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289 lines
8.2 KiB
Python
Executable File
289 lines
8.2 KiB
Python
Executable File
# Author - Kristiāns Francis Cagulis
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# Date - 10.04.2022
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# Title - Snake
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from audioop import mul
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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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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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RED = (255, 0, 0)
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BLACK = (0, 0, 0)
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WHITE = (255, 255, 255)
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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:
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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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def draw_grid() -> None:
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x, y = 0, 0
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for _ in range(ROWS):
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x += CELL_SIZE
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pygame.draw.line(WINDOW, WHITE, (x, 0), (x, HEIGHT))
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for _ in range(COLUMNS):
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y += CELL_SIZE
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pygame.draw.line(WINDOW, WHITE, (0, y), (WIDTH, y))
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def draw_score(snakes) -> None:
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for index, snake in enumerate(snakes):
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score_label = set_font(40).render(f"Score {len(snake.body) - 1}", 1, snake.color)
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WINDOW.blit(score_label, (10 + (index * (WIDTH - score_label.get_width() - 20)), (WINDOW_HEIGHT - score_label.get_height())))
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def collision_check(snakes, snack) -> None:
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for snake in snakes:
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for block in snake.body:
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if block.pos == snack.pos:
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snack.randomize()
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def end_screen() -> None:
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quit()
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def main() -> None:
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FPS = 10
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run = True
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clock = pygame.time.Clock()
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snake_one = Snake((randint(0, ROWS - 1), randint(0, COLUMNS - 1)), PURPLE)
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snakes = [snake_one]
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if multiplayer:
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snake_two = Snake((randint(0, ROWS - 1), randint(0, COLUMNS - 1)), BLUE, 2)
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snakes.append(snake_two)
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apple = Snack(apple_texture)
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collision_check(snakes, apple)
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poison = Snack(poison_texture)
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collision_check(snakes, poison)
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while run:
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clock.tick(FPS)
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pygame.time.delay(10)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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quit()
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for snake in snakes:
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snake.move()
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if snake.body[0].pos == apple.pos:
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snake.add_cube()
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apple = Snack(apple_texture)
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collision_check(snakes, apple)
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if snake.body[0].pos == poison.pos:
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snake.remove_cube()
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poison = Snack(poison_texture)
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collision_check(snakes, poison)
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for i in range(len(snake.body)):
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if snake.body[i].pos in list(map(lambda z: z.pos, snake.body[i + 1:])):
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run = False
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WINDOW.fill(BLACK)
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draw_grid()
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draw_score(snakes)
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for snake in snakes:
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snake.draw()
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apple.draw_snack()
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poison.draw_snack()
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if walls:
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for i in range(ROWS):
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cobble_rect = pygame.Rect(i * CELL_SIZE, HEIGHT, WIDTH, CELL_SIZE)
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WINDOW.blit(cobblestone_texture, cobble_rect)
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pygame.display.update()
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set_font = lambda size: pygame.font.SysFont("roboto", size) # sets font size
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def main_menu() -> None:
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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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pygame.display.update()
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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quit()
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if event.type == pygame.KEYDOWN:
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main()
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if __name__ == '__main__':
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main_menu()
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