snake v0.5

本文介绍了一个使用.NET框架编写的简单Snake游戏。游戏通过Windows Forms进行图形界面设计,并利用System.Timers.Timer来控制游戏逻辑的更新频率。游戏实现了开始、暂停、继续及结束等功能,并通过枚举和类的设计来管理游戏状态和蛇的行为。
 为了学习.net,学着写了这个小游戏。顺便实践一下OO了。请高手指教。

// form1.cs
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Timers;

namespace snake
{
    
public partial class GameBox : Form
    
{
        
private System.Timers.Timer timer;
        
private GameBoxStatus status;
        
private Snake snake;

        
public GameBox()
        
{
            InitializeComponent();
            status 
= GameBoxStatus.OFF;
        }


        
public void Turn(Direction direction)
        
{
            
if (status == GameBoxStatus.ON)
            
{
                snake.Turn(direction);
            }
   
        }


        
public void Power()
        
{
            
if (status == GameBoxStatus.ON)
            
{
                PowerOff();
            }

            
else
            
{
                PowerOn();
            }

        }


        
private void PowerOn()
        
{
            
// 初始化timer
            timer = new System.Timers.Timer();
            timer.AutoReset 
= true;
            timer.Enabled 
= false;
            timer.Interval 
= 100;
            
            
// 初始化snake
            snake = new Snake(drawingPanel, timer);


            timer.Elapsed 
+= new ElapsedEventHandler(snake.Move);

            status 
= GameBoxStatus.ON;
        }


        
private void PowerOff()
        
{
            
//snake.EraseAllBlocks();
            
// 通知绘图区清空
            Graphics graphics = drawingPanel.CreateGraphics();
            graphics.Clear(Color.White);

            
// 销毁当前的snake对象
            snake.DestroySnake();
            snake 
= null;

            timer.Stop();
            timer 
= null;

            status 
= GameBoxStatus.OFF;
        }



        
//
        private void powerButton_Click(object sender, EventArgs e)
        
{
            Power();
        }


        
private void upButton_Click(object sender, EventArgs e)
        
{
            Turn(Direction.UP);
        }


        
private void leftButton_Click(object sender, EventArgs e)
        
{
            Turn(Direction.LEFT);
        }


        
private void downButton_Click(object sender, EventArgs e)
        
{
            Turn(Direction.DOWN);
        }


        
private void rightButton_Click(object sender, EventArgs e)
        
{
            Turn(Direction.RIGHT);
        }


        
private void pauseButton_Click(object sender, EventArgs e)
        
{
            
if (status == GameBoxStatus.ON)
            
{
                snake.Pause();
            }

        }


        
private void continueButton_Click(object sender, EventArgs e)
        
{
            
if (status == GameBoxStatus.ON)
            
{
                snake.Resume();
            }

        }
   
    }


    
enum GameBoxStatus
    
{
        ON, OFF
    }


    
public enum Direction
    
{
        UP, DOWN, LEFT, RIGHT
    }

}
// snake.cs
using System;
using System.Collections.Generic;
using System.Text;
using System.Windows.Forms;
using System.Drawing;

namespace snake
{
    
class Snake
    
{
        
private Graphics graphics;
        
private System.Timers.Timer timer;

        
private SnakeStatus status;
        
private Direction direction;

        
//private SnakeBody snakeBody;

        
private bool isDirectionChangeAllowed;


        
与块有关*************************************************************************** ******************************************************************************************

        
/// <summary>
        
/// 初始化snake。设置好引用——与snake通信的对象的引用
        
/// </summary>
        
/// <param name="drawingPanel"></param>
        
/// <param name="timer"></param>

        public Snake(Panel drawingPanel, System.Timers.Timer timer)
        
{
            drawingPanel.Paint 
+= new PaintEventHandler(drawingPanel_Paint);
            
this.graphics = drawingPanel.CreateGraphics();
            
            AppendBlock(
new Block(31));
            AppendBlock(
new Block(21));
            AppendBlock(
new Block(11));// 这样初始化块,暗示了初时方向为向右

            drawingPanel.Invalidate();   
// 已经有块了,绘制他们

            
this.timer = timer;
        }



        
/// <summary>
        
/// 响应paint消息。先绘制背景,再绘制所有块
        
/// </summary>

        void drawingPanel_Paint(object sender, PaintEventArgs e)
        
{
            DrawAllBlocks();
        }




        
public void Die()
        
{
            
if (status == SnakeStatus.RUNNING)
            
{
                timer.Stop();
                graphics.Clear(Color.White);
                graphics.DrawString(
"Game Over"new Font("Arial"16), new SolidBrush(Color.Black), new Point(00));
                status 
= SnakeStatus.DEAD;
            }

        }


        
public void Move(object source, System.Timers.ElapsedEventArgs e)
        
{
            
if (status == SnakeStatus.RUNNING)
            
{
                isDirectionChangeAllowed 
= true;

                
// move snake body according to direction

                
// new block coordinates
                int NewHeadX=0;
                
int NewHeadY=0;
                
switch (direction)
                
{
                    
case Direction.UP:
                        NewHeadX 
= headBlock.X;
                        NewHeadY 
= headBlock.Y - 1;
                        
break;
                    
case Direction.DOWN:
                        NewHeadX 
= headBlock.X;
                        NewHeadY 
= headBlock.Y + 1;
                        
break;
                    
case Direction.LEFT:
                        NewHeadX 
= headBlock.X - 1;
                        NewHeadY 
= headBlock.Y;
                        
break;
                    
case Direction.RIGHT:
                        NewHeadX 
= headBlock.X + 1;
                        NewHeadY 
= headBlock.Y;
                        
break;
                }


                
if(NewHeadX<1||NewHeadX>50||NewHeadY<1||NewHeadY>20)
                
{
                    Die();
                    
return;
                }


                
// 擦除和绘制
                tailBlock.Erase(graphics);
                tailBlock.SetPos(NewHeadX, NewHeadY);
                Rotate();
                headBlock.Draw(graphics);
            }

        }


        
public void Pause()
        
{
            
if (status == SnakeStatus.RUNNING)
            
{
                
this.status = SnakeStatus.PAUSED;
                timer.Stop();
            }
 
        }


        
public void Resume()
        
{
            
if (status == SnakeStatus.PAUSED)
            
{
                status 
= SnakeStatus.RUNNING;
                timer.Start();
            }

        }


        
public void Turn(Direction newDirection)
        
{
            
if (status == SnakeStatus.RUNNING && isDirectionChangeAllowed)
            
{
                
if (newDirection == Direction.UP && this.direction == Direction.DOWN)
                
{
                    
return;
                }

                
if (newDirection == Direction.DOWN && this.direction == Direction.UP)
                
{
                    
return;
                }

                
if (newDirection == Direction.LEFT && this.direction == Direction.RIGHT)
                
{
                    
return;
                }

                
if (newDirection == Direction.RIGHT && this.direction == Direction.LEFT)
                
{
                    
return;
                }


                
this.direction = newDirection;
                isDirectionChangeAllowed 
= false;
            }

            
if (status == SnakeStatus.INITIALIZED)
            
{
                
this.timer.Start();
                
this.status = SnakeStatus.RUNNING;
                
//this.isDirectionChangeAllowed = true;
                if (newDirection == Direction.LEFT)
                
{
                    
this.direction = Direction.RIGHT;
                }

                
else
                
{
                    
this.direction = newDirection;
                }


                
            }

            
if (status == SnakeStatus.DEAD)
            
{
                
// do nothing
            }

            
if (status == SnakeStatus.PAUSED)
            
{
                
// do nothing
            }

        }



        
    }


    
enum SnakeStatus
    
{
        INITIALIZED, RUNNING, DEAD,PAUSED
    }


}

// block.cs
using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;

namespace snake
{
    
class Block
    
{
        
public Block Next;
        
public Block Previous;

        
private int x;
        
private int y;

        
public Block(int x, int y)
        
{
            
this.x = x;
            
this.y = y;

            Next 
= null;
            Previous 
= null;
        }


        
public int X
        
{
            
get
            
{
                
return x;
            }

        }


        
public int Y
        
{
            
get
            
{
                
return y;
            }

        }


        
public void SetPos(int x, int y)
        
{
            
this.x = x;
            
this.y = y;
        }


        
public void Draw(Graphics graphics)
        
{
            
            graphics.FillRectangle(Brushes.Black, (x 
- 1* 8, (y - 1* 888);
            graphics.DrawRectangle(
new Pen(Brushes.White), (x - 1* 8, (y - 1* 888);
        }


        
public void Erase(Graphics grahics)
        
{
            grahics.FillRectangle(Brushes.White, (x 
- 1* 8, (y - 1* 888);
        }

    }

}
程序界面
import cv2 import numpy as np import random from collections import deque import mediapipe as mp import json import os from datetime import datetime import platform import time import threading from queue import Queue from PIL import Image, ImageDraw, ImageFont # ------------------------------ # 全局队列与事件 # ------------------------------ frame_queue = Queue(maxsize=1) result_queue = Queue(maxsize=1) stop_event = threading.Event() # ------------------------------ # 初始化 Mediapipe Hands(支持两只手) # ------------------------------ mp_hands = mp.solutions.hands mp_draw = mp.solutions.drawing_utils hands = mp_hands.Hands( static_image_mode=False, max_num_hands=2, min_detection_confidence=0.7, min_tracking_confidence=0.5 ) # ------------------------------ # 中文字体加载 # ------------------------------ def get_chinese_font(): system = platform.system() font_paths = { "Windows": ["C:/Windows/Fonts/simhei.ttf", "C:/Windows/Fonts/msyh.ttc"], "Darwin": ["/System/Library/Fonts/PingFang.ttc"], "Linux": [ "/usr/share/fonts/truetype/wqy/wqy-zenhei.ttc", "/usr/share/fonts/truetype/noto/NotoSansCJK-Regular.ttc" ] } for path in font_paths.get(system, []): if os.path.exists(path): try: return ImageFont.truetype(path, 32) except Exception as e: print(f"⚠️ 字体加载失败: {path}, 错误: {e}") return None try: CHINESE_FONT = get_chinese_font() except ImportError: print("警告: 未安装Pillow,中文可能无法正常显示。请运行: pip install pillow") CHINESE_FONT = None def put_chinese_text(image, text, position, color=(255, 255, 255), font_size=30): """绘制中文字体兼容函数""" if CHINESE_FONT is None: cv2.putText(image, text, position, cv2.FONT_HERSHEY_SIMPLEX, 1, color, 2) return image try: pil_image = Image.fromarray(cv2.cvtColor(image, cv2.COLOR_BGR2RGB)) draw = ImageDraw.Draw(pil_image) try: font = ImageFont.truetype(CHINESE_FONT.path, font_size) if hasattr(CHINESE_FONT, 'path') else ImageFont.load_default() except: font = ImageFont.load_default() draw.text(position, text, fill=tuple(color), font=font) return cv2.cvtColor(np.array(pil_image), cv2.COLOR_RGB2BGR) except Exception as e: print("中文绘制失败:", e) cv2.putText(image, text, position, cv2.FONT_HERSHEY_SIMPLEX, 1, color, 2) return image # ------------------------------ # 排行榜管理(已修复:增加 mode 字段) # ------------------------------ RANKING_FILE = "snake_ranking.json" MAX_RECORDS = 100 def load_ranking(): if not os.path.exists(RANKING_FILE): return [] try: with open(RANKING_FILE, 'r', encoding='utf-8') as f: data = json.load(f) seen = set() unique_data = [] for item in data: key = (item.get('score', 0), item.get('timestamp', '')) if key not in seen: seen.add(key) unique_data.append(item) return sorted(unique_data, key=lambda x: x['score'], reverse=True)[:MAX_RECORDS] except Exception as e: print("加载排行榜失败:", e) return [] def save_best_score(score, mode="single"): """保存最佳得分,并标记游戏模式""" ranking = load_ranking() current_time = datetime.now().strftime("%Y-%m-%d %H:%M:%S") ranking.append({ "score": score, "timestamp": current_time, "mode": mode # 标记模式:"single" 或 "dual" }) seen = set() unique_ranking = [] for r in ranking: key = (r['score'], r['timestamp']) if key not in seen: seen.add(key) unique_ranking.append(r) unique_ranking = sorted(unique_ranking, key=lambda x: x['score'], reverse=True)[:MAX_RECORDS] try: with open(RANKING_FILE, 'w', encoding='utf-8') as f: json.dump(unique_ranking, f, indent=2, ensure_ascii=False) except Exception as e: print("保存失败:", e) def show_ranking(): ranking = load_ranking() frame = np.zeros((720, 1280, 3), dtype=np.uint8) h, w = frame.shape[:2] cx = w // 2 # 背景渐变 for y in range(h): c = 30 + y // 20 frame[y, :] = [c // 2, c // 3, c] frame = put_chinese_text(frame, "🏆 历史排行榜 🏆", (cx - 240, 60), (255, 255, 100), 60) frame = put_chinese_text(frame, "按任意键返回主菜单", (cx - 180, h - 60), (200, 200, 255), 30) if not ranking: frame = put_chinese_text(frame, "暂无记录", (cx - 100, h // 2), (150, 150, 150), 40) else: start_y = 140 for i, record in enumerate(ranking[:50]): # 最多显示前50条 score = record['score'] timestamp = record['timestamp'] mode = record.get('mode', 'unknown') mode_text = "单人" if mode == "single" else "双人" if mode == "dual" else "未知" text = f"{i+1:2d}. {score:4d} 分 — {timestamp} [{mode_text}]" color = (255, 255, 255) if i % 2 == 0 else (220, 220, 220) frame = put_chinese_text(frame, text, (cx - 480, start_y + i * 32), color, 28) cv2.imshow("Hand-Controlled Snake Game", frame) cv2.waitKey(0) # 等待任意键 def clear_ranking(): frame = np.zeros((720, 1280, 3), dtype=np.uint8) h, w = frame.shape[:2] cx = w // 2 for y in range(h): frame[y, :] = [20 + y // 20, (20 + y // 20) // 2, 60] frame = put_chinese_text(frame, "⚠️ 清空所有记录?", (cx - 240, h // 2 - 60), (0, 0, 255), 48) frame = put_chinese_text(frame, "确定要清空吗?(Y=是, N=否)", (cx - 260, h // 2), (255, 255, 255), 36) frame = put_chinese_text(frame, "此操作不可撤销!", (cx - 180, h // 2 + 50), (150, 150, 150), 32) cv2.imshow("Hand-Controlled Snake Game", frame) while True: key = cv2.waitKey(1) & 0xFF if key in (ord('y'), ord('Y')): try: os.remove(RANKING_FILE) except: pass return True elif key in (ord('n'), ord('N'), 27): return False # ------------------------------ # 主菜单界面 # ------------------------------ def show_main_menu(): ranking = load_ranking() best_score = ranking[0]['score'] if ranking else 0 width, height = 1280, 720 cx = width // 2 while True: frame = np.zeros((height, width, 3), dtype=np.uint8) for y in range(height): c = 20 + y // 20 frame[y, :] = [c, c // 2, 60] btn_w, btn_h = 300, 80 single_y = 220 dual_y = 300 rank_y = 380 clear_y = 460 frame = put_chinese_text(frame, "🐍 手势贪吃蛇游戏 🐍", (cx - 300, 60), (255, 255, 100), 60) # 单人模式按钮 cv2.rectangle(frame, (cx - btn_w//2, single_y), (cx + btn_w//2, single_y + btn_h), (100, 0, 200), -1) cv2.rectangle(frame, (cx - btn_w//2, single_y), (cx + btn_w//2, single_y + btn_h), (140, 0, 240), 5) frame = put_chinese_text(frame, "👤 单人模式", (cx - 90, single_y + 55), (255, 255, 255), 36) # 双人模式按钮 cv2.rectangle(frame, (cx - btn_w//2, dual_y), (cx + btn_w//2, dual_y + btn_h), (180, 0, 180), -1) cv2.rectangle(frame, (cx - btn_w//2, dual_y), (cx + btn_w//2, dual_y + btn_h), (220, 0, 220), 5) frame = put_chinese_text(frame, "👥 双人对战", (cx - 90, dual_y + 55), (255, 255, 255), 36) # 排行榜按钮 cv2.rectangle(frame, (cx - btn_w//2, rank_y), (cx + btn_w//2, rank_y + btn_h), (0, 100, 200), -1) cv2.rectangle(frame, (cx - btn_w//2, rank_y), (cx + btn_w//2, rank_y + btn_h), (0, 180, 255), 3) frame = put_chinese_text(frame, "📊 查看排行榜", (cx - 100, rank_y + 55), (255, 255, 255), 36) # 清空按钮 cv2.rectangle(frame, (cx - btn_w//2, clear_y), (cx + btn_w//2, clear_y + btn_h), (60, 60, 60), -1) cv2.rectangle(frame, (cx - btn_w//2, clear_y), (cx + btn_w//2, clear_y + btn_h), (150, 150, 150), 3) frame = put_chinese_text(frame, "🗑️ 清空记录", (cx - 90, clear_y + 55), (255, 255, 255), 36) frame = put_chinese_text(frame, f"🏆 最高分: {best_score}|1=单人 2=双人 3=退出 4=清空 5=排行", (cx - 450, 600), (200, 255, 255), 24) cv2.imshow("Hand-Controlled Snake Game", frame) start_t = time.time() while time.time() - start_t < 0.1: key = cv2.waitKey(1) & 0xFF if key == ord('1'): return "single" elif key == ord('2'): return "dual" elif key == ord('3'): return "quit" elif key == ord('4'): clear_ranking() break elif key == ord('5'): show_ranking() break elif key != 255: help_frame = frame.copy() help_frame = put_chinese_text(help_frame, "💡 提示: 1=单人 2=双人 3=退出 4=清空 5=排行", (cx - 350, 650), (255, 255, 0), 24) cv2.imshow("Hand-Controlled Snake Game", help_frame) cv2.waitKey(1500) break # ------------------------------ # 摄像头读取线程(带镜像处理) # ------------------------------ def capture_thread(): cap = cv2.VideoCapture(0) cap.set(cv2.CAP_PROP_FRAME_WIDTH, 1280) cap.set(cv2.CAP_PROP_FRAME_HEIGHT, 720) cap.set(cv2.CAP_PROP_BUFFERSIZE, 1) while not stop_event.is_set(): ret, frame = cap.read() if ret: frame = cv2.flip(frame, 1) if not frame_queue.empty(): try: frame_queue.get_nowait() except: pass frame_queue.put(frame) else: time.sleep(0.01) cap.release() # ------------------------------ # 手势识别线程 # ------------------------------ def hand_thread(): while not stop_event.is_set(): if not frame_queue.empty(): frame = frame_queue.get() rgb_frame = cv2.cvtColor(frame, cv2.COLOR_BGR2RGB) results = hands.process(rgb_frame) if not result_queue.empty(): try: result_queue.get_nowait() except: pass result_queue.put((frame.copy(), results)) else: time.sleep(0.01) # ------------------------------ # 启动后台线程 # ------------------------------ capture_t = threading.Thread(target=capture_thread, daemon=True) hand_t = threading.Thread(target=hand_thread, daemon=True) capture_t.start() hand_t.start() # ------------------------------ # 游戏参数 # ------------------------------ width, height = 1280, 720 snake_speed = 8 food_radius = 15 food_color = (0, 255, 0) # ------------------------------ # 安全工具函数 # ------------------------------ def is_point_in_wall(x, y, walls): return any(wx <= x <= wx + ww and wy <= y <= wy + wh for (wx, wy, ww, wh) in walls) def check_wall_collision(head, walls): hx, hy = head return any(wx <= hx <= wx + ww and wy <= hy <= wy + wh for (wx, wy, ww, wh) in walls) def generate_safe_food_position(snake_bodies, walls, retries=100): all_segments = [] for body in (snake_bodies if isinstance(snake_bodies, list) else [snake_bodies]): all_segments.extend(list(body)) for _ in range(retries): x = random.randint(50, width - 50) y = random.randint(50, height - 50) pos = np.array([x, y]) if is_point_in_wall(x, y, walls): continue too_close = False for seg in all_segments: if np.linalg.norm(pos - np.array(seg)) < 30: too_close = True break if too_close: continue return [int(x), int(y)] fallback_positions = [(width - 60, height - 60), (60, height - 60), (width - 60, 60), (60, 60)] for fx, fy in fallback_positions: pos = np.array([fx, fy]) if not is_point_in_wall(fx, fy, walls): safe = True for seg in all_segments: if np.linalg.norm(pos - np.array(seg)) < 30: safe = False break if safe: return [fx, fy] print("⚠️ 警告:无法找到安全食物位置,使用强制默认值") return [width // 2, height // 2] def add_wall_safely(walls_list, snake_bodies, food_pos): if len(walls_list) >= 5: return walls_list all_snakes = [] for body in (snake_bodies if isinstance(snake_bodies, list) else [snake_bodies]): all_snakes.extend(list(body)) for _ in range(30): ww, wh = random.randint(40, 150), random.randint(40, 150) wx, wy = random.randint(50, width - ww - 50), random.randint(50, height - wh - 50) new_wall = (wx, wy, ww, wh) temp_walls = walls_list + [new_wall] if not is_point_in_wall(all_snakes[0][0], all_snakes[0][1], temp_walls) and \ not is_point_in_wall(food_pos[0], food_pos[1], temp_walls): walls_list.append(new_wall) break return walls_list # ------------------------------ # 绘图封装(增加异常保护) # ------------------------------ def draw_game_elements(frame, snakes, food, walls, scores, game_over, right_hand_pos=None, left_hand_pos=None): try: # 绘制墙体 for wall in walls: wx, wy, ww, wh = map(int, wall) cv2.rectangle(frame, (wx, wy), (wx + ww, wy + wh), (255, 255, 0), -1) cv2.rectangle(frame, (wx, wy), (wx + ww, wy + wh), (0, 0, 0), 3) # 绘制食物 fx, fy = map(int, food) if 0 <= fx < width and 0 <= fy < height: cv2.circle(frame, (fx, fy), food_radius, food_color, -1) else: print(f"❌ 非法食物坐标: ({fx}, {fy})") s1, s2 = snakes sc1, sc2 = scores # 绘制红蛇(玩家1) for i in range(1, len(s1)): p1, p2 = s1[i - 1], s1[i] if all(0 <= v < 10000 for v in (*p1, *p2)): cv2.line(frame, p1, p2, (0, 0, 200), 8) cv2.circle(frame, s1[0], 10, (255, 255, 255), -1) cv2.circle(frame, s1[0], 8, (0, 0, 255), -1) # 绘制蓝蛇(仅双人) if len(s2) > 0: for i in range(1, len(s2)): p1, p2 = s2[i - 1], s2[i] if all(0 <= v < 10000 for v in (*p1, *p2)): cv2.line(frame, p1, p2, (200, 0, 0), 8) cv2.circle(frame, s2[0], 10, (255, 255, 255), -1) cv2.circle(frame, s2[0], 8, (255, 0, 0), -1) # 左上角显示“得分:” frame = put_chinese_text(frame, f"得分:{sc1}", (20, 100), (255, 255, 255), 40) # 原有得分显示(右上角信息) frame = put_chinese_text(frame, f"🔴红蛇得分: {sc1}", (20, 15), (255, 255, 255), 40) if sc2 > 0: frame = put_chinese_text(frame, f"🔵蓝蛇得分: {sc2}", (20, 60), (255, 255, 255), 40) # 显示手势追踪点(R/L标记) if right_hand_pos and all(0 <= v < width for v in right_hand_pos): cv2.circle(frame, tuple(map(int, right_hand_pos)), 12, (0, 0, 255), -1) cv2.putText(frame, "R", (right_hand_pos[0] - 10, right_hand_pos[1] - 20), cv2.FONT_HERSHEY_SIMPLEX, 0.8, (0, 0, 255), 2) if left_hand_pos and all(0 <= v < width for v in left_hand_pos): cv2.circle(frame, tuple(map(int, left_hand_pos)), 12, (255, 0, 0), -1) cv2.putText(frame, "L", (left_hand_pos[0] - 10, left_hand_pos[1] - 20), cv2.FONT_HERSHEY_SIMPLEX, 0.8, (255, 0, 0), 2) except Exception as e: print("绘图异常:", e) def show_game_over_screen_dual(score1, score2): overlay = np.zeros((height, width, 3), dtype=np.uint8) cv2.rectangle(overlay, (width // 4, height // 4), (3 * width // 4, 3 * height // 4), (0, 0, 0), -1) overlay = put_chinese_text(overlay, "游戏结束", (width//2-120, height//2-60), (0, 0, 255), 60) overlay = put_chinese_text(overlay, f"红蛇得分: {score1}", (width//2-150, height//2+0), (0, 0, 255), 32) overlay = put_chinese_text(overlay, f"蓝蛇得分: {score2}", (width//2-150, height//2+40), (255, 0, 0), 32) cv2.imshow("Hand-Controlled Snake Game", overlay) save_best_score(max(score1, score2), mode="dual") # ✅ 记录双人模式 cv2.waitKey(800) def show_game_over_screen_single(score): overlay = np.zeros((height, width, 3), dtype=np.uint8) cv2.rectangle(overlay, (width // 4, height // 4), (3 * width // 4, 3 * height // 4), (0, 0, 0), -1) overlay = put_chinese_text(overlay, "游戏结束", (width//2-120, height//2-40), (0, 255, 0), 60) overlay = put_chinese_text(overlay, f"你的得分: {score}", (width//2-130, height//2+20), (255, 255, 255), 40) cv2.imshow("Hand-Controlled Snake Game", overlay) save_best_score(score, mode="single") # ✅ 记录单人模式 cv2.waitKey(800) # ------------------------------ # 单人游戏循环 # ------------------------------ def run_single_player(): snake = deque([(width // 2, height // 2)]) direction = np.array([1.0, 0.0]) base_length = 3 score = 0 walls = [] food = generate_safe_food_position(snake, walls) target_pos = None game_over = False while not game_over: if not result_queue.empty(): frame, results = result_queue.get() key = cv2.waitKey(1) & 0xFF curr_target = None try: if results.multi_hand_landmarks and results.multi_handedness: for idx, hand_landmarks in enumerate(results.multi_hand_landmarks): label = results.multi_handedness[idx].classification[0].label if label == "Right": x = int(hand_landmarks.landmark[mp_hands.HandLandmark.INDEX_FINGER_TIP].x * width) y = int(hand_landmarks.landmark[mp_hands.HandLandmark.INDEX_FINGER_TIP].y * height) curr_target = (x, y) mp_draw.draw_landmarks(frame, hand_landmarks, mp_hands.HAND_CONNECTIONS) if curr_target: target_pos = curr_target if target_pos is None else ( int(0.3 * curr_target[0] + 0.7 * target_pos[0]), int(0.3 * curr_target[1] + 0.7 * target_pos[1]) ) if target_pos: head = np.array(snake[0]) to_target = np.array(target_pos) - head dist = np.linalg.norm(to_target) if dist > 30: desired_dir = to_target / (dist + 1e-8) current_dir = direction / (np.linalg.norm(direction) + 1e-8) dot = np.clip(np.dot(current_dir, desired_dir), -1, 1) angle = np.arccos(dot) if angle > 0.25: w1, w2 = np.sin(angle - 0.25), np.sin(0.25) blended = (w1 * current_dir + w2 * desired_dir) / (np.sin(angle) + 1e-8) direction = blended / (np.linalg.norm(blended) + 1e-8) else: direction = desired_dir new_head = head + direction * snake_speed snake.appendleft(tuple(np.round(new_head).astype(int))) h = np.array(snake[0]) if h[0] <= 0 or h[0] >= width or h[1] <= 0 or h[1] >= height or check_wall_collision(h, walls): game_over = True for i in range(4, len(snake)): if np.linalg.norm(h - np.array(snake[i])) < 15: game_over = True break if np.linalg.norm(h - np.array(food)) < (food_radius + 10): score += 1 food = generate_safe_food_position(snake, walls) if score % 5 == 0: walls = add_wall_safely(walls, snake, food) target_len = base_length + score while len(snake) > target_len: snake.pop() draw_game_elements(frame, [snake, deque()], food, walls, (score, 0), game_over, right_hand_pos=target_pos, left_hand_pos=None) cv2.imshow("Hand-Controlled Snake Game", frame) if game_over: show_game_over_screen_single(score) break if key == 27: break except Exception as e: print("单人模式异常:", e) time.sleep(0.1) else: time.sleep(0.01) # ------------------------------ # 主游戏循环(双人模式) # ------------------------------ while True: action = show_main_menu() if action == "quit": break elif action == "single": run_single_player() elif action == "dual": snake1 = deque([(width // 3, height // 2)]) dir1 = np.array([1.0, 0.0]) len1 = 3 snake2 = deque([(2 * width // 3, height // 2)]) dir2 = np.array([-1.0, 0.0]) len2 = 3 score1, score2 = 0, 0 walls = [] food = generate_safe_food_position([*snake1, *snake2], walls) game_over = False target_right = None target_left = None while not game_over: if not result_queue.empty(): frame, results = result_queue.get() key = cv2.waitKey(1) & 0xFF curr_right = None curr_left = None try: if results and results.multi_hand_landmarks and results.multi_handedness: hands_info = [] for idx, hand_landmarks in enumerate(results.multi_hand_landmarks): wrist_x = hand_landmarks.landmark[mp_hands.HandLandmark.WRIST].x x = int(hand_landmarks.landmark[mp_hands.HandLandmark.INDEX_FINGER_TIP].x * width) y = int(hand_landmarks.landmark[mp_hands.HandLandmark.INDEX_FINGER_TIP].y * height) hands_info.append((wrist_x, x, y, hand_landmarks)) hands_info.sort(key=lambda x: x[0], reverse=True) for i, (_, x, y, landmarks) in enumerate(hands_info): mp_draw.draw_landmarks(frame, landmarks, mp_hands.HAND_CONNECTIONS) if i == 0: curr_right = (x, y) if i == 1: curr_left = (x, y) if curr_right: target_right = curr_right if target_right is None else ( int(0.3 * curr_right[0] + 0.7 * target_right[0]), int(0.3 * curr_right[1] + 0.7 * target_right[1])) if curr_left: target_left = curr_left if target_left is None else ( int(0.3 * curr_left[0] + 0.7 * target_left[0]), int(0.3 * curr_left[1] + 0.7 * target_left[1])) # 更新蛇1 if target_right: head1 = np.array(snake1[0]) to_t = np.array(target_right) - head1 dist = np.linalg.norm(to_t) if dist > 30: desired = to_t / (dist + 1e-8) curr_dir = dir1 / (np.linalg.norm(dir1) + 1e-8) dot = np.clip(np.dot(curr_dir, desired), -1, 1) angle = np.arccos(dot) if angle > 0.25: w1, w2 = np.sin(angle - 0.25), np.sin(0.25) blended = (w1 * curr_dir + w2 * desired) / (np.sin(angle) + 1e-8) dir1 = blended / (np.linalg.norm(blended) + 1e-8) else: dir1 = desired new_head1 = head1 + dir1 * snake_speed snake1.appendleft(tuple(np.round(new_head1).astype(int))) # 更新蛇2 if target_left: head2 = np.array(snake2[0]) to_t = np.array(target_left) - head2 dist = np.linalg.norm(to_t) if dist > 30: desired = to_t / (dist + 1e-8) curr_dir = dir2 / (np.linalg.norm(dir2) + 1e-8) dot = np.clip(np.dot(curr_dir, desired), -1, 1) angle = np.arccos(dot) if angle > 0.25: w1, w2 = np.sin(angle - 0.25), np.sin(0.25) blended = (w1 * curr_dir + w2 * desired) / (np.sin(angle) + 1e-8) dir2 = blended / (np.linalg.norm(blended) + 1e-8) else: dir2 = desired new_head2 = head2 + dir2 * snake_speed snake2.appendleft(tuple(np.round(new_head2).astype(int))) # 碰撞检测 h1, h2 = np.array(snake1[0]), np.array(snake2[0]) if (h1[0] <= 0 or h1[0] >= width or h1[1] <= 0 or h1[1] >= height or check_wall_collision(h1, walls)): game_over = True for i in range(4, len(snake1)): if np.linalg.norm(h1 - np.array(snake1[i])) < 15: game_over = True break if (h2[0] <= 0 or h2[0] >= width or h2[1] <= 0 or h2[1] >= height or check_wall_collision(h2, walls)): game_over = True for i in range(4, len(snake2)): if np.linalg.norm(h2 - np.array(snake2[i])) < 15: game_over = True break # 吃食物 eaten = False if np.linalg.norm(h1 - np.array(food)) < (food_radius + 10): score1 += 1 eaten = True if np.linalg.norm(h2 - np.array(food)) < (food_radius + 10): score2 += 1 eaten = True if eaten: food = generate_safe_food_position([*snake1, *snake2], walls) if score1 % 5 == 0 or score2 % 5 == 0: walls = add_wall_safely(walls, [*snake1, *snake2], food) # 控制长度 while len(snake1) > len1 + score1: snake1.pop() while len(snake2) > len2 + score2: snake2.pop() # 绘图 draw_game_elements(frame, [snake1, snake2], food, walls, (score1, score2), game_over, right_hand_pos=target_right, left_hand_pos=target_left) cv2.imshow("Hand-Controlled Snake Game", frame) if game_over: show_game_over_screen_dual(score1, score2) break if key == 27: break except Exception as e: print("双人模式异常:", e) time.sleep(0.1) else: time.sleep(0.01) # ------------------------------ # 释放资源 # ------------------------------ stop_event.set() time.sleep(0.5) cv2.destroyAllWindows() hands.close() BUG为文中的界面内容未能与所展现出来的画面框架对其,先将其改为横排展示并且与之对其居中,其余代码保持不变,优化后完整代码展示
11-09
你提到的 **BUG** 是:**界面内容未能与画面框架对齐,需要改为横排展示并居中对齐**。 从你的代码来看,主要是 `put_chinese_text` 函数绘制文本时位置偏移、菜单按钮和文字没有很好地水平居中对齐,尤其是在不同分辨率下(如 1280x720)出现布局错乱。 我们主要优化以下几点: - 所有中文文本使用 Pillow 居中绘制(基于文本宽度自动计算) - 菜单按钮和排行榜条目实现真正的 **水平+垂直居中** - 文本提示信息统一风格,避免硬编码坐标 - 使用 `ImageDraw.textbbox()` 来精确获取文本尺寸,从而实现精准居中 --- ### ✅ 修复后的完整代码(仅修改绘图相关部分,其余逻辑不变) ```python import cv2 import numpy as np import random from collections import deque import mediapipe as mp import json import os from datetime import datetime import platform import time import threading from queue import Queue from PIL import Image, ImageDraw, ImageFont # ------------------------------ # 全局队列与事件 # ------------------------------ frame_queue = Queue(maxsize=1) result_queue = Queue(maxsize=1) stop_event = threading.Event() # ------------------------------ # 初始化 Mediapipe Hands(支持两只手) # ------------------------------ mp_hands = mp.solutions.hands mp_draw = mp.solutions.drawing_utils hands = mp_hands.Hands( static_image_mode=False, max_num_hands=2, min_detection_confidence=0.7, min_tracking_confidence=0.5 ) # ------------------------------ # 中文字体加载(带自动居中支持) # ------------------------------ def get_chinese_font(): system = platform.system() font_paths = { "Windows": ["C:/Windows/Fonts/simhei.ttf", "C:/Windows/Fonts/msyh.ttc"], "Darwin": ["/System/Library/Fonts/PingFang.ttc"], "Linux": [ "/usr/share/fonts/truetype/wqy/wqy-zenhei.ttc", "/usr/share/fonts/truetype/noto/NotoSansCJK-Regular.ttc" ] } for path in font_paths.get(system, []): if os.path.exists(path): try: return ImageFont.truetype(path, 32) except Exception as e: print(f"⚠️ 字体加载失败: {path}, 错误: {e}") return None try: CHINESE_FONT = get_chinese_font() except ImportError: print("警告: 未安装Pillow,中文可能无法正常显示。请运行: pip install pillow") CHINESE_FONT = None def put_chinese_text(image, text, position=None, color=(255, 255, 255), font_size=30, center_region=None): """ 绘制中文字体,支持绝对位置或区域居中 :param image: OpenCV 图像 (BGR) :param text: 要绘制的文字 :param position: (x, y) 左上角起点 :param center_region: (x1, y1, x2, y2) 在该矩形内居中 :param color: RGB 颜色元组 :param font_size: 字体大小 """ if CHINESE_FONT is None: if position: cv2.putText(image, text, position, cv2.FONT_HERSHEY_SIMPLEX, 1, color, 2) return image try: pil_image = Image.fromarray(cv2.cvtColor(image, cv2.COLOR_BGR2RGB)) draw = ImageDraw.Draw(pil_image) # 动态创建指定大小字体 try: if hasattr(CHINESE_FONT, 'path'): font = ImageFont.truetype(CHINESE_FONT.path, font_size) else: font = ImageFont.load_default() font = ImageFont.truetype("DejaVuSans.ttf", font_size) # 可选 fallback except: font = ImageFont.load_default() # 获取文本边界框 bbox = draw.textbbox((0, 0), text, font=font) text_width = bbox[2] - bbox[0] text_height = bbox[3] - bbox[1] # 计算最终位置 if center_region: x1, y1, x2, y2 = center_region final_x = x1 + (x2 - x1 - text_width) // 2 final_y = y1 + (y2 - y1 - text_height) // 2 elif position: final_x, final_y = position else: final_x = final_y = 0 draw.text((final_x, final_y), text, fill=tuple(color), font=font) return cv2.cvtColor(np.array(pil_image), cv2.COLOR_RGB2BGR) except Exception as e: print("中文绘制失败:", e) if position: cv2.putText(image, text, position, cv2.FONT_HERSHEY_SIMPLEX, 1, color, 2) return image # ------------------------------ # 排行榜管理(已修复:增加 mode 字段) # ------------------------------ RANKING_FILE = "snake_ranking.json" MAX_RECORDS = 100 def load_ranking(): if not os.path.exists(RANKING_FILE): return [] try: with open(RANKING_FILE, 'r', encoding='utf-8') as f: data = json.load(f) seen = set() unique_data = [] for item in data: key = (item.get('score', 0), item.get('timestamp', '')) if key not in seen: seen.add(key) unique_data.append(item) return sorted(unique_data, key=lambda x: x['score'], reverse=True)[:MAX_RECORDS] except Exception as e: print("加载排行榜失败:", e) return [] def save_best_score(score, mode="single"): """保存最佳得分,并标记游戏模式""" ranking = load_ranking() current_time = datetime.now().strftime("%Y-%m-%d %H:%M:%S") ranking.append({ "score": score, "timestamp": current_time, "mode": mode # 标记模式:"single" 或 "dual" }) seen = set() unique_ranking = [] for r in ranking: key = (r['score'], r['timestamp']) if key not in seen: seen.add(key) unique_ranking.append(r) unique_ranking = sorted(unique_ranking, key=lambda x: x['score'], reverse=True)[:MAX_RECORDS] try: with open(RANKING_FILE, 'w', encoding='utf-8') as f: json.dump(unique_ranking, f, indent=2, ensure_ascii=False) except Exception as e: print("保存失败:", e) def show_ranking(): ranking = load_ranking() frame = np.zeros((720, 1280, 3), dtype=np.uint8) h, w = frame.shape[:2] # 背景渐变 for y in range(h): c = 30 + y // 20 frame[y, :] = [c // 2, c // 3, c] # 居中标题 frame = put_chinese_text(frame, "🏆 历史排行榜 🏆", center_region=(0, 40, w, 120), color=(255, 255, 100), font_size=60) frame = put_chinese_text(frame, "按任意键返回主菜单", center_region=(0, h - 80, w, h), color=(200, 200, 255), font_size=30) if not ranking: frame = put_chinese_text(frame, "暂无记录", center_region=(0, h//2 - 20, w, h//2 + 20), color=(150, 150, 150), font_size=40) else: start_y = 140 for i, record in enumerate(ranking[:50]): # 最多显示前50条 score = record['score'] timestamp = record['timestamp'] mode = record.get('mode', 'unknown') mode_text = "单人" if mode == "single" else "双人" if mode == "dual" else "未知" text = f"{i+1:2d}. {score:4d} 分 — {timestamp} [{mode_text}]" color = (255, 255, 255) if i % 2 == 0 else (220, 220, 220) frame = put_chinese_text(frame, text, (w//2 - 480, start_y + i * 32), color=color, font_size=28) cv2.imshow("Hand-Controlled Snake Game", frame) cv2.waitKey(0) def clear_ranking(): frame = np.zeros((720, 1280, 3), dtype=np.uint8) h, w = frame.shape[:2] for y in range(h): frame[y, :] = [20 + y // 20, (20 + y // 20) // 2, 60] frame = put_chinese_text(frame, "⚠️ 清空所有记录?", center_region=(0, h//2 - 100, w, h//2 - 40), color=(0, 0, 255), font_size=48) frame = put_chinese_text(frame, "确定要清空吗?(Y=是, N=否)", center_region=(0, h//2 - 20, w, h//2 + 20), color=(255, 255, 255), font_size=36) frame = put_chinese_text(frame, "此操作不可撤销!", center_region=(0, h//2 + 40, w, h//2 + 80), color=(150, 150, 150), font_size=32) cv2.imshow("Hand-Controlled Snake Game", frame) while True: key = cv2.waitKey(1) & 0xFF if key in (ord('y'), ord('Y')): try: os.remove(RANKING_FILE) except: pass return True elif key in (ord('n'), ord('N'), 27): return False # ------------------------------ # 主菜单界面(全部按钮居中) # ------------------------------ def show_main_menu(): ranking = load_ranking() best_score = ranking[0]['score'] if ranking else 0 width, height = 1280, 720 btn_w, btn_h = 300, 80 cx = width // 2 btn_y_start = 220 spacing = 80 while True: frame = np.zeros((height, width, 3), dtype=np.uint8) for y in range(height): c = 20 + y // 20 frame[y, :] = [c, c // 2, 60] # 居中标题 frame = put_chinese_text(frame, "🐍 手势贪吃蛇游戏 🐍", center_region=(0, 0, width, 120), color=(255, 255, 100), font_size=60) # 按钮列表 buttons = [ ("👤 单人模式", btn_y_start, (100, 0, 200), (140, 0, 240)), ("👥 双人对战", btn_y_start + spacing, (180, 0, 180), (220, 0, 220)), ("📊 查看排行榜", btn_y_start + 2*spacing, (0, 100, 200), (0, 180, 255)), ("🗑️ 清空记录", btn_y_start + 3*spacing, (60, 60, 60), (150, 150, 150)), ] for label, y, bg_color, border_color in buttons: left = cx - btn_w // 2 right = cx + btn_w // 2 top = y bottom = y + btn_h cv2.rectangle(frame, (left, top), (right, bottom), bg_color, -1) cv2.rectangle(frame, (left, top), (right, bottom), border_color, 5) frame = put_chinese_text(frame, label, center_region=(left, top, right, bottom), color=(255, 255, 255), font_size=36) # 底部提示栏(横排居中) tip_text = f"🏆 最高分: {best_score}|1=单人 2=双人 3=退出 4=清空 5=排行" frame = put_chinese_text(frame, tip_text, center_region=(0, 600, width, 640), color=(200, 255, 255), font_size=24) cv2.imshow("Hand-Controlled Snake Game", frame) start_t = time.time() while time.time() - start_t < 0.1: key = cv2.waitKey(1) & 0xFF if key == ord('1'): return "single" elif key == ord('2'): return "dual" elif key == ord('3'): return "quit" elif key == ord('4'): clear_ranking() break elif key == ord('5'): show_ranking() break elif key != 255: help_frame = frame.copy() help_frame = put_chinese_text(help_frame, "💡 提示: 1=单人 2=双人 3=退出 4=清空 5=排行", center_region=(0, 650, width, 690), color=(255, 255, 0), font_size=24) cv2.imshow("Hand-Controlled Snake Game", help_frame) cv2.waitKey(1500) break # ------------------------------ # 摄像头读取线程(带镜像处理) # ------------------------------ def capture_thread(): cap = cv2.VideoCapture(0) cap.set(cv2.CAP_PROP_FRAME_WIDTH, 1280) cap.set(cv2.CAP_PROP_FRAME_HEIGHT, 720) cap.set(cv2.CAP_PROP_BUFFERSIZE, 1) while not stop_event.is_set(): ret, frame = cap.read() if ret: frame = cv2.flip(frame, 1) if not frame_queue.empty(): try: frame_queue.get_nowait() except: pass frame_queue.put(frame) else: time.sleep(0.01) cap.release() # ------------------------------ # 手势识别线程 # ------------------------------ def hand_thread(): while not stop_event.is_set(): if not frame_queue.empty(): frame = frame_queue.get() rgb_frame = cv2.cvtColor(frame, cv2.COLOR_BGR2RGB) results = hands.process(rgb_frame) if not result_queue.empty(): try: result_queue.get_nowait() except: pass result_queue.put((frame.copy(), results)) else: time.sleep(0.01) # ------------------------------ # 启动后台线程 # ------------------------------ capture_t = threading.Thread(target=capture_thread, daemon=True) hand_t = threading.Thread(target=hand_thread, daemon=True) capture_t.start() hand_t.start() # ------------------------------ # 游戏参数 # ------------------------------ width, height = 1280, 720 snake_speed = 8 food_radius = 15 food_color = (0, 255, 0) # ------------------------------ # 安全工具函数 # ------------------------------ def is_point_in_wall(x, y, walls): return any(wx <= x <= wx + ww and wy <= y <= wy + wh for (wx, wy, ww, wh) in walls) def check_wall_collision(head, walls): hx, hy = head return any(wx <= hx <= wx + ww and wy <= hy <= wy + wh for (wx, wy, ww, wh) in walls) def generate_safe_food_position(snake_bodies, walls, retries=100): all_segments = [] for body in (snake_bodies if isinstance(snake_bodies, list) else [snake_bodies]): all_segments.extend(list(body)) for _ in range(retries): x = random.randint(50, width - 50) y = random.randint(50, height - 50) pos = np.array([x, y]) if is_point_in_wall(x, y, walls): continue too_close = False for seg in all_segments: if np.linalg.norm(pos - np.array(seg)) < 30: too_close = True break if too_close: continue return [int(x), int(y)] fallback_positions = [(width - 60, height - 60), (60, height - 60), (width - 60, 60), (60, 60)] for fx, fy in fallback_positions: pos = np.array([fx, fy]) if not is_point_in_wall(fx, fy, walls): safe = True for seg in all_segments: if np.linalg.norm(pos - np.array(seg)) < 30: safe = False break if safe: return [fx, fy] print("⚠️ 警告:无法找到安全食物位置,使用强制默认值") return [width // 2, height // 2] def add_wall_safely(walls_list, snake_bodies, food_pos): if len(walls_list) >= 5: return walls_list all_snakes = [] for body in (snake_bodies if isinstance(snake_bodies, list) else [snake_bodies]): all_snakes.extend(list(body)) for _ in range(30): ww, wh = random.randint(40, 150), random.randint(40, 150) wx, wy = random.randint(50, width - ww - 50), random.randint(50, height - wh - 50) new_wall = (wx, wy, ww, wh) temp_walls = walls_list + [new_wall] if not is_point_in_wall(all_snakes[0][0], all_snakes[0][1], temp_walls) and \ not is_point_in_wall(food_pos[0], food_pos[1], temp_walls): walls_list.append(new_wall) break return walls_list # ------------------------------ # 绘图封装(增加异常保护) # ------------------------------ def draw_game_elements(frame, snakes, food, walls, scores, game_over, right_hand_pos=None, left_hand_pos=None): try: # 绘制墙体 for wall in walls: wx, wy, ww, wh = map(int, wall) cv2.rectangle(frame, (wx, wy), (wx + ww, wy + wh), (255, 255, 0), -1) cv2.rectangle(frame, (wx, wy), (wx + ww, wy + wh), (0, 0, 0), 3) # 绘制食物 fx, fy = map(int, food) if 0 <= fx < width and 0 <= fy < height: cv2.circle(frame, (fx, fy), food_radius, food_color, -1) else: print(f"❌ 非法食物坐标: ({fx}, {fy})") s1, s2 = snakes sc1, sc2 = scores # 绘制红蛇(玩家1) for i in range(1, len(s1)): p1, p2 = s1[i - 1], s1[i] if all(0 <= v < 10000 for v in (*p1, *p2)): cv2.line(frame, p1, p2, (0, 0, 200), 8) cv2.circle(frame, s1[0], 10, (255, 255, 255), -1) cv2.circle(frame, s1[0], 8, (0, 0, 255), -1) # 绘制蓝蛇(仅双人) if len(s2) > 0: for i in range(1, len(s2)): p1, p2 = s2[i - 1], s2[i] if all(0 <= v < 10000 for v in (*p1, *p2)): cv2.line(frame, p1, p2, (200, 0, 0), 8) cv2.circle(frame, s2[0], 10, (255, 255, 255), -1) cv2.circle(frame, s2[0], 8, (255, 0, 0), -1) # 左上角显示“得分:” frame = put_chinese_text(frame, f"得分:{sc1}", (20, 100), (255, 255, 255), 40) # 右上角信息 frame = put_chinese_text(frame, f"🔴红蛇得分: {sc1}", (20, 15), (255, 255, 255), 40) if sc2 > 0: frame = put_chinese_text(frame, f"🔵蓝蛇得分: {sc2}", (20, 60), (255, 255, 255), 40) # 显示手势追踪点(R/L标记) if right_hand_pos and all(0 <= v < width for v in right_hand_pos): cv2.circle(frame, tuple(map(int, right_hand_pos)), 12, (0, 0, 255), -1) cv2.putText(frame, "R", (right_hand_pos[0] - 10, right_hand_pos[1] - 20), cv2.FONT_HERSHEY_SIMPLEX, 0.8, (0, 0, 255), 2) if left_hand_pos and all(0 <= v < width for v in left_hand_pos): cv2.circle(frame, tuple(map(int, left_hand_pos)), 12, (255, 0, 0), -1) cv2.putText(frame, "L", (left_hand_pos[0] - 10, left_hand_pos[1] - 20), cv2.FONT_HERSHEY_SIMPLEX, 0.8, (255, 0, 0), 2) except Exception as e: print("绘图异常:", e) def show_game_over_screen_dual(score1, score2): overlay = np.zeros((height, width, 3), dtype=np.uint8) cv2.rectangle(overlay, (width // 4, height // 4), (3 * width // 4, 3 * height // 4), (0, 0, 0), -1) overlay = put_chinese_text(overlay, "游戏结束", center_region=(0, height//2 - 80, width, height//2 - 20), color=(0, 0, 255), font_size=60) overlay = put_chinese_text(overlay, f"红蛇得分: {score1}", center_region=(0, height//2, width, height//2 + 40), color=(0, 0, 255), font_size=32) overlay = put_chinese_text(overlay, f"蓝蛇得分: {score2}", center_region=(0, height//2 + 40, width, height//2 + 80), color=(255, 0, 0), font_size=32) cv2.imshow("Hand-Controlled Snake Game", overlay) save_best_score(max(score1, score2), mode="dual") cv2.waitKey(800) def show_game_over_screen_single(score): overlay = np.zeros((height, width, 3), dtype=np.uint8) cv2.rectangle(overlay, (width // 4, height // 4), (3 * width // 4, 3 * height // 4), (0, 0, 0), -1) overlay = put_chinese_text(overlay, "游戏结束", center_region=(0, height//2 - 60, width, height//2 - 20), color=(0, 255, 0), font_size=60) overlay = put_chinese_text(overlay, f"你的得分: {score}", center_region=(0, height//2, width, height//2 + 40), color=(255, 255, 255), font_size=40) cv2.imshow("Hand-Controlled Snake Game", overlay) save_best_score(score, mode="single") cv2.waitKey(800) # ------------------------------ # 单人游戏循环 # ------------------------------ def run_single_player(): snake = deque([(width // 2, height // 2)]) direction = np.array([1.0, 0.0]) base_length = 3 score = 0 walls = [] food = generate_safe_food_position(snake, walls) target_pos = None game_over = False while not game_over: if not result_queue.empty(): frame, results = result_queue.get() key = cv2.waitKey(1) & 0xFF curr_target = None try: if results.multi_hand_landmarks and results.multi_handedness: for idx, hand_landmarks in enumerate(results.multi_hand_landmarks): label = results.multi_handedness[idx].classification[0].label if label == "Right": x = int(hand_landmarks.landmark[mp_hands.HandLandmark.INDEX_FINGER_TIP].x * width) y = int(hand_landmarks.landmark[mp_hands.HandLandmark.INDEX_FINGER_TIP].y * height) curr_target = (x, y) mp_draw.draw_landmarks(frame, hand_landmarks, mp_hands.HAND_CONNECTIONS) if curr_target: target_pos = curr_target if target_pos is None else ( int(0.3 * curr_target[0] + 0.7 * target_pos[0]), int(0.3 * curr_target[1] + 0.7 * target_pos[1]) ) if target_pos: head = np.array(snake[0]) to_target = np.array(target_pos) - head dist = np.linalg.norm(to_target) if dist > 30: desired_dir = to_target / (dist + 1e-8) current_dir = direction / (np.linalg.norm(direction) + 1e-8) dot = np.clip(np.dot(current_dir, desired_dir), -1, 1) angle = np.arccos(dot) if angle > 0.25: w1, w2 = np.sin(angle - 0.25), np.sin(0.25) blended = (w1 * current_dir + w2 * desired_dir) / (np.sin(angle) + 1e-8) direction = blended / (np.linalg.norm(blended) + 1e-8) else: direction = desired_dir new_head = head + direction * snake_speed snake.appendleft(tuple(np.round(new_head).astype(int))) h = np.array(snake[0]) if h[0] <= 0 or h[0] >= width or h[1] <= 0 or h[1] >= height or check_wall_collision(h, walls): game_over = True for i in range(4, len(snake)): if np.linalg.norm(h - np.array(snake[i])) < 15: game_over = True break if np.linalg.norm(h - np.array(food)) < (food_radius + 10): score += 1 food = generate_safe_food_position(snake, walls) if score % 5 == 0: walls = add_wall_safely(walls, snake, food) target_len = base_length + score while len(snake) > target_len: snake.pop() draw_game_elements(frame, [snake, deque()], food, walls, (score, 0), game_over, right_hand_pos=target_pos, left_hand_pos=None) cv2.imshow("Hand-Controlled Snake Game", frame) if game_over: show_game_over_screen_single(score) break if key == 27: break except Exception as e: print("单人模式异常:", e) time.sleep(0.1) else: time.sleep(0.01) # ------------------------------ # 主游戏循环(双人模式) # ------------------------------ while True: action = show_main_menu() if action == "quit": break elif action == "single": run_single_player() elif action == "dual": snake1 = deque([(width // 3, height // 2)]) dir1 = np.array([1.0, 0.0]) len1 = 3 snake2 = deque([(2 * width // 3, height // 2)]) dir2 = np.array([-1.0, 0.0]) len2 = 3 score1, score2 = 0, 0 walls = [] food = generate_safe_food_position([*snake1, *snake2], walls) game_over = False target_right = None target_left = None while not game_over: if not result_queue.empty(): frame, results = result_queue.get() key = cv2.waitKey(1) & 0xFF curr_right = None curr_left = None try: if results and results.multi_hand_landmarks and results.multi_handedness: hands_info = [] for idx, hand_landmarks in enumerate(results.multi_hand_landmarks): wrist_x = hand_landmarks.landmark[mp_hands.HandLandmark.WRIST].x x = int(hand_landmarks.landmark[mp_hands.HandLandmark.INDEX_FINGER_TIP].x * width) y = int(hand_landmarks.landmark[mp_hands.HandLandmark.INDEX_FINGER_TIP].y * height) hands_info.append((wrist_x, x, y, hand_landmarks)) hands_info.sort(key=lambda x: x[0], reverse=True) for i, (_, x, y, landmarks) in enumerate(hands_info): mp_draw.draw_landmarks(frame, landmarks, mp_hands.HAND_CONNECTIONS) if i == 0: curr_right = (x, y) if i == 1: curr_left = (x, y) if curr_right: target_right = curr_right if target_right is None else ( int(0.3 * curr_right[0] + 0.7 * target_right[0]), int(0.3 * curr_right[1] + 0.7 * target_right[1])) if curr_left: target_left = curr_left if target_left is None else ( int(0.3 * curr_left[0] + 0.7 * target_left[0]), int(0.3 * curr_left[1] + 0.7 * target_left[1])) # 更新蛇1 if target_right: head1 = np.array(snake1[0]) to_t = np.array(target_right) - head1 dist = np.linalg.norm(to_t) if dist > 30: desired = to_t / (dist + 1e-8) curr_dir = dir1 / (np.linalg.norm(dir1) + 1e-8) dot = np.clip(np.dot(curr_dir, desired), -1, 1) angle = np.arccos(dot) if angle > 0.25: w1, w2 = np.sin(angle - 0.25), np.sin(0.25) blended = (w1 * curr_dir + w2 * desired) / (np.sin(angle) + 1e-8) dir1 = blended / (np.linalg.norm(blended) + 1e-8) else: dir1 = desired new_head1 = head1 + dir1 * snake_speed snake1.appendleft(tuple(np.round(new_head1).astype(int))) # 更新蛇2 if target_left: head2 = np.array(snake2[0]) to_t = np.array(target_left) - head2 dist = np.linalg.norm(to_t) if dist > 30: desired = to_t / (dist + 1e-8) curr_dir = dir2 / (np.linalg.norm(dir2) + 1e-8) dot = np.clip(np.dot(curr_dir, desired), -1, 1) angle = np.arccos(dot) if angle > 0.25: w1, w2 = np.sin(angle - 0.25), np.sin(0.25) blended = (w1 * curr_dir + w2 * desired) / (np.sin(angle) + 1e-8) dir2 = blended / (np.linalg.norm(blended) + 1e-8) else: dir2 = desired new_head2 = head2 + dir2 * snake_speed snake2.appendleft(tuple(np.round(new_head2).astype(int))) # 碰撞检测 h1, h2 = np.array(snake1[0]), np.array(snake2[0]) if (h1[0] <= 0 or h1[0] >= width or h1[1] <= 0 or h1[1] >= height or check_wall_collision(h1, walls)): game_over = True for i in range(4, len(snake1)): if np.linalg.norm(h1 - np.array(snake1[i])) < 15: game_over = True break if (h2[0] <= 0 or h2[0] >= width or h2[1] <= 0 or h2[1] >= height or check_wall_collision(h2, walls)): game_over = True for i in range(4, len(snake2)): if np.linalg.norm(h2 - np.array(snake2[i])) < 15: game_over = True break # 吃食物 eaten = False if np.linalg.norm(h1 - np.array(food)) < (food_radius + 10): score1 += 1 eaten = True if np.linalg.norm(h2 - np.array(food)) < (food_radius + 10): score2 += 1 eaten = True if eaten: food = generate_safe_food_position([*snake1, *snake2], walls) if score1 % 5 == 0 or score2 % 5 == 0: walls = add_wall_safely(walls, [*snake1, *snake2], food) # 控制长度 while len(snake1) > len1 + score1: snake1.pop() while len(snake2) > len2 + score2: snake2.pop() # 绘图 draw_game_elements(frame, [snake1, snake2], food, walls, (score1, score2), game_over, right_hand_pos=target_right, left_hand_pos=target_left) cv2.imshow("Hand-Controlled Snake Game", frame) if game_over: show_game_over_screen_dual(score1, score2) break if key == 27: break except Exception as e: print("双人模式异常:", e) time.sleep(0.1) else: time.sleep(0.01) # ------------------------------ # 释放资源 # ------------------------------ stop_event.set() time.sleep(0.5) cv2.destroyAllWindows() hands.close() ``` --- ### ✅ 改进说明: | 问题 | 解决方案 | |------|---------| | 文本不对齐 | 使用 `textbbox` 计算真实宽高,实现精准居中 | | 按钮文字不居中 | 使用 `center_region` 参数在按钮区域内自动居中 | | 提示语位置混乱 | 将底部提示统一为横排居中显示 | | 多语言兼容性 | 保留英文后备,优先使用中文字体 | --- ### ✅ 注意事项: - 确保系统安装了中文字体(Windows 自带,Linux 可装 `wqy-zenhei`) - 推荐安装:`pip install pillow` - 若仍显示方框,请更换 `CHINESE_FONT` 的路径为系统可用中文字体 --- ###
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