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main.py
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main.py
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import pygame
from pygame.locals import *
import time
import random
SIZE = 40
BACKGROUND_COLOR = (91, 180, 181)
class Apple:
def __init__(self, parent_screen):
self.image = pygame.image.load("resources/apple.jpg").convert()
self.parent_screen = parent_screen
self.x = SIZE*3
self.y = SIZE*3
# drawing apple on screen
def draw(self):
self.parent_screen.blit(self.image, (self.x, self.y))
pygame.display.flip()
# regenerating apple else where once snake eats an apple
def move(self):
self.x = random.randint(0, 24) * SIZE
self.y = random.randint(0, 19) * SIZE
class Snake:
def __init__(self, parent_screen, length):
self.parent_screen = parent_screen
self.length = length
self.x = [SIZE]*length
self.y = [SIZE]*length
self.direction = 'down'
self.block = pygame.image.load("resources/block.jpg").convert()
# drawing snake with blocks
def draw(self):
for i in range(self.length):
self.parent_screen.blit(self.block, (self.x[i], self.y[i]))
pygame.display.flip()
# increases the length as snake eats an apple
def increase_length(self):
self.length += 1
self.x.append(-1)
self.y.append(-1)
# snake movement towards left
def move_left(self):
self.direction = 'left'
# snake movement towards right
def move_right(self):
self.direction = 'right'
# snake movement towards up
def move_up(self):
self.direction = 'up'
# snake movement towards down
def move_down(self):
self.direction = 'down'
# snake to continue walking unless movement direction is changed by arrows
def walk(self):
# update body
for i in range(self.length-1, 0, -1):
self.x[i] = self.x[i-1]
self.y[i] = self.y[i-1]
# update head
if self.direction == 'left':
self.x[0] -= SIZE
if self.direction == 'right':
self.x[0] += SIZE
if self.direction == 'up':
self.y[0] -= SIZE
if self.direction == 'down':
self.y[0] += SIZE
self.draw()
class Game:
def __init__(self):
pygame.init()
# pygame.display.set_caption("sh7codes - Snake asnd Apple Game")
pygame.mixer.init()
self.play_bg_music()
self.surface = pygame.display.set_mode((1000, 800))
self.surface.fill((91, 180, 181))
self.snake = Snake(self.surface, 1)
self.snake.draw()
self.apple = Apple(self.surface)
self.apple.draw()
# basic collision fun between two objects
def is_collision(self, x1, y1, x2, y2):
if x1 >= x2 and x1 < x2 + SIZE:
if y1 >= y2 and y1 < y2 + SIZE:
return True
return False
# provide backgroud music for game
def play_bg_music(self):
pygame.mixer.music.load("resources/bg_music_1.wav")
pygame.mixer.music.play()
# output sound on event occurance
def play_sound(self, sound):
sound = pygame.mixer.Sound(f"resources/{sound}.wav")
pygame.mixer.Sound.play(sound)
# background picture/ surface for the game
def render_bg(self):
bg = pygame.image.load("resources/background.jpg")
self.surface.blit(bg, (0, 0))
# @main game Handler/ Controller
def play(self):
self.render_bg()
self.snake.walk()
self.apple.draw()
self.display_score()
pygame.display.flip()
# Snake eating Apple scenario
if self.is_collision(self.snake.x[0], self.snake.y[0], self.apple.x, self.apple.y):
self.play_sound("ding")
self.snake.increase_length()
self.apple.move()
# Snake colliding its own body
for i in range(3, self.snake.length):
if self.is_collision(self.snake.x[0], self.snake.y[0], self.snake.x[i], self.snake.y[i]):
self.play_sound("crash")
raise "Collision Occured"
# snake colliding with the boundries of the window
if not (0 <= self.snake.x[0] <= 1000 and 0 <= self.snake.y[0] <= 800):
self.play_sound('crash')
raise "Hit the boundry error"
# display score on screen
def display_score(self):
font = pygame.font.SysFont('arial', 30)
score = font.render(
f"Score: {self.snake.length}", True, (255, 255, 255))
self.surface.blit(score, (800, 10))
# show a scorecard and replay option once game is over
def show_game_over(self):
self.render_bg()
font = pygame.font.SysFont('arial', 30)
line1 = font.render(
f"Game is over! Your Score is: {self.snake.length}", True, (255, 255, 255))
self.surface.blit(line1, (200, 300))
line2 = font.render(
"To play again press Enter. To exit press Escape!", True, (255, 255, 255))
self.surface.blit(line2, (200, 350))
pygame.display.flip()
pygame.mixer.music.pause()
# reset the game state to initial state as user opt to replay the game
def reset(self):
self.snake = Snake(self.surface, 1)
self.apple = Apple(self.surface)
# @main Game Logic
def run(self):
running = True
pause = False
while running:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
if event.key == K_RETURN:
pygame.mixer.music.unpause()
pause = False
if not pause:
if event.key == K_UP:
self.snake.move_up()
if event.key == K_DOWN:
self.snake.move_down()
if event.key == K_LEFT:
self.snake.move_left()
if event.key == K_RIGHT:
self.snake.move_right()
elif event.type == QUIT:
running = False
try:
if not pause:
self.play()
except Exception as e:
self.show_game_over()
pause = True
self.reset()
time.sleep(0.3)
# main functioin
if __name__ == "__main__":
game = Game()
game.run()