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snake.py
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snake.py
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import os
import random
import sys
import pygame as pg
pg.mixer.pre_init(44100, 16, 2, 4096) # frequency, size, channels, buffersize
pg.init()
board_width, board_height = 51, 51
scale = 10
screen_width, screen_height = (board_width * scale, board_height * scale)
os.environ['SDL_VIDEO_WINDOW_POS'] = '%d,%d' % (int(pg.display.Info().current_w - screen_width) / 2,
int(pg.display.Info().current_h - screen_height) / 3)
screen = pg.display.set_mode((screen_width, screen_height), 0, 32)
pg.display.set_caption('Snake')
clock = pg.time.Clock()
fps = 60
bg_colour = (25, 25, 25)
bg_images = [pg.image.load('Assets/snake_bg/snake_bg_0.png'), pg.image.load('Assets/snake_bg/snake_bg_1.png')]
base_colours = [(230, 230, 230), (255, 0, 0), (0, 255, 0), (0, 0, 255), (255, 255, 0), (255, 0, 255), (0, 255, 255)]
num_food_colours = 8
food_colours = [(195, 6, 6), (37, 124, 32), (20, 74, 135), (227, 90, 0), (57, 0, 126), (253, 246, 0),
(0, 206, 79), (255, 0, 68)]
food_images = []
for n in range(num_food_colours):
food_images.append(pg.image.load(f'Assets/snake_food/snake_food_{n}.png'))
snake_images = [pg.image.load('Assets/snake_body/snake_body_0.png').convert(),
pg.image.load('Assets/snake_body/snake_body_1.png').convert()]
snake_start = [[25, 32], [25, 33], [25, 34], [25, 35], [25, 36]]
snake_head = [[23, 50], [27, 50], [23, 49], [27, 49], [23, 48], [27, 48], [22, 47], [28, 47], [22, 46], [28, 46],
[21, 45], [29, 45], [21, 44], [29, 44], [21, 43], [29, 43], [23, 43], [27, 43], [21, 42], [29, 42],
[22, 41], [28, 41], [22, 40], [28, 40], [23, 39], [27, 39], [24, 38], [26, 38], [25, 37]]
food_start = (25, 10)
title_start = (4, 10)
title_path = [(0, 0), (0, 1), (1, 1), (1, 0), (1, -1), (0, -1), (-1, -1), (-1, -1), (-1, -1), (0, -1), (1, -1), (1, 0),
(1, 1), (0, 1), # S
(2, 5), (0, -1), (0, -1), (0, -1), (1, 0), (1, 0), (1, 1), (0, 1), (0, 1), # n
(4, 0), (-1, 0), (-1, -1), (0, -1), (1, -1), (1, 0), (1, 0), (0, 1), (0, 1), (1, 1), # a
(2, 0), (0, -1), (0, -1), (0, -1), (0, -1), (0, -1), (2, 2), (-1, 1), (1, 1), (0, 1), # k
(3, 0), (-1, -1), (0, -1), (1, -1), (1, 0), (0, 1), (0, 1), (0, 1), (1, 0), (1, -1), (0, -1), # e
(0, 5), (0, -1), (-1, 0), (-1, 0), (-1, 0), (-1, 1), (0, 1), (0, 1), (0, 1), (0, 1), (1, 1), (1, 0),
(1, 0), (1, -1), (0, -1), (0, -1), (-1, 0), # G
(5, 0), (-1, 0), (-1, 1), (0, 1), (1, 1), (1, 0), (1, -3), (0, 1), (0, 1), (1, 1), # a
(2, 0), (0, -1), (0, -1), (1, -1), (1, 1), (0, -1), (1, 0), (1, 1), (0, 1), (0, 1), # m
(3, 0), (-1, -1), (0, -1), (1, -1), (1, 0), (0, 1), (0, 1), (0, 1), (1, 0), (1, -1), (0, -1), # e
(4, 3), (0, -5), (-1, 5), (0, -5), (-1, 5), (0, -5), (-1, 5), (0, -5), (-1, 6), (0, -7), (-1, 7),
(0, -7), (-1, 7), (0, -7), (-1, 7), (0, -7), (-1, 7), (0, -7), (-1, 7), (0, -7), (-1, 7), (0, -7),
(-1, 7), (0, -7), (-1, 7), (0, -7), (-1, 7), (0, -7), (-1, 7), (0, -7), (-1, 7), (0, -7), (-1, 7),
(0, -7), (-1, 7), (0, -7), (-1, 7), (0, -7), (-1, 7), (0, -7), (-1, 7), (0, -8), (-1, 8), (1, -9),
(-2, 9), (2, -10), (-3, 10), (3, -11), (-4, 11), (4, -12), (-5, 12), (5, -13), (-6, 13), (5, -14),
(-6, 13), (5, -13), (-6, 12), (5, -13), (-5, 12), (4, -12), (-4, 11), (3, -11), (-3, 10), (2, -10),
(-2, 9), (1, -9), (-1, 8), (0, -9), (-1, 8), (0, -9), (-1, 9), (0, -9), (-1, 9), (0, -9), (-1, 9),
(0, -8), (-1, 8), (0, -7), (-1, 7), (0, -7), (-1, 7), (0, -7), (-1, 7), (0, -7), (-1, 7), (0, -7),
(-1, 7), (0, -7), (-1, 7), (0, -7), (-1, 7), (0, -7), (-1, 7), (0, -8), (-1, 8), (1, -9), (-2, 9),
(1, -10), (-2, 10), (1, -11), (-2, 11), (1, -11), (-2, 11), (1, -11), (-1, 0), (-1, 10), (0, -9),
(-1, 9), (0, -9), (-1, 9), (0, -9), (-1, 9), (0, -9)] # border
title_master = []
title_pos = title_start
for direc in title_path:
title_pos = (title_pos[0] + direc[0], title_pos[1] + direc[1])
title_master.append([title_pos[0], title_pos[1], 0])
title_master = title_master + [ele + [0] for ele in snake_head] \
+ [ele + [0] for ele in reversed(snake_start)] # includes snake in title screen
main_font = pg.font.SysFont('Consolas', 15) # main font
small_font = pg.font.SysFont('Consolas', 10) # smaller font
rules = {
'Rules': [320, 26],
'Collect food to': [320, 28],
'increase score': [320, 30],
'Reach 25 score to win': [320, 32]
}
controls = {
'Controls': [320, 37],
'WASD - move': [320, 39],
'SPACE - play/ pause/': [320, 41],
'skip intro': [384, 43],
'ESC - return/ quit': [320, 45],
'MB - change options': [320, 47]
}
rules_controls = {**rules, **controls} # combines rules and controls dictionaries
options = {
0: ['base Colour: ', ['White', 'Red', 'Green', 'Blue', 'Yellow', 'Pink', 'Teal'], 0,
'Colour of most things in game', 20],
1: ['Background: ', ['Style 1', 'Style 2', 'Style 3'], 0, 'Toggles background style', 40],
2: ['added Particles: ', ['True', 'False'], 0, 'Additional particles effects', 36],
3: ['Number of wraps: ', ['Unlimited', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '10'], 6,
'Available screen wraps', 24],
4: ['Visual style: ', ['Blocks', 'Pixel Art', 'Particles'], 0, 'Visual style of snake and food', 32],
5: ['Tail style: ', ['Base Colour', 'Background Fade', 'Food Colour'], 0, 'How new tail colour is determined', 28],
6: ['Mute audio: ', ['True', 'False'], 1, 'Toggles game audio', 44]
} # options information dictionary (index: text, options, current option, tooltip, height)
# sounds
pg.mixer.music.load('Assets/Audio/theme.wav') # theme
pg.mixer.music.set_volume(0.05) # lowers volume
pg.mixer.music.play(-1) # play theme music continuously
sound_list = [['menu_click', 0.5], ['pause', 0.5], ['esc', 0.5], ['snake_move', 0.05], ['snake_eat', 0.2],
['win', 0.25], ['lose', 0.1], ['snake_edge', 0.5], ['borders', 0.5], ['start', 0.1]]
sounds = {}
for sound in sound_list:
sfx = pg.mixer.Sound(f'Assets/Audio/{sound[0]}.wav')
sfx.set_volume(sound[1])
sounds[sound[0]] = sfx
def menu(): # menu control
global button_collide
reset = True
animate = True
title = title_master.copy()
title_speed_name = 50
title_speed_snake = 20
title_speed = title_speed_name
title_counter = 0
menu_text_fade = 0
menu_text_fade_time = 150
pg.mouse.set_visible(False)
while True:
if reset: # resets certain variables
title_timer = 0
start = title_start
reset = False
particles = []
food_colour = random.randint(0, num_food_colours - 1)
button_collide = [0] * len(options)
dt = clock.tick(fps)
title_timer += dt
if title_timer >= title_speed:
title_counter += 1
if title_counter > 100:
title_speed = title_speed_snake
menu_text_fade += 1
if menu_text_fade > menu_text_fade_time:
menu_text_fade = menu_text_fade_time
title.append(title.pop(0))
temp = title_path.pop(0)
start = (start[0] + temp[0], start[1] + temp[1])
title_path.append(temp)
title_timer = 0
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
sys.exit()
if event.type == pg.KEYDOWN:
keys_pressed = pg.key.get_pressed()
if keys_pressed[pg.K_ESCAPE]:
pg.quit()
sys.exit()
if keys_pressed[pg.K_SPACE]:
if animate:
for pos in snake_start:
try:
title.remove(pos + [0])
except ValueError:
pass
try:
title.remove(pos + [1])
except ValueError:
pass
animate = False
menu_text_fade = True
buttons = [] # options
for option in range(len(options)):
temp_text = main_font.render(options[option][0] + options[option][1][options[option][2]],
True, convert_colours(options[0][1][options[0][2]]))
temp_button = pg.Rect(scale * 2, scale * options[option][4], temp_text.get_width() + scale,
temp_text.get_height() + int(scale / 2))
temp_tooltip = main_font.render(options[option][3], True,
convert_colours(options[0][1][options[0][2]]))
buttons.append([temp_text, temp_button, temp_tooltip])
sounds['esc'].play()
pg.mouse.set_visible(True)
else:
sounds['start'].play()
reset = game(options, food_colour, particles)
if not animate: # option key binds
option_index = -1
if keys_pressed[pg.K_c]:
option_index = 0
if keys_pressed[pg.K_b]:
option_index = 1
if keys_pressed[pg.K_p]:
option_index = 2
if keys_pressed[pg.K_n]:
option_index = 3
if keys_pressed[pg.K_v]:
option_index = 4
if keys_pressed[pg.K_t]:
option_index = 5
if keys_pressed[pg.K_m]:
option_index = 6
if option_index != -1:
new_index = options[option_index][2] + 1
if new_index > len(options[option_index][1]) - 1: # wrap index value
new_index = 0
options[option_index][2] = new_index
sounds['menu_click'].play()
if not animate:
mouse_pos = pg.mouse.get_pos() # gets mouse position
button_collide = [int(buttons[index][1].collidepoint(mouse_pos)) for index
in range(len(button_collide))] # checks for collision between mouse and all buttons
if 1 in button_collide: # if mouse is colliding with a button
button = button_collide.index(1) # gets collided button index
if event.type == pg.MOUSEMOTION:
particles.append(Particle(mouse_pos[0],
mouse_pos[1],
random.randint(-10, 10) / 10,
random.randint(-5, 5) / 10,
0,
0.2,
convert_colours(options[0][1][options[0][2]]),
random.randint(1, 2),
0.1))
if event.type == pg.MOUSEBUTTONUP: # if mouse button depressed
if event.button == 1 or event.button == 3: # if left or right mouse button clicked
cur_index = options[button][2] # current index
if event.button == 1: # increment index with left click
new_index = cur_index + 1
if new_index > len(options[button][1]) - 1: # wrap index value
new_index = 0
elif event.button == 3: # decrement index with right click
new_index = cur_index - 1
if new_index < 0: # wrap index value
new_index = len(options[button][1]) - 1
options[button][2] = new_index # new index
sounds['menu_click'].play()
if title[5][-1] == 1 and animate:
del title[0:5] # deletes snake from title array
animate = False
pg.mouse.set_visible(True)
buttons = [] # options
for option in range(len(options)):
temp_text = main_font.render(options[option][0] + options[option][1][options[option][2]],
True, convert_colours(options[0][1][options[0][2]]))
temp_button = pg.Rect(scale * 2, scale * options[option][4], temp_text.get_width() + scale,
temp_text.get_height() + int(scale / 2))
temp_tooltip = main_font.render(options[option][3], True, convert_colours(options[0][1][options[0][2]]))
buttons.append([temp_text, temp_button, temp_tooltip])
snake_colours = [convert_colours(options[0][1][options[0][2]])] * len(snake_start)
buttons = draw_menu(options, title, animate, food_colour, snake_colours, particles, menu_text_fade,
menu_text_fade_time, button_collide)
if options[6][1][options[6][2]] == 'True':
pg.mixer.music.set_volume(0) # mutes musics
for key in sounds: # mutes sound effects
sounds[key].set_volume(0)
else:
pg.mixer.music.set_volume(0.05) # un mute
for index, key in enumerate(sounds):
sounds[key].set_volume(sound_list[index][1])
# draws menu screen
def draw_menu(options, title, animate, food_colour, snake_colours, particles, menu_text_fade,
menu_text_fade_time, button_collide):
base_colour = options[0][1][options[0][2]]
bg_style = options[1][1][options[1][2]]
visual_style = options[4][1][options[4][2]]
screen.fill(bg_colour)
draw_title(title, animate, bg_style, base_colour)
if menu_text_fade > 0:
buttons = draw_menu_text(base_colour, animate, menu_text_fade, menu_text_fade_time, button_collide)
else:
buttons = []
if not animate:
particles = draw_snake(visual_style, snake_start, snake_colours, particles)
draw_food(visual_style, food_start, food_colour, particles, False)
draw_particles(particles)
pg.display.update()
return buttons
def draw_title(title, animate, bg_style, base_colour): # draws title text with snaking effect
if not animate:
if bg_style == 'Style 2':
screen.blit(bg_images[0], (0, 0))
elif bg_style == 'Style 3':
screen.blit(bg_images[1], (0, 0))
for index, pos in enumerate(title):
outline = 0
if animate:
if index == 4:
outline = 2
pos[2] = 1
elif index == 3:
outline = -4
pos[2] = 1
elif index == 2:
outline = -3
pos[2] = 1
elif index == 1:
outline = -2
pos[2] = 1
elif index == 0:
outline = -1
pos[2] = 1
elif pos[2] == 0:
outline = 2
rect = pg.Rect(pos[0] * scale, pos[1] * scale, scale, scale)
pg.draw.rect(screen, convert_colours(base_colour), rect)
pg.draw.rect(screen, bg_colour, rect, 2 - outline)
def convert_colours(name):
if name == 'White':
colour = (230, 230, 230)
elif name == 'Red':
colour = (255, 0, 0)
elif name == 'Green':
colour = (0, 255, 0)
elif name == 'Blue':
colour = (0, 0, 255)
elif name == 'Yellow':
colour = (255, 255, 0)
elif name == 'Pink':
colour = (255, 0, 255)
elif name == 'Teal':
colour = (0, 255, 255)
else:
colour = (230, 230, 230)
return colour
def draw_menu_text(base_colour, animate, menu_text_fade, menu_text_fade_time, button_collide): # draws game controls
if animate:
colour_dif = ((convert_colours(base_colour)[0] - bg_colour[0]) / menu_text_fade_time,
(convert_colours(base_colour)[1] - bg_colour[1]) / menu_text_fade_time,
(convert_colours(base_colour)[2] - bg_colour[2]) / menu_text_fade_time)
colour = (bg_colour[0] + colour_dif[0] * menu_text_fade,
bg_colour[1] + colour_dif[1] * menu_text_fade,
bg_colour[2] + colour_dif[2] * menu_text_fade)
else:
colour = convert_colours(base_colour)
for key in rules:
pass
for key in rules_controls: # controls
pos = rules_controls[key]
text = main_font.render(key, True, colour)
screen.blit(text, (pos[0], pos[1] * scale))
buttons = [] # options
temp_text = main_font.render('Options', True, colour)
screen.blit(temp_text, (20, 180))
for option in range(len(options)):
temp_text = main_font.render(options[option][0] + options[option][1][options[option][2]], True, colour)
temp_button = pg.Rect(scale * 2, scale * options[option][4], temp_text.get_width() + scale,
temp_text.get_height() + int(scale / 2))
temp_tooltip = small_font.render(options[option][3], True, colour)
buttons.append([temp_text, temp_button, temp_tooltip])
for index, button in enumerate(buttons):
screen.blit(button[0], (button[1][0] + int(scale / 2), button[1][1] + int(scale / 4)))
pg.draw.rect(screen, colour, button[1], 1 + button_collide[index])
if button_collide[index]: # tooltip
screen.blit(button[2], (20, int((options[index][4] + 2.5) * scale)))
return buttons
# game control
def game(options, food_colour, particles):
# player options
base_colour = options[0][1][options[0][2]]
bg_style = options[1][1][options[1][2]]
added_particles = options[2][1][options[2][2]] == 'True'
wrap_uses = options[3][1][options[3][2]]
if wrap_uses == 'Unlimited':
wrap_uses = 1000000
else:
wrap_uses = int(wrap_uses)
visual_style = options[4][1][options[4][2]]
tail_style = options[5][1][options[5][2]]
snake_colours = [convert_colours(base_colour)] * len(snake_start)
run = True
running, pause = 0, 1
state = running
pg.mouse.set_visible(False)
snake = snake_start.copy()
snake_dir = (0, -1)
new_dir = snake_dir
food = food_start
grow = False
border = False
snake_speed = 50
snake_timer = 0
border_size = 0
wrap_counter = 0
score = 0
score_win = 25
won = False
lost = False
particle_speed = 250
particle_timer = 0
fade_start = 5
fade_length = 15
while run:
if state == running:
if added_particles:
if particle_timer >= particle_speed:
for _ in range(score):
particles.append(Particle(screen_width / 2,
-150,
random.randint(-50, 50) / 10,
random.randint(-10, 10) / 10,
0,
0.2,
convert_colours(base_colour),
random.randint(1, 3),
random.randint(0, 25) / 100))
particle_timer = 0
# snake control
if snake_timer >= snake_speed and not won and not lost:
if snake_dir != new_dir:
sounds['snake_move'].play()
snake_dir = new_dir # snake direction
new_head = (snake[0][0] + snake_dir[0], snake[0][1] + snake_dir[1]) # new head position
if new_head in snake: # if snake hits its tail
lost = True
lost_counter = 0
sounds['lose'].play()
if wrap_counter < wrap_uses: # wraps snake to opposite side of board
if new_head[0] == -1: # left side
new_head = (board_width - 1, new_head[1])
wrap_counter += 1
sounds['snake_edge'].play()
elif new_head[0] == board_width: # right side
new_head = (0, new_head[1])
wrap_counter += 1
sounds['snake_edge'].play()
elif new_head[1] == -1: # top side
new_head = (new_head[0], board_height - 1)
wrap_counter += 1
sounds['snake_edge'].play()
elif new_head[1] == board_height: # bottom side
new_head = (new_head[0], 0)
wrap_counter += 1
sounds['snake_edge'].play()
else:
if new_head[0] == 0 or new_head[0] == board_width - 1 or new_head[1] == 0 \
or new_head[1] == board_height - 1:
lost = True
lost_counter = 0
sounds['lose'].play()
if not border and wrap_counter == wrap_uses:
border = True
border_size = 10
sounds['borders'].play()
if border_size > 0:
border_size -= 1 # animates border
if new_head == food: # if snake eats food
while food in snake or food == new_head:
# spawns new food
food = (random.randint(1, board_width - 2), random.randint(1, board_height - 2))
grow = True # snake grows
snake_speed -= 1 # snake speed increases
score += 1 # increments scored
sounds['snake_eat'].play()
if score == score_win:
won = True
won_counter = 0
sounds['win'].play()
if added_particles:
for _ in range(5 * score): # spawns flurry of particles
particles.append(Particle(new_head[0] * scale + int(scale / 2),
new_head[1] * scale + int(scale / 2),
random.randint(-50, 50) / 10,
random.randint(-50, 50) / 10,
0,
0.1,
food_colours[food_colour],
random.randint(1, 3),
random.randint(0, 25) / 100))
b_colour = convert_colours(base_colour)
if tail_style == 'Base Colour': # default colour
snake_colours.append(b_colour)
elif tail_style == 'Background Fade': # background fade
index = len(snake)
if index < fade_start:
colour = b_colour
elif index < fade_start + fade_length:
fade_scale = (int((bg_colour[0] - b_colour[0]) / fade_length),
int((bg_colour[1] - b_colour[1]) / fade_length),
int((bg_colour[2] - b_colour[2]) / fade_length))
colour = (b_colour[0] + fade_scale[0] * (index - fade_start),
b_colour[1] + fade_scale[1] * (index - fade_start),
b_colour[2] + fade_scale[2] * (index - fade_start))
else:
colour = bg_colour
snake_colours.append(colour)
elif tail_style == 'Food Colour': # food colour
snake_colours.append(food_colours[food_colour])
food_colour = random.randint(0, num_food_colours - 1) # new food colour
# moves snake
snake.insert(0, new_head) # adds new head to snake
if grow:
grow = False # snake grows in length
else:
snake.pop(-1) # remove end tail
snake_timer = 0
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
sys.exit()
if event.type == pg.KEYDOWN:
keys_pressed = pg.key.get_pressed()
if keys_pressed[pg.K_ESCAPE]:
pg.mixer.pause()
sounds['esc'].play()
pg.mouse.set_visible(True)
return True
# snake movement
if keys_pressed[pg.K_w] and snake_dir != (0, -1) and snake_dir != (0, 1):
new_dir = (0, -1)
elif keys_pressed[pg.K_s] and snake_dir != (0, 1) and snake_dir != (0, -1):
new_dir = (0, 1)
elif keys_pressed[pg.K_a] and snake_dir != (-1, 0) and snake_dir != (1, 0):
new_dir = (-1, 0)
elif keys_pressed[pg.K_d] and snake_dir != (1, 0) and snake_dir != (-1, 0):
new_dir = (1, 0)
if keys_pressed[pg.K_SPACE] and not won and not lost:
state = pause
sounds['pause'].play()
draw_game(visual_style, bg_style, snake, food, food_colour, snake_colours, score, particles,
base_colour, border, border_size, state == pause, won, lost)
dt = clock.tick(fps)
snake_timer += dt
particle_timer += dt
if won:
for _ in range(3):
particles.append(Particle(screen_width / 2,
screen_height + 25,
random.randint(-30, 30) / 10,
random.randint(-125, 0) / 10,
random.randint(-1, 1) / 100,
0.2,
random.choice(base_colours),
random.randint(1, 5),
0.025))
won_counter += 1
if won_counter > fps * 10: # 3 second timer
pg.mouse.set_visible(True)
return True
if lost:
particles.append(Particle(random.randint(0, screen_width),
-10,
0,
random.randint(0, 10) / 10,
0,
0.2,
(0, 0, random.randint(0, 255)),
random.randint(1, 2),
0.005))
lost_counter += 1
if lost_counter > fps * 5: # 3 second timer
pg.mouse.set_visible(True)
return True
elif state == pause:
for event in pg.event.get():
if event.type == pg.KEYDOWN:
keys_pressed = pg.key.get_pressed()
if keys_pressed[pg.K_ESCAPE]:
sounds['esc'].play()
return True
if keys_pressed[pg.K_SPACE]:
state = running
sounds['pause'].play()
def is_edge(width, height, pos):
if 0 <= pos[0] < width and 0 <= pos[1] < height:
return False
else:
return True
# draws game screen
def draw_game(visual_style, bg_style, snake, food, food_colour, snake_colours, score, particles,
base_colour, border, border_size, pause, won, lost):
screen.fill(bg_colour)
if bg_style == 'Style 2':
screen.blit(bg_images[0], (0, 0))
elif bg_style == 'Style 3':
screen.blit(bg_images[1], (0, 0))
particles = draw_snake(visual_style, snake, snake_colours, particles)
particles = draw_food(visual_style, food, food_colour, particles, won)
if border:
draw_border(base_colour, border_size)
draw_score(score, base_colour)
draw_particles(particles, not pause)
if pause:
draw_text('Paused', base_colour)
if won:
draw_text('You Won!', base_colour)
if lost:
draw_text('You Lost!', base_colour)
pg.display.update()
def draw_snake(visual_style, snake, snake_colours, particles): # draws snake
for pos, col in zip(snake, snake_colours):
if visual_style == 'Blocks': # blocks
rect = pg.Rect(pos[0] * scale, pos[1] * scale, scale, scale)
pg.draw.rect(screen, col, rect)
pg.draw.rect(screen, bg_colour, rect, 2)
elif visual_style == 'Pixel Art': # pixel art
if snake.index(pos) == 0:
image = palette_swap(snake_images[0], (230, 230, 230), col)
else:
image = palette_swap(snake_images[1], (230, 230, 230), col)
screen.blit(image, (pos[0] * scale, pos[1] * scale))
elif visual_style == 'Particles': # particles
particles.append(Particle(pos[0] * scale + scale / 2,
pos[1] * scale + scale / 2,
random.randint(-5, 5) / 10,
random.randint(-5, 5) / 10,
0,
0,
col,
random.randint(0, 2),
0.075))
return particles
def palette_swap(surf, old_c, new_c):
surf.set_colorkey(old_c)
img_copy = pg.Surface(surf.get_size())
img_copy.fill(new_c)
img_copy.blit(surf, (0, 0))
img_copy.set_colorkey((25, 25, 25))
return img_copy
def draw_food(visual_style, food, food_colour, particles, won): # draws food
if not won:
if visual_style == 'Blocks': # blocks
rect = pg.Rect(food[0] * scale, food[1] * scale, scale, scale)
pg.draw.rect(screen, food_colours[food_colour], rect)
pg.draw.rect(screen, bg_colour, rect, 2)
elif visual_style == 'Pixel Art': # pixel art
screen.blit(food_images[food_colour], (food[0] * scale, food[1] * scale))
elif visual_style == 'Particles': # particles
for _ in range(5):
particles.append(Particle(food[0] * scale + scale / 2,
food[1] * scale + scale / 2,
random.randint(-10, 10) / 10,
random.randint(-20, 10) / 10,
0,
0.1,
food_colours[food_colour],
random.randint(0, 2),
0.075))
return particles
def draw_score(score, base_colour): # draws score
text = main_font.render('Score: ' + str(score), True, convert_colours(base_colour))
screen.blit(text, (int((screen_width - text.get_width()) / 2), scale))
def draw_border(base_colour, border_size):
for x_pos in range(board_width):
rect_top = pg.Rect(x_pos * scale, 0, scale, scale) # top border
pg.draw.rect(screen, convert_colours(base_colour), rect_top)
pg.draw.rect(screen, bg_colour, rect_top, 2 + border_size)
rect_bot = pg.Rect(x_pos * scale, (board_height - 1) * scale, scale, scale) # bottom border
pg.draw.rect(screen, convert_colours(base_colour), rect_bot)
pg.draw.rect(screen, bg_colour, rect_bot, 2 + border_size)
for y_pos in range(1, board_height - 1):
rect_top = pg.Rect(0, y_pos * scale, scale, scale) # top border
pg.draw.rect(screen, convert_colours(base_colour), rect_top)
pg.draw.rect(screen, bg_colour, rect_top, 2 + border_size)
rect_bot = pg.Rect((board_width - 1) * scale, y_pos * scale, scale, scale) # bottom border
pg.draw.rect(screen, convert_colours(base_colour), rect_bot)
pg.draw.rect(screen, bg_colour, rect_bot, 2 + border_size)
def draw_text(text, base_colour):
text = main_font.render(f'{text}', True, convert_colours(base_colour))
screen.blit(text, (int((screen_width - text.get_width()) / 2), int(screen_height / 3)))
class Particle: # particle control
def __init__(self, x_pos, y_pos, x_vel, y_vel, x_acc, y_acc, colour, size, shrink):
self.x_pos = x_pos
self.y_pos = y_pos
self.x_vel = x_vel
self.y_vel = y_vel
self.x_acc = x_acc
self.y_acc = y_acc
self.colour = colour
self.size = size
self.shrink = shrink
def draw(self, update):
pg.draw.circle(screen, self.colour, (int(self.x_pos), int(self.y_pos)), int(self.size)) # draw particle
if update:
self.x_pos += self.x_vel # x position + velocity
self.y_pos += self.y_vel # y position + velocity
self.x_vel += self.x_acc # x velocity + acceleration
self.y_vel += self.y_acc # y velocity + acceleration
self.size -= self.shrink # adjust particle size
def draw_particles(particles, update=True): # draws particles
for _, particle in sorted(enumerate(particles), reverse=True):
if particle.size <= 0 or (not -screen_width <= particle.x_pos <= screen_width * 2) \
or (not -screen_height <= particle.y_pos <= screen_height * 2):
particles.remove(particle)
else:
particle.draw(update) # draws particle
menu()