School/pygame/snake/source/assets/scripts/classes.py
2022-04-22 01:41:23 +03:00

186 lines
5.8 KiB
Python

import pygame
from globals import *
from random import randrange
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, position: tuple, color: tuple, name: str, player_number: int = 1, multiplayer: bool = False) -> None:
self.color = color
self.head = Cube(position, self.color)
self.body = []
self.body.append(self.head)
self.turns = {}
self.direction = (1, 0)
self.number = player_number
self.name = name
self.multiplayer = multiplayer
def move(self) -> None:
keys = pygame.key.get_pressed()
if self.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:
from assets.scripts.menu import walls
if walls: # end game if goes into the wall
from snake import end_screen
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))
class Button():
def __init__(self, position, text, font_size, base_color, hover_color) -> None:
self.pos = position
self.font = set_font(font_size)
self.base_color = base_color
self.hover_color = hover_color
self.text = text
self.text_rect = self.font.render(self.text, 1, self.base_color).get_rect(center=(self.pos))
def update(self) -> None:
WINDOW.blit(self.text, self.text_rect)
def check_input(self, mouse_pos) -> bool:
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):
return True
return False
def change_color(self, mouse_pos) -> None:
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): # on hover
self.text = self.font.render(self.text, 1, self.hover_color)
else:
self.text = self.font.render(self.text, 1, self.base_color)