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Snake.py
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288 lines (225 loc) · 7.88 KB
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import pygame
import sys
from random import randint
### playable by humans
cPlayers = 2
cRobots = 0
cApples = 1
speed = 80
# how long to wait between moves, in milliseconds
initialLength = 5
lengthPerApple = 10
dXSquare = 10 # size of each square, in pixels
dXScreen = 60 # width of game screen, in squares
dYScreen = 60
# height of game screen, in squares
### fun to watch
##cPlayers = 0
##cRobots = 100
##cApples = 2000
##speed = 5 # how long to wait between moves, in milliseconds
##initialLength = 1
##lengthPerApple = 200
##dXSquare = 1 # size of each square, in pixels
##dXScreen = 800 # width of game screen, in squares
##dYScreen = 800 # height of game screen, in squares
dXBorder = 0 # border width, in pixels
def drawSquare(scr,xy,color):
pygame.draw.rect(scr, color, (xy[0] * dXSquare + dXBorder, xy[1] * dXSquare + dXBorder,dXSquare,dXSquare))
class Dir():
East,North,West,South = range(4)
def left(d):
return (d + 1) % 4
def right(d):
return (d + 3) % 4
def opposite(d):
return (d + 2) % 4
def squareAdjacent(xy, d):
#return (x,y) one step in given direction
if d not in range(0,4):
print (d, d%4)
(dX,dY) = [(1,0),(0,-1),(-1,0),(0,1)][d]
return (xy[0] + dX, xy[1] + dY)
class Snake():
def __init__(self,xy,length,d,color):
self.squares = [xy]
self.length = length
self.d = d
## self.dPrev = d
self.color = color
self.mpKeyDir = {}
def setKeys(self,keyNorth,keySouth,keyEast,keyWest):
self.mpKeyDir[keyNorth] = Dir.North
self.mpKeyDir[keySouth] = Dir.South
self.mpKeyDir[keyEast] = Dir.East
self.mpKeyDir[keyWest] = Dir.West
def handleKey(self,key):
if key in self.mpKeyDir:
dNew = self.mpKeyDir[key]
if dNew != opposite(self.dPrev):
self.d = dNew
return True
else:
return False
def draw(self,scr):
for xy in self.squares:
drawSquare(scr, xy, self.color)
def chooseMove(self,game):
xy = self.squares[0] # head of snake
xyAhead = squareAdjacent(xy,self.d)
xyLeft = squareAdjacent(xy,left(self.d))
xyRight = squareAdjacent(xy,right(self.d))
leftOpen = game.isSquareOpen(xyLeft)
rightOpen = game.isSquareOpen(xyRight)
# apple immediately ahead?
if xyAhead in game.apples:
return # keep on
# open space ahead?
if game.isSquareOpen(xyAhead):
# randomly turn from time to time
if randint(0,self.length) == 0 and leftOpen:
self.d = left(self.d)
elif randint(0,self.length) == 0 and rightOpen:
self.d = right(self.d)
# turn towards apples?
# turn towards opponent(s)?
else:
if leftOpen and rightOpen:
if randint(0,1) == 0:
self.d = left(self.d)
else:
self.d = right(self.d)
elif leftOpen:
self.d = left(self.d)
elif rightOpen:
self.d = right(self.d)
else:
# we're screwed
pass
def move(self,game):
self.dPrev = self.d
if len(self.mpKeyDir) == 0:
self.chooseMove(game)
xyHead = self.squares[0]
xyNew = squareAdjacent(xyHead,self.d)
# hit something?
if not game.isSquareOpen(xyNew):
game.killSnake(self)
return True # dead
# extend head
self.squares[0:0] = [xyNew]
game.setXY.add(xyNew)
# consume apple?
if xyNew in game.apples:
game.apples.remove(xyNew)
game.newApple()
self.length += lengthPerApple
# remove tail
if len(self.squares) > self.length:
xyTail = self.squares.pop()
game.setXY.remove(xyTail)
return False # not dead
class Game():
def __init__(self):
self.reset()
def addSnake(self,snake):
self.snakes.append(snake)
# add snake head to set of occupied squares
self.setXY.add(snake.squares[0])
def reset(self):
# restart if paused
self.paused = False
self.snakes = []
self.setXY = set()
self.apples = set()
if cPlayers > 0:
# add a snake on the right side controlled with arrow keys
snake1 = Snake((dXScreen - 1, dYScreen / 2), initialLength, Dir.West, (255,255,255))
snake1.setKeys(pygame.K_UP, pygame.K_DOWN, pygame.K_RIGHT, pygame.K_LEFT)
self.addSnake(snake1)
if cPlayers > 1:
# add snake on the left side controlled with WASD
snake0 = Snake((0, dYScreen / 2), initialLength, Dir.East, (0,255,0))
snake0.setKeys(pygame.K_w, pygame.K_s, pygame.K_d, pygame.K_a)
self.addSnake(snake0)
for i in range(0,cRobots):
xy = self.chooseEmpty()
if xy != None:
snake = Snake(xy, initialLength, randint(0,3), (randint(100,255),randint(100,255),randint(100,255)))
self.addSnake(snake)
# add some apples
for i in range(0,cApples):
self.newApple()
def chooseEmpty(self):
# choose random position which isn't already occupied by snake or apple
for i in range(0,1000):
x = randint(0,dXScreen - 1)
y = randint(0,dYScreen - 1)
if (x,y) not in self.setXY and (x,y) not in self.apples:
return(x,y)
return None
def newApple(self):
# choose random position for apple which isn't already occupied by snake or apple
xy = self.chooseEmpty()
if xy != None:
self.apples.add(xy)
def isSquareOpen(self,xy):
# hit wall?
if xy[0] < 0 or xy[0] >= dXScreen or xy[1] < 0 or xy[1] >= dYScreen:
return False
# hit snake?
if xy in game.setXY:
return False
return True
def killSnake(self,snake):
if len(snake.mpKeyDir) > 0: # player-controlled snake?
# turn snake red and pause game (r to reset)
snake.color = (255,0,0)
self.paused = True
else: # computer-controlled snake
# remove snake
for xy in snake.squares:
self.setXY.remove(xy)
self.snakes.remove(snake)
# would be nice to add to list of snakes to animate dying
def tick(self):
if self.paused:
return
for snake in self.snakes:
snake.move(self)
if len(self.snakes) == 0:
self.reset()
def draw(self,scr):
# draw background and border
scr.fill((200,200,200))
pygame.draw.rect(scr, (0,0,0), (dXBorder,dXBorder,dXScreen * dXSquare,dYScreen*dXSquare))
# draw snakes
for snake in self.snakes:
snake.draw(scr)
# draw apples
for xy in self.apples:
drawSquare(scr, xy, (255,100,0))
pygame.init()
scr = pygame.display.set_mode((dXScreen * dXSquare + 2 * dXBorder,dYScreen*dXSquare + 2 * dXBorder))
pygame.time.set_timer(pygame.USEREVENT+1, speed)
game = Game()
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
#print event
for snake in game.snakes:
snake.handleKey(event.key)
if event.key == pygame.K_r:
game.reset()
elif event.key == pygame.K_SPACE:
done = True
elif event.type == pygame.USEREVENT + 1:
game.tick()
game.draw(scr)
pygame.display.update()
pygame.display.quit()
pygame.quit()
print ("quitting")