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import pygame,sys,random
from pygame.math import Vector2
#Vector2 - 2d
pygame.mixer.pre_init(44100,-16,2,512)
pygame.init()
cell_size = 40
cell_number = 20
screen = pygame.display.set_mode((cell_number * cell_size,cell_number * cell_size))
clock = pygame.time.Clock()
apple = pygame.image.load('Graphics/apple.png').convert_alpha()
game_font = pygame.font.Font('Font/PoetsenOne-Regular.ttf', 25)
SCREEN_UPDATE = pygame.USEREVENT
pygame.time.set_timer(SCREEN_UPDATE,150)
class SNAKE:
def __init__(self):
self.body = [Vector2(5,10), Vector2(4, 10), Vector2(3, 10)]
self.direction =Vector2(0,0)
self.new_block = False
self.head_up = pygame.image.load('Graphics/head_up.png').convert_alpha()
self.head_down = pygame.image.load('Graphics/head_down.png').convert_alpha()
self.head_right = pygame.image.load('Graphics/head_right.png').convert_alpha()
self.head_left = pygame.image.load('Graphics/head_left.png').convert_alpha()
self.tail_up = pygame.image.load('Graphics/tail_up.png').convert_alpha()
self.tail_down = pygame.image.load('Graphics/tail_down.png').convert_alpha()
self.tail_right = pygame.image.load('Graphics/tail_right.png').convert_alpha()
self.tail_left = pygame.image.load('Graphics/tail_left.png').convert_alpha()
self.body_vertical = pygame.image.load('Graphics/body_vertical.png').convert_alpha()
self.body_horizontal = pygame.image.load('Graphics/body_horizontal.png').convert_alpha()
self.body_tr = pygame.image.load('Graphics/body_tr.png').convert_alpha()
self.body_tl = pygame.image.load('Graphics/body_tl.png').convert_alpha()
self.body_br = pygame.image.load('Graphics/body_br.png').convert_alpha()
self.body_bl = pygame.image.load('Graphics/body_bl.png').convert_alpha()
self.crunch_sound = pygame.mixer.Sound('Sound/crunch.wav')
def update_head_graphics(self):
head_relation = self.body[1] - self.body[0] #body - head
if head_relation == Vector2(1,0):
self.head = self.head_left
elif head_relation == Vector2(-1,0):
self.head = self.head_right
elif head_relation == Vector2(0,1):
self.head = self.head_up
elif head_relation == Vector2(0, -1):
self.head = self.head_down
def update_tail_graphics(self):
#pass - placeholder, when there is no code
tail_relation = self.body[-2] - self.body[-1] #body - tail
if tail_relation == Vector2(1,0):
self.tail = self.tail_left
elif tail_relation == Vector2(-1, 0):
self.tail = self.tail_right
elif tail_relation == Vector2(0, 1):
self.tail = self.tail_up
elif tail_relation == Vector2(0,-1):
self.tail = self.tail_down
#class - blueprint (plan)
#objects - something created from the blueprint (class)
def move_snake(self):
if self.new_block == True:
#listname[:] makes a copy
body_copy = self.body[:]
#adding an item to a list at a specific position in the list - insert(postion, item)
#append - add an item to the list
body_copy.insert(0, body_copy[0] + self.direction)
self.body = body_copy[:]
self.new_block = False #reset every move
else:
body_copy = self.body[:-1] #[:-1] copy list except from final item
body_copy.insert(0, body_copy[0] + self.direction)
self.body = body_copy[:]
def draw_snake(self):
self.update_head_graphics()
self.update_tail_graphics()
#enemurate - loop through list and returns more than 1 (e.g index, block)
for index,block in enumerate(self.body):
x_pos = int(block.x * cell_size) # correct format pixels
y_pos = int(block.y * cell_size)
block_rect = pygame.Rect(x_pos, y_pos, cell_size, cell_size )
if index == 0: #head
screen.blit(self.head, block_rect)
elif index == len(self.body) -1: #len() starts from 1, tail
screen.blit(self.tail, block_rect)
else: #body
previous_block = self.body[index +1] - block
next_block = self.body[index - 1] - block
if previous_block.x == next_block.x:
screen.blit(self.body_vertical, block_rect)
elif previous_block.y == next_block.y:
screen.blit(self.body_horizontal, block_rect)
else: #turns
if previous_block.x == -1 and next_block.y == -1 or previous_block.y == -1 and next_block.x == -1:
screen.blit(self.body_tl, block_rect)
elif previous_block.x == -1 and next_block.y == 1 or previous_block.y == 1 and next_block.x == -1:
screen.blit(self.body_bl, block_rect)
elif previous_block.x == 1 and next_block.y == -1 or previous_block.y == -1 and next_block.x == 1:
screen.blit(self.body_tr, block_rect)
elif previous_block.x == 1 and next_block.y == 1 or previous_block.y == 1 and next_block.x == 1:
screen.blit(self.body_br, block_rect)
def play_crunch_sound(self):
self.crunch_sound.play()
def add_block(self):
self.new_block = True
def reset(self):
self.body = [Vector2(5,10), Vector2(4,10), Vector2(3,10)]
self.direction = Vector2(0,0)
class FRUIT:
def __init__(self):
self.randomise()
def draw_fruit(self):
fruit_rect = pygame.Rect(int(self.pos.x * cell_size), int(self.pos.y * cell_size),cell_size, cell_size )
screen.blit(apple, fruit_rect)
def randomise(self):
self.x = random.randint(0, cell_number -1)
self.y = random.randint(0, cell_number - 1)
self.pos = Vector2(self.x, self.y)
#range(0,50) - final value is not included
#randint() - final endpoint is included in the ramdom number generator
class MAIN:
def __init__(self):
self.snake = SNAKE()
self.fruit = FRUIT()
def draw_elements(self):
self.snake.draw_snake()
self.fruit.draw_fruit()
def check_collisions(self):
if self.fruit.pos == self.snake.body[0]:
self.snake.play_crunch_sound()
self.snake.add_block()
self.fruit.randomise()
for block in self.snake.body[1:]:
if block == self.fruit.pos: # if the rest of the body collides with the fruit
self.fruit.randomise()
def check_fail(self):
if not 0<= self.snake.body[0].x < cell_number or not 0<= self.snake.body[0].y < cell_number:
self.game_over()
for block in self.snake.body[1:]:
if block == self.snake.body[0]:
self.game_over()
def game_over(self):
self.snake.reset()
def update(self):
self.snake.move_snake()
self.check_fail()
self.check_collisions()
main_game = MAIN() #object
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == SCREEN_UPDATE:
main_game.update()
if event.type == pygame.KEYDOWN: #checking if any key has been pressed
if event.key == pygame.K_UP: # Up arrow
if main_game.snake.direction.y != 1: #negative
main_game.snake.direction = Vector2(0, -1)
if event.key == pygame.K_RIGHT:
if main_game.snake.direction.x != -1:
main_game.snake.direction = Vector2(1,0)
if event.key == pygame.K_DOWN:
if main_game.snake.direction.y != -1:
main_game.snake.direction = Vector2(0,1)
if event.key == pygame.K_LEFT:
if main_game.snake.direction.x != 1:
main_game.snake.direction = Vector2(-1, 0)
screen.fill((175,215,70))
main_game.draw_elements()
pygame.display.update()
clock.tick(60)
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