mirror of
https://github.com/kristoferssolo/School.git
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186 lines
5.8 KiB
Python
186 lines
5.8 KiB
Python
import pygame
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from globals import *
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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 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, 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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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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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[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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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 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 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) |