -> None
stop the music playback

unload(...)
unload() -> None
Unload the currently loaded music to free up resources

unpause(...)
unpause() -> None
resume paused music


pygame.mixer.Sound

class Sound(builtins.object)
| Sound(filename) -> Sound
| Sound(file=filename) -> Sound
| Sound(file=pathlib_path) -> Sound
| Sound(buffer) -> Sound
| Sound(buffer=buffer) -> Sound
| Sound(object) -> Sound
| Sound(file=object) -> Sound
| Sound(array=object) -> Sound
| Create a new Sound object from a file or buffer object
|
| Methods defined here:
|
| __init__(self, /, *args, **kwargs)
| Initialize self. See help(type(self)) for accurate signature.
|
| fadeout(...)
| fadeout(time) -> None
| stop sound playback after fading out
|
| get_length(...)
| get_length() -> seconds
| get the length of the Sound
|
| get_num_channels(...)
| get_num_channels() -> count
| count how many times this Sound is playing
|
| get_raw(...)
| get_raw() -> bytes
| return a bytestring copy of the Sound samples.
|
| get_volume(...)
| get_volume() -> value
| get the playback volume
|
| play(...)
| play(loops=0, maxtime=0, fade_ms=0) -> Channel
| begin sound playback
|
| set_volume(...)
| set_volume(value) -> None
| set the playback volume for this Sound
|
| stop(...)
| stop() -> None
| stop sound playback


完整代码:

import pygameimport sys, osimport randomimport threading# 定义颜色BLACK = (0, 0, 0)WHITE = (255, 255, 255)RED = (255, 0, 0)GREEN = (0, 255, 0)BLUE= (0, 0, 255)GREY= (220, 220, 220)# 淡灰色DARK= (120, 120, 120)# 深灰色def init():global screen, screen_size, scoresglobal snake_pos, food_pos, snake_speed# 初始化pygamescores = 0pygame.init()# 设置屏幕大小screen_size = (640, 480)screen = pygame.display.set_mode(screen_size)# 设置游戏标题pygame.display.set_caption("贪吃蛇")# 蛇的初始位置snake_pos = [[100, 100], [80, 100], [60, 100]]# 食物的初始位置food_pos = [300, 300]# 蛇的初始速度snake_speed = [20, 0]def play_music(mp3, volume = 1, loops = -1):# 初始化pygame的mixer模块pygame.mixer.init()# 加载音乐文件pygame.mixer.music.load(mp3)# 控制音量pygame.mixer.music.set_volume(volume)# 播放音乐pygame.mixer.music.play(loops)def play_sound(wav_no):sound_fn = f'sound{wav_no}.wav'if os.path.exists(sound_fn):alert_sound = pygame.mixer.Sound(sound_fn)alert_sound.play()def show_msg(msg, color = BLUE):x = screen.get_rect().centerxy = screen.get_rect().centery - 50font = pygame.font.Font(None, 36)text = font.render(msg, True, color)text_rect = text.get_rect()text_rect.centerx = xtext_rect.centery = yrectangle1 = pygame.Rect(x-155, y-25, 320, 60)rectangle2 = pygame.Rect(x-160, y-30, 320, 60)pygame.draw.rect(screen, DARK, rectangle1)pygame.draw.rect(screen, GREY, rectangle2)pygame.draw.rect(screen, BLACK, rectangle2, 2) # 边框宽为2screen.blit(text, text_rect)pygame.display.flip()def repaint():# 绘制游戏界面screen.fill(WHITE)# 定义线段的端点坐标x,y = (-1,640,640,-1)*16, []for i in range(36):for _ in range(2):y.append(19+i*20)# 使用pygame.draw.lines()函数绘制线段points = list(zip(x,y))pygame.draw.lines(screen, GREY, False, points, 1) # 线宽为1points = list(zip(y,x))pygame.draw.lines(screen, GREY, False, points, 1) # 重画蛇和食物for pos in snake_pos:pygame.draw.rect(screen, GREEN, pygame.Rect(pos[0], pos[1], 20, 20))pygame.draw.rect(screen, RED, pygame.Rect(food_pos[0], food_pos[1], 20, 20))pygame.display.flip()show_msg_at(22, 6, f'Scores: {scores}')show_msg_at(410, 6, f'Snake coordinate: ({1+snake_pos[0][0]//20:2}, {1+snake_pos[0][1]//20:2})')def show_msg_at(x, y, msg):font = pygame.font.SysFont('Consolas', 14)text = font.render(msg, True, BLACK)text_rect = text.get_rect()text_rect.x, text_rect.y = x, yscreen.blit(text, text_rect)pygame.display.flip()def game_quit():pygame.quit()sys.exit()def main():global screen, screen_size, scoresglobal snake_pos, food_pos, snake_speedis_running = Falseis_paused = Falseis_dead = Falseis_mute = Falserepaint()show_msg("Press any key to start ...")# 创建一个线程来播放音乐music_no = 1music_fn = "voice1.mp3"if os.path.exists(music_fn):t = threading.Thread(target=play_music, args=(music_fn,0.8,))t.start()# 主循环while True:# 处理游戏事件for event in pygame.event.get():if event.type == pygame.QUIT:game_quit()elif event.type == pygame.KEYDOWN:if event.key == pygame.K_UP:snake_speed = [0, -20]elif event.key == pygame.K_DOWN:snake_speed = [0, 20]elif event.key == pygame.K_LEFT:snake_speed = [-20, 0]elif event.key == pygame.K_RIGHT:snake_speed = [20, 0]elif event.key == pygame.K_y:if is_dead:init()is_dead = Falseis_running = Trueelif event.key == pygame.K_n:if is_dead: game_quit()else: is_running = Trueelif event.key == pygame.K_SPACE:if is_dead: continueif is_paused: is_paused = Falseis_running = Trueelif event.key == pygame.K_ESCAPE:if is_running:show_msg(">>> Paused <<<")is_paused = not is_pausedif not is_mute and is_paused: play_sound(1)elif event.key == pygame.K_m and event.mod & pygame.KMOD_CTRL:# Ctrl+M 切换背景音乐is_mute = Falsemusic_no = 1 if music_no == 3 else music_no + 1music_fn = f"voice{music_no}.mp3"if os.path.exists(music_fn):t = threading.Thread(target=play_music, args=(music_fn,0.8,))t.start()elif event.key == pygame.K_s and event.mod & pygame.KMOD_CTRL:# Ctrl+S 切换静音状态is_mute = not is_muteif is_mute:pygame.mixer.music.pause()else:pygame.mixer.music.unpause()is_running = Trueelse: # 任意键进入开始状态if is_dead: continueis_running = Trueif not is_running: continueif is_paused and is_running: continue# 更新蛇的位置snake_pos.insert(0, [snake_pos[0][0] + snake_speed[0], snake_pos[0][1] + snake_speed[1]])# 检查蛇头是否碰到食物if snake_pos[0] == food_pos:scores += 10 + len(snake_pos) // 5if not 1 < snake_pos[0][0]//20 < 30 or not 1 < snake_pos[0][1]//20 < 22:scores += 5if not is_mute: play_sound(2)food_pos = [random.randrange(1, screen_size[0] // 20) * 20, random.randrange(1, screen_size[1] // 20) * 20]else:snake_pos.pop()# 检查蛇头是否碰到墙壁或者蛇身if snake_pos[0][0] = screen_size[0] or snake_pos[0][1] = screen_size[1] or snake_pos[0] in snake_pos[1:]:show_msg("Dead! Again? (Y or N)")is_running = Falseis_dead = Trueif not is_mute: play_sound(3)continue# 重画界面及蛇和食物repaint()# 控制游戏速度pygame.time.Clock().tick(10)if __name__ == "__main__":init()main()

改进过程四

增加WASD方向键

DOS时代的游戏经常用W、A、S、D四个字母,对应上左下右四个方向键,上面的代码中,快捷键 ctrl+S 换成 strl+Q 避免冲突。

另外,游戏中按了与前进方向相反的键,相当于蛇的自杀行为。为了避免这个bug,引入一个表示蛇移动方向的变量direction:

if not is_paused:
if(event.key == pygame.K_w or event.key == pygame.K_UP)and direction != DOWN:
direction = UP
elif (event.key == pygame.K_s or event.key == pygame.K_DOWN) and direction != UP:
direction = DOWN
elif (event.key == pygame.K_a or event.key == pygame.K_LEFT) and direction != RIGHT:
direction = LEFT
elif (event.key == pygame.K_f or event.key == pygame.K_RIGHT) and direction != LEFT:
direction = RIGHT

把移动和按键分离,控制移动的代码放到后面去:

if direction== UP:
snake_speed = [0, -20]
elif direction == DOWN:
snake_speed = [0, 20]
elif direction == LEFT:
snake_speed = [-20, 0]
elif direction == RIGHT:
snake_speed = [20, 0]

增加退出事件的确认

pygame 没有弹窗一类的方法,导入tkinter库,由messagebox来实现:

from tkinter import messagebox
......
for event in pygame.event.get():
if event.type == pygame.QUIT:
if messagebox.askyesno("确认", "是否要退出?"):
game_quit()
......

效果如下:

最后,增加了按暂停键时背景音乐也暂停的功能;另外修改了一些小错误,估计还会有bug出现,状态变量设置多了感觉逻辑有点乱。


小结

本文以贪吃蛇游戏为例,对pygame编程的一个简单框架进行了深入的学习,包括对画图、字体、音乐等各个方面操作的各种方法和函数,学习后在pygame这方面的编程能力有所长进提高。

pygame编程框架

import pygameimport sys# 初始化Pygamepygame.init()# 设置窗口大小screen_size = (800, 600)# 创建窗口screen = pygame.display.set_mode(screen_size)# 设置窗口标题pygame.display.set_caption("Pygame Example")# 主循环while True:# 处理事件for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()elif event.type == ...... // 处理按键事件# 填充背景色screen.fill((255, 255, 255))# 绘制矩形pygame.draw.rect(screen, (0, 0, 255), (400, 300, 100, 50))# 更新显示pygame.display.flip()

完整代码

import pygamefrom sys import exit as systemfrom randomimport randrangefrom os.path import existsfrom tkinter import messageboxfrom threading import Thread# 定义颜色BLACK = (0, 0, 0)WHITE = (255, 255, 255)RED = (255, 0, 0)GREEN = (0, 255, 0)BLUE= (0, 0, 255)GREY= (220, 220, 220)# 淡灰色DARK= (120, 120, 120)# 深灰色def init():global screen, screen_size, scoresglobal snake_pos, food_pos, snake_speed# 初始化pygamescores = 0pygame.init()# 设置屏幕大小screen_size = (640, 480)screen = pygame.display.set_mode(screen_size)# 设置游戏标题pygame.display.set_caption("贪吃蛇")# 蛇的初始位置snake_pos = [[100, 100], [80, 100], [60, 100]]# 食物的初始位置food_pos = [300, 300]# 蛇的初始速度snake_speed = [20, 0]def play_music(mp3, volume = 1, loops = -1):# 初始化pygame的mixer模块pygame.mixer.init()# 加载音乐文件pygame.mixer.music.load(mp3)# 控制音量pygame.mixer.music.set_volume(volume)# 播放音乐pygame.mixer.music.play(loops)def play_sound(wav_no):sound_fn = f'sound{wav_no}.wav'if exists(sound_fn):alert_sound = pygame.mixer.Sound(sound_fn)alert_sound.play()def show_msg(msg, color = BLUE):x = screen.get_rect().centerxy = screen.get_rect().centery - 50font = pygame.font.Font(None, 36)text = font.render(msg, True, color)text_rect = text.get_rect()text_rect.centerx = xtext_rect.centery = yrectangle1 = pygame.Rect(x-155, y-25, 320, 60)rectangle2 = pygame.Rect(x-160, y-30, 320, 60)pygame.draw.rect(screen, DARK, rectangle1)pygame.draw.rect(screen, GREY, rectangle2)pygame.draw.rect(screen, BLACK, rectangle2, 2) # 边框宽为2screen.blit(text, text_rect)pygame.display.flip()def repaint():# 绘制游戏界面screen.fill(WHITE)# 定义线段的端点坐标x,y = (-1,640,640,-1)*16, []for i in range(36):for _ in range(2):y.append(19+i*20)# 使用pygame.draw.lines()函数绘制线段points = list(zip(x,y))pygame.draw.lines(screen, GREY, False, points, 1) # 线宽为1points = list(zip(y,x))pygame.draw.lines(screen, GREY, False, points, 1) # 重画蛇和食物for pos in snake_pos:pygame.draw.rect(screen, GREEN, pygame.Rect(pos[0], pos[1], 20, 20))pygame.draw.rect(screen, RED, pygame.Rect(food_pos[0], food_pos[1], 20, 20))pygame.display.flip()show_msg_at(22, 6, f'Scores: {scores}')show_msg_at(410, 6, f'Snake coordinate: ({1+snake_pos[0][0]//20:2}, {1+snake_pos[0][1]//20:2})')def show_msg_at(x, y, msg):font = pygame.font.SysFont('Consolas', 14)text = font.render(msg, True, BLACK)text_rect = text.get_rect()text_rect.x, text_rect.y = x, yscreen.blit(text, text_rect)pygame.display.flip()def game_quit():pygame.quit()system()def main():global screen, screen_size, scoresglobal snake_pos, food_pos, snake_speedis_running = Falseis_paused = Falseis_dead = Falseis_mute = Falserepaint()show_msg("Press any key to start ...")# 创建一个线程来播放音乐music_no = 1music_fn = "voice1.mp3"if exists(music_fn):t = Thread(target=play_music, args=(music_fn,0.8,))t.start()# 主循环UP, DOWN, LEFT, RIGHT = 1, 2, 3, 4direction = RIGHTwhile True:# 处理游戏事件for event in pygame.event.get():if event.type == pygame.QUIT:if messagebox.askyesno("确认", "是否要退出?"):game_quit()elif event.type == pygame.KEYDOWN:# 增加 WASD 四键对应 上左下右 方向键if not is_paused:if (event.key == pygame.K_w or event.key == pygame.K_UP)and direction != DOWN:direction = UPelif (event.key == pygame.K_s or event.key == pygame.K_DOWN)and direction != UP:direction = DOWNelif (event.key == pygame.K_a or event.key == pygame.K_LEFT)and direction != RIGHT:direction = LEFTelif (event.key == pygame.K_f or event.key == pygame.K_RIGHT) and direction != LEFT:direction = RIGHTif event.key == pygame.K_y:if is_dead:init()is_dead = Falseis_running = Trueelif event.key == pygame.K_n:if is_dead: game_quit()else: is_running = Trueelif event.key == pygame.K_SPACE:if is_dead: continueif is_paused:is_paused = Falsepygame.mixer.music.unpause()is_running = Trueelif event.key == pygame.K_ESCAPE:if is_running:show_msg(">>> Paused <<<")is_paused = not is_pausedif is_paused:pygame.mixer.music.pause()if not is_mute: play_sound(1)else:pygame.mixer.music.unpause()elif event.key == pygame.K_m and event.mod & pygame.KMOD_CTRL:# Ctrl+M 切换背景音乐is_mute = Falsemusic_no = 1 if music_no == 3 else music_no + 1music_fn = f"voice{music_no}.mp3"if exists(music_fn):t = Thread(target=play_music, args=(music_fn,0.8,))t.start()elif event.key == pygame.K_q and event.mod & pygame.KMOD_CTRL:# Ctrl+Q 切换静音状态is_mute = not is_muteif is_mute:pygame.mixer.music.pause()else:pygame.mixer.music.unpause()is_running = Trueelse: # 任意键进入开始状态if is_dead: continueis_running = Trueif not is_running: continueif is_paused: continueif direction == UP:snake_speed = [0, -20]elif direction == DOWN:snake_speed = [0, 20]elif direction == LEFT:snake_speed = [-20, 0]elif direction == RIGHT:snake_speed = [20, 0]# 更新蛇的位置snake_pos.insert(0, [snake_pos[0][0] + snake_speed[0], snake_pos[0][1] + snake_speed[1]])# 检查蛇头是否碰到食物if snake_pos[0] == food_pos:scores += 10 + len(snake_pos) // 5if not 1 < snake_pos[0][0]//20 < 30 or not 1 < snake_pos[0][1]//20 < 22:scores += 5if not is_mute: play_sound(2)food_pos = [randrange(1, screen_size[0] // 20) * 20, randrange(1, screen_size[1] // 20) * 20]else:snake_pos.pop()# 检查蛇头是否碰到墙壁或者蛇身if snake_pos[0][0] = screen_size[0] or snake_pos[0][1] = screen_size[1] or snake_pos[0] in snake_pos[1:]:show_msg("Dead! Again" />

最终版的源代码及音乐文件列表如下:

下载地址:

https://download.csdn.net/download/boysoft2002/88231961