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wormysrevenge.py
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wormysrevenge.py
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# Wormy (a Nibbles clone)
# By Al Sweigart al@inventwithpython.com
# http://inventwithpython.com/pygame
# Released under a "Simplified BSD" license
#KRT 14/06/2012 modified Start Screen and Game Over screen to cope with mouse events
#KRT 14/06/2012 Added a non-busy wait to Game Over screen to reduce processor loading from near 100%
import random, pygame, sys
from pygame.locals import *
GAMEFPS = 10
OPENINGFPS = 30
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
CELLSIZE = 20
assert WINDOWWIDTH % CELLSIZE == 0, "Window width must be a multiple of cell size."
assert WINDOWHEIGHT % CELLSIZE == 0, "Window height must be a multiple of cell size."
CELLWIDTH = int(WINDOWWIDTH / CELLSIZE)
CELLHEIGHT = int(WINDOWHEIGHT / CELLSIZE)
# R G B
WHITE = (255, 255, 255)
BLACK = ( 0, 0, 0)
RED = (255, 0, 0)
GREEN = ( 0, 255, 0)
BLUE = ( 0, 0, 255)
LIGHTBLUE = (150, 150, 255)
DARKGREEN = ( 0, 155, 0)
DARKBLUE = ( 0, 0, 150)
GRAY = (100, 100, 100)
DARKGRAY = ( 40, 40, 40)
BGCOLOR = BLACK
UP = 'up'
DOWN = 'down'
LEFT = 'left'
RIGHT = 'right'
OPPOSITE = {UP:DOWN, RIGHT:LEFT, LEFT:RIGHT, DOWN:UP}
HEAD = 0 # syntactic sugar: index of the worm's head
def main():
global FPSCLOCK, DISPLAYSURF, BASICFONT
pygame.init()
FPSCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
BASICFONT = pygame.font.Font('freesansbold.ttf', 18)
pygame.display.set_caption("Wormy's Revenge")
showStartScreen()
while True:
winner, color = runGame()
showGameOverScreen(winner, color)
class Worm:
def __init__(self, startx, starty, direction):
self.coords = [{'x': startx, 'y': starty}]
self.direction = direction
self.directionQueue = []
self.controls = {}
self.color = GREEN
self.scoreLocation = ()
self.length = 3
self.score = 0
self.lost = False
def darken(self, c):
return (int(c[0]/2), int(c[1]/2), int(c[2]/2))
def draw(self):
for coord in self.coords:
x = coord['x'] * CELLSIZE
y = coord['y'] * CELLSIZE
wormSegmentRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
pygame.draw.rect(DISPLAYSURF, self.darken(self.color), wormSegmentRect)
wormInnerSegmentRect = pygame.Rect(x + 4, y + 4, CELLSIZE - 8, CELLSIZE - 8)
pygame.draw.rect(DISPLAYSURF, self.color, wormInnerSegmentRect)
def hasEatenApple(self, apple):
return self.coords[HEAD]['x'] == apple['x'] and self.coords[HEAD]['y'] == apple['y']
def processEvent(self, event):
if self.controls.has_key(event.key):
self.directionQueue.append(self.controls[event.key])
def advanceDirection(self):
if len(self.directionQueue):
newDirection = self.directionQueue.pop(0)
if OPPOSITE[newDirection] != self.direction:
self.direction = newDirection
def hasHitBounds(self):
# check if the worm has hit itself or the edge
head = self.coords[HEAD]
if head['x'] < 0 or head['x'] >= CELLWIDTH or head['y'] < 0 or head['y'] == CELLHEIGHT:
return True
return False
def hasEaten(self, opponent):
head = self.coords[HEAD]
start = 0
if opponent == self:
start = 1
for wormBody in opponent.coords[start:]:
if wormBody['x'] == head['x'] and wormBody['y'] == head['y']:
return True
return False
def advanceHead(self):
# move the worm by adding a segment in thedirection it is moving
head = self.coords[HEAD]
newHead = {}
if self.direction == UP:
newHead = {'x': head['x'], 'y': head['y'] - 1}
elif self.direction == DOWN:
newHead = {'x': head['x'], 'y': head['y'] + 1}
elif self.direction == LEFT:
newHead = {'x': head['x'] - 1, 'y': head['y']}
elif self.direction == RIGHT:
newHead = {'x': head['x'] + 1, 'y': head['y']}
if len(self.coords) >= self.length:
self.advanceTail()
self.coords.insert(0, newHead)
def advanceTail(self):
del self.coords[-1]
def drawScore(self):
drawScore(self.score, self.scoreLocation, self.color)
def runGame():
worm1 = Worm(4, int((CELLHEIGHT - 1) / 2), RIGHT)
worm1.controls = {K_a:LEFT, K_w:UP, K_s:DOWN, K_d:RIGHT}
worm1.color = LIGHTBLUE
worm1.scoreLocation = (80, 10)
worm2 = Worm(CELLWIDTH - 4, int((CELLHEIGHT - 1) / 2), LEFT)
worm2.controls = {K_LEFT:LEFT, K_UP:UP, K_DOWN:DOWN, K_RIGHT:RIGHT}
worm2.color = GREEN
worm2.scoreLocation = (WINDOWWIDTH - 120, 10)
allWorms = [worm1, worm2]
# Start the apple in a random place.
apples = [getRandomLocation(), getRandomLocation(), getRandomLocation()]
while True: # main game loop
allEvents = pygame.event.get()
for event in allEvents:
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
terminate()
eatenApples = []
for worm in allWorms:
for event in allEvents: # event handling loop
if event.type == KEYDOWN:
worm.processEvent(event)
worm.advanceDirection()
if worm.hasHitBounds():
worm.lost = True
for opponent in allWorms:
if worm.hasEaten(opponent):
worm.lost = True
# check if worm has eaten an apple
for apple in apples:
if worm.hasEatenApple(apple):
worm.length += 3
worm.score += 1
eatenApples.append(apple)
gameover = False
for worm in allWorms:
if worm.lost:
gameover = True
if gameover:
break
for worm in allWorms:
if not worm.lost:
worm.advanceHead()
newApples = []
for apple in apples:
if apple in eatenApples:
newApples.append(getRandomLocation())
else:
newApples.append(apple)
apples = newApples
drawGrid()
for worm in allWorms:
worm.draw()
for apple in apples:
drawApple(apple)
for worm in allWorms:
worm.drawScore()
pygame.display.update()
FPSCLOCK.tick(GAMEFPS)
if worm1.lost and worm2.lost:
return "Cat's game", WHITE
if worm1.lost:
return 'Worm 2 wins', worm2.color
if worm2.lost:
return 'Worm 1 wins', worm1.color
def drawPressKeyMsg():
pressKeySurf = BASICFONT.render('Press a key to play.', True, GRAY)
pressKeyRect = pressKeySurf.get_rect()
pressKeyRect.topleft = (WINDOWWIDTH - 200, WINDOWHEIGHT - 30)
DISPLAYSURF.blit(pressKeySurf, pressKeyRect)
# KRT 14/06/2012 rewrite event detection to deal with mouse use
def checkForKeyPress():
for event in pygame.event.get():
if event.type == QUIT: #event is quit
terminate()
elif event.type == KEYDOWN:
if event.key == K_ESCAPE: #event is escape key
terminate()
else:
return event.key #key found return with it
# no quit or key events in queue so return None
return None
def showStartScreen():
titleFont = pygame.font.Font('freesansbold.ttf', 100)
titleSurf1 = titleFont.render("Revenge", True, BLACK, DARKBLUE)
titleSurf2 = titleFont.render("Wormy's", True, BLUE)
degrees1 = 0
degrees2 = 0
#KRT 14/06/2012 rewrite event detection to deal with mouse use
pygame.event.get() #clear out event queue
while True:
DISPLAYSURF.fill(BGCOLOR)
rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1)
rotatedRect1 = rotatedSurf1.get_rect()
rotatedRect1.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
DISPLAYSURF.blit(rotatedSurf1, rotatedRect1)
rotatedSurf2 = pygame.transform.rotate(titleSurf2, degrees2)
rotatedRect2 = rotatedSurf2.get_rect()
rotatedRect2.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
DISPLAYSURF.blit(rotatedSurf2, rotatedRect2)
drawPressKeyMsg()
#KRT 14/06/2012 rewrite event detection to deal with mouse use
if checkForKeyPress():
return
pygame.display.update()
FPSCLOCK.tick(OPENINGFPS)
degrees1 += 1.1
degrees2 += 3.2
def terminate():
pygame.quit()
sys.exit()
def getRandomLocation():
return {'x': random.randint(0, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)}
def showGameOverScreen(winner, color):
font = pygame.font.Font('freesansbold.ttf', 70)
smallfont = pygame.font.Font('freesansbold.ttf', 30)
surf = font.render('GAME OVER', True, WHITE)
winnersurf = smallfont.render(winner, True, color)
rect = surf.get_rect()
winnerrect = winnersurf.get_rect()
rect.midtop = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2 - rect.height / 2)
winnerrect.midtop = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2 - rect.height / 2 + 100)
DISPLAYSURF.blit(surf, rect)
DISPLAYSURF.blit(winnersurf, winnerrect)
drawPressKeyMsg()
pygame.display.update()
pygame.time.wait(500)
#KRT 14/06/2012 rewrite event detection to deal with mouse use
pygame.event.get() #clear out event queue
while True:
if checkForKeyPress():
return
#KRT 12/06/2012 reduce processor loading in gameover screen.
pygame.time.wait(100)
def drawScore(score, location, color):
scoreSurf = BASICFONT.render('Apples: %s' % (score), True, color)
scoreRect = scoreSurf.get_rect()
scoreRect.topleft = location
DISPLAYSURF.blit(scoreSurf, scoreRect)
def drawApple(coord):
x = coord['x'] * CELLSIZE
y = coord['y'] * CELLSIZE
appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
pygame.draw.rect(DISPLAYSURF, RED, appleRect)
def drawGrid():
DISPLAYSURF.fill(BGCOLOR)
for x in range(0, WINDOWWIDTH, CELLSIZE): # draw vertical lines
pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, WINDOWHEIGHT))
for y in range(0, WINDOWHEIGHT, CELLSIZE): # draw horizontal lines
pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (WINDOWWIDTH, y))
if __name__ == '__main__':
main()