added score system

This commit is contained in:
Kristofers Solo 2022-04-10 17:36:52 +03:00
parent f3b15dff6f
commit b49a8a9f6a
2 changed files with 41 additions and 20 deletions

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@ -2,6 +2,7 @@
# Date - 10.04.2022
# Title - Snake
from audioop import mul
import pygame
from random import randrange, randint
from os.path import abspath, dirname, join
@ -9,8 +10,8 @@ from os.path import abspath, dirname, join
CELL_SIZE = 30
ROWS, COLUMNS = 30, 20
WIDTH, HEIGHT = ROWS * CELL_SIZE, COLUMNS * CELL_SIZE
WINDOW = pygame.display.set_mode((WIDTH, HEIGHT))
WINDOW_HEIGHT = HEIGHT + 100
WINDOW = pygame.display.set_mode((WIDTH, WINDOW_HEIGHT))
pygame.font.init()
pygame.display.set_caption("Snake")
@ -19,6 +20,7 @@ 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))
RED = (255, 0, 0)
BLACK = (0, 0, 0)
@ -43,18 +45,18 @@ class Cube:
self.direction = direction
self.pos = (self.pos[0] + self.direction[0], self.pos[1] + self.direction[1])
def draw(self, surface=WINDOW, eyes=False) -> None:
def draw(self, eyes=False) -> None:
distance = WIDTH // ROWS
i, j = self.pos
pygame.draw.rect(surface, self.color, (i * distance + 1, j * distance + 1, distance - 2, distance - 2))
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(surface, BLACK, circle_middle, radius)
pygame.draw.circle(surface, BLACK, circle_middle_2, radius)
pygame.draw.circle(WINDOW, BLACK, circle_middle, radius)
pygame.draw.circle(WINDOW, BLACK, circle_middle_2, radius)
class Snake:
@ -118,16 +120,17 @@ class Snake:
self.turns.pop(head_pos)
else:
if walls: # end game if goes into the wall
if head.direction[0] == -1 and head.pos[0] <= 0: # left to right
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 - 1: # right to left
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 - 1: # bottom to top
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
if head.direction[1] == -1 and head.pos[1] < 0: # top to bottom
end_screen()
else: # move player to other screen size
@ -184,15 +187,27 @@ class Snack:
self.pos = (randrange(ROWS), randrange(COLUMNS))
def draw_grid(surface=WINDOW) -> None:
size_between = WIDTH // ROWS
def draw_grid() -> None:
x, y = 0, 0
for _ in range(ROWS):
x += size_between
y += size_between
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))
pygame.draw.line(surface, WHITE, (x, 0), (x, HEIGHT))
pygame.draw.line(surface, 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())))
def collision_check(snakes, snack) -> None:
for snake in snakes:
for block in snake.body:
if block.pos == snack.pos:
snack.randomize()
def end_screen() -> None:
@ -211,7 +226,9 @@ def main() -> None:
snakes.append(snake_two)
apple = Snack(apple_texture)
collision_check(snakes, apple)
poison = Snack(poison_texture)
collision_check(snakes, poison)
while run:
clock.tick(FPS)
@ -223,27 +240,31 @@ def main() -> None:
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:
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:
print(f"{snake.number} snake score: {len(snake.body)}")
run = False
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()
@ -254,7 +275,7 @@ def main_menu() -> None:
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, HEIGHT / 2 - title_label.get_height() / 2))
WINDOW.blit(title_label, (WIDTH / 2 - title_label.get_width() / 2, WINDOW_HEIGHT / 2 - title_label.get_height() / 2))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT: