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Section5
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209 lines (181 loc) · 5.32 KB
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#PYTHON GAME PROGRAMMING TUTORIAL
#main.py
import pygame
import snakehead
import food
import tail as t
import random
ScreenW = 1280
ScreenH = 720
sheadX = 0
sheadY = 0
fX = 0
fY = 0
counter = 0
gameover = False
pygame.init()
pygame.display.set_caption("Snake Game")
Display = pygame.display.set_mode([ScreenW, ScreenH])
Display.fill([255, 255, 255]) #RGB white
black = [0, 0, 0]
font = pygame.font.SysFont(None, 30)
score = font.render("Score: 0", True, black)
shead = snakehead.Snakehead(ScreenW / 2 - 16/2, ScreenH / 2 - 16/2, 16, 16)
f = food.Food(random.randint(0, (ScreenW - 16)/16) * 16 - 8, random.randint(0, (ScreenH - 16)/16) * 16, 16, 16)
tails = []
Fps = 8
timer_clock = pygame.time.Clock()
while not gameover: #gameover == False
Display.fill([255, 255, 255])
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameover = True
break
elif event.type == pygame.KEYDOWN:
shead.read_input(event.key)
##### added outide #####
if event.key == pygame.K_ESCAPE:
exit = False
while exit == False:
for e in pygame.event.get():
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_ESCAPE:
exit = True
###################
sheadX, sheadY = shead.get_pos()
fX, fY = f.get_pos()
#detect collision
if sheadX + 16 > fX and sheadX < fX + 16:
if sheadY + 16 > fY and sheadY < fY + 16:
#collision
f.respawn(ScreenW, ScreenH)
counter += 1 # counter = counter + 1
score = font.render("Score: " + str(counter), True, black)
if len(tails) == 0:
tails.append(t.Tail(sheadX, sheadY, 16, 16))
#tails.append(tail.Tail(sheadX, sheadY, 16, 16, shead.get_movement()))
else:
tX, tY = tails[-1].get_pos()
tails.append(t.Tail(tX, tY, 16, 16))
print(tails)
for i in range(len(tails)):
try:
tX, tY = tails[i].get_pos()
sX, SY = shead.get_pos()
if i != 0 and i != 1:
if tX == sX and tY == sY:
#collision
shead.restart(ScreenW, ScreenH)
tails.clear()
counter = 0
Display.blit(score, (10, 10))
pygame.display.flip()
pygame.display.update()
except:
shead.restart(ScreenW, ScreenH)
tails.clear()
sX, sY = shead.get_pos()
if sX < 0 or sX + 16 > ScreenW:
shead.restart(1280, 720)
counter = 0
Display.blit(score, (10, 10))
pygame.display.flip()
pygame.display.update()
tails.clear()
#restart
elif sY < 0 or sY + 16 > ScreenH:
shead.restart(1280, 720)
counter = 0
Display.blit(score, (10, 10))
pygame.display.flip()
pygame.display.update()
tails.clear()
#restart
for i in range(1, len(tails)):
tX, tY = tails[len(tails) - i - 1].get_pos() # y = b - x
tails[len(tails) - i].move(tX, tY)
if len(tails) > 0:
tX, tY = shead.get_pos()
tails[0].move(tX, tY)
shead.move(ScreenW, ScreenH)
shead.draw(Display)
Display.blit(score, (10, 10))
for tail in tails:
tail.draw(Display)
f.draw(Display)
pygame.display.flip()
pygame.display.update()
timer_clock.tick(Fps)
#tail.py
import pygame
import random
class Tail:
def __init__(self, posx, posy, width, height):
self.width = width
self.height = height
self.posx = posx
self.posy = posy
self.RGB = [random.randint(0, 255) for i in range(3)]
def draw(self, Diplay):
pygame.draw.rect(Diplay, self.RGB, [self.posx, self.posy, 16, 16])
def move(self, px, py):
self.posx = px
self.posy = py
def get_pos(self):
return self.posx, self.posy
#food.py
import pygame
import random
class Food:
def __init__(self, posx, posy, width, height):
self.posx = posx
self.posy = posy
self.width = width
self.height = height
self.red = random.randint(155, 255)
def draw(self, Display):
pygame.draw.rect(Display, [self.red, 0, 0], [self.posx, self.posy, self.width, self.height])
def get_pos(self):
return self.posx, self.posy
def respawn(self, ScreenW, ScreenH):
self.posx = random.randint(1, (ScreenW - 16)/16) * 16 - 8
self.posy = random.randint(1, (ScreenH - 16)/16) * 16
self.red = random.randint(155, 255)
#snakehead.py
import pygame
class Snakehead:
def __init__(self, posx, posy, width, height):
self.posx = posx
self.posy = posy
self.width = width
self.height = height
self.movement = 'null'
self.speed = 16
def draw(self, Display): #RGB #coordinates/dimentions
pygame.draw.rect(Display, [0, 0, 0], [self.posx, self.posy, self.width, self.height])
def read_input(self, key):
if (key == pygame.K_a or key == pygame.K_LEFT) and self.movement != 'right':
self.movement = 'left'
elif (key == pygame.K_d or key == pygame.K_RIGHT) and self.movement != 'left':
self.movement = 'right'
elif (key == pygame.K_w or key == pygame.K_UP) and self.movement != 'down':
self.movement = 'up'
elif (key == pygame.K_s or key == pygame.K_DOWN) and self.movement != 'up':
self.movement = 'down'
print(self.movement)
def get_pos(self):
return self.posx, self.posy
def get_movement(self):
return self.movement
def restart(self, ScreenW, ScreenH):
self.posx = ScreenW / 2 - 16/2
self.posy = ScreenH / 2 - 16/2
def move(self, SW, SH):
if self.movement == 'right':
self.posx += self.speed # self.posx = self.posx + self.speed
elif self.movement == 'left':
self.posx -= self.speed # self.posx = self.posx - self.speed
elif self.movement == 'up':
self.posy -= self.speed # self.posy = self.posy - self.speed
elif self.movement == 'down':
self.posy += self.speed # self.posy = self.posy + self.speed