我为蛇游戏编写了代码,但现在,我正在尝试编辑代码,让蛇在不使用键的情况下移动。我尝试过编辑我的移动函数,并更改event.type和pygame.keydown,但是没有这些键蛇就不会移动。当我试图修改代码,使蛇在网格上的某个点自动移动时,蛇在到达坐标后会自动死亡
import random
import pygame
import tkinter as tk
from tkinter import messagebox
import sys
import time
pygame.display.set_caption('SNAKE GAME BOT!')
class cube(object):
rows = 20
w = 800
def __init__(self, start, dirnx=1, dirny=0, color=(30,144,255)):
self.pos = start
self.dirnx = 1
self.dirny = 0
self.color = color
def move(self, dirnx, dirny):
self.dirnx = dirnx
self.dirny = dirny
self.pos = (self.pos[0] + self.dirnx, self.pos[1] + self.dirny)
def draw(self, surface, eyes=False):
dis = self.w // self.rows
i = self.pos[0]
j = self.pos[1]
pygame.draw.rect(surface, self.color, (i * dis + 1, j * dis + 1, dis - 2, dis - 2))
if eyes:
centre = dis // 2
radius = 3
circleMiddle = (i * dis + centre - radius, j * dis + 8)
circleMiddle2 = (i * dis + dis - radius * 2, j * dis + 8)
pygame.draw.circle(surface, (0,128,0), circleMiddle, radius)
pygame.draw.circle(surface, (0,128,0), circleMiddle2, radius)
class snake(object):
body = []
turns = {}
def __init__(self, color, pos):
self.color = color
self.head = cube(pos)
self.body.append(self.head)
self.dirnx = 0
self.dirny = 1
self.direction = direction
def move(self):
for i, c in enumerate(self.body):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if (event.key == pygame.K_LEFT or event.key == pygame.K_a) and self.direction != "right":
self.direction = 'left'
self.dirnx = -1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif (event.key == pygame.K_RIGHT or event.key == pygame.K_d) and self.direction != "left":
self.direction = 'right'
self.dirnx = 1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif (event.key == pygame.K_UP or event.key == pygame.K_w) and self.direction != "down":
self.direction = 'up'
self.dirnx = 0
self.dirny = -1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif (event.key == pygame.K_DOWN or event.key == pygame.K_s) and self.direction != "up":
self.direction = 'down'
self.dirnx = 0
self.dirny = 1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
p = c.pos[:]
if p in self.turns:
turn = self.turns[p]
c.move(turn[0], turn[1])
if i == len(self.body) - 1:
self.turns.pop(p)
else:
reset = (0, 10)
if c.dirnx == -1 and c.pos[0] <= 0:
show_score(0, red, 'times', 75, len(s.body))
time.sleep(1)
s.reset(reset)
elif c.dirnx == 1 and c.pos[0] >= c.rows - 1:
show_score(0, red, 'times', 75, len(s.body))
time.sleep(1)
s.reset(reset)
elif c.dirny == 1 and c.pos[1] >= c.rows - 1:
show_score(0, red, 'times', 75, len(s.body))
time.sleep(1)
s.reset(reset)
elif c.dirny == -1 and c.pos[1] <= 0:
show_score(0, red, 'times', 75, len(s.body))
time.sleep(1)
s.reset(reset)
else:
c.move(c.dirnx, c.dirny)
def reset(self, pos):
self.head = cube(pos)
self.body = []
self.body.append(self.head)
self.turns = {}
self.dirnx = 0
self.dirny = 1
def addCube(self):
tail = self.body[-1]
dx, dy = tail.dirnx, tail.dirny
if dx == 1 and dy == 0:
self.body.append(cube((tail.pos[0] - 1, tail.pos[1])))
elif dx == -1 and dy == 0:
self.body.append(cube((tail.pos[0] + 1, tail.pos[1])))
elif dx == 0 and dy == 1:
self.body.append(cube((tail.pos[0], tail.pos[1] - 1)))
elif dx == 0 and dy == -1:
self.body.append(cube((tail.pos[0], tail.pos[1] + 1)))
self.body[-1].dirnx = dx
self.body[-1].dirny = dy
def draw(self, surface):
for i, c in enumerate(self.body):
if i == 0:
c.draw(surface, True)
else:
c.draw(surface)
def drawGrid(w, rows, surface):
sizeBtwn = w // rows
x = 0
y = 0
for l in range(rows):
x = x + sizeBtwn
y = y + sizeBtwn
pygame.draw.line(surface, (255, 255, 255), (x, 0), (x, w))
pygame.draw.line(surface, (255, 255, 255), (0, y), (w, y))
def redrawWindow(surface):
global rows, width, s, snack
surface.fill((154,205,50))
s.draw(surface)
snack.draw(surface)
drawGrid(width, rows, surface)
pygame.display.update()
def randomSnack(rows, item):
positions = item.body
while True:
x = random.randrange(rows)
y = random.randrange(rows)
if len(list(filter(lambda z: z.pos == (x, y), positions))) > 0:
continue
else:
break
return (x, y)
def message_box(subject, content):
root = tk.Tk()
root.attributes("-topmost", True)
root.withdraw()
messagebox.showinfo(subject, content)
try:
root.destroy()
except:
pass
def show_score(choice, color, font, size, score):
score_font = pygame.font.SysFont(font, size)
score_surface = score_font.render('BOTS SCORE : ' + str(score), True, color)
score_rect = score_surface.get_rect()
if choice == 1:
score_rect.midtop = (60, 60)
else:
score_rect.midtop = (400, 400)
win.blit(score_surface, score_rect)
pygame.display.flip()
def main():
global width, rows, s, snack, win, direction, red
direction = 'right'
width = 800
rows = 20
red = pygame.Color(255, 0, 0)
check_errors = pygame.init()
if check_errors[1] > 0:
print(f'[!] Had {check_errors[1]} errors when initializing game, exiting...')
sys.exit(-1)
else:
print('[+] Game successfully initialized')
win = pygame.display.set_mode((width, width))
s = snake((30,144,255), (0, 10))
snack = cube(randomSnack(rows, s), color=(255, 0, 0))
flag = True
clock = pygame.time.Clock()
while flag:
pygame.time.delay(1)
clock.tick(10)
s.move()
if s.body[0].pos == snack.pos:
s.addCube()
snack = cube(randomSnack(rows, s), color=(255, 0, 0))
for x in range(len(s.body)):
if s.body[x].pos in list(map(lambda z: z.pos, s.body[x + 1:])):
show_score(0, red, 'times', 80, len(s.body))
print('BOTS SCORE: ', len(s.body))
time.sleep(1)
s.reset((0, 10))
break
redrawWindow(win)
main()
请帮忙
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