mirror of
https://github.com/kristoferssolo/School.git
synced 2026-02-04 06:42:11 +00:00
Final changes and commit
This commit is contained in:
@@ -5,182 +5,189 @@ from random import randrange
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class Cube:
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def __init__(self, position, color=DARK_PURPLE) -> None:
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self.pos = position
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self.direction = (1, 0)
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self.color = color
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def __init__(self, position, color=DARK_PURPLE) -> None:
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self.pos = position
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self.direction = (1, 0)
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self.color = color
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def move(self, direction: tuple) -> None:
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self.direction = direction
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self.pos = (self.pos[0] + self.direction[0], self.pos[1] + self.direction[1])
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def move(self, direction: tuple) -> None:
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self.direction = direction
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self.pos = (self.pos[0] + self.direction[0],
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self.pos[1] + self.direction[1])
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def draw(self, eyes=False) -> None:
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distance = WIDTH // ROWS
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i, j = self.pos
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def draw(self, eyes=False) -> None:
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distance = WIDTH // ROWS
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i, j = self.pos
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pygame.draw.rect(WINDOW, self.color, (i * distance + 1, j * distance + 1, distance - 2, distance - 2))
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if eyes:
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center = distance // 2
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radius = 3
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circle_middle = (i * distance + center - radius, j * distance + 8)
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circle_middle_2 = (i * distance + distance - radius * 2, j * distance + 8)
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pygame.draw.circle(WINDOW, BLACK, circle_middle, radius)
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pygame.draw.circle(WINDOW, BLACK, circle_middle_2, radius)
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pygame.draw.rect(WINDOW, self.color, (i * distance + 1,
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j * distance + 1, distance - 2, distance - 2))
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if eyes:
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center = distance // 2
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radius = 3
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circle_middle = (i * distance + center - radius, j * distance + 8)
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circle_middle_2 = (i * distance + distance -
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radius * 2, j * distance + 8)
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pygame.draw.circle(WINDOW, BLACK, circle_middle, radius)
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pygame.draw.circle(WINDOW, BLACK, circle_middle_2, radius)
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class Snake:
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def __init__(self, position: tuple, color: tuple, name: str, player_number: int = 1, multiplayer: bool = False) -> None:
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self.color = color
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self.head = Cube(position, self.color)
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self.body = []
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self.body.append(self.head)
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self.turns = {}
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self.direction = (1, 0)
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self.number = player_number
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self.name = name
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self.multiplayer = multiplayer
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def __init__(self, position: tuple, color: tuple, name: str, player_number: int = 1, multiplayer: bool = False) -> None:
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self.color = color
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self.head = Cube(position, self.color)
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self.body = []
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self.body.append(self.head)
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self.turns = {}
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self.direction = (1, 0)
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self.number = player_number
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self.name = name
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self.multiplayer = multiplayer
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def move(self) -> None:
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keys = pygame.key.get_pressed()
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if self.multiplayer:
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num_1, num_2 = 1, 2
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else:
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num_1, num_2 = 1, 1
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def move(self) -> None:
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keys = pygame.key.get_pressed()
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if self.multiplayer:
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num_1, num_2 = 1, 2
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else:
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num_1, num_2 = 1, 1
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if self.number == num_1:
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if keys[pygame.K_LEFT] and self.direction != (1, 0): # turn left
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self.direction = -1, 0
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self.turns[self.head.pos[:]] = self.direction
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if self.number == num_1:
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if keys[pygame.K_LEFT] and self.direction != (1, 0): # turn left
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self.direction = -1, 0
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self.turns[self.head.pos[:]] = self.direction
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if keys[pygame.K_RIGHT] and self.direction != (-1, 0): # turn right
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self.direction = 1, 0
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self.turns[self.head.pos[:]] = self.direction
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# turn right
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if keys[pygame.K_RIGHT] and self.direction != (-1, 0):
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self.direction = 1, 0
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self.turns[self.head.pos[:]] = self.direction
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if keys[pygame.K_UP] and self.direction != (0, 1): # turn up
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self.direction = 0, -1
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self.turns[self.head.pos[:]] = self.direction
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if keys[pygame.K_UP] and self.direction != (0, 1): # turn up
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self.direction = 0, -1
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self.turns[self.head.pos[:]] = self.direction
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if keys[pygame.K_DOWN] and self.direction != (0, -1): # turn down
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self.direction = 0, 1
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self.turns[self.head.pos[:]] = self.direction
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if keys[pygame.K_DOWN] and self.direction != (0, -1): # turn down
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self.direction = 0, 1
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self.turns[self.head.pos[:]] = self.direction
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if self.number == num_2:
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if keys[pygame.K_a] and self.direction != (1, 0): # turn left
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self.direction = -1, 0
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self.turns[self.head.pos[:]] = self.direction
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if self.number == num_2:
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if keys[pygame.K_a] and self.direction != (1, 0): # turn left
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self.direction = -1, 0
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self.turns[self.head.pos[:]] = self.direction
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if keys[pygame.K_d] and self.direction != (-1, 0): # turn right
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self.direction = 1, 0
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self.turns[self.head.pos[:]] = self.direction
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if keys[pygame.K_d] and self.direction != (-1, 0): # turn right
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self.direction = 1, 0
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self.turns[self.head.pos[:]] = self.direction
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if keys[pygame.K_w] and self.direction != (0, 1): # turn up
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self.direction = 0, -1
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self.turns[self.head.pos[:]] = self.direction
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if keys[pygame.K_w] and self.direction != (0, 1): # turn up
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self.direction = 0, -1
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self.turns[self.head.pos[:]] = self.direction
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if keys[pygame.K_s] and self.direction != (0, -1): # turn down
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self.direction = 0, 1
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self.turns[self.head.pos[:]] = self.direction
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if keys[pygame.K_s] and self.direction != (0, -1): # turn down
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self.direction = 0, 1
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self.turns[self.head.pos[:]] = self.direction
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for index, head in enumerate(self.body):
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head_pos = head.pos[:]
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if head_pos in self.turns:
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turn = self.turns[head_pos]
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head.move((turn[0], turn[1]))
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if index == len(self.body) - 1:
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self.turns.pop(head_pos)
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else:
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from globals import walls
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from snake import end_screen
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if walls: # end game if goes into the wall
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head.move(head.direction)
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if head.direction[0] == -1 and head.pos[0] < 0: # left to right
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end_screen()
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for index, head in enumerate(self.body):
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head_pos = head.pos[:]
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if head_pos in self.turns:
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turn = self.turns[head_pos]
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head.move((turn[0], turn[1]))
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if index == len(self.body) - 1:
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self.turns.pop(head_pos)
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else:
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from globals import walls
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from snake import end_screen
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if walls: # end game if goes into the wall
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head.move(head.direction)
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if head.direction[0] == -1 and head.pos[0] < 0: # left to right
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end_screen()
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if head.direction[0] == 1 and head.pos[0] >= ROWS: # right to left
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end_screen()
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if head.direction[0] == 1 and head.pos[0] >= ROWS: # right to left
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end_screen()
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if head.direction[1] == 1 and head.pos[1] >= COLUMNS: # bottom to top
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end_screen()
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if head.direction[1] == 1 and head.pos[1] >= COLUMNS: # bottom to top
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end_screen()
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if head.direction[1] == -1 and head.pos[1] < 0: # top to bottom
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end_screen()
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if head.direction[1] == -1 and head.pos[1] < 0: # top to bottom
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end_screen()
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else: # move player to other screen size
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if head.direction[0] == -1 and head.pos[0] <= 0: # left to right
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head.pos = (ROWS - 1, head.pos[1])
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else: # move player to other screen size
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if head.direction[0] == -1 and head.pos[0] <= 0: # left to right
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head.pos = (ROWS - 1, head.pos[1])
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elif head.direction[0] == 1 and head.pos[0] >= ROWS - 1: # right to left
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head.pos = (0, head.pos[1])
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elif head.direction[0] == 1 and head.pos[0] >= ROWS - 1: # right to left
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head.pos = (0, head.pos[1])
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elif head.direction[1] == 1 and head.pos[1] >= COLUMNS - 1: # bottom to top
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head.pos = (head.pos[0], 0)
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# bottom to top
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elif head.direction[1] == 1 and head.pos[1] >= COLUMNS - 1:
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head.pos = (head.pos[0], 0)
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elif head.direction[1] == -1 and head.pos[1] <= 0: # top to bottom
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head.pos = (head.pos[0], COLUMNS - 1)
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elif head.direction[1] == -1 and head.pos[1] <= 0: # top to bottom
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head.pos = (head.pos[0], COLUMNS - 1)
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else:
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head.move(head.direction)
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else:
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head.move(head.direction)
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def add_cube(self) -> None:
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tail = self.body[-1]
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if tail.direction == (1, 0):
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self.body.append(Cube((tail.pos[0] - 1, tail.pos[1]), self.color))
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elif tail.direction == (-1, 0):
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self.body.append(Cube((tail.pos[0] + 1, tail.pos[1]), self.color))
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elif tail.direction == (0, 1):
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self.body.append(Cube((tail.pos[0], tail.pos[1] - 1), self.color))
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elif tail.direction == (0, -1):
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self.body.append(Cube((tail.pos[0], tail.pos[1] + 1), self.color))
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def add_cube(self) -> None:
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tail = self.body[-1]
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if tail.direction == (1, 0):
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self.body.append(Cube((tail.pos[0] - 1, tail.pos[1]), self.color))
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elif tail.direction == (-1, 0):
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self.body.append(Cube((tail.pos[0] + 1, tail.pos[1]), self.color))
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elif tail.direction == (0, 1):
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self.body.append(Cube((tail.pos[0], tail.pos[1] - 1), self.color))
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elif tail.direction == (0, -1):
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self.body.append(Cube((tail.pos[0], tail.pos[1] + 1), self.color))
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self.body[-1].direction = tail.direction
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self.body[-1].direction = tail.direction
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def remove_cube(self) -> None:
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self.body.pop(-1)
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def remove_cube(self) -> None:
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self.body.pop(-1)
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def draw(self) -> None:
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for index, head in enumerate(self.body):
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if index == 0:
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head.draw(eyes=True)
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else:
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head.draw()
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def draw(self) -> None:
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for index, head in enumerate(self.body):
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if index == 0:
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head.draw(eyes=True)
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else:
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head.draw()
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class Snack:
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def __init__(self, texture) -> None:
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self.texture = texture
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self.randomize()
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def __init__(self, texture) -> None:
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self.texture = texture
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self.randomize()
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def draw_snack(self) -> None:
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snack_rect = pygame.Rect(self.pos[0] * CELL_SIZE, self.pos[1] * CELL_SIZE, CELL_SIZE, CELL_SIZE)
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WINDOW.blit(self.texture, snack_rect)
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def draw_snack(self) -> None:
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snack_rect = pygame.Rect(
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self.pos[0] * CELL_SIZE, self.pos[1] * CELL_SIZE, CELL_SIZE, CELL_SIZE)
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WINDOW.blit(self.texture, snack_rect)
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def randomize(self) -> None:
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self.pos = (randrange(ROWS), randrange(COLUMNS))
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def randomize(self) -> None:
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self.pos = (randrange(ROWS), randrange(COLUMNS))
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class Button():
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def __init__(self, position, text, font_size, base_color, hover_color) -> None:
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self.pos = position
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self.font = set_font(font_size)
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self.base_color = base_color
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self.hover_color = hover_color
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self.text = text
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self.text_rect = self.font.render(self.text, 1, self.base_color).get_rect(center=(self.pos))
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def __init__(self, position, text, font_size, base_color, hover_color) -> None:
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self.pos = position
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self.font = set_font(font_size)
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self.base_color = base_color
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self.hover_color = hover_color
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self.text = text
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self.text_rect = self.font.render(
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self.text, 1, self.base_color).get_rect(center=(self.pos))
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def update(self) -> None:
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WINDOW.blit(self.text, self.text_rect)
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def update(self) -> None:
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WINDOW.blit(self.text, self.text_rect)
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def check_input(self, mouse_pos) -> bool:
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if mouse_pos[0] in range(self.text_rect.left, self.text_rect.right) and mouse_pos[1] in range(self.text_rect.top, self.text_rect.bottom):
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return True
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return False
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def check_input(self, mouse_pos) -> bool:
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if mouse_pos[0] in range(self.text_rect.left, self.text_rect.right) and mouse_pos[1] in range(self.text_rect.top, self.text_rect.bottom):
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return True
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return False
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def change_color(self, mouse_pos) -> None:
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if mouse_pos[0] in range(self.text_rect.left,
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self.text_rect.right) and mouse_pos[1] in range(self.text_rect.top, self.text_rect.bottom): # on hover
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self.text = self.font.render(self.text, 1, self.hover_color)
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else:
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self.text = self.font.render(self.text, 1, self.base_color)
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def change_color(self, mouse_pos) -> None:
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if mouse_pos[0] in range(self.text_rect.left,
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self.text_rect.right) and mouse_pos[1] in range(self.text_rect.top, self.text_rect.bottom): # on hover
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self.text = self.font.render(self.text, 1, self.hover_color)
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else:
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self.text = self.font.render(self.text, 1, self.base_color)
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@@ -11,178 +11,225 @@ color_index = [0, 1]
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def main_menu() -> None:
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pygame.display.set_caption("Snake - Menu")
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while True:
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WINDOW.fill(BLACK)
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mouse_pos = pygame.mouse.get_pos()
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menu_text = set_font(100).render("SNAKE GAME", 1, WHITE)
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menu_rect = menu_text.get_rect(center=(MID_WIDTH, 125))
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WINDOW.blit(menu_text, menu_rect)
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pygame.display.set_caption("Snake - Menu")
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while True:
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WINDOW.fill(BLACK)
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mouse_pos = pygame.mouse.get_pos()
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menu_text = set_font(100).render("SNAKE GAME", 1, WHITE)
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menu_rect = menu_text.get_rect(center=(MID_WIDTH, 125))
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WINDOW.blit(menu_text, menu_rect)
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play_button = Button((MID_WIDTH, MID_HEIGHT - 50), "PLAY", 75, GRAY, WHITE)
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options_button = Button((MID_WIDTH, MID_HEIGHT + 50), "OPTIONS", 75, GRAY, WHITE)
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score_button = Button((MID_WIDTH, MID_HEIGHT + 150), "SCORE", 75, GRAY, WHITE)
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quit_button = Button((MID_WIDTH, MID_HEIGHT + 250), "QUIT", 75, GRAY, WHITE)
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buttons = [play_button, options_button, score_button, quit_button]
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play_button = Button((MID_WIDTH, MID_HEIGHT - 50),
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"PLAY", 75, GRAY, WHITE)
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options_button = Button(
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(MID_WIDTH, MID_HEIGHT + 50), "OPTIONS", 75, GRAY, WHITE)
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score_button = Button((MID_WIDTH, MID_HEIGHT + 150),
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"SCORE", 75, GRAY, WHITE)
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quit_button = Button((MID_WIDTH, MID_HEIGHT + 250),
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"QUIT", 75, GRAY, WHITE)
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buttons = [play_button, options_button, score_button, quit_button]
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on_hover(buttons)
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on_hover(buttons)
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for event in pygame.event.get():
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if event.type == pygame.QUIT: quit()
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if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
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if play_button.check_input(mouse_pos): user_input(0)
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if options_button.check_input(mouse_pos): options()
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if score_button.check_input(mouse_pos): scoreboard()
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if quit_button.check_input(mouse_pos): quit()
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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quit()
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if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
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if play_button.check_input(mouse_pos):
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user_input(0)
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if options_button.check_input(mouse_pos):
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options()
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if score_button.check_input(mouse_pos):
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scoreboard()
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if quit_button.check_input(mouse_pos):
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quit()
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pygame.display.update()
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pygame.display.update()
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def user_input(player: int) -> None:
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from snake import main
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global user_name
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global color_index
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pygame.display.set_caption("Snake")
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select_active = True
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outline_color = WHITE
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name_rect_w = 140
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while True:
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from globals import multiplayer
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WINDOW.fill(BLACK)
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mouse_pos = pygame.mouse.get_pos()
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menu_text = set_font(100).render(f"PLAYER {player + 1}", 1, WHITE)
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menu_rect = menu_text.get_rect(center=(MID_WIDTH, 125))
|
||||
WINDOW.blit(menu_text, menu_rect)
|
||||
from snake import main
|
||||
global user_name
|
||||
global color_index
|
||||
pygame.display.set_caption("Snake")
|
||||
select_active = True
|
||||
outline_color = WHITE
|
||||
name_rect_w = 140
|
||||
while True:
|
||||
from globals import multiplayer
|
||||
WINDOW.fill(BLACK)
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
menu_text = set_font(100).render(f"PLAYER {player + 1}", 1, WHITE)
|
||||
menu_rect = menu_text.get_rect(center=(MID_WIDTH, 125))
|
||||
WINDOW.blit(menu_text, menu_rect)
|
||||
|
||||
back_button = Button((130, WINDOW_HEIGHT - 50), "BACK", 75, GRAY, WHITE)
|
||||
if multiplayer and player == 0:
|
||||
next_button = Button((WIDTH - 130, WINDOW_HEIGHT - 50), "NEXT", 75, GRAY, WHITE)
|
||||
buttons = [back_button, next_button]
|
||||
else:
|
||||
play_button = Button((WIDTH - 130, WINDOW_HEIGHT - 50), "PLAY", 75, GRAY, WHITE)
|
||||
buttons = [back_button, play_button]
|
||||
back_button = Button((130, WINDOW_HEIGHT - 50),
|
||||
"BACK", 75, GRAY, WHITE)
|
||||
if multiplayer and player == 0:
|
||||
next_button = Button(
|
||||
(WIDTH - 130, WINDOW_HEIGHT - 50), "NEXT", 75, GRAY, WHITE)
|
||||
buttons = [back_button, next_button]
|
||||
else:
|
||||
play_button = Button(
|
||||
(WIDTH - 130, WINDOW_HEIGHT - 50), "PLAY", 75, GRAY, WHITE)
|
||||
buttons = [back_button, play_button]
|
||||
|
||||
on_hover(buttons)
|
||||
on_hover(buttons)
|
||||
|
||||
name_rect = pygame.Rect(MID_WIDTH - name_rect_w / 2, 200, name_rect_w, 32)
|
||||
pygame.draw.rect(WINDOW, outline_color, name_rect, 2)
|
||||
user_text = set_font(20).render(user_name[player], 1, WHITE)
|
||||
WINDOW.blit(user_text, (name_rect.x + 5, name_rect.y + 5))
|
||||
name_rect_w = max(140, user_text.get_width() + 10)
|
||||
name_rect = pygame.Rect(
|
||||
MID_WIDTH - name_rect_w / 2, 200, name_rect_w, 32)
|
||||
pygame.draw.rect(WINDOW, outline_color, name_rect, 2)
|
||||
user_text = set_font(20).render(user_name[player], 1, WHITE)
|
||||
WINDOW.blit(user_text, (name_rect.x + 5, name_rect.y + 5))
|
||||
name_rect_w = max(140, user_text.get_width() + 10)
|
||||
|
||||
color = COLORS[color_index[player]]
|
||||
color_rect = pygame.Rect(MID_WIDTH - 50, 350, 100, 100)
|
||||
pygame.draw.rect(WINDOW, color, color_rect)
|
||||
color = COLORS[color_index[player]]
|
||||
color_rect = pygame.Rect(MID_WIDTH - 50, 350, 100, 100)
|
||||
pygame.draw.rect(WINDOW, color, color_rect)
|
||||
|
||||
if select_active: outline_color = WHITE
|
||||
else: outline_color = DARK_GRAY
|
||||
if select_active:
|
||||
outline_color = WHITE
|
||||
else:
|
||||
outline_color = DARK_GRAY
|
||||
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT: quit()
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
quit()
|
||||
|
||||
if event.type == pygame.MOUSEBUTTONDOWN:
|
||||
if event.button == 1:
|
||||
if name_rect.collidepoint(event.pos): select_active = True
|
||||
else: select_active = False
|
||||
if event.type == pygame.MOUSEBUTTONDOWN:
|
||||
if event.button == 1:
|
||||
if name_rect.collidepoint(event.pos):
|
||||
select_active = True
|
||||
else:
|
||||
select_active = False
|
||||
|
||||
if back_button.check_input(mouse_pos): main_menu()
|
||||
if multiplayer and player == 0:
|
||||
if next_button.check_input(mouse_pos): user_input(1)
|
||||
else:
|
||||
if play_button.check_input(mouse_pos): main()
|
||||
if color_rect.collidepoint(event.pos):
|
||||
color_index[player] += 1
|
||||
if color_index[player] == len(COLORS) - 1:
|
||||
color_index[player] = 0
|
||||
if back_button.check_input(mouse_pos):
|
||||
main_menu()
|
||||
if multiplayer and player == 0:
|
||||
if next_button.check_input(mouse_pos):
|
||||
user_input(1)
|
||||
else:
|
||||
if play_button.check_input(mouse_pos):
|
||||
main()
|
||||
if color_rect.collidepoint(event.pos):
|
||||
color_index[player] += 1
|
||||
if color_index[player] == len(COLORS) - 1:
|
||||
color_index[player] = 0
|
||||
|
||||
if event.button == 3: # clear user name on mouse right click
|
||||
if name_rect.collidepoint(event.pos): user_name[player] = ""
|
||||
if event.button == 3: # clear user name on mouse right click
|
||||
if name_rect.collidepoint(event.pos):
|
||||
user_name[player] = ""
|
||||
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE: main_menu()
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE:
|
||||
main_menu()
|
||||
|
||||
if select_active:
|
||||
if event.key == pygame.K_BACKSPACE: user_name[player] = user_name[player][:-1]
|
||||
elif event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER: continue
|
||||
else: user_name[player] += event.unicode
|
||||
if select_active:
|
||||
if event.key == pygame.K_BACKSPACE:
|
||||
user_name[player] = user_name[player][:-1]
|
||||
elif event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER:
|
||||
continue
|
||||
else:
|
||||
user_name[player] += event.unicode
|
||||
|
||||
if event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER:
|
||||
if multiplayer and player == 0: user_input(1)
|
||||
else: main()
|
||||
if event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER:
|
||||
if multiplayer and player == 0:
|
||||
user_input(1)
|
||||
else:
|
||||
main()
|
||||
|
||||
pygame.display.update()
|
||||
pygame.display.update()
|
||||
|
||||
|
||||
def options() -> None:
|
||||
pygame.display.set_caption("Snake - Options")
|
||||
while True:
|
||||
from globals import fps, multiplayer, walls
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
pygame.display.set_caption("Snake - Options")
|
||||
while True:
|
||||
from globals import fps, multiplayer, walls
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
|
||||
WINDOW.fill(BLACK)
|
||||
options_text = set_font(100).render("OPTIONS", 1, WHITE)
|
||||
options_rect = options_text.get_rect(center=(MID_WIDTH, 125))
|
||||
WINDOW.blit(options_text, options_rect)
|
||||
WINDOW.fill(BLACK)
|
||||
options_text = set_font(100).render("OPTIONS", 1, WHITE)
|
||||
options_rect = options_text.get_rect(center=(MID_WIDTH, 125))
|
||||
WINDOW.blit(options_text, options_rect)
|
||||
|
||||
# change state names
|
||||
# multiplayer
|
||||
if multiplayer: multiplayer_state = "on"
|
||||
else: multiplayer_state = "off"
|
||||
# walls
|
||||
if walls: walls_state = "on"
|
||||
else: walls_state = "off"
|
||||
# change state names
|
||||
# multiplayer
|
||||
if multiplayer:
|
||||
multiplayer_state = "on"
|
||||
else:
|
||||
multiplayer_state = "off"
|
||||
# walls
|
||||
if walls:
|
||||
walls_state = "on"
|
||||
else:
|
||||
walls_state = "off"
|
||||
|
||||
speed_state = {5: "Slow", 10: "Normal", 15: "Fast"}
|
||||
speed_state = {5: "Slow", 10: "Normal", 15: "Fast"}
|
||||
|
||||
speed_button = Button((MID_WIDTH, MID_HEIGHT - 100), f"SPEED - {speed_state[fps]}", 75, GRAY, WHITE)
|
||||
multiplayer_button = Button((MID_WIDTH, MID_HEIGHT), f"MULTIPLAYER - {multiplayer_state}", 75, GRAY, WHITE)
|
||||
walls_button = Button((MID_WIDTH, MID_HEIGHT + 100), f"WALLS - {walls_state}", 75, GRAY, WHITE)
|
||||
back_button = Button((MID_WIDTH, MID_HEIGHT + 200), "BACK", 75, GRAY, WHITE)
|
||||
buttons = [speed_button, multiplayer_button, walls_button, back_button]
|
||||
speed_button = Button((MID_WIDTH, MID_HEIGHT - 100),
|
||||
f"SPEED - {speed_state[fps]}", 75, GRAY, WHITE)
|
||||
multiplayer_button = Button(
|
||||
(MID_WIDTH, MID_HEIGHT), f"MULTIPLAYER - {multiplayer_state}", 75, GRAY, WHITE)
|
||||
walls_button = Button((MID_WIDTH, MID_HEIGHT + 100),
|
||||
f"WALLS - {walls_state}", 75, GRAY, WHITE)
|
||||
back_button = Button((MID_WIDTH, MID_HEIGHT + 200),
|
||||
"BACK", 75, GRAY, WHITE)
|
||||
buttons = [speed_button, multiplayer_button, walls_button, back_button]
|
||||
|
||||
on_hover(buttons)
|
||||
on_hover(buttons)
|
||||
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT: quit()
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE: main_menu()
|
||||
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
|
||||
if speed_button.check_input(mouse_pos): change_speed()
|
||||
if multiplayer_button.check_input(mouse_pos): switch_multiplayer()
|
||||
if walls_button.check_input(mouse_pos): switch_walls()
|
||||
if back_button.check_input(mouse_pos): main_menu()
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
quit()
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE:
|
||||
main_menu()
|
||||
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
|
||||
if speed_button.check_input(mouse_pos):
|
||||
change_speed()
|
||||
if multiplayer_button.check_input(mouse_pos):
|
||||
switch_multiplayer()
|
||||
if walls_button.check_input(mouse_pos):
|
||||
switch_walls()
|
||||
if back_button.check_input(mouse_pos):
|
||||
main_menu()
|
||||
|
||||
pygame.display.update()
|
||||
pygame.display.update()
|
||||
|
||||
|
||||
def scoreboard() -> None:
|
||||
while True:
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
WINDOW.fill(BLACK)
|
||||
top_text = set_font(100).render("TOP 10", 1, WHITE)
|
||||
top_rect = top_text.get_rect(center=(MID_WIDTH, 55))
|
||||
WINDOW.blit(top_text, top_rect)
|
||||
back_button = Button((MID_WIDTH, MID_HEIGHT + 250), "BACK", 75, GRAY, WHITE)
|
||||
on_hover([back_button])
|
||||
while True:
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
WINDOW.fill(BLACK)
|
||||
top_text = set_font(100).render("TOP 10", 1, WHITE)
|
||||
top_rect = top_text.get_rect(center=(MID_WIDTH, 55))
|
||||
WINDOW.blit(top_text, top_rect)
|
||||
back_button = Button((MID_WIDTH, MID_HEIGHT + 250),
|
||||
"BACK", 75, GRAY, WHITE)
|
||||
on_hover([back_button])
|
||||
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT: quit()
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE: main_menu()
|
||||
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
|
||||
if back_button.check_input(mouse_pos): main_menu()
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
quit()
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE:
|
||||
main_menu()
|
||||
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
|
||||
if back_button.check_input(mouse_pos):
|
||||
main_menu()
|
||||
|
||||
csv_file = read_score(BASE_PATH)
|
||||
for i, line in enumerate(sort(csv_file, reverse=True)[:11]):
|
||||
for j, text in enumerate(line):
|
||||
score_text = set_font(30).render(text, 1, WHITE)
|
||||
score_rect = score_text.get_rect(center=(MID_WIDTH - 150 + 300 * j, 150 + 30 * i))
|
||||
WINDOW.blit(score_text, score_rect)
|
||||
csv_file = read_score(BASE_PATH)
|
||||
for i, line in enumerate(sort(csv_file, reverse=True)[:11]):
|
||||
for j, text in enumerate(line):
|
||||
score_text = set_font(30).render(text, 1, WHITE)
|
||||
score_rect = score_text.get_rect(
|
||||
center=(MID_WIDTH - 150 + 300 * j, 150 + 30 * i))
|
||||
WINDOW.blit(score_text, score_rect)
|
||||
|
||||
pygame.display.update()
|
||||
pygame.display.update()
|
||||
|
||||
|
||||
def on_hover(buttons: list) -> None:
|
||||
for button in buttons:
|
||||
button.change_color(pygame.mouse.get_pos())
|
||||
button.update()
|
||||
for button in buttons:
|
||||
button.change_color(pygame.mouse.get_pos())
|
||||
button.update()
|
||||
|
||||
@@ -5,33 +5,34 @@ fields = ["Name", "Score"]
|
||||
|
||||
|
||||
def write_score(name: str, score: int, base_path: str) -> None:
|
||||
create_header = False
|
||||
path = join(base_path, "score.csv")
|
||||
if not exists(path):
|
||||
create_header = True
|
||||
with open(path, 'a', encoding='UTF-8', newline='') as file:
|
||||
write = csv.writer(file)
|
||||
if create_header:
|
||||
write.writerow(fields)
|
||||
write.writerows([[name, score]])
|
||||
create_header = False
|
||||
path = join(base_path, "score.csv")
|
||||
if not exists(path):
|
||||
create_header = True
|
||||
with open(path, 'a', encoding='UTF-8', newline='') as file:
|
||||
write = csv.writer(file)
|
||||
if create_header:
|
||||
write.writerow(fields)
|
||||
write.writerows([[name, score]])
|
||||
|
||||
|
||||
def read_score(path: str):
|
||||
lines = []
|
||||
path = join(path, "score.csv")
|
||||
try:
|
||||
with open(path, 'r', encoding='UTF-8') as file:
|
||||
for line in csv.reader(file):
|
||||
lines.append(line)
|
||||
return lines
|
||||
except FileNotFoundError:
|
||||
return [fields]
|
||||
lines = []
|
||||
path = join(path, "score.csv")
|
||||
try:
|
||||
with open(path, 'r', encoding='UTF-8') as file:
|
||||
for line in csv.reader(file):
|
||||
lines.append(line)
|
||||
return lines
|
||||
except FileNotFoundError:
|
||||
return [fields]
|
||||
|
||||
|
||||
def sort(data, reverse: bool):
|
||||
if reverse == None: reverse = False
|
||||
header = data[0]
|
||||
data.remove(header) # remove header
|
||||
data = sorted(data, key=lambda x: int(x[1]), reverse=reverse) # sort data
|
||||
data.insert(0, header) # add header
|
||||
return data
|
||||
if reverse == None:
|
||||
reverse = False
|
||||
header = data[0]
|
||||
data.remove(header) # remove header
|
||||
data = sorted(data, key=lambda x: int(x[1]), reverse=reverse) # sort data
|
||||
data.insert(0, header) # add header
|
||||
return data
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import pygame
|
||||
from os.path import join, abspath, dirname
|
||||
import pygame
|
||||
|
||||
CELL_SIZE = 30
|
||||
ROWS, COLUMNS = 30, 20
|
||||
@@ -11,9 +11,12 @@ pygame.font.init()
|
||||
BASE_PATH = abspath(dirname(__file__))
|
||||
FONT = join(BASE_PATH, "fonts", "roboto.ttf")
|
||||
SPRITE_PATH = join(BASE_PATH, "assets", "sprites")
|
||||
APPLE_TEXTURE = pygame.transform.scale(pygame.image.load(join(SPRITE_PATH, "golden_apple.png")), (CELL_SIZE, CELL_SIZE))
|
||||
POISON_TEXTURE = pygame.transform.scale(pygame.image.load(join(SPRITE_PATH, "poison.png")), (CELL_SIZE, CELL_SIZE))
|
||||
COBBLESTONE_TEXTURE = pygame.transform.scale(pygame.image.load(join(SPRITE_PATH, "cobblestone.jpeg")), (CELL_SIZE, CELL_SIZE))
|
||||
APPLE_TEXTURE = pygame.transform.scale(pygame.image.load(
|
||||
join(SPRITE_PATH, "golden_apple.png")), (CELL_SIZE, CELL_SIZE))
|
||||
POISON_TEXTURE = pygame.transform.scale(pygame.image.load(
|
||||
join(SPRITE_PATH, "poison.png")), (CELL_SIZE, CELL_SIZE))
|
||||
COBBLESTONE_TEXTURE = pygame.transform.scale(pygame.image.load(
|
||||
join(SPRITE_PATH, "cobblestone.jpeg")), (CELL_SIZE, CELL_SIZE))
|
||||
|
||||
BLACK = (0, 0, 0)
|
||||
DARK_BLUE = (0, 0, 170)
|
||||
@@ -32,9 +35,12 @@ LIGHT_PURPLE = (255, 85, 255)
|
||||
YELLOW = (255, 255, 85)
|
||||
WHITE = (242, 242, 242)
|
||||
|
||||
COLORS = [DARK_BLUE, DARK_GREEN, DARK_AQUA, DARK_RED, DARK_PURPLE, GOLD, BLUE, GREEN, AQUA, RED, LIGHT_PURPLE, YELLOW]
|
||||
COLORS = [DARK_BLUE, DARK_GREEN, DARK_AQUA, DARK_RED, DARK_PURPLE,
|
||||
GOLD, BLUE, GREEN, AQUA, RED, LIGHT_PURPLE, YELLOW]
|
||||
|
||||
|
||||
def set_font(size): return pygame.font.Font(FONT, size) # sets font size
|
||||
|
||||
set_font = lambda size: pygame.font.Font(FONT, size) # sets font size
|
||||
|
||||
fps = 10 # speed
|
||||
multiplayer = False
|
||||
@@ -42,17 +48,20 @@ walls = False
|
||||
|
||||
|
||||
def change_speed() -> None:
|
||||
global fps
|
||||
if fps == 5: fps = 10
|
||||
elif fps == 10: fps = 15
|
||||
elif fps == 15: fps = 5
|
||||
global fps
|
||||
if fps == 5:
|
||||
fps = 10
|
||||
elif fps == 10:
|
||||
fps = 15
|
||||
elif fps == 15:
|
||||
fps = 5
|
||||
|
||||
|
||||
def switch_multiplayer() -> None:
|
||||
global multiplayer
|
||||
multiplayer = not multiplayer
|
||||
global multiplayer
|
||||
multiplayer = not multiplayer
|
||||
|
||||
|
||||
def switch_walls() -> None:
|
||||
global walls
|
||||
walls = not walls
|
||||
global walls
|
||||
walls = not walls
|
||||
|
||||
159
pygame/snake/source/snake.py
Executable file → Normal file
159
pygame/snake/source/snake.py
Executable file → Normal file
@@ -17,104 +17,109 @@ snakes = []
|
||||
|
||||
|
||||
def draw_grid() -> None:
|
||||
x, y = 0, 0
|
||||
for _ in range(ROWS):
|
||||
x += CELL_SIZE
|
||||
pygame.draw.line(WINDOW, WHITE, (x, 0), (x, HEIGHT))
|
||||
for _ in range(COLUMNS):
|
||||
y += CELL_SIZE
|
||||
pygame.draw.line(WINDOW, WHITE, (0, y), (WIDTH, y))
|
||||
x, y = 0, 0
|
||||
for _ in range(ROWS):
|
||||
x += CELL_SIZE
|
||||
pygame.draw.line(WINDOW, WHITE, (x, 0), (x, HEIGHT))
|
||||
for _ in range(COLUMNS):
|
||||
y += CELL_SIZE
|
||||
pygame.draw.line(WINDOW, WHITE, (0, y), (WIDTH, y))
|
||||
|
||||
|
||||
def draw_score(snakes) -> None:
|
||||
for index, snake in enumerate(snakes):
|
||||
score_label = set_font(40).render(f"Score {len(snake.body) - 1}", 1, snake.color)
|
||||
WINDOW.blit(score_label, (10 + (index * (WIDTH - score_label.get_width() - 20)), (WINDOW_HEIGHT - score_label.get_height())))
|
||||
for index, snake in enumerate(snakes):
|
||||
score_label = set_font(40).render(
|
||||
f"Score {len(snake.body) - 1}", 1, snake.color)
|
||||
WINDOW.blit(score_label, (10 + (index * (WIDTH - score_label.get_width() - 20)),
|
||||
(WINDOW_HEIGHT - score_label.get_height())))
|
||||
|
||||
|
||||
def collision_check(snakes, snack) -> None:
|
||||
for snake in snakes:
|
||||
for block in snake.body:
|
||||
if block.pos == snack.pos:
|
||||
snack.randomize()
|
||||
for snake in snakes:
|
||||
for block in snake.body:
|
||||
if block.pos == snack.pos:
|
||||
snack.randomize()
|
||||
|
||||
|
||||
def end_screen() -> None:
|
||||
for snake in snakes:
|
||||
if len(snake.body) > 1:
|
||||
write_score(snake.name, len(snake.body) - 1, BASE_PATH)
|
||||
main_menu()
|
||||
for snake in snakes:
|
||||
if len(snake.body) > 1:
|
||||
write_score(snake.name, len(snake.body) - 1, BASE_PATH)
|
||||
main_menu()
|
||||
|
||||
|
||||
def main() -> None:
|
||||
snakes.clear()
|
||||
from globals import fps, multiplayer, walls
|
||||
pygame.display.set_caption("Snake")
|
||||
snakes.clear()
|
||||
from globals import fps, multiplayer, walls
|
||||
pygame.display.set_caption("Snake")
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
from assets.scripts.menu import user_name, color_index
|
||||
snake_one = Snake((randint(0, ROWS - 1), randint(0, COLUMNS - 1)), COLORS[color_index[0]], user_name[0], 1, multiplayer)
|
||||
snakes.append(snake_one)
|
||||
clock = pygame.time.Clock()
|
||||
from assets.scripts.menu import user_name, color_index
|
||||
snake_one = Snake((randint(0, ROWS - 1), randint(0, COLUMNS - 1)),
|
||||
COLORS[color_index[0]], user_name[0], 1, multiplayer)
|
||||
snakes.append(snake_one)
|
||||
|
||||
if multiplayer:
|
||||
snake_two = Snake((randint(0, ROWS - 1), randint(0, COLUMNS - 1)), COLORS[color_index[1]], user_name[1], 2, multiplayer)
|
||||
snakes.append(snake_two)
|
||||
apple = Snack(APPLE_TEXTURE)
|
||||
collision_check(snakes, apple)
|
||||
poison = Snack(POISON_TEXTURE)
|
||||
collision_check(snakes, poison)
|
||||
if multiplayer:
|
||||
snake_two = Snake((randint(0, ROWS - 1), randint(0, COLUMNS - 1)),
|
||||
COLORS[color_index[1]], user_name[1], 2, multiplayer)
|
||||
snakes.append(snake_two)
|
||||
apple = Snack(APPLE_TEXTURE)
|
||||
collision_check(snakes, apple)
|
||||
poison = Snack(POISON_TEXTURE)
|
||||
collision_check(snakes, poison)
|
||||
|
||||
def redraw_window() -> None:
|
||||
WINDOW.fill(BLACK)
|
||||
draw_grid()
|
||||
draw_score(snakes)
|
||||
for snake in snakes:
|
||||
snake.draw()
|
||||
apple.draw_snack()
|
||||
poison.draw_snack()
|
||||
if walls:
|
||||
for i in range(ROWS):
|
||||
COBBLE_RECT = pygame.Rect(i * CELL_SIZE, HEIGHT, WIDTH, CELL_SIZE)
|
||||
WINDOW.blit(COBBLESTONE_TEXTURE, COBBLE_RECT)
|
||||
pygame.display.update()
|
||||
def redraw_window() -> None:
|
||||
WINDOW.fill(BLACK)
|
||||
draw_grid()
|
||||
draw_score(snakes)
|
||||
for snake in snakes:
|
||||
snake.draw()
|
||||
apple.draw_snack()
|
||||
poison.draw_snack()
|
||||
if walls:
|
||||
for i in range(ROWS):
|
||||
COBBLE_RECT = pygame.Rect(
|
||||
i * CELL_SIZE, HEIGHT, WIDTH, CELL_SIZE)
|
||||
WINDOW.blit(COBBLESTONE_TEXTURE, COBBLE_RECT)
|
||||
pygame.display.update()
|
||||
|
||||
while True:
|
||||
clock.tick(fps)
|
||||
pygame.time.delay(0)
|
||||
while True:
|
||||
clock.tick(fps)
|
||||
pygame.time.delay(0)
|
||||
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
quit()
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE:
|
||||
end_screen()
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
quit()
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE:
|
||||
end_screen()
|
||||
|
||||
for snake in snakes:
|
||||
snake.move()
|
||||
if snake.body[0].pos == apple.pos:
|
||||
snake.add_cube()
|
||||
apple = Snack(APPLE_TEXTURE)
|
||||
collision_check(snakes, apple)
|
||||
for snake in snakes:
|
||||
snake.move()
|
||||
if snake.body[0].pos == apple.pos:
|
||||
snake.add_cube()
|
||||
apple = Snack(APPLE_TEXTURE)
|
||||
collision_check(snakes, apple)
|
||||
|
||||
if snake.body[0].pos == poison.pos:
|
||||
if len(snake.body) > 1:
|
||||
snake.remove_cube()
|
||||
poison = Snack(POISON_TEXTURE)
|
||||
collision_check(snakes, poison)
|
||||
if snake.body[0].pos == poison.pos:
|
||||
if len(snake.body) > 1:
|
||||
snake.remove_cube()
|
||||
poison = Snack(POISON_TEXTURE)
|
||||
collision_check(snakes, poison)
|
||||
|
||||
for i in range(len(snake.body)):
|
||||
if snake.body[i].pos in list(map(lambda z: z.pos, snake.body[i + 1:])):
|
||||
end_screen()
|
||||
if multiplayer:
|
||||
for i in snakes[0].body:
|
||||
if i.pos == snakes[1].head.pos:
|
||||
end_screen()
|
||||
for i in snakes[1].body:
|
||||
if i.pos == snakes[0].head.pos:
|
||||
end_screen()
|
||||
for i in range(len(snake.body)):
|
||||
if snake.body[i].pos in list(map(lambda z: z.pos, snake.body[i + 1:])):
|
||||
end_screen()
|
||||
if multiplayer:
|
||||
for i in snakes[0].body:
|
||||
if i.pos == snakes[1].head.pos:
|
||||
end_screen()
|
||||
for i in snakes[1].body:
|
||||
if i.pos == snakes[0].head.pos:
|
||||
end_screen()
|
||||
|
||||
redraw_window()
|
||||
redraw_window()
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
main_menu()
|
||||
main_menu()
|
||||
|
||||
@@ -20,17 +20,23 @@ FONT = join(BASE_PATH, "fonts", "space_invaders.ttf")
|
||||
|
||||
# load sprites
|
||||
SPACESHIP = pygame.image.load(join(SPRITE_PATH, "playership.png")) # player
|
||||
PLAYER_MISSILE = pygame.image.load(join(SPRITE_PATH, "missiles", "playermissile.png")) # player missile
|
||||
PLAYER_MISSILE = pygame.image.load(
|
||||
join(SPRITE_PATH, "missiles", "playermissile.png")) # player missile
|
||||
|
||||
# enemies
|
||||
ENEMY_1 = pygame.transform.scale(pygame.image.load(join(ENEMY_PATH, "enemy_magenta.png")), (40, 35))
|
||||
ENEMY_2 = pygame.transform.scale(pygame.image.load(join(ENEMY_PATH, "enemy_cyan.png")), (40, 35))
|
||||
ENEMY_3 = pygame.transform.scale(pygame.image.load(join(ENEMY_PATH, "enemy_lime.png")), (40, 35))
|
||||
ENEMY_MISSILE = pygame.image.load(join(SPRITE_PATH, "missiles", "enemymissile.png")) # enemy missile
|
||||
ENEMY_1 = pygame.transform.scale(pygame.image.load(
|
||||
join(ENEMY_PATH, "enemy_magenta.png")), (40, 35))
|
||||
ENEMY_2 = pygame.transform.scale(pygame.image.load(
|
||||
join(ENEMY_PATH, "enemy_cyan.png")), (40, 35))
|
||||
ENEMY_3 = pygame.transform.scale(pygame.image.load(
|
||||
join(ENEMY_PATH, "enemy_lime.png")), (40, 35))
|
||||
ENEMY_MISSILE = pygame.image.load(
|
||||
join(SPRITE_PATH, "missiles", "enemymissile.png")) # enemy missile
|
||||
|
||||
pygame.display.set_icon(ENEMY_3)
|
||||
# background
|
||||
BACKGROUND = pygame.transform.scale(pygame.image.load(join(BASE_PATH, "assets", "background.jpg")), (WIDTH, HEIGHT))
|
||||
BACKGROUND = pygame.transform.scale(pygame.image.load(
|
||||
join(BASE_PATH, "assets", "background.jpg")), (WIDTH, HEIGHT))
|
||||
|
||||
# colors (R, G, B)
|
||||
BLUE = (16, 16, 69)
|
||||
@@ -40,259 +46,267 @@ RED = (188, 2, 5)
|
||||
|
||||
class Missile:
|
||||
|
||||
def __init__(self, x: int, y: int, img) -> None:
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.img = img
|
||||
self.mask = pygame.mask.from_surface(self.img)
|
||||
def __init__(self, x: int, y: int, img) -> None:
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.img = img
|
||||
self.mask = pygame.mask.from_surface(self.img)
|
||||
|
||||
def draw(self, window) -> None:
|
||||
window.blit(self.img, (self.x, self.y))
|
||||
def draw(self, window) -> None:
|
||||
window.blit(self.img, (self.x, self.y))
|
||||
|
||||
def move(self, vel: int) -> None:
|
||||
self.y += vel
|
||||
def move(self, vel: int) -> None:
|
||||
self.y += vel
|
||||
|
||||
def off_screen(self, height: int) -> bool:
|
||||
return not (self.y <= height and self.y >= 0)
|
||||
def off_screen(self, height: int) -> bool:
|
||||
return not (self.y <= height and self.y >= 0)
|
||||
|
||||
def collision(self, obj) -> bool:
|
||||
return collide(self, obj)
|
||||
def collision(self, obj) -> bool:
|
||||
return collide(self, obj)
|
||||
|
||||
|
||||
class Ship:
|
||||
COOLDOWN = 30 # cooldown before shooting next missile
|
||||
COOLDOWN = 30 # cooldown before shooting next missile
|
||||
|
||||
def __init__(self, x: int, y: int, lives: int = 3) -> None:
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.lives = lives
|
||||
self.ship_img = None
|
||||
self.missile_img = None
|
||||
self.missiles = []
|
||||
self.cooldown_counter = 0
|
||||
def __init__(self, x: int, y: int, lives: int = 3) -> None:
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.lives = lives
|
||||
self.ship_img = None
|
||||
self.missile_img = None
|
||||
self.missiles = []
|
||||
self.cooldown_counter = 0
|
||||
|
||||
def draw(self, window) -> None:
|
||||
window.blit(self.ship_img, (self.x, self.y))
|
||||
for missile in self.missiles:
|
||||
missile.draw(WINDOW)
|
||||
def draw(self, window) -> None:
|
||||
window.blit(self.ship_img, (self.x, self.y))
|
||||
for missile in self.missiles:
|
||||
missile.draw(WINDOW)
|
||||
|
||||
def move_missiles(self, vel: int, obj) -> None:
|
||||
self.cooldown()
|
||||
for missile in self.missiles:
|
||||
missile.move(vel)
|
||||
if missile.off_screen(HEIGHT):
|
||||
self.missiles.remove(missile)
|
||||
elif missile.collision(obj):
|
||||
obj.lives -= 1
|
||||
self.missiles.remove(missile)
|
||||
def move_missiles(self, vel: int, obj) -> None:
|
||||
self.cooldown()
|
||||
for missile in self.missiles:
|
||||
missile.move(vel)
|
||||
if missile.off_screen(HEIGHT):
|
||||
self.missiles.remove(missile)
|
||||
elif missile.collision(obj):
|
||||
obj.lives -= 1
|
||||
self.missiles.remove(missile)
|
||||
|
||||
def cooldown(self) -> None:
|
||||
if self.cooldown_counter >= self.COOLDOWN:
|
||||
self.cooldown_counter = 0
|
||||
elif self.cooldown_counter > 0:
|
||||
self.cooldown_counter += 1
|
||||
def cooldown(self) -> None:
|
||||
if self.cooldown_counter >= self.COOLDOWN:
|
||||
self.cooldown_counter = 0
|
||||
elif self.cooldown_counter > 0:
|
||||
self.cooldown_counter += 1
|
||||
|
||||
def shoot(self) -> None:
|
||||
if self.cooldown_counter == 0:
|
||||
missile = Missile(self.x + self.get_width() / 2 - 5 / 2, self.y, self.missile_img) # missile spawn with offset
|
||||
self.missiles.append(missile)
|
||||
self.cooldown_counter = 1
|
||||
def shoot(self) -> None:
|
||||
if self.cooldown_counter == 0:
|
||||
missile = Missile(self.x + self.get_width() / 2 - 5 / 2,
|
||||
self.y, self.missile_img) # missile spawn with offset
|
||||
self.missiles.append(missile)
|
||||
self.cooldown_counter = 1
|
||||
|
||||
def get_width(self) -> int:
|
||||
return self.ship_img.get_width()
|
||||
def get_width(self) -> int:
|
||||
return self.ship_img.get_width()
|
||||
|
||||
def get_height(self) -> int:
|
||||
return self.ship_img.get_height()
|
||||
def get_height(self) -> int:
|
||||
return self.ship_img.get_height()
|
||||
|
||||
|
||||
class Player(Ship):
|
||||
|
||||
def __init__(self, x: int, y: int, lives: int = 3) -> None:
|
||||
super().__init__(x, y, lives)
|
||||
self.ship_img = SPACESHIP
|
||||
self.missile_img = PLAYER_MISSILE
|
||||
self.mask = pygame.mask.from_surface(self.ship_img)
|
||||
self.max_lives = lives
|
||||
self.score = 0
|
||||
def __init__(self, x: int, y: int, lives: int = 3) -> None:
|
||||
super().__init__(x, y, lives)
|
||||
self.ship_img = SPACESHIP
|
||||
self.missile_img = PLAYER_MISSILE
|
||||
self.mask = pygame.mask.from_surface(self.ship_img)
|
||||
self.max_lives = lives
|
||||
self.score = 0
|
||||
|
||||
def move_missiles(self, vel: int, objs: list) -> None:
|
||||
self.cooldown()
|
||||
for missile in self.missiles:
|
||||
missile.move(vel)
|
||||
if missile.off_screen(HEIGHT):
|
||||
self.missiles.remove(missile)
|
||||
self.score -= 10
|
||||
else:
|
||||
for obj in objs:
|
||||
if missile.collision(obj):
|
||||
objs.remove(obj)
|
||||
def move_missiles(self, vel: int, objs: list) -> None:
|
||||
self.cooldown()
|
||||
for missile in self.missiles:
|
||||
missile.move(vel)
|
||||
if missile.off_screen(HEIGHT):
|
||||
self.missiles.remove(missile)
|
||||
self.score -= 10
|
||||
else:
|
||||
for obj in objs:
|
||||
if missile.collision(obj):
|
||||
objs.remove(obj)
|
||||
|
||||
# different scores for different colored enemies
|
||||
if obj.color == "lime":
|
||||
self.score += 10
|
||||
elif obj.color == "cyan":
|
||||
self.score += 20
|
||||
elif obj.color == "magenta":
|
||||
self.score += 30
|
||||
if missile in self.missiles:
|
||||
self.missiles.remove(missile)
|
||||
# different scores for different colored enemies
|
||||
if obj.color == "lime":
|
||||
self.score += 10
|
||||
elif obj.color == "cyan":
|
||||
self.score += 20
|
||||
elif obj.color == "magenta":
|
||||
self.score += 30
|
||||
if missile in self.missiles:
|
||||
self.missiles.remove(missile)
|
||||
|
||||
|
||||
class Enemy(Ship):
|
||||
COLOR_MAP = {
|
||||
"magenta": ENEMY_1,
|
||||
"cyan": ENEMY_2,
|
||||
"lime": ENEMY_3,
|
||||
}
|
||||
COLOR_MAP = {
|
||||
"magenta": ENEMY_1,
|
||||
"cyan": ENEMY_2,
|
||||
"lime": ENEMY_3,
|
||||
}
|
||||
|
||||
def __init__(self, x: int, y: int, color: str) -> None:
|
||||
super().__init__(x, y)
|
||||
self.missile_img = ENEMY_MISSILE
|
||||
self.ship_img = self.COLOR_MAP[color]
|
||||
self.mask = pygame.mask.from_surface(self.ship_img)
|
||||
self.color = color
|
||||
def __init__(self, x: int, y: int, color: str) -> None:
|
||||
super().__init__(x, y)
|
||||
self.missile_img = ENEMY_MISSILE
|
||||
self.ship_img = self.COLOR_MAP[color]
|
||||
self.mask = pygame.mask.from_surface(self.ship_img)
|
||||
self.color = color
|
||||
|
||||
def move(self, vel_x: int, vel_y: int = 0) -> None:
|
||||
self.x += vel_x
|
||||
self.y += vel_y
|
||||
def move(self, vel_x: int, vel_y: int = 0) -> None:
|
||||
self.x += vel_x
|
||||
self.y += vel_y
|
||||
|
||||
|
||||
def main() -> None:
|
||||
FPS = 60
|
||||
run = True
|
||||
lost = False
|
||||
lost_count = 0
|
||||
level = 0
|
||||
FPS = 60
|
||||
run = True
|
||||
lost = False
|
||||
lost_count = 0
|
||||
level = 0
|
||||
|
||||
enemies = []
|
||||
player_vel = 7
|
||||
player_missile_vel = 15
|
||||
enemy_x_vel = 2
|
||||
enemy_y_vel = 2
|
||||
vel_x = enemy_x_vel
|
||||
enemy_missile_vel = 6
|
||||
last_enemy_shot = 0
|
||||
enemies = []
|
||||
player_vel = 7
|
||||
player_missile_vel = 15
|
||||
enemy_x_vel = 2
|
||||
enemy_y_vel = 2
|
||||
vel_x = enemy_x_vel
|
||||
enemy_missile_vel = 6
|
||||
last_enemy_shot = 0
|
||||
|
||||
player = Player(WIDTH / 2, 650)
|
||||
player = Player(WIDTH / 2, 650)
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
def redraw_window() -> None:
|
||||
WINDOW.blit(BACKGROUND, (0, 0))
|
||||
# draw text
|
||||
lives_label = set_font(40).render(f"Lives: {player.lives}", 1, WHITE)
|
||||
score_label = set_font(40).render(f"Score {player.score}", 1, WHITE)
|
||||
level_label = set_font(40).render(f"Level: {level}", 1, WHITE)
|
||||
WINDOW.blit(lives_label, (10, 10))
|
||||
WINDOW.blit(score_label, (10, lives_label.get_height() + 10))
|
||||
WINDOW.blit(level_label, (WIDTH - level_label.get_width() - 10, 10))
|
||||
def redraw_window() -> None:
|
||||
WINDOW.blit(BACKGROUND, (0, 0))
|
||||
# draw text
|
||||
lives_label = set_font(40).render(f"Lives: {player.lives}", 1, WHITE)
|
||||
score_label = set_font(40).render(f"Score {player.score}", 1, WHITE)
|
||||
level_label = set_font(40).render(f"Level: {level}", 1, WHITE)
|
||||
WINDOW.blit(lives_label, (10, 10))
|
||||
WINDOW.blit(score_label, (10, lives_label.get_height() + 10))
|
||||
WINDOW.blit(level_label, (WIDTH - level_label.get_width() - 10, 10))
|
||||
|
||||
for enemy in enemies:
|
||||
enemy.draw(WINDOW)
|
||||
for enemy in enemies:
|
||||
enemy.draw(WINDOW)
|
||||
|
||||
player.draw(WINDOW)
|
||||
player.draw(WINDOW)
|
||||
|
||||
if lost:
|
||||
lost_label = set_font(60).render("You lost!", 1, RED)
|
||||
WINDOW.blit(lost_label, (WIDTH / 2 - lost_label.get_width() / 2, 350))
|
||||
if lost:
|
||||
lost_label = set_font(60).render("You lost!", 1, RED)
|
||||
WINDOW.blit(lost_label, (WIDTH / 2 -
|
||||
lost_label.get_width() / 2, 350))
|
||||
|
||||
pygame.display.update()
|
||||
pygame.display.update()
|
||||
|
||||
while run:
|
||||
clock.tick(FPS)
|
||||
redraw_window()
|
||||
while run:
|
||||
clock.tick(FPS)
|
||||
redraw_window()
|
||||
|
||||
if player.lives <= 0:
|
||||
lost = True
|
||||
lost_count += 1
|
||||
if player.lives <= 0:
|
||||
lost = True
|
||||
lost_count += 1
|
||||
|
||||
# stop game
|
||||
if lost:
|
||||
if lost_count > FPS * 3: # wait for 3 sec
|
||||
run = False
|
||||
else:
|
||||
continue
|
||||
# stop game
|
||||
if lost:
|
||||
if lost_count > FPS * 3: # wait for 3 sec
|
||||
run = False
|
||||
else:
|
||||
continue
|
||||
|
||||
# spawn enemies
|
||||
if len(enemies) == 0:
|
||||
level += 1
|
||||
margin = 75
|
||||
for x in range(margin, WIDTH - margin, margin):
|
||||
for y in range(margin, int(HEIGHT / 2), margin):
|
||||
if y == margin: # top row
|
||||
color = "magenta"
|
||||
elif y == 2 * margin: # rows 2-3
|
||||
color = "cyan"
|
||||
elif y == 4 * margin: # rows 4-5
|
||||
color = "lime"
|
||||
enemy = Enemy(x, y, color)
|
||||
enemies.append(enemy)
|
||||
# spawn enemies
|
||||
if len(enemies) == 0:
|
||||
level += 1
|
||||
margin = 75
|
||||
for x in range(margin, WIDTH - margin, margin):
|
||||
for y in range(margin, int(HEIGHT / 2), margin):
|
||||
if y == margin: # top row
|
||||
color = "magenta"
|
||||
elif y == 2 * margin: # rows 2-3
|
||||
color = "cyan"
|
||||
elif y == 4 * margin: # rows 4-5
|
||||
color = "lime"
|
||||
enemy = Enemy(x, y, color)
|
||||
enemies.append(enemy)
|
||||
|
||||
for event in pygame.event.get():
|
||||
# quit game
|
||||
if event.type == pygame.QUIT:
|
||||
quit()
|
||||
for event in pygame.event.get():
|
||||
# quit game
|
||||
if event.type == pygame.QUIT:
|
||||
quit()
|
||||
|
||||
keys = pygame.key.get_pressed()
|
||||
keys = pygame.key.get_pressed()
|
||||
|
||||
# move left
|
||||
if (keys[pygame.K_a] or keys[pygame.K_LEFT]) and (player.x - player_vel > 0):
|
||||
player.x -= player_vel
|
||||
# move right
|
||||
if (keys[pygame.K_d] or keys[pygame.K_RIGHT]) and (player.x + player_vel + player.get_width() < WIDTH):
|
||||
player.x += player_vel
|
||||
# shoot
|
||||
if keys[pygame.K_SPACE]:
|
||||
player.shoot()
|
||||
# move left
|
||||
if (keys[pygame.K_a] or keys[pygame.K_LEFT]) and (player.x - player_vel > 0):
|
||||
player.x -= player_vel
|
||||
# move right
|
||||
if (keys[pygame.K_d] or keys[pygame.K_RIGHT]) and (player.x + player_vel + player.get_width() < WIDTH):
|
||||
player.x += player_vel
|
||||
# shoot
|
||||
if keys[pygame.K_SPACE]:
|
||||
player.shoot()
|
||||
|
||||
# enemies action
|
||||
for enemy in enemies[:]:
|
||||
if enemy.x >= WIDTH - enemy.get_width():
|
||||
move(0, enemy_y_vel, enemies)
|
||||
vel_x = -enemy_x_vel
|
||||
# enemies action
|
||||
for enemy in enemies[:]:
|
||||
if enemy.x >= WIDTH - enemy.get_width():
|
||||
move(0, enemy_y_vel, enemies)
|
||||
vel_x = -enemy_x_vel
|
||||
|
||||
elif enemy.x <= 0:
|
||||
move(0, enemy_y_vel, enemies)
|
||||
vel_x = enemy_x_vel
|
||||
elif enemy.x <= 0:
|
||||
move(0, enemy_y_vel, enemies)
|
||||
vel_x = enemy_x_vel
|
||||
|
||||
enemy.move_missiles(enemy_missile_vel, player)
|
||||
enemy.move_missiles(enemy_missile_vel, player)
|
||||
|
||||
if collide(enemy, player) or (enemy.y + enemy.get_height() > HEIGHT):
|
||||
player.score -= 10
|
||||
player.lives -= 1
|
||||
enemies.remove(enemy)
|
||||
if collide(enemy, player) or (enemy.y + enemy.get_height() > HEIGHT):
|
||||
player.score -= 10
|
||||
player.lives -= 1
|
||||
enemies.remove(enemy)
|
||||
|
||||
move(vel_x, 0, enemies)
|
||||
move(vel_x, 0, enemies)
|
||||
|
||||
if pygame.time.get_ticks() - last_enemy_shot > 2000:
|
||||
choice(enemies).shoot()
|
||||
last_enemy_shot = pygame.time.get_ticks()
|
||||
if pygame.time.get_ticks() - last_enemy_shot > 2000:
|
||||
choice(enemies).shoot()
|
||||
last_enemy_shot = pygame.time.get_ticks()
|
||||
|
||||
player.move_missiles(-player_missile_vel, enemies)
|
||||
player.move_missiles(-player_missile_vel, enemies)
|
||||
|
||||
|
||||
# lambda functions
|
||||
set_font = lambda size, font=FONT: pygame.font.Font(font, size) # sets font size
|
||||
collide = lambda obj1, obj2: obj1.mask.overlap(obj2.mask, (obj2.x - obj1.x, obj2.y - obj1.y)) != None # checks if 2 objs collide/overlap
|
||||
def set_font(size, font=FONT): return pygame.font.Font(
|
||||
font, size) # sets font size
|
||||
|
||||
|
||||
def collide(obj1, obj2): return obj1.mask.overlap(obj2.mask, (obj2.x -
|
||||
obj1.x, obj2.y - obj1.y)) != None # checks if 2 objs collide/overlap
|
||||
|
||||
|
||||
def move(vel_x: int, vel_y: int, enemies: list) -> None:
|
||||
for enemy in enemies:
|
||||
enemy.move(vel_x, vel_y)
|
||||
for enemy in enemies:
|
||||
enemy.move(vel_x, vel_y)
|
||||
|
||||
|
||||
def main_menu() -> None:
|
||||
while True:
|
||||
WINDOW.blit(BACKGROUND, (0, 0))
|
||||
title_label = set_font(50).render("Press any key to start...", 1, WHITE)
|
||||
WINDOW.blit(title_label, (WIDTH / 2 - title_label.get_width() / 2, HEIGHT / 2 - title_label.get_height() / 2))
|
||||
pygame.display.update()
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
quit()
|
||||
if event.type == pygame.KEYDOWN:
|
||||
main()
|
||||
while True:
|
||||
WINDOW.blit(BACKGROUND, (0, 0))
|
||||
title_label = set_font(50).render(
|
||||
"Press any key to start...", 1, WHITE)
|
||||
WINDOW.blit(title_label, (WIDTH / 2 - title_label.get_width() /
|
||||
2, HEIGHT / 2 - title_label.get_height() / 2))
|
||||
pygame.display.update()
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
quit()
|
||||
if event.type == pygame.KEYDOWN:
|
||||
main()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main_menu()
|
||||
main_menu()
|
||||
|
||||
Reference in New Issue
Block a user