School/pygame/snake/source/snake.py
2022-04-10 18:12:08 +03:00

289 lines
8.2 KiB
Python
Executable File

# Author - Kristiāns Francis Cagulis
# Date - 10.04.2022
# Title - Snake
from audioop import mul
import pygame
from random import randrange, randint
from os.path import abspath, dirname, join
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))
RED = (255, 0, 0)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
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:
x, y = 0, 0
for _ in range(ROWS):
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))
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:
quit()
def main() -> None:
FPS = 10
run = True
clock = pygame.time.Clock()
snake_one = Snake((randint(0, ROWS - 1), randint(0, COLUMNS - 1)), PURPLE)
snakes = [snake_one]
if multiplayer:
snake_two = Snake((randint(0, ROWS - 1), randint(0, COLUMNS - 1)), BLUE, 2)
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)
pygame.time.delay(10)
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
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:])):
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()
set_font = lambda size: pygame.font.SysFont("roboto", size) # sets font size
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, WINDOW_HEIGHT / 2 - title_label.get_height() / 2))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
if event.type == pygame.KEYDOWN:
main()
if __name__ == '__main__':
main_menu()