Python “贪吃蛇”游戏,在不断改进中学习pygame编程

news2024/11/19 7:24:59

1ae28d15992f405bb7fd51daa60c3dc2.gif

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

小结

pygame编程框架


 

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 pygame
import sys
import 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_size
    global snake_pos, food_pos, snake_speed
 
    # 初始化pygame
    pygame.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1
    points = 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_size
    global 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] < 0 or snake_pos[0][0] >= screen_size[0] or snake_pos[0][1] < 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?'):
                init() # Yes to Play again
            else:
                game_quit() # No to Exit
            '''
 
        # 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(<kind>='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 pygame
import sys
import 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
    global snake_pos, food_pos, snake_speed

    # 初始化pygame
    pygame.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().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()

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1
    points = 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_size
    global snake_pos, food_pos, snake_speed

    is_running = False
    is_paused = False
    is_dead = False

    repaint()
    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 = False
                    is_running = True
                elif event.key == pygame.K_n:
                    if is_dead: game_quit()
                    else: is_running = True
                elif event.key == pygame.K_ESCAPE:
                    if is_running:
                        show_msg(">>> Paused <<<")
                        is_paused = not is_paused
                else: # 任意键进入开始状态
                    is_running = True

        if not is_running: continue
        if 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] < 0 or snake_pos[0][0] >= screen_size[0] or snake_pos[0][1] < 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 = False
            is_dead = True
            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 pygame
import sys
import 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, scores
    global snake_pos, food_pos, snake_speed

    # 初始化pygame
    scores = 0
    pygame.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().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()

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1
    points = 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, y
    screen.blit(text, text_rect)
    pygame.display.flip()

def game_quit():
    pygame.quit()
    sys.exit()

def main():
    global screen, screen_size, scores
    global snake_pos, food_pos, snake_speed

    is_running = False
    is_paused = False
    is_dead = False

    repaint()
    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 = False
                    is_running = True
                elif event.key == pygame.K_n:
                    if is_dead: game_quit()
                    else: is_running = True
                elif event.key == pygame.K_SPACE:
                    if is_dead: continue
                    if is_paused: is_paused = False
                    is_running = True
                elif event.key == pygame.K_ESCAPE:
                    if is_running:
                        show_msg(">>> Paused <<<")
                        is_paused = not is_paused
                else: # 任意键进入开始状态
                    if is_dead: continue
                    is_running = True

        if not is_running: continue
        if 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) // 5
            if 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] < 0 or snake_pos[0][0] >= screen_size[0] or snake_pos[0][1] < 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 = False
            is_dead = True
            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 pygame
import sys, os
import random
import 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, scores
    global snake_pos, food_pos, snake_speed

    # 初始化pygame
    scores = 0
    pygame.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().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()

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1
    points = 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, y
    screen.blit(text, text_rect)
    pygame.display.flip()

def game_quit():
    pygame.quit()
    sys.exit()

def main():
    global screen, screen_size, scores
    global snake_pos, food_pos, snake_speed

    is_running = False
    is_paused = False
    is_dead = False
    is_mute = False
    
    repaint()
    show_msg("Press any key to start ...")

    # 创建一个线程来播放音乐
    music_no = 1
    music_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 = False
                    is_running = True
                elif event.key == pygame.K_n:
                    if is_dead: game_quit()
                    else: is_running = True
                elif event.key == pygame.K_SPACE:
                    if is_dead: continue
                    if is_paused: is_paused = False
                    is_running = True
                elif event.key == pygame.K_ESCAPE:
                    if is_running:
                        show_msg(">>> Paused <<<")
                        is_paused = not is_paused
                        if 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 = 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()
                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()
                    is_running = True
                else: # 任意键进入开始状态
                    if is_dead: continue
                    is_running = True

        if not is_running: continue
        if 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) // 5
            if not 1 < snake_pos[0][0]//20 < 30 or not 1 < snake_pos[0][1]//20 < 22:
                scores += 5
            if 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] < 0 or snake_pos[0][0] >= screen_size[0] or snake_pos[0][1] < 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 = False
            is_dead = True
            if 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()

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 pygame
import sys

# 初始化Pygame
pygame.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()

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

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:http://www.coloradmin.cn/o/898489.html

如若内容造成侵权/违法违规/事实不符,请联系多彩编程网进行投诉反馈,一经查实,立即删除!

相关文章

SpringBoot复习:(56)使用@Transactional注解标记的方法的执行流程

首先&#xff0c;如果在某个类或某个方法被标记为Transactional时&#xff0c;Spring boot底层会在创建这个bean时生成代理对象&#xff08;默认使用cglib) 示例&#xff1a; 当调用studentService的addStudent方法时&#xff0c;会直接跳到CglibAopProxy类去执行intercept方…

vscode里配置C#环境并运行.cs文件

vscode是一款跨平台、轻量级、开源的IDE, 支持C、C、Java、C#、R、Python、Go、Nodejs等多种语言的开发和调试。下面介绍在vscode里配置C#环境。这里以配置.Net SDK v5.0&#xff0c;语言版本为C#9.0&#xff0c;对应的开发平台为VS2019&#xff0c;作为案例说明。 1、下载vsc…

vue3小知识点汇总——基础积累

下面的小知识点比较零散&#xff0c;但是脑子不太好使&#xff0c;只能先记录一下啦&#xff0c;后面知识丰富起来后&#xff0c;慢慢就懂了。 1.最新版node.js已经不兼容vue2的项目了&#xff0c;学习vue3势在必行 node.js的安装及vue的搭建详细步骤&#xff1a;http://t.cs…

比特币暴跌的4个原因

作者&#xff1a;秦晋 加密市场每隔一段时间&#xff0c;就会迎来一次「暴跌」&#xff0c;而且每次暴跌原因各不相同。但归根到底都是「恐慌情绪」在作怪。继「312暴跌」、「519暴跌」之后&#xff0c;又迎来一个「8.18暴跌」。相比前两次暴跌&#xff0c;此次暴跌的原因或许略…

想做赴日程序员 有一定技术经验不学日语可以赴日IT吗?

有的小伙伴问&#xff1a;我有一定的IT技术和经验&#xff0c;不学日语的话&#xff0c;能去做赴日IT工作吗&#xff1f;说实话啊&#xff0c;我感觉如果行的话&#xff0c;那只能说明你运气不错&#xff0c;因为日本的IT行业在日本来说&#xff0c;并不是非常高薪的行业&#…

Redis中的有序集合

前言 本文着重介绍Redis中的有序集合的底层实现中的跳表 有序集合 Sorted Set Redis中的Sorted Set 是一个有序的无重复值的集合&#xff0c;他底层是使用压缩列表和跳表实现的&#xff0c;和Java中的HashMap底层数据结构&#xff08;1.8&#xff09;链表红黑树异曲同工之妙…

【深入了解PyTorch】PyTorch实战项目示例:深入探索图像分类、目标检测和情感分析

【深入了解PyTorch】PyTorch实战项目示例:深入探索图像分类、目标检测和情感分析 PyTorch实战项目示例:深入探索图像分类、目标检测和情感分析项目一:图像分类数据集准备构建模型训练模型模型评估和预测项目二:目标检测数据集准备构建模型训练模型模型评估和预测项目三:情…

记录因暴露阿里最高权限的Accesskey和secretKey导致的反弹shell攻击过程

Accesskey和SecretKey的泄露的原因 说到这个最高权限的key的泄露&#xff0c;绝对是低级的设计导致的。为了减少服务端的压力&#xff0c;直接让app直连oss服务&#xff0c;而且把最高权限的Accesskey和secretKey 下发到客户端&#xff0c;那么结果就是只要安装了该app的人&am…

js判断用户当前网络状态和判断网速

前端判断用户当前网络状态和判断网速 一、第一种是通过 HTML5 提供的 navigator 去检测网络(1)、原理介绍:(2)、兼容性 二、监听window.ononline和window.onoffline事件:三、通过ajax进行请求判断(兼容性好-推荐)(1)、原理介绍:(2)、注意: 四、navigator.connection方法监听网络…

PP-TS基于启发式搜索和集成方法的时序预测模型,使预测更加准确

时间序列数据在各行业和领域中无处不在&#xff0c;如物联网传感器的测量结果、每小时的销售额业绩、金融领域的股票价格等等&#xff0c;都是时间序列数据的例子。时间序列预测就是运用历史的多维数据进行统计分析&#xff0c;推测出事物未来的发展趋势。 为加快企业智能化转型…

Vue elementui 实现表格selection的默认勾选,翻页记录勾选状态

需求&#xff1a;当弹出一个列表页数据&#xff0c;对其进行筛选选择。 列表更新&#xff0c;填充已选数据 主要使用toggleRowSelection 代码如下&#xff1a; <el-table v-loading"loading" :data"drugList" selection-change"handleSelection…

安卓手机跑 vins slam (1)

一直是手机拍照&#xff0c;用RealityCapture重建三维模型。因为他是靠特征点去把拍摄的多个图像进行对齐的。需要拍摄的足够多&#xff0c;且有特征才能对齐&#xff0c;要不然会生成多个组件&#xff0c;还得手动拼。 而且重建的三维模型有尺度问题&#xff0c;自动重建的模…

四、内存管理

1、为什么需要自己实现内存管理 (1)RTOS涉及的内核对象&#xff1a;task、queue、semaphores和event group等。为了让FreeRTOS更容 易使用&#xff0c;这些内核对象一般都是动态分配&#xff1a;用到时分配&#xff0c;不使用时释放。使用内存的动态管理功能&#xff0c;简化了…

使用yolov5进行安全帽检测填坑指南

参考项目 c​​​​​​​​​​​​​​GitHub - PeterH0323/Smart_Construction: Base on YOLOv5 Head Person Helmet Detection on Construction Sites&#xff0c;基于目标检测工地安全帽和禁入危险区域识别系统&#xff0c;&#x1f680;&#x1f606;附 YOLOv5 训练自己的…

Unity导入google.protobuf失败,无法找到google命名空间

问题&#xff1a; 1.刚开始把protobuf的文件夹直接从其他项目里(unity2021)里复制到unity(2020)版本&#xff0c;当时报错protobuf.dll的依赖项system.memory版本不对。 2.没有使用原来的protobuf文件了。使用vs2019的NuGet管理包来下载Google.Protobuf &#xff0c;仍然报错找…

爬虫学得好,然后呢?最新Python人工智能就业班课程

课程链接&#xff1a; 私信&#xff1a;达内 课程介绍&#xff1a; 【达内最新Python人工智能就业班课程目录】 &#x1f4da; 1. Python核心 &#x1f9e0; 2. 面向对象程序设计 &#x1f52e; 3. Python高级 &#x1f4bb; 4. 阶段项目实战 &#x1f427; 5. Linux操作系…

PHP海外代购管理系统mysql数据库web结构apache计算机软件工程网页wamp

一、源码特点 PHP 海外代购管理系统是一套完善的web设计系统&#xff0c;对理解php编程开发语言有帮助&#xff0c;系统具有完整的源代码和数据库&#xff0c;系统主要采用B/S模式开发。 代码下载 https://download.csdn.net/download/qq_41221322/88229435 论文 https://…

python的全局解释锁(GIL)

一、介绍 全局解释锁&#xff08;Global Interpreter Lock&#xff0c;GIL&#xff09;是在某些编程语言的解释器中使用的一种机制。在Python中&#xff0c;GIL是为了保证解释器线程安全而引入的。 GIL的作用是在解释器的执行过程中&#xff0c;确保同一时间只有一个线程可以…

win11安装ubuntu 子系统安装过程及注意事项

第一步 &#xff1a;安装系统必须组件 由于子系统是系统自带组件&#xff0c;需要安装软件支持 第二步&#xff1a;应用商店安装 ubuntu 编辑 编辑 这个时候打开会报错 第三步&#xff0c;运行linux子系统 选择Windows PowerShell 以管理员身份运行&#xff09; 输入&#…

docker基础操作练习

目录 1.安装docker服务&#xff0c;配置镜像加速器 2.下载系统镜像&#xff08;Ubuntu、 centos&#xff09; 3.基于下载的镜像创建两个容器 &#xff08;容器名一个为自己名字全拼&#xff0c;一个为首名字字母&#xff09; 4.容器的启动、 停止及重启操作 5.怎么查看正在…