簡單用py寫了一個(gè)貪吃蛇游戲,有單人、雙人模式,比較簡單,適合初學(xué)者練手。本上每行重要的語句都有注釋,做了什么事一目了然
這里介紹雙人模式
單人模式戳這里:Python簡易貪吃蛇小游戲(單人模式)
一、游戲設(shè)計(jì)要點(diǎn)
1.游戲主體窗口(尺寸)、畫布(尺寸、位置)、按鈕(尺寸、位置)、文字(大小、顏色、位置)、圖像、背景音樂及相關(guān)響應(yīng)函數(shù)(主要是鼠標(biāo)移動(dòng)及點(diǎn)擊的響應(yīng))的設(shè)計(jì)與合理排布
2.蛇與食物的類的屬性設(shè)計(jì)
3.蛇位置的更新(根據(jù)鍵盤輸入)、吃到食物加分的判定、食物的更新
4.蛇死亡的判定條件設(shè)計(jì)
二、主要模塊
1.pygame
2.sys
3.random
三、用到的類
1.Snake類,定義蛇頭蛇身元素的位置
2.Food類,定義食物元素的位置及單個(gè)元素的顏色
四、主要函數(shù)
1.new_food(),功能:生成一個(gè)不與蛇頭位置重合的食物并返回該食物對(duì)象
def new_food(head):
while True:
# 循環(huán),不斷實(shí)例化new_food對(duì)象直到生成一個(gè)不與蛇頭重合的食物
new_food = Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255)))
# 若new_food和蛇頭重合則不創(chuàng)鍵
if new_food.x != head.x and new_food.y != head.y:
break
else:
continue
return new_food
2.draw_snake()、draw_food()函數(shù),功能:繪制蛇與食物的圖像,傳入?yún)?shù)為顏色和對(duì)象:
# 在窗體中繪制貪吃蛇
# 形參:一個(gè)是顏色另一個(gè)是實(shí)例化對(duì)象
def draw_snake(color, object):
pygame.draw.circle(window, color, (object.x, object.y), 10)
# 在窗體中繪制食物
# 形參:實(shí)例化對(duì)象
def draw_food(food):
pygame.draw.circle(window, food.color, (food.x, food.y), 10)
3.show_end函數(shù),功能:顯示雙人模式結(jié)束時(shí)的得分界面:
def show_end():
while True:
window.blit(init_background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit_end()
# 定義標(biāo)題
pygame.display.set_caption("貪吃蛇大冒險(xiǎn)")
# 定義提示文字
font = pygame.font.SysFont("simHei", 40)
fontsurf = font.render('游戲結(jié)束! 玩家1得分: %s 玩家2得分:%s' % (score1, score2), True, black)
window.blit(fontsurf, (150, 100))
button("返回主菜單", 370, 300, 200, 40, blue, brightred, into_game)
button("退出游戲", 370, 470, 200, 40, red, brightred, exit_end)
pygame.display.update()
clock.tick(20)
4.exit_end()函數(shù),功能:在初始界面和游戲結(jié)束顯示得分界面點(diǎn)擊右上角的"×"時(shí),直接退出整個(gè)游戲:
# 初始界面和游戲中途點(diǎn)擊退出游戲時(shí)
def exit_end():
pygame.quit()
sys.exit()
5.start_game_double()函數(shù),功能:實(shí)現(xiàn)雙人正常模式:
def start_game_double():
# 播放音樂
pygame.mixer.music.play(-1)
# 定義存分?jǐn)?shù)的全局變量
global score1
global score2
score1 = score2 = 0
# 初始化存放玩家鍵盤輸入運(yùn)動(dòng)方向的變量
run_direction1 = "right"
run_direction2 = "up"
# 初始化貪吃蛇運(yùn)動(dòng)方向的變量
run1 = run_direction1
run2 = run_direction2
# 實(shí)例化貪吃蛇和食物對(duì)象
head1 = Snake(randint(0, 30) * 20, randint(0, 20) * 20)
head2 = Snake(randint(0, 30) * 20, randint(0, 20) * 20)
# 實(shí)例化蛇身長度為2個(gè)單位
snake_body1 = [Snake(head1.x, head1.y + 20), Snake(head1.x, head1.y + 40)]
snake_body2 = [Snake(head2.x, head2.y + 20), Snake(head2.x, head2.y + 40)]
# 實(shí)例化食物列表,列表隨著其中食物被吃掉應(yīng)該不斷縮短
food_list = [Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255)))]
for i in range(1,24):
food_list.append(Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255))))
# 實(shí)例化單個(gè)食物,方便循環(huán)內(nèi)生成單個(gè)新食物
food = Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255)))
while True:
window.blit(background, (0,0))
# 監(jiān)聽玩家鍵盤輸入的運(yùn)動(dòng)方向值,并根據(jù)輸入轉(zhuǎn)為up、down、right或left,方便程序中調(diào)用
# pygame.event.get()返回一個(gè)列表,存放本次game執(zhí)行中程序遇到的一連串事件(按時(shí)間順序依次存放)
for event in pygame.event.get():
# pygame.QUIT事件是指用戶點(diǎn)擊窗口右上角的"×"
if event.type == pygame.QUIT:
# 顯示結(jié)果界面
show_end()
# 若事件類型是按下鍵盤,分↑ ↓ ← →四種情況討論
elif event.type == pygame.KEYDOWN:
# 若事件類型是按下鍵盤↑
# key是鍵值,表示按下去的鍵值是什么
if event.key == pygame.K_UP:
run_direction2 = "up"
# 若事件類型是按下鍵盤↓
if event.key == pygame.K_DOWN:
run_direction2 = "down"
# 若事件類型是按下鍵盤←
if event.key == pygame.K_LEFT:
run_direction2 = "left"
# 若事件類型是按下鍵盤→
if event.key == pygame.K_RIGHT:
run_direction2 = "right"
# 若事件類型是按下鍵盤↑
if event.key == ord('w'):
run_direction1 = "up"
# 若事件類型是按下鍵盤↓
if event.key == ord('s'):
run_direction1 = "down"
# 若事件類型是按下鍵盤←
if event.key == ord('a'):
run_direction1 = "left"
# 若事件類型是按下鍵盤→
if event.key == ord('d'):
run_direction1 = "right"
# 繪制初始化的25個(gè)食物圖像(24+1=25)
# 隨著該列表中的食物被吃掉,列表應(yīng)該不斷pop以清除已經(jīng)被吃的事物
for item in food_list:
draw_food(item)
# 繪制被貪吃蛇吃掉后新增的食物圖像
draw_food(food)
# 繪制蛇頭圖像
# 在繪制蛇頭之前先檢查是不是已經(jīng)死亡,如果已死亡,則不繪制
# ?。〔荒芡ㄟ^die_flag判斷是否死亡因?yàn)槊看窝h(huán)一開頭die_flag都初始化為False
# 因此最好的方法是通過snake_body是否為空判斷
if len(snake_body1) != 0:
draw_snake(black, head1)
if len(snake_body2) != 0:
draw_snake(black, head2)
# 繪制蛇身圖像
for item in snake_body1:
draw_snake(blue, item)
for item in snake_body2:
draw_snake(green, item)
# 若蛇未死亡,則插入蛇頭位置到蛇身列表中
# 即:若蛇已死亡,則保持snake_body為空不變
if len(snake_body1) != 0:
snake_body1.insert(0, Snake(head1.x, head1.y))
if len(snake_body2) != 0:
snake_body2.insert(0, Snake(head2.x, head2.y))
# 判斷貪吃蛇原運(yùn)動(dòng)方向(run)與玩家鍵盤輸入的運(yùn)動(dòng)方向(run_direction)是否違反正常運(yùn)動(dòng)情況
if run1 == "up" and not run_direction1 == "down":
run1 = run_direction1
if run1 == "down" and not run_direction1 == "up":
run1 = run_direction1
if run1 == "left" and not run_direction1 == "right":
run1 = run_direction1
if run1 == "right" and not run_direction1 == "left":
run1 = run_direction1
if run2 == "up" and not run_direction2 == "down":
run2 = run_direction2
if run2 == "down" and not run_direction2 == "up":
run2 = run_direction2
if run2 == "left" and not run_direction2 == "right":
run2 = run_direction2
if run2 == "right" and not run_direction2 == "left":
run2 = run_direction2
# 根據(jù)玩家鍵入方向進(jìn)行蛇頭坐標(biāo)的更新
if run1 == "up":
head1.y -= 20
if run1 == "down":
head1.y += 20
if run1 == "left":
head1.x -= 20
if run1 == "right":
head1.x += 20
if run2 == "up":
head2.y -= 20
if run2 == "down":
head2.y += 20
if run2 == "left":
head2.x -= 20
if run2 == "right":
head2.x += 20
# 判斷兩條蛇是否死亡
# 初始化四個(gè)死亡標(biāo)志為False
die_flag1 = die_flag2 = False
# 此時(shí)snake_body1,2中均已包含蛇頭
# snake_body1,2第一個(gè)元素是蛇頭,故不能從0號(hào)元素開始比較
# 因?yàn)樵撋呱哳^必然和自己重合
# 這里snake_body1,2均從1號(hào)元素開始
# 所以snake_body1[1:]+snake_body2[1:]是純粹存儲(chǔ)蛇身的列表
for body in snake_body1[1:]+snake_body2[1:]:
if head1.x == body.x and head1.y == body.y:
die_flag1 = True
if head2.x == body.x and head2.y == body.y:
die_flag2 = True
if die_flag1 == True or head1.x 0 or head1.x > 960 or head1.y 0 or head1.y > 600:
# 注意:這邊雖然蛇身列表清空,但head1對(duì)象仍存在
# 故必須要在上面的繪制蛇頭代碼前面加上if先判斷蛇是否死亡
snake_body1.clear()
if die_flag2 == True or head2.x 0 or head2.x > 960 or head2.y 0 or head2.y > 600:
die_flag2 = True
# 注意:這邊雖然蛇身列表清空,但head1對(duì)象仍存在
# 故必須要在上面的繪制蛇頭代碼前面加上if先判斷蛇是否死亡
snake_body2.clear()
# 若兩條蛇都死亡
# 同樣地,只能通過snake_body是否為空判斷蛇是否死亡
if len(snake_body1) == 0 and len(snake_body2) == 0:
show_end()
# 判斷蛇頭和食物坐標(biāo),若相等,則加分,并生成新的食物
# 定義標(biāo)志,表明是否找到和蛇頭相等的食物
global flag1
global flag2
flag1 = flag2 = 0
# 如果蛇頭和食物重合
for item in food_list:
# 在蛇1沒死且蛇頭1和某一食物坐標(biāo)相等的條件下
if len(snake_body1) != 0 and (head1.x == item.x and head1.y == item.y or head1.x == food.x and head1.y == food.y):
flag1 = 1
score1 += 1
# 彈出被吃掉的這個(gè)食物
food_list.pop(food_list.index(item))
# 再產(chǎn)生一個(gè)食物
food = new_food(head1)
# 把新食物插入food_list,下一次循環(huán)中會(huì)更新繪制食物全體
food_list.append(food)
break
# 在蛇2沒死的且蛇頭2和某一食物坐標(biāo)相等的條件下
elif len(snake_body2) != 0 and head2.x == item.x and head2.y == item.y or head2.x == food.x and head2.y == food.y:
flag2 = 1
score2 += 1
# 彈出被吃掉的這個(gè)食物
food_list.pop(food_list.index(item))
# 再產(chǎn)生一個(gè)食物
food = new_food(head2)
# 把新食物插入food_list,下一次循環(huán)中會(huì)更新繪制食物全體
food_list.append(food)
break
# 蛇1必須沒死,否則pop會(huì)引發(fā)異常
if len(snake_body1) != 0 and flag1 == 0:
snake_body1.pop()
# 蛇2必須沒死,否則pop會(huì)引發(fā)異常
if len(snake_body2) != 0 and flag2 == 0:
snake_body2.pop ()
font = pygame.font.SysFont("simHei", 25)
mode_title1 = mode_title2 = font.render('正常模式', False, grey)
socre_title1 = font.render('得分: %s' % score1, False, grey)
socre_title2 = font.render('得分: %s' % score2, False, grey)
window.blit(mode_title1, (50, 30))
window.blit(socre_title1, (50, 65))
window.blit(mode_title2, (800, 30))
window.blit(socre_title2, (800, 65))
# 更新蛇頭蛇身和食物的數(shù)據(jù)
pygame.display.update()
# 通過幀率設(shè)置貪吃蛇速度
clock.tick(8)
6.start_kgame_double()函數(shù),功能:實(shí)現(xiàn)雙人穿墻模式:
def start_kgame_double():
# 播放音樂
pygame.mixer.music.play(-1)
# 定義存分?jǐn)?shù)的全局變量
global score1
global score2
score1 = score2 = 0
# 初始化存放玩家鍵盤輸入運(yùn)動(dòng)方向的變量
run_direction1 = "right"
run_direction2 = "up"
# 初始化貪吃蛇運(yùn)動(dòng)方向的變量
run1 = run_direction1
run2 = run_direction2
# 實(shí)例化貪吃蛇和食物對(duì)象
head1 = Snake(randint(0, 30) * 20, randint(0, 20) * 20)
head2 = Snake(randint(0, 30) * 20, randint(0, 20) * 20)
# 實(shí)例化蛇身長度為2個(gè)單位
snake_body1 = [Snake(head1.x, head1.y + 20), Snake(head1.x, head1.y + 40)]
snake_body2 = [Snake(head2.x, head2.y + 20), Snake(head2.x, head2.y + 40)]
# 實(shí)例化食物列表,列表隨著其中食物被吃掉應(yīng)該不斷縮短
food_list = [Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255)))]
for i in range(1,24):
food_list.append(Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255))))
# 實(shí)例化單個(gè)食物,方便循環(huán)內(nèi)生成單個(gè)新食物
food = Food(randint(0, 45) * 20, randint(0, 28) * 20, (randint(10, 255), randint(10, 255), randint(10, 255)))
while True:
window.blit(background, (0,0))
# 監(jiān)聽玩家鍵盤輸入的運(yùn)動(dòng)方向值,并根據(jù)輸入轉(zhuǎn)為up、down、right或left,方便程序中調(diào)用
# pygame.event.get()返回一個(gè)列表,存放本次game執(zhí)行中程序遇到的一連串事件(按時(shí)間順序依次存放)
for event in pygame.event.get():
# pygame.QUIT事件是指用戶點(diǎn)擊窗口右上角的"×"
if event.type == pygame.QUIT:
# 顯示結(jié)果界面
show_end()
# 若事件類型是按下鍵盤,分↑ ↓ ← →四種情況討論
elif event.type == pygame.KEYDOWN:
# 若事件類型是按下鍵盤↑
# key是鍵值,表示按下去的鍵值是什么
if event.key == pygame.K_UP:
run_direction2 = "up"
# 若事件類型是按下鍵盤↓
if event.key == pygame.K_DOWN:
run_direction2 = "down"
# 若事件類型是按下鍵盤←
if event.key == pygame.K_LEFT:
run_direction2 = "left"
# 若事件類型是按下鍵盤→
if event.key == pygame.K_RIGHT:
run_direction2 = "right"
# 若事件類型是按下鍵盤↑
if event.key == ord('w'):
run_direction1 = "up"
# 若事件類型是按下鍵盤↓
if event.key == ord('s'):
run_direction1 = "down"
# 若事件類型是按下鍵盤←
if event.key == ord('a'):
run_direction1 = "left"
# 若事件類型是按下鍵盤→
if event.key == ord('d'):
run_direction1 = "right"
# 繪制初始化的25個(gè)食物圖像(24+1=25)
# 隨著該列表中的食物被吃掉,列表應(yīng)該不斷pop以清除已經(jīng)被吃的事物
for item in food_list:
draw_food(item)
# 繪制被貪吃蛇吃掉后新增的食物圖像
draw_food(food)
# 繪制蛇頭圖像
# 在繪制蛇頭之前先檢查是不是已經(jīng)死亡,如果已死亡,則不繪制
if len(snake_body1) != 0:
draw_snake(black, head1)
if len(snake_body2) != 0:
draw_snake(black, head2)
# 繪制蛇身圖像
for item in snake_body1:
draw_snake(blue, item)
for item in snake_body2:
draw_snake(green, item)
# 插入蛇頭位置到蛇身列表中
if len(snake_body1) != 0:
snake_body1.insert(0, Snake(head1.x, head1.y))
if len(snake_body2) != 0:
snake_body2.insert(0, Snake(head2.x, head2.y))
# 判斷貪吃蛇原運(yùn)動(dòng)方向(run)與玩家鍵盤輸入的運(yùn)動(dòng)方向(run_direction)是否違反正常運(yùn)動(dòng)情況
if run1 == "up" and not run_direction1 == "down":
run1 = run_direction1
if run1 == "down" and not run_direction1 == "up":
run1 = run_direction1
if run1 == "left" and not run_direction1 == "right":
run1 = run_direction1
if run1 == "right" and not run_direction1 == "left":
run1 = run_direction1
if run2 == "up" and not run_direction2 == "down":
run2 = run_direction2
if run2 == "down" and not run_direction2 == "up":
run2 = run_direction2
if run2 == "left" and not run_direction2 == "right":
run2 = run_direction2
if run2 == "right" and not run_direction2 == "left":
run2 = run_direction2
# 根據(jù)玩家鍵入方向進(jìn)行蛇頭坐標(biāo)的更新
if run1 == "up":
head1.y -= 20
if run1 == "down":
head1.y += 20
if run1 == "left":
head1.x -= 20
if run1 == "right":
head1.x += 20
if run2 == "up":
head2.y -= 20
if run2 == "down":
head2.y += 20
if run2 == "left":
head2.x -= 20
if run2 == "right":
head2.x += 20
# 實(shí)現(xiàn)穿墻
# 蛇頭穿出窗體共有8種情況
if head1.x 0:
head1.x = 960
if head1.x > 960:
head1.x = 0
if head1.y 0:
head1.y = 600
if head1.y > 600:
head1.y = 0
if head2.x 0:
head2.x = 960
if head2.x > 960:
head2.x = 0
if head2.y 0:
head2.y = 600
if head2.y > 600:
head2.y = 0
# 定義死亡標(biāo)志位
die_flag1 = die_flag2 = False
for body in snake_body1[1:]+snake_body2[1:]:
if head1.x == body.x and head1.y == body.y:
die_flag1 = True
if head2.x == body.x and head2.y == body.y:
die_flag2 = True
if die_flag1 == True:
snake_body1.clear()
if die_flag2 == True:
snake_body2.clear()
# 若兩條蛇都死亡
if len(snake_body1) == 0 and len(snake_body2) == 0:
show_end()
# 判斷蛇頭和食物坐標(biāo),若相等,則加分,并生成新的食物
# 定義標(biāo)志,表明是否找到和蛇頭相等的食物
global flag1
global flag2
flag1 = flag2 = 0
# 如果蛇頭和食物重合
for item in food_list:
# 在蛇1沒死且蛇頭1和某一食物坐標(biāo)相等的條件下
if len(snake_body1) != 0 and (head1.x == item.x and head1.y == item.y or head1.x == food.x and head1.y == food.y):
flag1 = 1
score1 += 1
# 彈出被吃掉的這個(gè)食物
food_list.pop(food_list.index(item))
# 再產(chǎn)生一個(gè)食物
food = new_food(head1)
# 把新食物插入food_list,下一次循環(huán)中會(huì)更新繪制食物全體
food_list.append(food)
break
# 在蛇2沒死的且蛇頭2和某一食物坐標(biāo)相等的條件下
elif len(snake_body2) != 0 and head2.x == item.x and head2.y == item.y or head2.x == food.x and head2.y == food.y:
flag2 = 1
score2 += 1
# 彈出被吃掉的這個(gè)食物
food_list.pop(food_list.index(item))
# 再產(chǎn)生一個(gè)食物
food = new_food(head2)
# 把新食物插入food_list,下一次循環(huán)中會(huì)更新繪制食物全體
food_list.append(food)
break
# 蛇1必須沒死,否則pop會(huì)引發(fā)異常
if len(snake_body1) != 0 and flag1 == 0:
snake_body1.pop()
# 蛇2必須沒死,否則pop會(huì)引發(fā)異常
if len(snake_body2) != 0 and flag2 == 0:
snake_body2.pop ()
font = pygame.font.SysFont("simHei", 25)
mode_title1 = mode_title2 = font.render('穿墻模式', False, grey)
socre_title1 = font.render('得分: %s' % score1, False, grey)
socre_title2 = font.render('得分: %s' % score2, False, grey)
window.blit(mode_title1, (50, 30))
window.blit(socre_title1, (50, 65))
window.blit(mode_title2, (800, 30))
window.blit(socre_title2, (800, 65))
# 更新蛇頭蛇身和食物的數(shù)據(jù)
pygame.display.update()
# 通過幀率設(shè)置貪吃蛇速度
clock.tick(8)
7.button()函數(shù),功能:實(shí)現(xiàn)按鈕樣式設(shè)計(jì)和響應(yīng)鼠標(biāo)操作:
def button(msg, x, y, w, h, ic, ac, action=None):
# 獲取鼠標(biāo)位置
mouse = pygame.mouse.get_pos()
# 獲取鼠標(biāo)點(diǎn)擊情況
click = pygame.mouse.get_pressed()
if x + w > mouse[0] > x and y + h > mouse[1] > y:
pygame.draw.rect(window, ac, (x, y, w, h))
if click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(window, ic, (x, y, w, h))
# 設(shè)置按鈕中的文字樣式和居中對(duì)齊
font = pygame.font.SysFont('simHei', 20)
smallfont = font.render(msg, True, white)
smallrect = smallfont.get_rect()
smallrect.center = ((x + (w / 2)), (y + (h / 2)))
window.blit(smallfont, smallrect)
8.into_game()函數(shù),功能:實(shí)現(xiàn)游戲初始界面,選擇模式:
def into_game():
while True:
window.blit(init_background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit_end()
# 設(shè)置字體
font = pygame.font.SysFont("simHei", 50)
# 初始界面顯示文字
fontsurf = font.render('歡迎來到貪吃蛇大冒險(xiǎn)!', True, black) # 文字
fontrect = fontsurf.get_rect()
fontrect.center = ((480), 200)
window.blit(fontsurf, fontrect)
button("正常模式", 370, 370, 200, 40, blue, brightred, start_game_double)
button("可穿墻模式", 370, 420, 200, 40, violte, brightred, start_kgame_double)
button("退出游戲", 370, 470, 200, 40, red, brightred, exit_end)
pygame.display.update()
clock.tick(20)
9.主函數(shù),功能:初始化參數(shù)設(shè)定,進(jìn)入游戲:
if __name__ == '__main__':
# 定義需要用到的顏色
white = (255, 255, 255)
red = (200, 0, 0)
green = (0, 128, 0)
blue = (0, 202, 254)
violte = (194, 8, 234)
brightred = (255, 0, 0)
brightgreen = (0, 255, 0)
black = (0, 0, 0)
grey = (129, 131, 129)
# 設(shè)計(jì)窗口
window = pygame.display.set_mode((960, 600))
# 定義標(biāo)題
pygame.display.set_caption("貪吃蛇大冒險(xiǎn)")
# 定義背景圖片
init_background = pygame.image.load("image/init_bgimg.jpg")
background = pygame.image.load("image/bgimg.jpg")
# 背景音樂
pygame.mixer.init()
pygame.mixer.music.load("background.mp3")
# 創(chuàng)建時(shí)鐘
clock = pygame.time.Clock()
# 初始化,自檢所有模塊是否完整
pygame.init()
# 初始界面
into_game()
注:其中的圖片、背景音樂需要自己找合適(尺寸要與窗口大小相適應(yīng))的,也可以參考我上傳的資源貪吃蛇雙人版源碼+圖片+音樂。
附:貪吃蛇 單人+雙人整合版源碼
以上就是本文的全部內(nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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