一周前 放假无聊 做了一个贪吃蛇 并发布了1.2版本,现在 2.0最终版已开发完成!效果如图:
不知为何图片会跑到末尾去啊啊啊啊啊,编辑也不显示 无奈啊

目前实现的功能有:·贪吃蛇基本游戏功能,·可选有无墙,·生成大食物 ·速度变化(有上限) ·得分减少
·地图选择功能 ·自定义速度功能  ·记录最高分功能 ·玩家绘制地图功能
百度网盘:exe版本,无需python解释器https://pan.baidu.com/s/1hcPafSZyu_n_6F5eUti4Wg 可直接执行,提取码:yrqk
从1.0版本修改到2.0版本,代码也从100多行到现在的700多行,在这个过程中也总结了一些经验心得,入门编程的可以看下,大佬。。大佬可以出门左转{:1_911:}

  • 按照语法规范写代码。 虽然此代码按照PEP8规范书写,但写多了看着还是眼花缭乱( 代码起高了, 听起来不顺眼 )。
  • 分好模块。 方便添加功能,修改代码。 在楼主逐渐添加功能的过程中,并不是把新功能放在一个新的函数或者类里面就OK的,还要对之前的代码进行大量修改,做好模块分类,可以精准定位。虽然楼主在制作1.0版本时就构建了框架,考虑了可能的模块,11分好,(一开始分了两个文件来完成,由于贪图一时方便在1.2版本就合并为一个文件。若非这样,楼主的代码会更易读),但越往后完善功能 感觉对于模块的分类越模糊,终于在即将完成2.0版本时有了新的分类想法,奈何已经完成了700多行代码, 无力重写,不过一定会对以后在开发大量代码有所帮助。感觉模块分类这东西都是据经验而评吧,楼主也是第一次开发这么多代码的文件,包括核心算法在内没有参考任何东西(初心就是练一下手)。
  • 做好注释。 注释不必详细,但要能够让你自己知道这个东西是干嘛用的。在这个代码从100多行到700多行来,只有每天晚上有几个小时来敲代码,白天经历那么多事,不会对于之前定义的变量和方法都历历在目,只能记得有这个东西,这时候就要回去阅读自己的代码,有些方法没加注释,就要一步一步的看,看它各种传递各种调用。。
  • 添加新功能时在新文件中完成。 由于添加新功能的同时会对已完成的代码进行修改,若在原来的文件上直接进行,(如果突然有了更简单的算法 或者目前正在实现的算法比较难实现 )须重写时,特别时无法撤回时,会很麻烦。 好在楼主在1.0版本的基础上添加功能时遇到了这样的问题,才有了1.x 2.x 版本的诞生:lol

    贪吃蛇.rar

    (8.79 KB, 下载次数: 54)

    2019-8-1 15:01 上传

    源码文件

    若有任何关于此游戏的 创意 及 建议,请在评论区盖楼提出
    你的支持评分 就是我最大的动力!下一版预告:蛇身优化(能够分清移动轨迹)

    最后附上20版源码及源文件:   注:运行此段代码需用到的pygame模块需自行安装,可在cmd使用 pip install pygame 命令自动安装。若复制代码运行错误可能由复制、修改时产生格式错误引起,可以直接下载附件
    附件内含:1.0版本 为游戏核心部分代码,仅100多行。算法纯属原创 方便阅读学习。

    [Python] 纯文本查看 复制代码import pygame
    import random
    import sys
    import pygame.freetype
    import re
    import datetime

    pygame.init() # 初始化py_game模块
    fl = pygame.freetype.Font("C://Windows//Fonts//simsun.ttc", 30) # 加载字体 如果此处报错请修改路径为本地字体库
    screen = pygame.display.set_mode((1186, 668)) # 界面大小
    pygame.display.set_caption("贪吃蛇v-0.2.0 by-吾爱破解:大脑组织残缺") # 修改名称
    clock = pygame.time.Clock() # 游戏时钟
    GOLD = 255, 251, 0 # 颜色设定
    RED = pygame.Color(\’red\’)
    WHITE = 255, 255, 255

    class Snake:
    body_list = [] # 记录蛇身位置的列表
    center_1 = None # 小食物中心
    center_2 = None # 大食物中心
    center_2_key = False # 大食物控制钥匙
    big_time = None
    score = 0 # 分数记录
    long = 0 # 蛇身记录
    fs = 0 # 最终得分
    WALL = False # 墙 不存在

    def __init__(self):
    self.r = 5 # 食物半径
    self.FOOD_SIZE = 21

    self.old_pop = None # 尾巴列表
    self.switch = (0, 0) # 防止撞头开关
    self.big_food_time_1 = None # 大豆豆时间
    self.eat_big_food_key = 0 # 大豆豆增长钥匙
    Snake.body_list = [] # 记录蛇身位置的列表
    Snake.center_1 = None # 小食物中心
    Snake.center_2 = None # 大食物中心
    Snake.center_2_key = False # 大食物控制钥匙
    Snake.big_time = None
    Snake.score = 0 # 分数记录
    Snake.long = 7 # 蛇的长度
    self.SNAKE_SIZE = 21 # 每一块🐍的大小
    self.x_speech = 0
    self.y_speech = 0
    self.speech = (0, 0)
    self.head_rect = [15, 12] # 蛇头的相对位置
    self.__draw_head() # 绘制蛇头
    for p in range(Snake.long): # 绘制蛇身
    if p != 0:
    pygame.draw.rect(screen, WHITE, (
    81 + (self.head_rect[0] – p) * self.SNAKE_SIZE + 1, 66 + self.head_rect[1] * self.SNAKE_SIZE + 1,
    self.SNAKE_SIZE – 1,
    self.SNAKE_SIZE – 1))
    Snake.body_list.append((self.head_rect[0] – p, self.head_rect[1]))

    def Speech(self, p, switch_1):
    if switch_1 == 0:
    self.switch = self.speech
    switch_1 = 1
    if p.type == pygame.KEYDOWN:
    if p.key == pygame.K_UP:
    if self.speech != (0, 1) and self.switch != (0, 1):
    self.y_speech = -1
    self.x_speech = 0
    elif p.key == pygame.K_DOWN:
    if self.speech != (0, -1) and self.switch != (0, -1):
    self.y_speech = 1
    self.x_speech = 0
    elif p.key == pygame.K_RIGHT:
    if self.speech != (-1, 0) and self.switch != (-1, 0):
    self.x_speech = 1
    self.y_speech = 0
    elif p.key == pygame.K_LEFT:
    if self.speech != (1, 0) and self.switch != (1, 0) and self.speech != (0, 0):
    self.x_speech = -1
    self.y_speech = 0
    self.speech = (self.x_speech, self.y_speech)
    return switch_1

    def move(self):

    if self.x_speech or self.y_speech != 0:
    Snake.body_list = [(self.head_rect[0], self.head_rect[1])] + Snake.body_list
    self.__draw_body()

    # 位置移动区块
    self.head_rect[0] += self.speech[0]
    self.head_rect[1] += self.speech[1]
    self.__wall() # 墙面传送
    self.__draw_head() # 绘制蛇头

    # 判断蛇头吃豆豆
    if self.head_rect == list(Snake.center_1):
    Snake.long += 1
    self.draw_new_food()
    Snake.score += 10
    if self.eat_big_food_key > 0:
    self.old_pop = Snake.body_list.pop()
    self.eat_big_food_key += 1
    else:
    pygame.draw.rect(screen, WHITE, (
    81 + Snake.body_list[Snake.long – 2][0] * self.SNAKE_SIZE + 1,
    66 + Snake.body_list[Snake.long – 2][1] * self.SNAKE_SIZE + 1,
    self.SNAKE_SIZE – 1, self.SNAKE_SIZE – 1)) # 身体增长
    elif self.x_speech or self.y_speech != 0:
    self.old_pop = Snake.body_list.pop()
    self.draw_new_food(False)

    if Snake.center_2_key: # 大豆豆的时间控制 与 吃到大豆豆的变化
    if self.head_rect == list(Snake.center_2):
    Snake.long += 3 # 长度+3
    Snake.score += 50 # 分数+50
    self.eat_big_food_key = 3 # 大豆豆增长钥匙
    Snake.center_2 = None # 清空大豆豆列表
    Snake.center_2_key = False
    fl.render_to(screen, (560, 80), str(8 – Snake.big_time), (0, 0, 0), size=40)
    fl.render_to(screen, (560, 80), str(9 – Snake.big_time), (0, 0, 0), size=40)
    self.big_food_time()

    if self.eat_big_food_key > 0:
    Snake.body_list.append(self.old_pop)
    self.eat_big_food_key -= 1
    pygame.draw.rect(screen, WHITE, (
    81 + Snake.body_list[Snake.long – 2 – self.eat_big_food_key][0] * self.SNAKE_SIZE + 1,
    66 + Snake.body_list[Snake.long – 2 – self.eat_big_food_key][1] * self.SNAKE_SIZE + 1,
    self.SNAKE_SIZE – 1, self.SNAKE_SIZE – 1))

    # 判断头吃身体
    if tuple(self.head_rect) in Snake.body_list:
    self.speech = (0, 0)
    self.x_speech = self.y_speech = 0
    # 游戏结束
    return 1

    # 判断头撞地形
    if AllMap.map_list[AllMap.numb] is not None:
    if tuple(self.head_rect) in AllMap.map_list[AllMap.numb]:
    self.speech = (0, 0)
    self.x_speech = self.y_speech = 0
    return 1

    def __draw_head(self):
    pygame.draw.rect(screen, RED, (
    81 + self.head_rect[0] * self.SNAKE_SIZE + 1, 66 + self.head_rect[1] * self.SNAKE_SIZE + 1,
    self.SNAKE_SIZE – 1,
    self.SNAKE_SIZE – 1))

    def __draw_body(self):
    # 覆盖老蛇头
    pygame.draw.rect(screen, WHITE, (
    81 + Snake.body_list[0][0] * self.SNAKE_SIZE + 1, 66 + Snake.body_list[0][1] * self.SNAKE_SIZE + 1,
    self.SNAKE_SIZE – 1,
    self.SNAKE_SIZE – 1))

    # 删除蛇尾
    if self.eat_big_food_key <= 0:
    pygame.draw.rect(screen, (0, 0, 0), (
    81 + Snake.body_list[Snake.long – 1][0] * self.SNAKE_SIZE + 1,
    66 + Snake.body_list[Snake.long – 1][1] * self.SNAKE_SIZE + 1,
    self.SNAKE_SIZE, self.SNAKE_SIZE))

    @staticmethod
    def __Center():
    """随机生成豆豆位置"""
    center = (random.randint(0, 24), random.randint(0, 24)) # 随机生成食物的相对位置
    # 判断随机数是否与蛇身重合,并处理
    while True:
    if center in Snake.body_list:
    center = (random.randint(0, 24), random.randint(0, 24))
    elif center == Snake.center_1 or center == Snake.center_2:
    center = (random.randint(0, 24), random.randint(0, 24))
    elif AllMap.map_list[AllMap.numb] is not None and center in AllMap.map_list[AllMap.numb]:
    center = (random.randint(0, 24), random.randint(0, 24))
    else:
    return center

    def draw_new_food(self, key=True):
    if key:
    Snake.center_1 = Snake.__Center()
    pygame.draw.circle(screen, WHITE,
    (81 + Snake.center_1[0] * self.FOOD_SIZE + 11, 66 + Snake.center_1[1] * self.FOOD_SIZE + 11),
    self.r)

    if Snake.long % 12 == 0 and key:
    Snake.center_2 = Snake.__Center()
    pygame.draw.circle(screen, GOLD,
    (81 + Snake.center_2[0] * self.FOOD_SIZE + 11,
    66 + Snake.center_2[1] * self.FOOD_SIZE + 11),
    self.r + 2)
    Snake.center_2_key = True
    self.big_food_time_1 = int(pygame.time.get_ticks() / 1000)

    def big_food_time(self):
    time_2 = int(pygame.time.get_ticks() / 1000)
    Snake.big_time = time_2 – self.big_food_time_1
    if time_2 – self.big_food_time_1 >= 8:
    pygame.draw.circle(screen, (0, 0, 0),
    (81 + Snake.center_2[0] * self.FOOD_SIZE + 11,
    66 + Snake.center_2[1] * self.FOOD_SIZE + 11),
    self.r + 2)
    fl.render_to(screen, (560, 80), \’1\’, (0, 0, 0), size=40)
    Snake.center_2 = None
    Snake.center_2_key = False

    def __wall(self):
    """判断是否有墙及传送"""
    if Snake.WALL:
    if self.head_rect[0] == 25 or self.head_rect[0] == -1 or self.head_rect[1] == 25 or self.head_rect[1] == -1: # 判断撞墙
    over()
    else:
    if self.head_rect[0] == 25: # 墙面传送
    self.head_rect[0] = 0
    elif self.head_rect[1] == 25:
    self.head_rect[1] = 0
    elif self.head_rect[0] == -1:
    self.head_rect[0] = 24
    elif self.head_rect[1] == -1:
    self.head_rect[1] = 24

    class GameSpeed:

    game_fps_min_speed = 5
    game_fps_high_speed = 10
    game_fps_max_speed = 24

    class AllMap:
    GAME_WINDOW_NO = (80, 65, 529, 529)
    GAME_WINDOW_HA = (78, 63, 532, 532)
    WALL = False # 无墙
    map_list = [None,
    ((2, 2), (2, 4), (2, 5), (2, 19), (2, 20), (2, 21), (2, 22), (1, 1), (1, 2), (1, 4), (1, 5), (2, 1),
    (4, 1), (5, 1), (3, 19), (3, 20), (3, 21), (3, 22), (4, 2), (4, 4), (4, 5), (4, 19), (4, 20), (4, 21),
    (4, 22), (19, 1), (20, 1), (5, 2), (5, 4), (5, 5), (5, 19), (5, 20), (5, 21), (5, 22), (19, 2),
    (19, 4), (19, 5), (22, 1), (23, 1), (23, 2), (19, 19), (19, 20), (19, 21), (19, 22), (20, 2), (20, 4),
    (20, 5), (20, 19), (20, 20), (23, 4), (23, 5), (20, 21), (20, 22), (21, 19), (21, 20), (21, 21),
    (21, 22), (22, 2), (22, 4), (22, 5), (22, 19), (22, 20), (22, 21), (22, 22), (7, 7), (8, 7), (9, 7),
    (10, 7), (11, 7), (12, 7), (13, 7), (14, 7), (15, 7), (16, 7), (17, 7), (7, 8), (8, 8), (9, 8),
    (10, 8), (11, 8), (12, 8), (13, 8), (14, 8), (15, 8), (16, 8), (17, 8), (7, 16), (8, 16), (9, 16),
    (10, 16), (11, 16), (12, 16), (13, 16), (14, 16), (15, 16), (16, 16), (17, 16), (7, 17), (8, 17),
    (9, 17), (10, 17), (11, 17), (12, 17), (13, 17), (14, 17), (15, 17), (16, 17), (17, 17)),
    ((1, 10), (2, 9), (3, 8), (4, 7), (5, 6), (6, 5), (7, 4), (8, 3), (9, 2), (10, 1), (2, 10), (3, 9),
    (4, 8), (5, 7), (6, 6), (7, 5), (8, 4), (9, 3), (10, 2), (14, 1), (15, 2), (16, 3), (17, 4), (18, 5),
    (19, 6), (20, 7), (21, 8), (22, 9), (23, 10), (14, 2), (15, 3), (16, 4), (17, 5), (18, 6), (19, 7),
    (20, 8), (21, 9), (22, 10), (6, 15), (6, 16), (6, 17), (6, 18), (6, 19), (6, 20), (6, 21), (6, 22),
    (6, 23), (6, 24), (7, 17), (7, 18), (7, 19), (7, 20), (7, 21), (7, 22), (7, 23), (7, 24), (17, 17),
    (17, 18), (17, 19), (17, 20), (17, 21), (17, 22), (17, 23), (17, 24), (18, 15), (18, 16), (18, 17),
    (18, 18), (18, 19), (18, 20), (18, 21), (18, 22), (18, 23), (18, 24), (8, 15), (9, 15), (10, 15),
    (11, 15), (12, 15), (13, 15), (14, 15), (15, 15), (16, 15)),
    ((3, 7), (4, 7), (7, 7), (8, 7), (3, 8), (4, 8), (7, 8), (8, 8), (3, 9), (4, 9), (7, 9), (8, 9),
    (3, 10), (4, 10), (7, 10), (8, 10), (3, 11), (4, 11), (7, 11), (8, 11), (3, 12), (4, 12), (7, 12),
    (8, 12), (3, 13), (4, 13), (7, 13), (8, 13), (3, 14), (4, 14), (7, 14), (8, 14), (3, 15), (4, 15),
    (7, 15), (8, 15), (3, 16), (4, 16), (7, 16), (8, 16), (3, 18), (4, 18), (7, 18), (8, 18), (3, 19),
    (4, 19), (7, 19), (8, 19), (18, 1), (18, 2), (18, 3), (18, 6), (18, 7), (18, 8), (21, 1), (21, 2),
    (21, 3), (21, 6), (21, 7), (21, 8), (16, 3), (17, 3), (22, 3), (23, 3), (23, 6), (22, 6), (17, 6),
    (16, 6))] # 地图列表 只内置了两个地图,不喜可在此列表中删除,也可以将ini文件中自定义的元组复制到此处防止自定义的地图丢失
    numb = 0 # 地图选择

    def __init__(self):
    map_file = open(\’gamer_map.ini\’, \’a+\’) # 创建地图文件
    map_file.seek(0)
    map_fl_read = map_file.read() # 将读取到的地图合并到map_list
    lien = re.findall(\'<([\\s\\S]*?)>\’, map_fl_read)
    for i in lien:
    AllMap.map_list.append(eval(i))
    map_file.close()

    @classmethod
    def draw_window(cls, mode):
    if mode:
    pygame.draw.rect(screen, GOLD, cls.GAME_WINDOW_HA, 5)
    else:
    pygame.draw.rect(screen, (0, 0, 0), cls.GAME_WINDOW_HA, 5)
    pygame.draw.rect(screen, GOLD, cls.GAME_WINDOW_NO, 1)

    @classmethod
    def draw_map(cls):
    """绘制地图"""
    pygame.draw.rect(screen, (0, 0, 0), (81, 66, 526, 526))
    Snake()
    if AllMap.numb == len(AllMap.map_list):
    fl.render_to(screen, (250, 250), "绘制地图", fgcolor=(255, 0, 255), bgcolor=(0, 0, 0, 60), size=50)
    elif cls.map_list[AllMap.numb] is not None:
    for i in cls.map_list[AllMap.numb]:
    pygame.draw.rect(screen, (0, 255, 255), (81 + i[0] * 21 + 1, 66 + i[1] * 21 + 1, 20, 20))

    @classmethod
    def gamer_draw_map(cls):
    pointer_place = (12, 10) # 指针位置列表
    new_map_list = [] # 创建一个空列表
    while True:
    pygame.draw.rect(screen, (0, 0, 0), (81 + pointer_place[0] * 21, 66 + pointer_place[1] * 21, 22, 22), 1)
    if int(pygame.time.get_ticks() / 100) % 10 < 5: # 指针闪烁效果
    color_set = RED
    else:
    color_set = (0, 255, 255)

    for i in pygame.event.get(): # 获取监听事件
    if i.type == pygame.QUIT:
    sys.exit()
    elif i.type == pygame.KEYDOWN: # 按键操作
    if i.key == pygame.K_UP:
    pointer_place = (pointer_place[0], pointer_place[1] – 1)
    if pointer_place[1] < 0:
    pointer_place = (pointer_place[0], 24)
    elif i.key == pygame.K_DOWN:
    pointer_place = (pointer_place[0], pointer_place[1] + 1)
    if pointer_place[1] > 24:
    pointer_place = (pointer_place[0], 0)
    elif i.key == pygame.K_LEFT:
    pointer_place = (pointer_place[0] – 1, pointer_place[1])
    if pointer_place[0] < 0:
    pointer_place = (24, pointer_place[1])
    elif i.key == pygame.K_RIGHT:
    pointer_place = (pointer_place[0] + 1, pointer_place[1])
    if pointer_place[0] > 24:
    pointer_place = (0, pointer_place[1])
    elif i.key == pygame.K_SPACE and pointer_place not in (Snake.body_list + [(15, 12)]): # 绘制地形
    # 判断是否在列表中,不在则添加,在则删除 并绘制
    if pointer_place in new_map_list:
    new_map_list.remove(pointer_place)
    pygame.draw.rect(screen, (0, 0, 0),
    (81 + pointer_place[0] * 21 + 1,
    66 + pointer_place[1] * 21 + 1, 20, 20))
    else:
    new_map_list.append(pointer_place)
    pygame.draw.rect(screen, (0, 255, 255),
    (81 + pointer_place[0] * 21 + 1,
    66 + pointer_place[1] * 21 + 1, 20, 20))
    elif i.key == pygame.K_ESCAPE: # 返回上层,此次绘制无效
    maps()
    elif i.key == pygame.K_KP_ENTER or i.key == pygame.K_RETURN: # 完成绘制
    # 提醒是否绘制完成
    fl.render_to(screen, (220, 110), \’保存并开始\’, fgcolor=WHITE, size=50, bgcolor=(0, 0, 0, 60))
    fl.render_to(screen, (240, 180), \’确定   取消\’, fgcolor=WHITE, bgcolor=(0, 0, 0, 60))
    yx_list = [(230, 195), (365, 195)]
    yx_key = 0
    switch_key = True
    while switch_key:
    pygame.draw.circle(screen, (0, 0, 0), yx_list[yx_key], 6)
    for p in pygame.event.get(): # 获取监听事件
    if p.type == pygame.QUIT:
    sys.exit()
    elif p.type == pygame.KEYDOWN:
    if p.key == pygame.K_LEFT or p.key == pygame.K_RIGHT:
    if yx_key == 0:
    yx_key = 1
    else:
    yx_key = 0
    elif p.key == pygame.K_KP_ENTER or p.key == pygame.K_RETURN:
    pygame.draw.rect(screen, (0, 0, 0), (220, 110, 250, 100))
    for j in new_map_list:
    pygame.draw.rect(screen, (0, 255, 255), (81 + j[0] * 21 + 1, 66 + j[1] * 21 + 1, 20, 20))
    if yx_key == 0: # 保存并开始
    if len(new_map_list) != 0:
    AllMap.map_list.append(tuple(new_map_list))
    map_file = open(\’gamer_map.ini\’, \’a+\’) # 追加写入创建的地图
    map_file.write(\'<\’)
    map_file.write(str(tuple(new_map_list)))
    map_file.write(\’>\\n\’)
    map_file.close()
    else:
    AllMap.numb = 0
    action()
    else: # 继续绘制
    switch_key = False
    if switch_key:
    pygame.draw.circle(screen, (255, 0, 255), yx_list[yx_key], 6)
    pygame.display.update() # 刷新屏幕
    clock.tick(30) # 游戏时钟

    pygame.draw.rect(screen, color_set, (81 + pointer_place[0] * 21, 66 + pointer_place[1] * 21, 22, 22), 1)
    pygame.display.update() # 刷新屏幕
    clock.tick(30) # 游戏时钟

    def single_move(sin_rect, p, mode=1):
    """
    选项移动
    :param sin_rect: 三角坐标
    :param p: 按键检测
    :param mode: 模式
    :return: 三角坐标
    """
    if mode == 1:
    if p.key == pygame.K_UP:
    for j in sin_rect:
    j[1] -= 80
    elif p.key == pygame.K_DOWN:
    for j in sin_rect:
    j[1] += 80
    elif p.key == pygame.K_RETURN or p.key == pygame.K_KP_ENTER:
    pygame.draw.rect(screen, (0, 0, 0), (100, 70, 500, 500))
    if sin_rect[0][1] == 200: # 开始游戏 选择地图
    maps()
    elif sin_rect[0][1] == 280: # 速度设置
    speed_setting()
    elif sin_rect[0][1] == 360: # 历史高分
    high_score()
    elif sin_rect[0][1] == 440: # 退出游戏
    sys.exit()
    if sin_rect[0][1] < 200:
    for j in sin_rect:
    j[1] += 320
    elif sin_rect[0][1] > 440:
    for j in sin_rect:
    j[1] -= 320
    return sin_rect

    elif mode == 2:
    if p.key == pygame.K_UP:
    for j in sin_rect:
    j[1] -= 50
    elif p.key == pygame.K_DOWN:
    for j in sin_rect:
    j[1] += 50
    elif p.key == pygame.K_RETURN or p.key == pygame.K_KP_ENTER:
    pygame.draw.rect(screen, (0, 0, 0), (81, 66, 526, 526))
    if sin_rect[0][1] == 310:
    AllMap.draw_map()
    action()
    elif sin_rect[0][1] == 360:
    star()
    if sin_rect[0][1] < 310:
    for j in sin_rect:
    j[1] += 100
    elif sin_rect[0][1] > 360:
    for j in sin_rect:
    j[1] -= 100
    return sin_rect

    elif mode == 3:
    if p.key == pygame.K_UP and sin_rect[0][0][0] == 210: # 指针位置
    for j in sin_rect[0]:
    j[1] -= 140
    for j in sin_rect[1]:
    j[1] -= 140
    elif p.key == pygame.K_DOWN and sin_rect[0][0][0] == 210:
    for j in sin_rect[0]:
    j[1] += 140
    for j in sin_rect[1]:
    j[1] += 140
    elif p.key == pygame.K_LEFT:
    if sin_rect[0][0][1] == 185:
    GameSpeed.game_fps_min_speed -= 1
    if GameSpeed.game_fps_min_speed < 1:
    GameSpeed.game_fps_min_speed = GameSpeed.game_fps_high_speed
    elif sin_rect[0][0][1] == 325:
    GameSpeed.game_fps_high_speed -= 1
    if GameSpeed.game_fps_high_speed < GameSpeed.game_fps_min_speed:
    GameSpeed.game_fps_high_speed = GameSpeed.game_fps_max_speed – 1
    elif sin_rect[0][0][1] == 465:
    GameSpeed.game_fps_max_speed -= 1
    if GameSpeed.game_fps_max_speed <= GameSpeed.game_fps_high_speed:
    GameSpeed.game_fps_max_speed = 35
    elif p.key == pygame.K_RIGHT:
    if sin_rect[0][0][1] == 185:
    GameSpeed.game_fps_min_speed += 1
    if GameSpeed.game_fps_min_speed > GameSpeed.game_fps_high_speed:
    GameSpeed.game_fps_min_speed = 1
    elif sin_rect[0][0][1] == 325:
    GameSpeed.game_fps_high_speed += 1
    if GameSpeed.game_fps_high_speed > GameSpeed.game_fps_max_speed – 1:
    GameSpeed.game_fps_high_speed = GameSpeed.game_fps_min_speed
    elif sin_rect[0][0][1] == 465:
    GameSpeed.game_fps_max_speed += 1
    if GameSpeed.game_fps_max_speed > 35:
    GameSpeed.game_fps_max_speed = GameSpeed.game_fps_high_speed + 1
    elif p.key == pygame.K_RETURN or p.key == pygame.K_KP_ENTER:
    if sin_rect[0][0][1] == 120:
    sin_rect = [[[410, 185], [410, 215], [410 + (30 ** 2 – 15 ** 2) ** 0.5, 200]],
    [[290, 185], [290, 215], [290 – (30 ** 2 – 15 ** 2) ** 0.5, 200]]]
    elif sin_rect[0][0][1] == 260:
    sin_rect = [[[410, 325], [410, 355], [410 + (30 ** 2 – 15 ** 2) ** 0.5, 340]],
    [[290, 325], [290, 355], [290 – (30 ** 2 – 15 ** 2) ** 0.5, 340]]]
    elif sin_rect[0][0][1] == 400:
    sin_rect = [[[410, 465], [410, 495], [410 + (30 ** 2 – 15 ** 2) ** 0.5, 480]],
    [[290, 465], [290, 495], [290 – (30 ** 2 – 15 ** 2) ** 0.5, 480]]]
    elif sin_rect[0][0][1] == 540: # 回主页
    pygame.draw.rect(screen, (0, 0, 0), (100, 70, 500, 520))
    star()
    elif sin_rect[0][0][1] == 185:
    sin_rect = [[[210, 120], [210, 150], [210 + (30 ** 2 – 15 ** 2) ** 0.5, 135]],
    [[486, 120], [486, 150], [486 – (30 ** 2 – 15 ** 2) ** 0.5, 135]]]
    elif sin_rect[0][0][1] == 325:
    sin_rect = [[[210, 260], [210, 290], [210 + (30 ** 2 – 15 ** 2) ** 0.5, 275]],
    [[486, 260], [486, 290], [486 – (30 ** 2 – 15 ** 2) ** 0.5, 275]]]
    elif sin_rect[0][0][1] == 465:
    sin_rect = [[[210, 400], [210, 430], [210 + (30 ** 2 – 15 ** 2) ** 0.5, 415]],
    [[486, 400], [486, 430], [486 – (30 ** 2 – 15 ** 2) ** 0.5, 415]]]

    if sin_rect[0][0][1] < 120: # 指针位置循环
    for j in sin_rect[0] + sin_rect[1]:
    j[1] += 560
    elif sin_rect[1][0][1] > 540:
    for j in sin_rect[0] + sin_rect[1]:
    j[1] -= 560
    return sin_rect

    elif mode == 4:
    if p.key == pygame.K_LEFT: # 左切换地图
    AllMap.numb -= 1
    if AllMap.numb < 0:
    AllMap.numb = len(AllMap.map_list)
    AllMap.draw_map()
    elif p.key == pygame.K_RIGHT: # 右切换地图
    AllMap.numb += 1
    if AllMap.numb > len(AllMap.map_list):
    AllMap.numb = 0
    AllMap.draw_map()
    elif p.key == pygame.K_RETURN or p.key == pygame.K_KP_ENTER:
    if AllMap.numb == len(AllMap.map_list): # 进入绘图模式
    pygame.draw.rect(screen, (0, 0, 0), (250, 250, 200, 50))
    pygame.draw.polygon(screen, (0, 0, 0), ([73, 315], [73, 345], [73 – (30 ** 2 – 15 ** 2) ** 0.5, 330]))
    pygame.draw.polygon(screen, (0, 0, 0), ([615, 315], [615, 345], [615 + (30 ** 2 – 15 ** 2) ** 0.5, 330]))
    pygame.draw.rect(screen, (0, 0, 0), (666, 66, 500, 530))
    fl.render_to(screen, (670, 110), \’绘制地图:\’, fgcolor=WHITE, size=50)
    fl.render_to(screen, (670, 180), \’  使用 "←" "→" "↑" \’, fgcolor=WHITE, size=40)
    fl.render_to(screen, (670, 250), \’"↓" 移动,空格键绘制\’, fgcolor=WHITE, size=40)
    fl.render_to(screen, (670, 320), \’地图,再次使用空格键可\’, fgcolor=WHITE, size=40)
    fl.render_to(screen, (670, 390), \’撤销,"←┘"键完成绘\’, fgcolor=WHITE, size=40)
    fl.render_to(screen, (670, 460), \’制,ESC键取消绘制。\’, fgcolor=WHITE, size=40)
    fl.render_to(screen, (670, 520), \’  提示: 请勿将封闭的几何图形留\’, fgcolor=WHITE, size=25)
    fl.render_to(screen, (670, 560), \’空,否则食物有可能随机产生在其中!\’, fgcolor=WHITE, size=25)
    AllMap.gamer_draw_map()
    else: # 开始游戏
    pygame.draw.polygon(screen, (0, 0, 0), ([73, 315], [73, 345], [73 – (30 ** 2 – 15 ** 2) ** 0.5, 330]))
    pygame.draw.polygon(screen, (0, 0, 0), ([615, 315], [615, 345], [615 + (30 ** 2 – 15 ** 2) ** 0.5, 330]))
    pygame.draw.rect(screen, (0, 0, 0), (650, 65, 520, 600))
    action()
    elif p.key == pygame.K_SPACE:
    AllMap.WALL = not AllMap.WALL
    Snake.WALL = not Snake.WALL
    AllMap.draw_window(AllMap.WALL)
    elif p.key == pygame.K_ESCAPE:
    pygame.draw.rect(screen, (0, 0, 0), (81, 66, 526, 526))
    pygame.draw.polygon(screen, (0, 0, 0), ([73, 315], [73, 345], [73 – (30 ** 2 – 15 ** 2) ** 0.5, 330]))
    pygame.draw.polygon(screen, (0, 0, 0), ([615, 315], [615, 345], [615 + (30 ** 2 – 15 ** 2) ** 0.5, 330]))
    star()

    def star(fps=60):
    single_rect = [[220, 200], [220, 230], [220 + (30 ** 2 – 15 ** 2) ** 0.5, 215]]
    fl.render_to(screen, (260, 190), "开始游戏", fgcolor=GOLD, size=50)
    fl.render_to(screen, (260, 270), "速度设置", fgcolor=GOLD, size=50)
    fl.render_to(screen, (260, 350), "历史高分", fgcolor=GOLD, size=50)
    fl.render_to(screen, (260, 430), "退出游戏", fgcolor=GOLD, size=50)
    pygame.draw.rect(screen, (0, 0, 0), (650, 65, 520, 600))
    fl.render_to(screen, (700, 180), \’   使用 "↑"\’, fgcolor=WHITE, size=40)
    fl.render_to(screen, (700, 270), \’"↓" 键选择模式,\’, fgcolor=WHITE, size=40)
    fl.render_to(screen, (700, 360), \’"←┘" 键确认。\’, fgcolor=WHITE, size=40)

    """开始界面"""
    while True:
    pygame.draw.rect(screen, (0, 0, 0), (220, single_rect[0][1], 26, 31))
    for i in pygame.event.get():
    if i.type == pygame.QUIT:
    sys.exit()
    elif i.type == pygame.KEYDOWN:
    single_rect = single_move(single_rect, i, mode=1)

    pygame.draw.polygon(screen, RED, single_rect)
    pygame.display.update() # 刷新屏幕
    clock.tick(fps) # 游戏时钟

    def action(fps=GameSpeed.game_fps_min_speed):
    snake = Snake()
    pygame.draw.rect(screen, (0, 0, 0), (650, 420, 500, 300))
    fl.render_to(screen, (682, 470), \’游戏说明:\’, fgcolor=WHITE)
    fl.render_to(screen, (682, 520), \’  使用 "↑" "↓" "←" "→"\’, fgcolor=WHITE)
    fl.render_to(screen, (682, 570), \’键控制方向,长按空格键加速移\’, fgcolor=WHITE)
    fl.render_to(screen, (682, 620), \’动。\’, fgcolor=WHITE)
    fl.render_to(screen, (682, 620), \’      @ 大脑组织残缺\’, fgcolor=WHITE, size=20)
    action_time = int(pygame.time.get_ticks() / 1000)
    snake.draw_new_food()

    while True:
    """游戏主循环"""

    switch = 0

    for i in pygame.event.get():
    if i.type == pygame.QUIT:
    sys.exit()
    else:
    switch = snake.Speech(i, switch)
    fps = GameSpeed.game_fps_min_speed + int(Snake.long / 15)
    if fps >= GameSpeed.game_fps_high_speed:
    fps = GameSpeed.game_fps_high_speed
    if i.type == pygame.KEYDOWN:
    if i.key == pygame.K_SPACE:
    fps = GameSpeed.game_fps_max_speed

    a = snake.move() # 蛇身移动
    Snake.fs = Snake.score – (int(pygame.time.get_ticks() / 1000) – action_time) // 5 * 3
    pygame.draw.rect(screen, (0, 0, 0), (650, 65, 520, 355))
    fl.render_to(screen, (680, 70), "得  分:%5d" % Snake.fs,
    fgcolor=WHITE, size=60)
    fl.render_to(screen, (682, 270), "当前速度:%2dm/s" % fps, fgcolor=WHITE, size=60)
    fl.render_to(screen, (682, 370), "游戏时长:%4ds" % (int(pygame.time.get_ticks() / 1000) – action_time),
    fgcolor=WHITE, size=60)
    fl.render_to(screen, (682, 170), "蛇身长度:%4dm" % Snake.long, fgcolor=WHITE, size=60)
    if Snake.center_2_key:
    fl.render_to(screen, (560, 80), str(8 – Snake.big_time + 1), (0, 0, 0), size=40)
    fl.render_to(screen, (560, 80), str(8 – Snake.big_time), (0, 0, 0), size=40)
    fl.render_to(screen, (560, 80), str(8 – Snake.big_time), (250, 250, 0), size=40)
    pygame.display.update() # 刷新屏幕

    clock.tick(fps) # 游戏时钟
    if a == 1: # 判断结束游戏
    write_score()
    over()

    def over(fps_s=30):
    """结束界面"""
    single_rect = [[200, 310], [200, 330], [200 + (20 ** 2 – 10 ** 2) ** 0.5, 320]]
    fl.render_to(screen, (240, 250), "GAME OVER", fgcolor=GOLD, size=50)
    fl.render_to(screen, (240, 310), "重新开始", fgcolor=WHITE, bgcolor=(0, 0, 0, 60))
    fl.render_to(screen, (240, 360), "返回主页", fgcolor=WHITE, bgcolor=(0, 0, 0, 60))

    while True:
    pygame.draw.rect(screen, (0, 0, 0), (200, single_rect[0][1], 26, 31))
    for i in pygame.event.get():
    if i.type == pygame.QUIT:
    sys.exit()
    elif i.type == pygame.KEYDOWN:
    single_rect = single_move(single_rect, i, mode=2)

    pygame.draw.polygon(screen, RED, single_rect)
    pygame.display.update() # 刷新屏幕
    clock.tick(fps_s) # 游戏时钟

    def speed_setting():
    """速度设置"""
    single_rect = [[[210, 120], [210, 150], [210 + (30 ** 2 – 15 ** 2) ** 0.5, 135]],
    [[486, 120], [486, 150], [486 – (30 ** 2 – 15 ** 2) ** 0.5, 135]]]
    fl.render_to(screen, (250, 110), "初始速度", fgcolor=WHITE, size=50)
    fl.render_to(screen, (250, 250), "最大速度", fgcolor=WHITE, size=50)
    fl.render_to(screen, (250, 390), "加速速度", fgcolor=WHITE, size=50)
    fl.render_to(screen, (250, 530), "返回主页", fgcolor=WHITE, size=50)
    pygame.draw.rect(screen, (0, 0, 0), (650, 65, 520, 600))
    fl.render_to(screen, (700, 150), \’   使用 "↑",\’, fgcolor=WHITE, size=40)
    fl.render_to(screen, (700, 240), \’"↓"键选择模式,\’, fgcolor=WHITE, size=40)
    fl.render_to(screen, (700, 330), \’"←","→"键调节,\’, fgcolor=WHITE, size=40)
    fl.render_to(screen, (700, 420), \’"←┘" 键确认。\’, fgcolor=WHITE, size=40)
    while True:
    pygame.draw.rect(screen, (0, 0, 0), (single_rect[0][0][0], single_rect[0][0][1], 26, 31))
    pygame.draw.rect(screen, (0, 0, 0), (single_rect[1][0][0], single_rect[1][0][1], -26, 31))
    pygame.draw.rect(screen, WHITE, (300, 175, 100, 50))
    pygame.draw.rect(screen, WHITE, (300, 315, 100, 50))
    pygame.draw.rect(screen, WHITE, (300, 455, 100, 50))
    fl.render_to(screen, (340, 186), "%2d" % GameSpeed.game_fps_min_speed, fgcolor=(0, 0, 0), bgcolor=WHITE, size=40) # 初始速度
    fl.render_to(screen, (340, 326), "%2d" % GameSpeed.game_fps_high_speed, fgcolor=(0, 0, 0), bgcolor=WHITE, size=40) # 最大速度
    fl.render_to(screen, (340, 466), "%2d" % GameSpeed.game_fps_max_speed, fgcolor=(0, 0, 0), bgcolor=WHITE, size=40) # 加速速度
    for i in pygame.event.get():
    if i.type == pygame.QUIT:
    sys.exit()
    elif i.type == pygame.KEYDOWN:
    single_rect = single_move(single_rect, i, mode=3)

    pygame.draw.polygon(screen, RED, single_rect[0])
    pygame.draw.polygon(screen, RED, single_rect[1])
    pygame.display.update() # 刷新屏幕
    clock.tick(60) # 游戏时钟

    def maps(fps=20):
    """地图选择"""
    pygame.draw.rect(screen, (0, 0, 0), (81, 66, 527, 527))
    pygame.draw.rect(screen, (0, 0, 0), (666, 66, 500, 530))
    Snake()
    AllMap.draw_map()
    fl.render_to(screen, (670, 160), \’"←" "→"键切换地图,\’, fgcolor=WHITE, size=40)
    fl.render_to(screen, (670, 260), \’空格键切换无墙模式,\’, fgcolor=WHITE, size=40)
    fl.render_to(screen, (670, 360), \’"←┘"键开始游戏,\’, fgcolor=WHITE, size=40)
    fl.render_to(screen, (670, 460), \’ESC 键返回主页\’, fgcolor=WHITE, size=40)
    single_rect = [[[73, 315], [73, 345], [73 – (30 ** 2 – 15 ** 2) ** 0.5, 330]],
    [[615, 315], [615, 345], [615 + (30 ** 2 – 15 ** 2) ** 0.5, 330]]]
    pygame.draw.polygon(screen, RED, single_rect[0])
    pygame.draw.polygon(screen, RED, single_rect[1])

    while True:
    for i in pygame.event.get():
    if i.type == pygame.QUIT:
    sys.exit()
    elif i.type == pygame.KEYDOWN:
    single_move(single_rect, i, mode=4)
    pygame.display.update() # 刷新屏幕
    clock.tick(fps) # 游戏时钟

    def high_score(fps=10):
    score_lists = []
    score_fl = open(\’score_history.txt\’, \’r+\’)
    score_str = score_fl.read()
    score_list = re.findall("<([\\s\\S]*?)>", score_str)
    for i in score_list:
    score_lists.append((int(re.findall("(\\d+?),", i)[0]), int(re.findall("long: *(\\d+?),", i)[0]), re.findall("time:([\\s\\S]*?);", i)[0]))
    score_lists.sort(reverse=True)
    score_fl.seek(0)
    for i in score_lists:
    score_fl.write("<score:%5d, long:%3d, time:%s;>\\n" % (i[0], i[1], i[2]))
    score_fl.close()

    i = 0
    j = len(score_lists)
    if j >= 6:
    j = 6
    while i < j:
    fl.render_to(screen, (105, 100 + i * 78), "NO.%d—分数:%5d 长度:%3d" %
    (i + 1, score_lists[i][0], score_lists[i][1]), fgcolor=WHITE, size=(40 – i * 2))
    fl.render_to(screen, (180, 140 + i * 76), "时期: %s" % score_lists[i][2], fgcolor=WHITE, size=(34 – i * 2))
    i += 1

    while True:
    for i in pygame.event.get():
    if i.type == pygame.QUIT:
    sys.exit()
    elif i.type == pygame.KEYDOWN:
    if i.key == pygame.K_RETURN or i.key == pygame.K_KP_ENTER:
    pygame.draw.rect(screen, (0, 0, 0), (81, 66, 527, 527))
    star()
    pygame.display.update() # 刷新屏幕
    clock.tick(fps) # 游戏时钟

    def write_score():
    """记录分数"""
    now_time = datetime.datetime.now().strftime(\’%Y-%m-%d %H:%M:%S\’)
    score_fl = open(\’score_history.txt\’, \’a+\’)
    score_fl.write("<score:%5d, long:%3d, time:%s;>\\n" % (Snake.fs, Snake.long, now_time))
    score_fl.close()

    AllMap()
    AllMap.draw_window(AllMap.WALL)
    score_file = open(\’score_history.txt\’, \’a+\’) # 检测分数记录文件
    score_file.close()
    star()

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