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game_logic.py
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500 lines (409 loc) · 19.5 KB
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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""
游戏核心逻辑模块
处理蛇体移动、碰撞检测、食物生成和胜利判定
"""
import pygame
import random
from enum import Enum
class Direction(Enum):
"""方向枚举"""
UP = (0, -1)
DOWN = (0, 1)
LEFT = (-1, 0)
RIGHT = (1, 0)
class GameState(Enum):
"""游戏状态枚举"""
PLAYING = "playing"
PAUSED = "paused"
GAME_OVER = "game_over"
VICTORY = "victory"
class SnakeGame:
"""贪吃蛇游戏核心类"""
def __init__(self, screen, skin_manager, score_manager):
"""初始化游戏"""
self.screen = screen
self.skin_manager = skin_manager
self.score_manager = score_manager
# 游戏区域设置
self.grid_width = 20
self.grid_height = 15
self.cell_size = 30
self.game_area_width = self.grid_width * self.cell_size
self.game_area_height = self.grid_height * self.cell_size
# 计算游戏区域在屏幕中的位置(居中)
screen_width = screen.get_width()
screen_height = screen.get_height()
self.game_area_x = (screen_width - self.game_area_width) // 2
self.game_area_y = (screen_height - self.game_area_height) // 2 + 30 # 留出顶部状态栏空间
# 初始化游戏状态
self.reset_game()
# 字体 - 使用系统中文字体
self.font = self._get_chinese_font(24)
self.big_font = self._get_chinese_font(48)
# 游戏计时
self.last_move_time = 0
self.base_move_delay = 300 # 基础移动延迟(毫秒)- 减慢速度
self.fast_move_delay = 100 # 加速时的移动延迟
self.move_delay = self.base_move_delay
# 按键状态跟踪
self.keys_pressed = set()
def _get_chinese_font(self, size):
"""获取支持中文的字体"""
# 尝试加载系统中文字体,按优先级排序
font_names = [
'Microsoft YaHei', # 微软雅黑
'SimHei', # 黑体
'SimSun', # 宋体
'KaiTi', # 楷体
'FangSong', # 仿宋
'Arial Unicode MS', # Arial Unicode
'DejaVu Sans', # Linux常用字体
'Noto Sans CJK SC' # Google Noto字体
]
for font_name in font_names:
try:
font = pygame.font.SysFont(font_name, size)
# 测试字体是否支持中文
test_surface = font.render('测试', True, (255, 255, 255))
if test_surface.get_width() > 0:
return font
except:
continue
# 如果所有字体都失败,使用默认字体
return pygame.font.Font(None, size)
def reset_game(self):
"""重置游戏状态"""
# 蛇的初始位置(网格坐标)
self.snake = [(self.grid_width // 2, self.grid_height // 2)]
self.direction = Direction.RIGHT
self.next_direction = Direction.RIGHT
# 食物位置列表(支持多个食物)
self.foods = []
self.max_foods = 20
# 为本局游戏选择食物颜色
self.select_food_color()
self.generate_initial_foods()
# 游戏状态
self.state = GameState.PLAYING
self.score = 0
self.start_time = pygame.time.get_ticks()
def generate_food(self):
"""生成单个食物位置"""
while True:
food_pos = (random.randint(0, self.grid_width - 1),
random.randint(0, self.grid_height - 1))
if food_pos not in self.snake and food_pos not in self.foods:
return food_pos
def generate_initial_foods(self):
"""生成初始食物(3-5个)"""
self.foods = []
initial_count = random.randint(3, 5)
for _ in range(initial_count):
self.foods.append(self.generate_food())
def maintain_foods(self):
"""维持食物数量(确保场上有足够的食物)"""
# 计算需要生成的食物数量
target_count = min(self.max_foods, max(5, len(self.snake) // 10 + 3))
while len(self.foods) < target_count:
self.foods.append(self.generate_food())
def handle_event(self, event):
"""处理事件"""
if event.type == pygame.KEYDOWN:
# 添加按键到按下状态集合
self.keys_pressed.add(event.key)
if event.key in [pygame.K_ESCAPE, pygame.K_p]:
if self.state == GameState.PLAYING:
self.state = GameState.PAUSED
elif self.state == GameState.PAUSED:
self.state = GameState.PLAYING
return None
elif event.key == pygame.K_F11:
return "toggle_fullscreen"
# 方向控制
elif self.state == GameState.PLAYING:
if event.key in [pygame.K_UP, pygame.K_w]:
if self.direction != Direction.DOWN:
self.next_direction = Direction.UP
elif event.key in [pygame.K_DOWN, pygame.K_s]:
if self.direction != Direction.UP:
self.next_direction = Direction.DOWN
elif event.key in [pygame.K_LEFT, pygame.K_a]:
if self.direction != Direction.RIGHT:
self.next_direction = Direction.LEFT
elif event.key in [pygame.K_RIGHT, pygame.K_d]:
if self.direction != Direction.LEFT:
self.next_direction = Direction.RIGHT
# 暂停菜单选项
elif self.state == GameState.PAUSED:
if event.key == pygame.K_RETURN: # 继续游戏
self.state = GameState.PLAYING
elif event.key == pygame.K_m: # 返回主菜单
return "menu"
# 游戏结束后的选项
elif self.state in [GameState.GAME_OVER, GameState.VICTORY]:
if event.key == pygame.K_RETURN: # 重新开始
self.reset_game()
elif event.key == pygame.K_m: # 返回主菜单
return "menu"
elif event.type == pygame.KEYUP:
# 从按下状态集合中移除按键
self.keys_pressed.discard(event.key)
return None
def update(self):
"""更新游戏状态"""
if self.state != GameState.PLAYING:
return None
# 检查是否有方向键被按下(加速功能)
direction_keys = {
pygame.K_UP, pygame.K_w, pygame.K_DOWN, pygame.K_s,
pygame.K_LEFT, pygame.K_a, pygame.K_RIGHT, pygame.K_d
}
is_accelerating = bool(self.keys_pressed & direction_keys)
self.move_delay = self.fast_move_delay if is_accelerating else self.base_move_delay
current_time = pygame.time.get_ticks()
if current_time - self.last_move_time >= self.move_delay:
self.last_move_time = current_time
# 更新方向
self.direction = self.next_direction
# 移动蛇头
head_x, head_y = self.snake[0]
dx, dy = self.direction.value
new_head = (head_x + dx, head_y + dy)
# 检查碰撞
if self.check_collision(new_head):
self.state = GameState.GAME_OVER
self.score_manager.update_high_score(self.score)
return "game_over"
# 移动蛇
self.snake.insert(0, new_head)
# 检查是否吃到食物
food_eaten = False
for food_pos in self.foods[:]:
if new_head == food_pos:
self.score += 10
self.foods.remove(food_pos)
food_eaten = True
break
if food_eaten:
# 维持食物数量
self.maintain_foods()
# 检查胜利条件(蛇长度达到300)
if len(self.snake) >= 300:
self.state = GameState.VICTORY
self.score_manager.update_high_score(self.score)
return "victory"
else:
# 没吃到食物,移除尾部
self.snake.pop()
return None
def check_collision(self, pos):
"""检查碰撞"""
x, y = pos
# 检查边界碰撞
if x < 0 or x >= self.grid_width or y < 0 or y >= self.grid_height:
return True
# 检查自身碰撞
if pos in self.snake:
return True
return False
def grid_to_screen(self, grid_pos):
"""将网格坐标转换为屏幕坐标"""
x, y = grid_pos
screen_x = self.game_area_x + x * self.cell_size
screen_y = self.game_area_y + y * self.cell_size
return (screen_x, screen_y)
def draw_game_area(self):
"""绘制游戏区域"""
# 绘制游戏区域背景
game_rect = pygame.Rect(self.game_area_x, self.game_area_y,
self.game_area_width, self.game_area_height)
pygame.draw.rect(self.screen, (15, 52, 96), game_rect) # 深蓝色背景
pygame.draw.rect(self.screen, (233, 69, 96), game_rect, 2) # 金黄色边框
def draw_snake(self):
"""绘制蛇"""
current_skin = self.skin_manager.get_current_skin_info()
for i, segment in enumerate(self.snake):
screen_pos = self.grid_to_screen(segment)
rect = pygame.Rect(screen_pos[0], screen_pos[1], self.cell_size, self.cell_size)
if i == 0: # 蛇头
pygame.draw.rect(self.screen, current_skin['head_color'], rect)
else: # 蛇身
pygame.draw.rect(self.screen, current_skin['body_color'], rect)
pygame.draw.rect(self.screen, (255, 255, 255), rect, 1) # 边框
def select_food_color(self):
"""为本局游戏选择食物颜色"""
# 获取当前蛇皮肤颜色
current_skin = self.skin_manager.get_current_skin_info()
snake_colors = [current_skin['head_color'], current_skin['body_color']]
# 背景颜色
background_color = (15, 52, 96) # 深蓝色背景
# 候选食物颜色(鲜明且对比度高的颜色)
candidate_colors = [
(255, 69, 0), # 橙红色
(255, 20, 147), # 深粉色
(255, 215, 0), # 金色
(50, 205, 50), # 酸橙绿
(0, 191, 255), # 深天蓝
(138, 43, 226), # 蓝紫色
(255, 105, 180), # 热粉色
(255, 140, 0), # 深橙色
(124, 252, 0), # 草绿色
(255, 0, 255), # 洋红色
(0, 255, 127), # 春绿色
(255, 99, 71), # 番茄色
]
# 过滤掉与蛇皮肤和背景相似的颜色
valid_colors = []
for color in candidate_colors:
is_valid = True
# 检查与蛇皮肤颜色的差异
for snake_color in snake_colors:
if self._color_similarity(color, snake_color) > 0.7:
is_valid = False
break
# 检查与背景颜色的差异
if is_valid and self._color_similarity(color, background_color) > 0.6:
is_valid = False
if is_valid:
valid_colors.append(color)
# 如果没有有效颜色,使用默认的高对比度颜色
if not valid_colors:
valid_colors = [(255, 69, 0), (255, 215, 0), (50, 205, 50)]
# 随机选择一种颜色作为本局的食物颜色
self.food_color = random.choice(valid_colors)
def _color_similarity(self, color1, color2):
"""计算两个颜色的相似度(0-1,1表示完全相同)"""
r1, g1, b1 = color1
r2, g2, b2 = color2
# 计算欧几里得距离
distance = ((r1 - r2) ** 2 + (g1 - g2) ** 2 + (b1 - b2) ** 2) ** 0.5
max_distance = (255 ** 2 * 3) ** 0.5 # 最大可能距离
# 转换为相似度(距离越小,相似度越高)
similarity = 1 - (distance / max_distance)
return similarity
def draw_food(self):
"""绘制所有食物(统一颜色)"""
for food_pos in self.foods:
screen_pos = self.grid_to_screen(food_pos)
rect = pygame.Rect(screen_pos[0], screen_pos[1], self.cell_size, self.cell_size)
# 使用本局选定的统一食物颜色
pygame.draw.rect(self.screen, self.food_color, rect)
pygame.draw.rect(self.screen, (255, 255, 255), rect, 1) # 边框
def draw_ui(self):
"""绘制用户界面"""
# 状态栏背景
status_rect = pygame.Rect(0, 0, self.screen.get_width(), 30)
pygame.draw.rect(self.screen, (22, 22, 46), status_rect)
# 分数
score_text = self.font.render(f"分数: {self.score}", True, (255, 255, 255))
self.screen.blit(score_text, (10, 5))
# 蛇长度
length_text = self.font.render(f"长度: {len(self.snake)}/300", True, (255, 255, 255))
self.screen.blit(length_text, (150, 5))
# 食物数量
food_count_text = self.font.render(f"食物: {len(self.foods)}", True, (255, 255, 255))
self.screen.blit(food_count_text, (280, 5))
# 进度条
progress = len(self.snake) / 300
progress_width = 180
progress_rect = pygame.Rect(360, 8, progress_width, 14)
pygame.draw.rect(self.screen, (60, 60, 60), progress_rect)
if progress > 0:
fill_rect = pygame.Rect(360, 8, int(progress_width * progress), 14)
pygame.draw.rect(self.screen, (233, 69, 96), fill_rect)
pygame.draw.rect(self.screen, (255, 255, 255), progress_rect, 1)
# 最高分
high_score = self.score_manager.get_high_score()
high_score_text = self.font.render(f"最高分: {high_score}", True, (255, 255, 255))
self.screen.blit(high_score_text, (560, 5))
# 速度指示器
direction_keys = {
pygame.K_UP, pygame.K_w, pygame.K_DOWN, pygame.K_s,
pygame.K_LEFT, pygame.K_a, pygame.K_RIGHT, pygame.K_d
}
is_accelerating = bool(self.keys_pressed & direction_keys)
speed_text = "加速中" if is_accelerating else "正常速度"
speed_color = (255, 100, 100) if is_accelerating else (100, 255, 100)
speed_surface = self.font.render(speed_text, True, speed_color)
self.screen.blit(speed_surface, (700, 5))
def draw_pause_menu(self):
"""绘制暂停菜单"""
# 半透明遮罩
overlay = pygame.Surface((self.screen.get_width(), self.screen.get_height()))
overlay.set_alpha(128)
overlay.fill((0, 0, 0))
self.screen.blit(overlay, (0, 0))
# 暂停文字
pause_text = self.big_font.render("PAUSED", True, (255, 255, 255))
pause_rect = pause_text.get_rect(center=(self.screen.get_width()//2, self.screen.get_height()//2 - 50))
self.screen.blit(pause_text, pause_rect)
# 提示文字
hint_text = self.font.render("按ESC继续 | 按M返回主菜单 | 按F11切换全屏", True, (255, 255, 255))
hint_rect = hint_text.get_rect(center=(self.screen.get_width()//2, self.screen.get_height()//2 + 20))
self.screen.blit(hint_text, hint_rect)
# 加速提示
speed_hint = self.font.render("长按方向键加速移动", True, (200, 200, 200))
speed_rect = speed_hint.get_rect(center=(self.screen.get_width()//2, self.screen.get_height()//2 + 50))
self.screen.blit(speed_hint, speed_rect)
def draw_game_over(self):
"""绘制游戏结束界面"""
# 半透明遮罩
overlay = pygame.Surface((self.screen.get_width(), self.screen.get_height()))
overlay.set_alpha(128)
overlay.fill((0, 0, 0))
self.screen.blit(overlay, (0, 0))
# 游戏结束文字
game_over_text = self.big_font.render("GAME OVER", True, (255, 0, 0))
game_over_rect = game_over_text.get_rect(center=(self.screen.get_width()//2, self.screen.get_height()//2 - 50))
self.screen.blit(game_over_text, game_over_rect)
# 最终分数
final_score_text = self.font.render(f"最终分数: {self.score}", True, (255, 255, 255))
final_score_rect = final_score_text.get_rect(center=(self.screen.get_width()//2, self.screen.get_height()//2))
self.screen.blit(final_score_text, final_score_rect)
# 提示文字
hint_text = self.font.render("按回车重新开始 | 按M返回主菜单", True, (255, 255, 255))
hint_rect = hint_text.get_rect(center=(self.screen.get_width()//2, self.screen.get_height()//2 + 30))
self.screen.blit(hint_text, hint_rect)
def draw_victory(self):
"""绘制胜利界面"""
# 彩色渐变背景
overlay = pygame.Surface((self.screen.get_width(), self.screen.get_height()))
overlay.set_alpha(200)
overlay.fill((50, 0, 100))
self.screen.blit(overlay, (0, 0))
# 胜利文字(带发光效果)
victory_text = self.big_font.render("VICTORY!", True, (255, 215, 0))
victory_rect = victory_text.get_rect(center=(self.screen.get_width()//2, self.screen.get_height()//2 - 50))
self.screen.blit(victory_text, victory_rect)
# 最终分数
final_score_text = self.font.render(f"最终分数: {self.score}", True, (255, 255, 255))
final_score_rect = final_score_text.get_rect(center=(self.screen.get_width()//2, self.screen.get_height()//2))
self.screen.blit(final_score_text, final_score_rect)
# 游戏时间
game_time = (pygame.time.get_ticks() - self.start_time) // 1000
time_text = self.font.render(f"用时: {game_time}秒", True, (255, 255, 255))
time_rect = time_text.get_rect(center=(self.screen.get_width()//2, self.screen.get_height()//2 + 25))
self.screen.blit(time_text, time_rect)
# 提示文字
hint_text = self.font.render("按回车重新开始 | 按M返回主菜单", True, (255, 255, 255))
hint_rect = hint_text.get_rect(center=(self.screen.get_width()//2, self.screen.get_height()//2 + 55))
self.screen.blit(hint_text, hint_rect)
def draw(self):
"""绘制游戏画面"""
# 绘制游戏区域
self.draw_game_area()
# 绘制游戏元素
if self.state != GameState.GAME_OVER:
self.draw_food() # 先绘制食物
self.draw_snake() # 后绘制蛇(确保蛇在食物上方)
# 绘制UI
self.draw_ui()
# 根据游戏状态绘制覆盖层
if self.state == GameState.PAUSED:
self.draw_pause_menu()
elif self.state == GameState.GAME_OVER:
self.draw_game_over()
elif self.state == GameState.VICTORY:
self.draw_victory()