restructured code

This commit is contained in:
Kristofers Solo 2022-04-16 13:50:20 +03:00
parent 38171d92ea
commit 787fa1c785
5 changed files with 265 additions and 207 deletions

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import pygame
from globals import *
from random import randrange
def end_screen() -> None:
quit()
class Cube:
def __init__(self, position, color=PURPLE) -> None:
self.pos = position
self.direction = (1, 0)
self.color = color
def move(self, direction: tuple) -> None:
self.direction = direction
self.pos = (self.pos[0] + self.direction[0], self.pos[1] + self.direction[1])
def draw(self, eyes=False) -> None:
distance = WIDTH // ROWS
i, j = self.pos
pygame.draw.rect(WINDOW, self.color, (i * distance + 1, j * distance + 1, distance - 2, distance - 2))
if eyes:
center = distance // 2
radius = 3
circle_middle = (i * distance + center - radius, j * distance + 8)
circle_middle_2 = (i * distance + distance - radius * 2, j * distance + 8)
pygame.draw.circle(WINDOW, BLACK, circle_middle, radius)
pygame.draw.circle(WINDOW, BLACK, circle_middle_2, radius)
class Snake:
def __init__(self, pos: tuple, color: tuple, name: str, player_number: int = 1) -> None:
self.color = color
self.head = Cube(pos, self.color)
self.body = []
self.body.append(self.head)
self.turns = {}
self.direction = (1, 0)
self.number = player_number
self.name = name
def move(self) -> None:
keys = pygame.key.get_pressed()
if multiplayer:
num_1, num_2 = 1, 2
else:
num_1, num_2 = 1, 1
if self.number == num_1:
if keys[pygame.K_LEFT] and self.direction != (1, 0): # turn left
self.direction = -1, 0
self.turns[self.head.pos[:]] = self.direction
if keys[pygame.K_RIGHT] and self.direction != (-1, 0): # turn right
self.direction = 1, 0
self.turns[self.head.pos[:]] = self.direction
if keys[pygame.K_UP] and self.direction != (0, 1): # turn up
self.direction = 0, -1
self.turns[self.head.pos[:]] = self.direction
if keys[pygame.K_DOWN] and self.direction != (0, -1): # turn down
self.direction = 0, 1
self.turns[self.head.pos[:]] = self.direction
if self.number == num_2:
if keys[pygame.K_a] and self.direction != (1, 0): # turn left
self.direction = -1, 0
self.turns[self.head.pos[:]] = self.direction
if keys[pygame.K_d] and self.direction != (-1, 0): # turn right
self.direction = 1, 0
self.turns[self.head.pos[:]] = self.direction
if keys[pygame.K_w] and self.direction != (0, 1): # turn up
self.direction = 0, -1
self.turns[self.head.pos[:]] = self.direction
if keys[pygame.K_s] and self.direction != (0, -1): # turn down
self.direction = 0, 1
self.turns[self.head.pos[:]] = self.direction
for index, head in enumerate(self.body):
head_pos = head.pos[:]
if head_pos in self.turns:
turn = self.turns[head_pos]
head.move((turn[0], turn[1]))
if index == len(self.body) - 1:
self.turns.pop(head_pos)
else:
if walls: # end game if goes into the wall
head.move(head.direction)
if head.direction[0] == -1 and head.pos[0] < 0: # left to right
end_screen()
if head.direction[0] == 1 and head.pos[0] >= ROWS: # right to left
end_screen()
if head.direction[1] == 1 and head.pos[1] >= COLUMNS: # bottom to top
end_screen()
if head.direction[1] == -1 and head.pos[1] < 0: # top to bottom
end_screen()
else: # move player to other screen size
if head.direction[0] == -1 and head.pos[0] <= 0: # left to right
head.pos = (ROWS - 1, head.pos[1])
elif head.direction[0] == 1 and head.pos[0] >= ROWS - 1: # right to left
head.pos = (0, head.pos[1])
elif head.direction[1] == 1 and head.pos[1] >= COLUMNS - 1: # bottom to top
head.pos = (head.pos[0], 0)
elif head.direction[1] == -1 and head.pos[1] <= 0: # top to bottom
head.pos = (head.pos[0], COLUMNS - 1)
else:
head.move(head.direction)
def add_cube(self) -> None:
tail = self.body[-1]
if tail.direction == (1, 0):
self.body.append(Cube((tail.pos[0] - 1, tail.pos[1]), self.color))
elif tail.direction == (-1, 0):
self.body.append(Cube((tail.pos[0] + 1, tail.pos[1]), self.color))
elif tail.direction == (0, 1):
self.body.append(Cube((tail.pos[0], tail.pos[1] - 1), self.color))
elif tail.direction == (0, -1):
self.body.append(Cube((tail.pos[0], tail.pos[1] + 1), self.color))
self.body[-1].direction = tail.direction
def remove_cube(self) -> None:
self.body.pop(-1)
def draw(self) -> None:
for index, head in enumerate(self.body):
if index == 0:
head.draw(eyes=True)
else:
head.draw()
class Snack:
def __init__(self, texture) -> None:
self.texture = texture
self.randomize()
def draw_snack(self) -> None:
snack_rect = pygame.Rect(self.pos[0] * CELL_SIZE, self.pos[1] * CELL_SIZE, CELL_SIZE, CELL_SIZE)
WINDOW.blit(self.texture, snack_rect)
def randomize(self) -> None:
self.pos = (randrange(ROWS), randrange(COLUMNS))

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import pygame
from globals import *
from assets.scripts.score import read_score, sort
def main_menu() -> None:
text = set_font(20).render("QUIT", 1, GRAY)
while True:
WINDOW.fill(BLACK)
title_label = set_font(50).render("Press any key to start...", 1, WHITE)
WINDOW.blit(title_label, (WIDTH / 2 - title_label.get_width() / 2, WINDOW_HEIGHT / 2 - title_label.get_height() / 2))
for event in pygame.event.get():
if event.type == pygame.QUIT:
csv_file = read_score(BASE_PATH)
for line in sort(csv_file, reverse=True):
print(line)
quit()
if event.type == pygame.KEYDOWN:
from snake import main
main()
pygame.display.update()

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import csv
import operator
from os.path import join, exists
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]])
def read_score(path: str):
lines = []
path = join(path, "score.csv")
with open(path, 'r', encoding='UTF-8') as file:
for line in csv.reader(file):
lines.append(line)
return lines
def sort(data, reverse: bool = False):
data = sorted(data, key=operator.itemgetter(1), reverse=reverse)
return data

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import pygame
from os.path import join, abspath, dirname
CELL_SIZE = 30
ROWS, COLUMNS = 30, 20
WIDTH, HEIGHT = ROWS * CELL_SIZE, COLUMNS * CELL_SIZE
WINDOW_HEIGHT = HEIGHT + 100
WINDOW = pygame.display.set_mode((WIDTH, WINDOW_HEIGHT))
pygame.font.init()
pygame.display.set_caption("Snake")
BASE_PATH = abspath(dirname(__file__))
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))
FONT = join(BASE_PATH, "fonts", "roboto.ttf")
RED = (255, 0, 0)
WHITE = (242, 242, 242)
GRAY = (204, 204, 204)
DARK_GRAY = (51, 51, 51)
BLACK = (0, 0, 0)
GREEN = (0, 128, 30)
PURPLE = (170, 0, 255)
BLUE = (85, 85, 255)
set_font = lambda size: pygame.font.Font(FONT, size) # sets font size
FPS = 10 # speed
multiplayer = False
walls = False

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@ -1,192 +1,17 @@
# Author - Kristiāns Francis Cagulis
# Date - 10.04.2022
# Date - 16.04.2022
# Title - Snake
import pygame
from random import randrange, randint
from os.path import abspath, dirname, join
from random import randint
from os.path import abspath, dirname
CELL_SIZE = 30
ROWS, COLUMNS = 30, 20
WIDTH, HEIGHT = ROWS * CELL_SIZE, COLUMNS * CELL_SIZE
WINDOW_HEIGHT = HEIGHT + 100
WINDOW = pygame.display.set_mode((WIDTH, WINDOW_HEIGHT))
pygame.font.init()
pygame.display.set_caption("Snake")
from globals import *
from assets.scripts.score import *
from assets.scripts.menu import main_menu
from assets.scripts.classes import *
BASE_PATH = abspath(dirname(__file__))
SPRITE_PATH = join(BASE_PATH, "assets", "sprites")
FONT = join(BASE_PATH, "fonts", "roboto.ttf")
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))
RED = (255, 0, 0)
WHITE = (242, 242, 242)
GRAY = (204, 204, 204)
DARK_GRAY = (51, 51, 51)
BLACK = (0, 0, 0)
GREEN = (0, 128, 30)
PURPLE = (170, 0, 255)
BLUE = (85, 85, 255)
RANDOM_COLOR = (randint(0, 255), randint(0, 255), randint(0, 255))
multiplayer = False
walls = False
class Cube:
def __init__(self, position, color=RANDOM_COLOR) -> None:
self.pos = position
self.direction = (1, 0)
self.color = color
def move(self, direction: tuple) -> None:
self.direction = direction
self.pos = (self.pos[0] + self.direction[0], self.pos[1] + self.direction[1])
def draw(self, eyes=False) -> None:
distance = WIDTH // ROWS
i, j = self.pos
pygame.draw.rect(WINDOW, self.color, (i * distance + 1, j * distance + 1, distance - 2, distance - 2))
if eyes:
center = distance // 2
radius = 3
circle_middle = (i * distance + center - radius, j * distance + 8)
circle_middle_2 = (i * distance + distance - radius * 2, j * distance + 8)
pygame.draw.circle(WINDOW, BLACK, circle_middle, radius)
pygame.draw.circle(WINDOW, BLACK, circle_middle_2, radius)
class Snake:
def __init__(self, pos: tuple, color: tuple, player_number: int = 1) -> None:
self.color = color
self.head = Cube(pos, self.color)
self.body = []
self.body.append(self.head)
self.turns = {}
self.direction = (1, 0)
self.number = player_number
def move(self) -> None:
keys = pygame.key.get_pressed()
if multiplayer:
num_1, num_2 = 1, 2
else:
num_1, num_2 = 1, 1
if self.number == num_1:
if keys[pygame.K_LEFT] and self.direction != (1, 0): # turn left
self.direction = -1, 0
self.turns[self.head.pos[:]] = self.direction
if keys[pygame.K_RIGHT] and self.direction != (-1, 0): # turn right
self.direction = 1, 0
self.turns[self.head.pos[:]] = self.direction
if keys[pygame.K_UP] and self.direction != (0, 1): # turn up
self.direction = 0, -1
self.turns[self.head.pos[:]] = self.direction
if keys[pygame.K_DOWN] and self.direction != (0, -1): # turn down
self.direction = 0, 1
self.turns[self.head.pos[:]] = self.direction
if self.number == num_2:
if keys[pygame.K_a] and self.direction != (1, 0): # turn left
self.direction = -1, 0
self.turns[self.head.pos[:]] = self.direction
if keys[pygame.K_d] and self.direction != (-1, 0): # turn right
self.direction = 1, 0
self.turns[self.head.pos[:]] = self.direction
if keys[pygame.K_w] and self.direction != (0, 1): # turn up
self.direction = 0, -1
self.turns[self.head.pos[:]] = self.direction
if keys[pygame.K_s] and self.direction != (0, -1): # turn down
self.direction = 0, 1
self.turns[self.head.pos[:]] = self.direction
for index, head in enumerate(self.body):
head_pos = head.pos[:]
if head_pos in self.turns:
turn = self.turns[head_pos]
head.move((turn[0], turn[1]))
if index == len(self.body) - 1:
self.turns.pop(head_pos)
else:
if walls: # end game if goes into the wall
head.move(head.direction)
if head.direction[0] == -1 and head.pos[0] < 0: # left to right
end_screen()
if head.direction[0] == 1 and head.pos[0] >= ROWS: # right to left
end_screen()
if head.direction[1] == 1 and head.pos[1] >= COLUMNS: # bottom to top
end_screen()
if head.direction[1] == -1 and head.pos[1] < 0: # top to bottom
end_screen()
else: # move player to other screen size
if head.direction[0] == -1 and head.pos[0] <= 0: # left to right
head.pos = (ROWS - 1, head.pos[1])
elif head.direction[0] == 1 and head.pos[0] >= ROWS - 1: # right to left
head.pos = (0, head.pos[1])
elif head.direction[1] == 1 and head.pos[1] >= COLUMNS - 1: # bottom to top
head.pos = (head.pos[0], 0)
elif head.direction[1] == -1 and head.pos[1] <= 0: # top to bottom
head.pos = (head.pos[0], COLUMNS - 1)
else:
head.move(head.direction)
def add_cube(self) -> None:
tail = self.body[-1]
if tail.direction == (1, 0):
self.body.append(Cube((tail.pos[0] - 1, tail.pos[1]), self.color))
elif tail.direction == (-1, 0):
self.body.append(Cube((tail.pos[0] + 1, tail.pos[1]), self.color))
elif tail.direction == (0, 1):
self.body.append(Cube((tail.pos[0], tail.pos[1] - 1), self.color))
elif tail.direction == (0, -1):
self.body.append(Cube((tail.pos[0], tail.pos[1] + 1), self.color))
self.body[-1].direction = tail.direction
def remove_cube(self) -> None:
self.body.pop(-1)
def draw(self) -> None:
for index, head in enumerate(self.body):
if index == 0:
head.draw(eyes=True)
else:
head.draw()
class Snack:
def __init__(self, texture) -> None:
self.texture = texture
self.randomize()
def draw_snack(self) -> None:
snack_rect = pygame.Rect(self.pos[0] * CELL_SIZE, self.pos[1] * CELL_SIZE, CELL_SIZE, CELL_SIZE)
WINDOW.blit(self.texture, snack_rect)
def randomize(self) -> None:
self.pos = (randrange(ROWS), randrange(COLUMNS))
def draw_grid() -> None:
@ -212,19 +37,15 @@ def collision_check(snakes, snack) -> None:
snack.randomize()
def end_screen() -> None:
quit()
def main() -> None:
FPS = 10
run = True
clock = pygame.time.Clock()
snake_one = Snake((randint(0, ROWS - 1), randint(0, COLUMNS - 1)), PURPLE)
snake_one = Snake((randint(0, ROWS - 1), randint(0, COLUMNS - 1)), PURPLE, "test1")
snakes = [snake_one]
if multiplayer:
snake_two = Snake((randint(0, ROWS - 1), randint(0, COLUMNS - 1)), BLUE, 2)
snake_two = Snake((randint(0, ROWS - 1), randint(0, COLUMNS - 1)), BLUE, "test2", 2)
snakes.append(snake_two)
apple = Snack(apple_texture)
@ -262,32 +83,24 @@ def main() -> None:
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)
for i in range(len(snake.body)):
if snake.body[i].pos in list(map(lambda z: z.pos, snake.body[i + 1:])):
for snake in snakes:
write_score(snake.name, len(snake.body), BASE_PATH)
run = False
redraw_window()
set_font = lambda size: pygame.font.Font(FONT, size) # sets font size
def main_menu() -> None:
text = set_font(20).render("QUIT", 1, GRAY)
while True:
WINDOW.fill(BLACK)
title_label = set_font(50).render("Press any key to start...", 1, WHITE)
WINDOW.blit(title_label, (WIDTH / 2 - title_label.get_width() / 2, WINDOW_HEIGHT / 2 - title_label.get_height() / 2))
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
if event.type == pygame.KEYDOWN:
main()
pygame.display.update()
if __name__ == '__main__':
main_menu()
# for i in range(50, 100):
# write_score(f"test{i}", randint(1, 1_000_000), BASE_PATH)
# csv_file = read_score(BASE_PATH)
# # print(csv_file)
# for line in sort(csv_file, reverse=True):
# print(line)