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slither.py
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#continue from 18
import pygame
import time
import random
pygame.init()
black = (0,0,0)
white = (255,255,255)
red = (255,0,0)
green = (0, 155,0)
display_width = 800
display_height = 600
gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('Slither')
pygame.display.update() # updates the entire thing unless region is mentioned
icon = pygame.image.load('apple.png')
pygame.display.set_icon (icon)
image = pygame.image.load('snakehead.png')
appleimage = pygame.image.load('apple.png')
clock = pygame.time.Clock()
AppleThickness = 30
block_size = 20
FPS =15
direction = "right"
smallfont = pygame.font.SysFont("comicsansms", 25)
medfont = pygame.font.SysFont("comicsansms", 50)
largefont = pygame.font.SysFont("comicsansms", 75)
def pause():
paused = True
message_to_screen("Paused", black, -100, size ="large")
message_to_screen("Press C to Continue or Q to quit", black,25, size ="small")
pygame.display.update()
while paused:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
paused = False
elif event.key == pygame.K_q:
pygame.quit()
quit()
clock.tick(5)
def score(score):
text = smallfont.render("Score: "+str(score), True, black)
gameDisplay.blit(text, [0,0])
def randAppleGen():
randAppleX = round(random.randrange(0, display_width-AppleThickness))
randAppleY = round(random.randrange(0, display_height-AppleThickness ))
return randAppleX, randAppleY
def game_intro():
intro = True
while intro:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
intro = False
if event.key == pygame.K_q:
pygame.quit()
quit()
gameDisplay.fill(white)
message_to_screen("Welcome to Slither", green, -100, "large")
message_to_screen("The aim is to eat red apples", black, 30)
message_to_screen("More apples you eat, the longer you get", black, 70)
message_to_screen("If you run into yourself, or the edges, you die", black, 110)
message_to_screen("Press C to continue, P to pause or Q to quit", black, 180)
pygame.display.update()
clock.tick(15)
def snake(block_size, snakeList) :
if direction == "right":
head = pygame.transform.rotate(image, 270)
if direction == "left":
head = pygame.transform.rotate(image, 90)
if direction == "up":
head = image
if direction == "down":
head = pygame.transform.rotate(image, 180)
gameDisplay.blit(head, (snakeList[-1][0],snakeList[-1][1]))
for XnY in snakeList[:-1]:
pygame.draw.rect(gameDisplay, green, [XnY[0],XnY[1],block_size,block_size]) # x y width height
def text_objects(text, color,size):
if size == "small":
textSurface = smallfont.render(text, True, color)
if size == "medium":
textSurface = medfont.render(text, True, color)
if size == "large":
textSurface = largefont.render(text, True, color)
return textSurface,textSurface.get_rect()
def message_to_screen(msg,color, y_displace =0,size = "small"):
textSurface , textRect = text_objects(msg,color,size)
textRect.center = (display_width/2), (display_height/2) + y_displace
gameDisplay.blit(textSurface,textRect)
def gameLoop():
global direction
direction = "right"
gameExit = False
gameOver = False
lead_x =display_width/2
lead_y =display_height/2
lead_x_change =10
lead_y_change =0
snakeList = [] #the exiting snake remains and then new is created when its called
snakeLength = 1
randAppleX, randAppleY = randAppleGen()
while not gameExit:
if gameOver == True:
message_to_screen("Game Over ", red,y_displace= -20,size = "large")
message_to_screen("Press c to continue or q to quit", black, y_displace= 50)
pygame.display.update()
while gameOver == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
gameOver = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
gameExit = True
gameOver = False
if event.key == pygame.K_c:
gameLoop()
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
direction = "left"
lead_x_change = -block_size
lead_y_change =0#if we dont make this zero it seems as if we are moving diagonally
elif event.key == pygame.K_RIGHT:
direction = "right"
lead_x_change = block_size
lead_y_change =0
elif event.key == pygame.K_UP:
direction = "up"
lead_y_change = -block_size
lead_x_change =0
elif event.key == pygame.K_DOWN:
direction = "down"
lead_y_change = block_size
lead_x_change =0
elif event.key == pygame.K_p:
pause()
#if event.type == pygame.KEYUP:
# if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
# lead_x_change = 0
if lead_x >= display_width or lead_x < 0 or lead_y >= display_height or lead_y < 0:
gameOver = True
lead_x += lead_x_change
lead_y += lead_y_change
gameDisplay.fill(white) #clearing , faster
#pygame.draw.rect(gameDisplay, red, [randAppleX, randAppleY, AppleThickness, AppleThickness])
gameDisplay.blit(appleimage, (randAppleX, randAppleY))
snakeHead = []
snakeHead.append(lead_x)
snakeHead.append(lead_y)
snakeList.append(snakeHead)
if len (snakeList) > snakeLength: #everytime the list increments by 1 so we decrement by 1 by deleting the first element
del snakeList[0]
for eachSegment in snakeList[:-1] : # till -1 means till end
if eachSegment == snakeHead:
gameOver = True
snake(block_size,snakeList)
score(snakeLength-1)
pygame.display.update()
if lead_x > randAppleX and lead_x < randAppleX + AppleThickness or lead_x + block_size > randAppleX and lead_x + block_size < randAppleX + AppleThickness:
if(lead_y > randAppleY and lead_y < randAppleY + AppleThickness):
randAppleX, randAppleY = randAppleGen()
snakeLength += 1
elif( lead_y + block_size > randAppleY and lead_y + block_size < randAppleY + AppleThickness):
randAppleX, randAppleY = randAppleGen()
snakeLength += 1
clock.tick(FPS)
pygame.quit()
quit()
game_intro()
gameLoop()