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Pygame.py
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Pygame.py
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import pygame
import time
import random
pygame.init()
display_width = 800
display_height = 600
# here we pass a tuple of pixels
gameDisplay = pygame.display.set_mode((display_width,display_height))
# Name of the game or caption
pygame.display.set_caption("Slither")
icon = pygame.image.load("C:/Users/Admin/PycharmProjects/Pygame/Apple.png")
pygame.display.set_icon(icon)
# pygame.display.flip()
# This is something which helps in the motion during games
# pygame.display.update()
# Lets fill color RGB format
white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (137,194,61)
# Setting Frame rate
clock = pygame.time.Clock()
FPS = 10 # making a frame per second variable
block_size = 20
# Draw apple before snake so that apple does not fall on snake
appleThickness = 30
# Initialising a font object to print text on screen. Here 25 is the font size
smallfont = pygame.font.SysFont("comicsansms", 25)
medfont = pygame.font.SysFont("comicsansms", 50)
largefont = pygame.font.SysFont("comicsansms", 80)
img = pygame.image.load("C:/Users/Admin/PycharmProjects/Pygame/SnakeFin20.png")
appleImg = pygame.image.load("C:/Users/Admin/PycharmProjects/Pygame/Apple.png")
direction = "right"
def pause():
paused = True
# gameDisplay.fill(white)
message_to_screen("Paused", black, -100, "large")
message_to_screen("Press C to continue or Q to quit.", black, 25)
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()
def score(score):
text = smallfont.render("Score: "+str(score),True,black)
gameDisplay.blit(text, [0,0])
def randAppleGen():
randAppleX = random.randrange(0, display_width - appleThickness)
randAppleY = random.randrange(0, display_height - appleThickness)
return randAppleX,randAppleY
def game_intro():
intro = True
while intro==True:
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",(0,155,0),-100,"large")
message_to_screen("The Objective of this game is to eat apple.", black, -30)
message_to_screen("The more apples you eat the longer you get.", black, 10)
message_to_screen("If you run into yourself or edges you die.", black, 50)
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(img,90)
if direction == "left":
head = pygame.transform.rotate(img,270)
if direction == "top":
head = pygame.transform.rotate(img,180)
if direction == "down":
head = pygame.transform.rotate(img,0)
# last element of snakelist is the head of the snake
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])
def text_objects(msg,color,size="small"):
# the below statement added just to prevent error local variable used before refernce
textSurface = smallfont.render(msg, True, color)
if size=="small":
textSurface = smallfont.render(msg,True,color)
elif size=="meduim":
textSurface = medfont.render(msg,True,color)
elif size=="large":
textSurface = largefont.render(msg,True,color)
return textSurface,textSurface.get_rect()
def message_to_screen(msg, color, y_displace,size="small"):
textSurface, text_rect = text_objects(msg,color,size)
text_rect.center = (display_width/2),(display_height/2)+y_displace
gameDisplay.blit(textSurface,text_rect)
# screen_text = font.render(msg, True, color)
# gameDisplay.blit(screen_text, [display_width/2 , display_height/2])
def gameLoop():
# to be able to modify direction
global direction
direction="right"
# Event Handling
gameExit = False
gameOver = False
lead_x = display_width / 2
lead_y = display_height / 2
lead_x_change = 10
lead_y_change = 0
snakeList = []
snakeLength = 1
# Generating coordinates of apple randomly
randAppleX,randAppleY = randAppleGen()
while not gameExit:
if gameOver == True:
# gameDisplay.fill(white)
message_to_screen("Game Over", red, y_displace=-50, size="large")
message_to_screen("Press C to play again and Q to quit.", black, y_displace=50, size="medium")
pygame.display.update()
while gameOver == True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
gameOver = False
gameExit = True
if event.key == pygame.K_c:
gameLoop()
if event.type == pygame.QUIT:
gameExit = True
gameOver = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
lead_x_change = -block_size
lead_y_change = 0
direction = "left"
if event.key == pygame.K_RIGHT:
lead_x_change = block_size
lead_y_change = 0
direction = "right"
if event.key == pygame.K_UP:
lead_y_change = -block_size
lead_x_change = 0
direction = "top"
if event.key == pygame.K_DOWN:
lead_y_change = block_size
lead_x_change = 0
direction = "down"
if event.key == pygame.K_p:
pause()
# ADDING THIS FEATURE WOULD make the movement only until key is pressed. When key is unpressed, it makes the variable 0, hence stops
"""
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
lead_x_change = 0
"""
# Adding conditions of boundary
# here using equal to because the rectangles top left corner is considered. We use it so that it is not able to go into the screen partially
if lead_x>=display_width or lead_x<0 or lead_y>=display_height or lead_y<0:
gameOver = True
"""
FEATURE SUCH THAT SCREEN KI EK SIDE SE JAAYE TO DUSRE SE NIKAL AAYE
if lead_x==800:
lead_x = 0
elif lead_x<0:
lead_x=800
elif lead_y == 600:
lead_y = 0
elif lead_y < 0:
lead_y = 600
"""
lead_x += lead_x_change
lead_y += lead_y_change
gameDisplay.fill(white)
# pygame.draw.rect(gameDisplay,red,[randAppleX,randAppleY,appleThickness,appleThickness])
gameDisplay.blit(appleImg,[randAppleX,randAppleY])
snakeHead = []
snakeHead.append(lead_x)
snakeHead.append(lead_y)
snakeList.append(snakeHead)
if len(snakeList) > snakeLength:
del snakeList[0]
# When snake goes over itself
for eachSegment in snakeList[:-1]:
if eachSegment == snakeHead:
gameOver = True
snake(block_size, snakeList)
# Scoring
score(len(snakeList)-1)
# Better method to print rectangle
# gameDisplay.fill(red,rect=[200,200,50,50])
pygame.display.update()
clock.tick(FPS)
# Changing location of apple if they snake its that
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) or (lead_y+ block_size> randAppleY and lead_y + block_size<= randAppleY + appleThickness):
randAppleX,randAppleY = randAppleGen()
snakeLength += 1
pygame.quit()
quit()
game_intro()
gameLoop()