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main.py
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import pygame, sys, random
from pygame.math import Vector2
class SNAKE:
def __init__(self):
self.body = [Vector2(5,10),Vector2(4,10),Vector2(3,10)]
self.direction = Vector2(1,0)
self.new_block = False
self.stop = False
self.head_up = pygame.image.load('.\\asset\\head_up.png').convert_alpha()
self.head_down = pygame.image.load('.\\asset\\head_down.png').convert_alpha()
self.head_right = pygame.image.load('.\\asset\\head_right.png').convert_alpha()
self.head_left = pygame.image.load('.\\asset\\head_left.png').convert_alpha()
self.tail_up = pygame.image.load('.\\asset\\tail_up.png').convert_alpha()
self.tail_down = pygame.image.load('.\\asset\\tail_down.png').convert_alpha()
self.tail_right = pygame.image.load('.\\asset\\tail_right.png').convert_alpha()
self.tail_left = pygame.image.load('.\\asset\\tail_left.png').convert_alpha()
self.body_vertical = pygame.image.load('.\\asset\\body_vertical.png').convert_alpha()
self.body_horizontal = pygame.image.load('.\\asset\\body_horizontal.png').convert_alpha()
self.body_tr = pygame.image.load('.\\asset\\body_topright.png').convert_alpha()
self.body_tl = pygame.image.load('.\\asset\\body_topleft.png').convert_alpha()
self.body_br = pygame.image.load('.\\asset\\body_bottomright.png').convert_alpha()
self.body_bl = pygame.image.load('.\\asset\\body_bottomleft.png').convert_alpha()
def draw_snake(self):
self.update_head_graphics()
self.update_tail_graphics()
for index, block in enumerate(self.body):
x_pos = int(block.x * cell_size)
y_pos = int(block.y * cell_size)
block_rect = pygame.Rect(x_pos, y_pos, cell_size, cell_size)
if index == 0:
screen.blit(self.head, block_rect)
elif index == len(self.body) - 1:
screen.blit(self.tail, block_rect)
else:
previous_block = self.body[index + 1] - block
next_block = self.body[index - 1] - block
if previous_block.x == next_block.x:
screen.blit(self.body_vertical, block_rect)
elif previous_block.y == next_block.y:
screen.blit(self.body_horizontal, block_rect)
else:
if previous_block.x == -1 and next_block.y == -1 or previous_block.y == -1 and next_block.x == -1:
screen.blit(self.body_tl, block_rect)
if previous_block.x == -1 and next_block.y == 1 or previous_block.y == 1 and next_block.x == -1:
screen.blit(self.body_bl, block_rect)
if previous_block.x == 1 and next_block.y == -1 or previous_block.y == -1 and next_block.x == 1:
screen.blit(self.body_tr, block_rect)
if previous_block.x == 1 and next_block.y == 1 or previous_block.y == 1 and next_block.x == 1:
screen.blit(self.body_br, block_rect)
def update_head_graphics(self):
head_relation = self.body[1] - self.body[0]
if head_relation == Vector2(0, 1): self.head = self.head_up
elif head_relation == Vector2(0, -1): self.head = self.head_down
elif head_relation == Vector2(-1, 0): self.head = self.head_right
elif head_relation == Vector2(1, 0): self.head = self.head_left
def update_tail_graphics(self):
tail_relation = self.body[-2] - self.body[-1]
if tail_relation == Vector2(0, 1): self.tail = self.tail_up
elif tail_relation == Vector2(0, -1): self.tail = self.tail_down
elif tail_relation == Vector2(-1, 0): self.tail = self.tail_right
elif tail_relation == Vector2(1, 0): self.tail = self.tail_left
def move_snake(self):
if self.new_block:
body_copy = self.body[:]
body_copy.insert(0, body_copy[0] + self.direction)
self.body = body_copy[:]
self.new_block = False
elif self.stop:
self.body = self.body
else:
body_copy = self.body[:-1]
body_copy.insert(0, body_copy[0] + self.direction)
self.body = body_copy[:]
def stop_snake(self):
self.stop = True
def add_block(self):
self.new_block = True
class FRUIT:
def __init__(self):
self.randomize()
def draw_fruit(self):
fruit_rect = pygame.Rect(int(self.pos.x * cell_size), int(self.pos.y * cell_size), cell_size, cell_size)
screen.blit(apple, fruit_rect)
def randomize(self):
self.x = random.randint(0, cell_number - 1)
self.y = random.randint(0, cell_number - 1)
self.pos = Vector2(self.x, self.y)
class MAIN:
def __init__(self):
self.snake = SNAKE()
self.fruit = FRUIT()
def update(self):
self.snake.move_snake()
self.check_collision()
self.check_fail()
def draw_elements(self):
self.draw_grass()
self.snake.draw_snake()
self.fruit.draw_fruit()
self.draw_score()
def check_collision(self):
if self.fruit.pos == self.snake.body[0]:
self.fruit.randomize()
self.snake.add_block()
def check_fail(self):
if not 0 <= self.snake.body[0].x < cell_number or not 0 <= self.snake.body[0].y < cell_number:
self.game_over()
for block in self.snake.body[1:]:
if block == self.snake.body[0]:
self.game_over()
def game_over(self):
self.snake.stop_snake()
self.final_score()
def draw_grass(self):
grass_color = (167, 209, 61)
for row in range(cell_number):
if row % 2 == 0:
for col in range(cell_number):
if col % 2 == 0:
grass_rect = pygame.Rect(col * cell_size, row * cell_size, cell_size, cell_size)
pygame.draw.rect(screen, grass_color, grass_rect)
else:
for col in range(cell_number):
if col % 2 != 0:
grass_rect = pygame.Rect(col * cell_size, row * cell_size, cell_size, cell_size)
pygame.draw.rect(screen, grass_color, grass_rect)
def draw_score(self):
score_text = str(len(self.snake.body) - 3)
score_surface = game_font.render(score_text, True, (56, 74, 12))
score_x = int(cell_size * cell_number - 60)
score_y = int(cell_size * cell_number - 60)
score_rect = score_surface.get_rect(center=(score_x, score_y))
apple_rect = apple.get_rect(midright=(score_rect.left, score_rect.centery))
bg_rect = pygame.Rect(apple_rect.left, apple_rect.top, apple_rect.width + score_rect.width, apple_rect.height)
pygame.draw.rect(screen, (167, 209, 61), bg_rect)
screen.blit(score_surface, score_rect)
screen.blit(apple, apple_rect)
pygame.draw.rect(screen, (56, 74, 12), bg_rect, 2)
def final_score(self):
gameover = "GAME OVER"
score_text = "Score: " + str(len(self.snake.body) - 3)
gameover_surface = game_font.render(gameover, True, (56, 74, 12))
score_surface = game_font.render(score_text, True, (56, 74, 12))
score_x = int((cell_number * cell_size) / 2)
score_y = int((cell_number * cell_size) / 2)
gameover_rect = gameover_surface.get_rect(center=(score_x, score_y))
score_rect = score_surface.get_rect(center=(score_x, score_y + 50))
pygame.draw.rect(screen, (167, 209, 61), gameover_rect)
pygame.draw.rect(screen, (167, 209, 61), score_rect)
screen.blit(gameover_surface, gameover_rect)
screen.blit(score_surface, score_rect)
class Button:
def __init__(self, text, pos, font, bg="black", feedback=""):
self.x, self.y = pos
self.font = pygame.font.SysFont("Arial", font)
if feedback == "":
self.feedback = "text"
else:
self.feedback = feedback
self.change_text(text, bg)
def change_text(self, text, bg="black"):
self.text = self.font.render(text, True, pygame.Color("White"))
self.size = self.text.get_size()
self.surface = pygame.Surface(self.size)
self.surface.fill(bg)
self.surface.blit(self.text, (0, 0))
self.rect = pygame.Rect(self.x, self.y, self.size[0], self.size[1])
def show(self, screen):
screen.blit(self.surface, (self.x, self.y))
def click(self, event):
x, y = pygame.mouse.get_pos()
if event.type == pygame.MOUSEBUTTONDOWN:
if pygame.mouse.get_pressed()[0]:
if self.rect.collidepoint(x, y):
return True
return False
class STARTMENU:
def __init__(self):
self.start = True
self.play_button = Button("Play", (cell_number * cell_size // 2 - 50, cell_number * cell_size // 2 - 50), 30)
self.quit_button = Button("Quit", (cell_number * cell_size // 2 - 50, cell_number * cell_size // 2 + 10), 30)
def draw_start_menu(self):
self.play_button.show(screen)
self.quit_button.show(screen)
def handle_event(self, event):
if self.play_button.click(event):
self.start = False
if self.quit_button.click(event):
pygame.quit()
sys.exit()
pygame.init()
cell_size = 40
cell_number = 20
screen = pygame.display.set_mode((cell_number * cell_size, cell_number * cell_size))
clock = pygame.time.Clock()
apple = pygame.image.load('.\\asset\\apple.png').convert_alpha()
game_font = pygame.font.SysFont('arial', 25)
#icon = pygame.image.load('./asset/sb.ico').convert_alpha()
#pygame.display.set_icon(icon)
SCREEN_UPDATE = pygame.USEREVENT
pygame.time.set_timer(SCREEN_UPDATE, 150)
pygame.display.set_caption('Snake Byte')
start_menu = STARTMENU()
main_game = MAIN()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == SCREEN_UPDATE and not start_menu.start:
main_game.update()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
if main_game.snake.direction.y != 1:
main_game.snake.direction = Vector2(0, -1)
if event.key == pygame.K_RIGHT:
if main_game.snake.direction.x != -1:
main_game.snake.direction = Vector2(1, 0)
if event.key == pygame.K_DOWN:
if main_game.snake.direction.y != -1:
main_game.snake.direction = Vector2(0, 1)
if event.key == pygame.K_LEFT:
if main_game.snake.direction.x != 1:
main_game.snake.direction = Vector2(-1, 0)
start_menu.handle_event(event)
if start_menu.start:
screen.fill((175, 215, 70))
start_menu.draw_start_menu()
elif main_game.snake.stop == False:
screen.fill((175, 215, 70))
main_game.draw_elements()
else:
main_game.final_score()
pygame.display.update()
clock.tick(60)