finished
This commit is contained in:
29
HW1/test.py
29
HW1/test.py
@@ -1,29 +0,0 @@
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# check if the worm has hit itself or the edge
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if worm2Coords[HEAD2]['x'] == -1 or worm2Coords[HEAD2]['x'] == CELLWIDTH or worm2Coords[HEAD2]['y'] == -1 or worm2Coords[HEAD2]['y'] == CELLHEIGHT:
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return # game over
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for wormBody2 in worm2Coords[1:]:
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if wormBody2['x'] == worm2Coords[HEAD2]['x'] and wormBody2['y'] == worm2Coords[HEAD2]['y']:
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return # game over
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# check if worm has eaten an apply
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if worm2Coords[HEAD2]['x'] == apple['x'] and worm2Coords[HEAD2]['y'] == apple['y']:
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# don't remove worm's tail segment
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apple = getRandomLocation() # set a new apple somewhere
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elif worm2Coords[HEAD2]['x'] == apple2['x'] and worm2Coords[HEAD2]['y'] == apple2['y']:
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# don't remove worm's tail segment
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apple2 = getRandomLocation() # set a new apple somewhere
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elif worm2Coords[HEAD2]['x'] == apple3['x'] and worm2Coords[HEAD2]['y'] == apple3['y']:
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# don't remove worm's tail segment
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apple3 = getRandomLocation() # set a new apple somewhere
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else:
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del worm2Coords[-1] # remove worm's tail segment
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# move the worm by adding a segment in the direction it is moving
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if direction == UP:
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newHead2 = {'x': worm2Coords[HEAD2]['x'], 'y': worm2Coords[HEAD2]['y'] - 1}
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elif direction == DOWN:
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newHead2 = {'x': worm2Coords[HEAD2]['x'], 'y': worm2Coords[HEAD2]['y'] + 1}
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elif direction == LEFT:
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newHead2 = {'x': worm2Coords[HEAD2]['x'] - 1, 'y': worm2Coords[HEAD2]['y']}
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elif direction == RIGHT:
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newHead2 = {'x': worm2Coords[HEAD2]['x'] + 1, 'y': worm2Coords[HEAD2]['y']}
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170
HW1/wormy.py
170
HW1/wormy.py
@@ -6,7 +6,13 @@
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import random, pygame, sys,math
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import random, pygame, sys,math
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from pygame.locals import *
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from pygame.locals import *
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FPS = 5
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class Bullet:
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def __init__(self, direction, position):
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self.direction = direction
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self.position = position
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FPS = 1
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WINDOWWIDTH = 680
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WINDOWWIDTH = 680
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WINDOWHEIGHT = 520
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WINDOWHEIGHT = 520
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CELLSIZE = 20
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CELLSIZE = 20
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@@ -32,7 +38,6 @@ LEFT = 'left'
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RIGHT = 'right'
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RIGHT = 'right'
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HEAD = 0 # syntactic sugar: index of the worm's head
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HEAD = 0 # syntactic sugar: index of the worm's head
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HEAD2 = 0
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def main():
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def main():
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global FPSCLOCK, DISPLAYSURF, BASICFONT
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global FPSCLOCK, DISPLAYSURF, BASICFONT
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@@ -59,18 +64,27 @@ def runGame():
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worm2Coords = [{'x': startx - 2, 'y': starty},
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worm2Coords = [{'x': startx - 2, 'y': starty},
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{'x': startx - 2, 'y': starty - 1},
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{'x': startx - 2, 'y': starty - 1},
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{'x': startx - 2, 'y': starty - 2}]
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{'x': startx - 2, 'y': starty - 2},
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{'x': startx - 2, 'y': starty - 3},
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{'x': startx - 2, 'y': starty - 4},
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{'x': startx - 2, 'y': starty - 5},
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{'x': startx - 2, 'y': starty - 6}]
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bullets = []
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stones = []
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direction = DOWN
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direction = DOWN
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direction2 = DOWN
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direction2 = DOWN
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# Start the apple in a random place.
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# Start the apple in a random place.
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apple = getRandomLocation()
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apples = []
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apple2 = getRandomLocation()
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i = 0
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apple3 = getRandomLocation()
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while i < 10:
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apples.append(getRandomLocation())
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i+=1
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while True: # main game loop
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while True: # main game loop
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for event in pygame.event.get(): # event handling loop
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for event in pygame.event.get(): # event handling loop
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if event.type == QUIT:
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if event.type == QUIT:
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terminate()
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terminate()
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@@ -83,6 +97,16 @@ def runGame():
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direction = UP
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direction = UP
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elif (event.key == K_DOWN) and direction != UP:
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elif (event.key == K_DOWN) and direction != UP:
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direction = DOWN
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direction = DOWN
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elif event.key == K_RSHIFT :
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if direction == UP:
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bullet = Bullet(direction, {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] - 1})
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elif direction == DOWN:
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bullet = Bullet(direction, {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] + 1})
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elif direction == LEFT:
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bullet = Bullet(direction, {'x': wormCoords[HEAD]['x'] - 1, 'y': wormCoords[HEAD]['y']})
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elif direction == RIGHT:
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bullet = Bullet(direction, {'x': wormCoords[HEAD]['x'] + 1, 'y': wormCoords[HEAD]['y']})
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bullets.append(bullet)
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if (event.key == K_a) and direction2 != RIGHT:
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if (event.key == K_a) and direction2 != RIGHT:
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direction2 = LEFT
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direction2 = LEFT
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@@ -92,31 +116,65 @@ def runGame():
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direction2 = UP
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direction2 = UP
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elif (event.key == K_s) and direction2 != UP:
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elif (event.key == K_s) and direction2 != UP:
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direction2 = DOWN
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direction2 = DOWN
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elif event.key == K_LSHIFT:
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if direction == UP:
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bullet = Bullet(direction, {'x': worm2Coords[HEAD]['x'], 'y': worm2Coords[HEAD]['y'] - 1})
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elif direction == DOWN:
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bullet = Bullet(direction, {'x': worm2Coords[HEAD]['x'], 'y': worm2Coords[HEAD]['y'] + 1})
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elif direction == LEFT:
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bullet = Bullet(direction, {'x': worm2Coords[HEAD]['x'] - 1, 'y': worm2Coords[HEAD]['y']})
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elif direction == RIGHT:
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bullet = Bullet(direction, {'x': worm2Coords[HEAD]['x'] + 1, 'y': worm2Coords[HEAD]['y']})
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bullets.append(bullet)
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elif event.key == K_ESCAPE:
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elif event.key == K_ESCAPE:
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terminate()
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terminate()
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# check if bullets have hit a worm
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for bullet in bullets:
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if (bullet.position in wormCoords):
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index = wormCoords.index(bullet.position)
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if (index == HEAD):
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return # game over
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else:
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stones.extend(wormCoords[index:])
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wormCoords = wormCoords[:index]
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for bullet in bullets:
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if (bullet.position in worm2Coords):
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index = worm2Coords.index(bullet.position)
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if (index == HEAD):
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return # game over
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else:
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stones.extend(worm2Coords[index:])
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worm2Coords = worm2Coords[:index]
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# check if the worm has hit itself or the edge
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# check if the worm has hit itself or the edge
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if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or wormCoords[HEAD]['y'] == CELLHEIGHT:
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if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or wormCoords[HEAD]['y'] == CELLHEIGHT:
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return # game over
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return # game over
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for wormBody in wormCoords[1:]:
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if wormCoords[HEAD] in wormCoords[1:]:
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if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:
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return
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return # game over
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if wormCoords[HEAD] in worm2Coords[0:]:
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for wormBody2 in worm2Coords[1:]:
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return
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if wormBody2['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:
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if worm2Coords[HEAD] in worm2Coords[1:]:
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return # game over
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return
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if worm2Coords[HEAD] in wormCoords[0:]:
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return
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if worm2Coords[HEAD] in stones[0:]:
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return
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if wormCoords[HEAD] in stones[0:]:
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return
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# check if worm has eaten an apply
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# check if worm has eaten an apply
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if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']:
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if wormCoords[HEAD] in apples:
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# don't remove worm's tail segment
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apples[apples.index(wormCoords[HEAD])] = getRandomLocation()
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apple = getRandomLocation() # set a new apple somewhere
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elif wormCoords[HEAD]['x'] == apple2['x'] and wormCoords[HEAD]['y'] == apple2['y']:
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# don't remove worm's tail segment
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apple2 = getRandomLocation() # set a new apple somewhere
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elif wormCoords[HEAD]['x'] == apple3['x'] and wormCoords[HEAD]['y'] == apple3['y']:
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# don't remove worm's tail segment
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apple3 = getRandomLocation() # set a new apple somewhere
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else:
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else:
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del wormCoords[-1] # remove worm's tail segment
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del wormCoords[-1] # remove worm's tail segment
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if worm2Coords[HEAD] in apples:
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apples[apples.index(worm2Coords[HEAD])] = getRandomLocation()
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else:
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del worm2Coords[-1]
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# move the worm by adding a segment in the direction it is moving
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# move the worm by adding a segment in the direction it is moving
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if direction == UP:
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if direction == UP:
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@@ -130,47 +188,41 @@ def runGame():
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# check if the worm has hit itself or the edge
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# check if the worm has hit itself or the edge
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if worm2Coords[HEAD2]['x'] == -1 or worm2Coords[HEAD2]['x'] == CELLWIDTH or worm2Coords[HEAD2]['y'] == -1 or \
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if worm2Coords[HEAD]['x'] == -1 or worm2Coords[HEAD]['x'] == CELLWIDTH or worm2Coords[HEAD]['y'] == -1 or \
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worm2Coords[HEAD2]['y'] == CELLHEIGHT:
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worm2Coords[HEAD]['y'] == CELLHEIGHT:
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return # game over
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return # game over
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for wormBody2 in worm2Coords[1:]:
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for wormBody2 in worm2Coords[1:]:
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if wormBody2['x'] == worm2Coords[HEAD2]['x'] and wormBody2['y'] == worm2Coords[HEAD2]['y']:
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if wormBody2['x'] == worm2Coords[HEAD]['x'] and wormBody2['y'] == worm2Coords[HEAD]['y']:
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return # game over
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return # game over
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for wormBody in wormCoords[1:]:
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for wormBody in wormCoords[1:]:
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if wormBody['x'] == worm2Coords[HEAD2]['x'] and wormBody['y'] == worm2Coords[HEAD2]['y']:
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if wormBody['x'] == worm2Coords[HEAD]['x'] and wormBody['y'] == worm2Coords[HEAD]['y']:
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return # game over
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return # game over
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# check if worm has eaten an apply
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if worm2Coords[HEAD2]['x'] == apple['x'] and worm2Coords[HEAD2]['y'] == apple['y']:
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# don't remove worm's tail segment
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# move the worm by adding a segment in the direction it is moving
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apple = getRandomLocation() # set a new apple somewhere
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elif worm2Coords[HEAD2]['x'] == apple2['x'] and worm2Coords[HEAD2]['y'] == apple2['y']:
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# don't remove worm's tail segment
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apple2 = getRandomLocation() # set a new apple somewhere
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elif worm2Coords[HEAD2]['x'] == apple3['x'] and worm2Coords[HEAD2]['y'] == apple3['y']:
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# don't remove worm's tail segment
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apple3 = getRandomLocation() # set a new apple somewhere
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else:
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del worm2Coords[-1] # remove worm's tail segment
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# move the worm by adding a segment in the direction it is moving
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if direction2 == UP:
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if direction2 == UP:
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newHead2 = {'x': worm2Coords[HEAD2]['x'], 'y': worm2Coords[HEAD2]['y'] - 1}
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newHead2 = {'x': worm2Coords[HEAD]['x'], 'y': worm2Coords[HEAD]['y'] - 1}
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elif direction2 == DOWN:
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elif direction2 == DOWN:
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newHead2 = {'x': worm2Coords[HEAD2]['x'], 'y': worm2Coords[HEAD2]['y'] + 1}
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newHead2 = {'x': worm2Coords[HEAD]['x'], 'y': worm2Coords[HEAD]['y'] + 1}
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elif direction2 == LEFT:
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elif direction2 == LEFT:
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newHead2 = {'x': worm2Coords[HEAD2]['x'] - 1, 'y': worm2Coords[HEAD2]['y']}
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newHead2 = {'x': worm2Coords[HEAD]['x'] - 1, 'y': worm2Coords[HEAD]['y']}
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elif direction2 == RIGHT:
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elif direction2 == RIGHT:
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newHead2 = {'x': worm2Coords[HEAD2]['x'] + 1, 'y': worm2Coords[HEAD2]['y']}
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newHead2 = {'x': worm2Coords[HEAD]['x'] + 1, 'y': worm2Coords[HEAD]['y']}
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wormCoords.insert(0, newHead) #have already removed the last segment
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wormCoords.insert(0, newHead) #have already removed the last segment
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worm2Coords.insert(0, newHead2) #have already removed the last segment
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worm2Coords.insert(0, newHead2) #have already removed the last segment
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DISPLAYSURF.fill(BGCOLOR)
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DISPLAYSURF.fill(BGCOLOR)
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drawGrid()
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drawGrid()
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for num, bullet in enumerate(bullets):
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bullets[num] = drawBullet(bullet)
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for stone in stones:
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drawStone(stone)
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drawWorm(wormCoords)
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drawWorm(wormCoords)
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drawWorm(worm2Coords)
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drawWorm(worm2Coords)
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drawApple(apple)
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for apple in apples:
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drawApple(apple2)
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drawApple(apple)
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drawApple(apple3)
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drawScore(len(wormCoords) - 3, len(worm2Coords) - 3)
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drawScore(len(wormCoords) - 3, len(worm2Coords) - 3)
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pygame.display.update()
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pygame.display.update()
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FPSCLOCK.tick(FPS)
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FPSCLOCK.tick(FPS)
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@@ -181,7 +233,6 @@ def drawPressKeyMsg():
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pressKeyRect.topleft = (WINDOWWIDTH - 200, WINDOWHEIGHT - 30)
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pressKeyRect.topleft = (WINDOWWIDTH - 200, WINDOWHEIGHT - 30)
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DISPLAYSURF.blit(pressKeySurf, pressKeyRect)
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DISPLAYSURF.blit(pressKeySurf, pressKeyRect)
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def checkForKeyPress():
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def checkForKeyPress():
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if len(pygame.event.get(QUIT)) > 0:
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if len(pygame.event.get(QUIT)) > 0:
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terminate()
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terminate()
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@@ -280,6 +331,31 @@ def drawApple(coord):
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#pygame.draw.rect(DISPLAYSURF, RED, appleRect)
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#pygame.draw.rect(DISPLAYSURF, RED, appleRect)
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pygame.draw.circle(DISPLAYSURF, RED,(xcenter,ycenter),RADIUS)
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pygame.draw.circle(DISPLAYSURF, RED,(xcenter,ycenter),RADIUS)
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def drawStone(stone):
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x = stone['x'] * CELLSIZE
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y = stone['y'] * CELLSIZE
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xcenter = stone['x'] * CELLSIZE + math.floor(CELLSIZE/2)
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ycenter = stone['y'] * CELLSIZE+ math.floor(CELLSIZE/2)
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#appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
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#pygame.draw.rect(DISPLAYSURF, RED, appleRect)
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pygame.draw.circle(DISPLAYSURF, DARKGRAY,(xcenter,ycenter),RADIUS)
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def drawBullet(bullet):
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direction = bullet.direction
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if direction == UP:
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bullet.position['y'] -= 1
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elif direction == DOWN:
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bullet.position['y'] += 1
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elif direction == LEFT:
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bullet.position['x'] -= 1
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elif direction == RIGHT:
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bullet.position['x'] += 1
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xcenter = bullet.position["x"] * CELLSIZE + math.floor(CELLSIZE / 2)
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ycenter = bullet.position["y"] * CELLSIZE + math.floor(CELLSIZE / 2)
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pygame.draw.circle(DISPLAYSURF, YELLOW,(int(xcenter),int(ycenter)),int(RADIUS))
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return bullet
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def drawGrid():
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def drawGrid():
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for x in range(0, WINDOWWIDTH, CELLSIZE): # draw vertical lines
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for x in range(0, WINDOWWIDTH, CELLSIZE): # draw vertical lines
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Reference in New Issue
Block a user