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restructured code
This commit is contained in:
parent
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161
pygame/snake/source/assets/scripts/classes.py
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161
pygame/snake/source/assets/scripts/classes.py
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import pygame
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from globals import *
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from random import randrange
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def end_screen() -> None:
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quit()
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class Cube:
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def __init__(self, position, color=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 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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class Snake:
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def __init__(self, pos: tuple, color: tuple, name: str, player_number: int = 1) -> None:
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self.color = color
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self.head = Cube(pos, 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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def move(self) -> None:
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keys = pygame.key.get_pressed()
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if 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 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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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 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_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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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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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[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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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[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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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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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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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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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 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 randomize(self) -> None:
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self.pos = (randrange(ROWS), randrange(COLUMNS))
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21
pygame/snake/source/assets/scripts/menu.py
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21
pygame/snake/source/assets/scripts/menu.py
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import pygame
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from globals import *
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from assets.scripts.score import read_score, sort
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def main_menu() -> None:
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text = set_font(20).render("QUIT", 1, GRAY)
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while True:
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WINDOW.fill(BLACK)
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title_label = set_font(50).render("Press any key to start...", 1, WHITE)
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WINDOW.blit(title_label, (WIDTH / 2 - title_label.get_width() / 2, WINDOW_HEIGHT / 2 - title_label.get_height() / 2))
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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csv_file = read_score(BASE_PATH)
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for line in sort(csv_file, reverse=True):
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print(line)
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quit()
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if event.type == pygame.KEYDOWN:
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from snake import main
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main()
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pygame.display.update()
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31
pygame/snake/source/assets/scripts/score.py
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31
pygame/snake/source/assets/scripts/score.py
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import csv
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import operator
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from os.path import join, exists
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fields = ["Name", "Score"]
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def write_score(name: str, score: int, base_path: str) -> None:
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create_header = False
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path = join(base_path, "score.csv")
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if not exists(path):
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create_header = True
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with open(path, 'a', encoding='UTF-8', newline='') as file:
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write = csv.writer(file)
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if create_header:
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write.writerow(fields)
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write.writerows([[name, score]])
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def read_score(path: str):
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lines = []
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path = join(path, "score.csv")
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with open(path, 'r', encoding='UTF-8') as file:
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for line in csv.reader(file):
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lines.append(line)
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return lines
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def sort(data, reverse: bool = False):
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data = sorted(data, key=operator.itemgetter(1), reverse=reverse)
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return data
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32
pygame/snake/source/globals.py
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32
pygame/snake/source/globals.py
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import pygame
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from os.path import join, abspath, dirname
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CELL_SIZE = 30
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ROWS, COLUMNS = 30, 20
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WIDTH, HEIGHT = ROWS * CELL_SIZE, COLUMNS * CELL_SIZE
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WINDOW_HEIGHT = HEIGHT + 100
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WINDOW = pygame.display.set_mode((WIDTH, WINDOW_HEIGHT))
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pygame.font.init()
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pygame.display.set_caption("Snake")
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BASE_PATH = abspath(dirname(__file__))
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SPRITE_PATH = join(BASE_PATH, "assets", "sprites")
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apple_texture = pygame.transform.scale(pygame.image.load(join(SPRITE_PATH, "golden_apple.png")), (CELL_SIZE, CELL_SIZE))
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poison_texture = pygame.transform.scale(pygame.image.load(join(SPRITE_PATH, "poison.png")), (CELL_SIZE, CELL_SIZE))
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cobblestone_texture = pygame.transform.scale(pygame.image.load(join(SPRITE_PATH, "cobblestone.jpeg")), (CELL_SIZE, CELL_SIZE))
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FONT = join(BASE_PATH, "fonts", "roboto.ttf")
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RED = (255, 0, 0)
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WHITE = (242, 242, 242)
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GRAY = (204, 204, 204)
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DARK_GRAY = (51, 51, 51)
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BLACK = (0, 0, 0)
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GREEN = (0, 128, 30)
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PURPLE = (170, 0, 255)
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BLUE = (85, 85, 255)
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set_font = lambda size: pygame.font.Font(FONT, size) # sets font size
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FPS = 10 # speed
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multiplayer = False
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walls = False
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@ -1,192 +1,17 @@
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# Author - Kristiāns Francis Cagulis
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# Date - 10.04.2022
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# Date - 16.04.2022
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# Title - Snake
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import pygame
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from random import randrange, randint
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from os.path import abspath, dirname, join
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from random import randint
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from os.path import abspath, dirname
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CELL_SIZE = 30
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ROWS, COLUMNS = 30, 20
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WIDTH, HEIGHT = ROWS * CELL_SIZE, COLUMNS * CELL_SIZE
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WINDOW_HEIGHT = HEIGHT + 100
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WINDOW = pygame.display.set_mode((WIDTH, WINDOW_HEIGHT))
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pygame.font.init()
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pygame.display.set_caption("Snake")
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from globals import *
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from assets.scripts.score import *
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from assets.scripts.menu import main_menu
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from assets.scripts.classes import *
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BASE_PATH = abspath(dirname(__file__))
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SPRITE_PATH = join(BASE_PATH, "assets", "sprites")
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FONT = join(BASE_PATH, "fonts", "roboto.ttf")
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apple_texture = pygame.transform.scale(pygame.image.load(join(SPRITE_PATH, "golden_apple.png")), (CELL_SIZE, CELL_SIZE))
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poison_texture = pygame.transform.scale(pygame.image.load(join(SPRITE_PATH, "poison.png")), (CELL_SIZE, CELL_SIZE))
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cobblestone_texture = pygame.transform.scale(pygame.image.load(join(SPRITE_PATH, "cobblestone.jpeg")), (CELL_SIZE, CELL_SIZE))
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RED = (255, 0, 0)
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WHITE = (242, 242, 242)
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GRAY = (204, 204, 204)
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DARK_GRAY = (51, 51, 51)
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BLACK = (0, 0, 0)
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GREEN = (0, 128, 30)
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PURPLE = (170, 0, 255)
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BLUE = (85, 85, 255)
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RANDOM_COLOR = (randint(0, 255), randint(0, 255), randint(0, 255))
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multiplayer = False
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walls = False
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class Cube:
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def __init__(self, position, color=RANDOM_COLOR) -> 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 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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class Snake:
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def __init__(self, pos: tuple, color: tuple, player_number: int = 1) -> None:
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self.color = color
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self.head = Cube(pos, 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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def move(self) -> None:
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keys = pygame.key.get_pressed()
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if 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 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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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 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_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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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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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[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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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[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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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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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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def remove_cube(self) -> None:
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self.body.pop(-1)
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||||
|
||||
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:
|
||||
snake.remove_cube()
|
||||
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)
|
||||
|
||||
Loading…
Reference in New Issue
Block a user