forked from Raghav-Bajaj/HacktoberFest2021
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathsnakegame.py
167 lines (140 loc) · 5.62 KB
/
snakegame.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
import random
import turtle
import time
class Square:
def __init__(self, x, y):
self.x = x
self.y = y
def drawself(self, turtle):
# draw a black box at its coordinates, leaving a small gap between cubes
turtle.goto(self.x - 9, self.y - 9)
turtle.begin_fill()
for i in range(4):
turtle.forward(18)
turtle.left(90)
turtle.end_fill()
class Food:
def __init__(self, x, y):
self.x = x
self.y = y
self.state = "ON"
def changelocation(self):
# I haven't programmed it to spawn outside the snake's body yet
self.x = random.randint(0, 20)*20 - 200
self.y = random.randint(0, 20)*20 - 200
def drawself(self, turtle):
# similar to the Square drawself, but blinks on and off
if self.state == "ON":
turtle.goto(self.x - 9, self.y - 9)
turtle.begin_fill()
for i in range(4):
turtle.forward(18)
turtle.left(90)
turtle.end_fill()
def changestate(self):
# controls the blinking
self.state = "OFF" if self.state == "ON" else "ON"
class Snake:
def __init__(self):
self.headposition = [20, 0] # keeps track of where it needs to go next
self.body = [Square(-20, 0), Square(0, 0), Square(20, 0)] # body is a list of squares
self.nextX = 1 # tells the snake which way it's going next
self.nextY = 0
self.crashed = False # I'll use this when I get around to collision detection
self.nextposition = [self.headposition[0] + 20*self.nextX,
self.headposition[1] + 20*self.nextY]
# prepares the next location to add to the snake
def moveOneStep(self):
if Square(self.nextposition[0], self.nextposition[1]) not in self.body:
# attempt (unsuccessful) at collision detection
self.body.append(Square(self.nextposition[0], self.nextposition[1]))
# moves the snake head to the next spot, deleting the tail
del self.body[0]
self.headposition[0], self.headposition[1] = self.body[-1].x, self.body[-1].y
# resets the head and nextposition
self.nextposition = [self.headposition[0] + 20*self.nextX,
self.headposition[1] + 20*self.nextY]
else:
self.crashed = True # more unsuccessful collision detection
def moveup(self): # pretty obvious what these do
self.nextX = 0
self.nextY = 1
def moveleft(self):
self.nextX = -1
self.nextY = 0
def moveright(self):
self.nextX = 1
self.nextY = 0
def movedown(self):
self.nextX = 0
self.nextY = -1
def eatFood(self):
# adds the next spot without deleting the tail, extending the snake by 1
self.body.append(Square(self.nextposition[0], self.nextposition[1]))
self.headposition[0], self.headposition[1] = self.body[-1].x, self.body[-1].y
self.nextposition = [self.headposition[0] + 20*self.nextX,
self.headposition[1] + 20*self.nextY]
def drawself(self, turtle): # draws the whole snake when called
for segment in self.body:
segment.drawself(turtle)
class Game:
def __init__(self):
# game object has a screen, a turtle, a basic snake and a food
self.screen = turtle.Screen()
self.artist = turtle.Turtle()
self.artist.up()
self.artist.hideturtle()
self.snake = Snake()
self.food = Food(100, 0)
self.counter = 0 # this will be used later
self.commandpending = False # as will this
def nextFrame(self):
while True: # now here's where it gets fiddly...
game.screen.listen()
game.screen.onkey(game.snakedown, "Down")
game.screen.onkey(game.snakeup, "Up")
game.screen.onkey(game.snakeleft, "Left")
game.screen.onkey(game.snakeright, "Right")
turtle.tracer(0) # follow it so far?
self.artist.clear()
if self.counter == 5:
# only moves to next frame every 5 loops, this was an attempt to get rid of the turning delay
if (self.snake.nextposition[0], self.snake.nextposition[1]) == (self.food.x, self.food.y):
self.snake.eatFood()
self.food.changelocation()
else:
self.snake.moveOneStep()
self.counter = 0
else:
self.counter += 1
self.food.changestate() # makes the food flash
self.food.drawself(self.artist) # show the food and snake
self.snake.drawself(self.artist)
turtle.update()
self.commandpending = False
time.sleep(0.05)
def snakeup(self):
print("going up") # put this in for debugging purposes
if not self.commandpending:
# should allow only one turn each frame; I don't think it's working
self.snake.moveup()
self.commandpending = True
def snakedown(self):
print("going down")
if not self.commandpending:
self.snake.movedown()
self.commandpending = True
def snakeleft(self):
print("going left")
if not self.commandpending:
self.snake.moveleft()
self.commandpending = True
def snakeright(self):
print("going right")
if not self.commandpending:
self.snake.moveright()
self.commandpending = True
game = Game()
game.nextFrame()
print("game over!")
game.screen.mainloop()