# Wormy (a Nibbles clone) # By Al Sweigart al@inventwithpython.com # http://inventwithpython.com/pygame # Released under a "Simplified BSD" license import random, pygame, sys,math from pygame.locals import * class Bullet: def __init__(self, direction, position): self.direction = direction self.position = position FPS = 1 WINDOWWIDTH = 680 WINDOWHEIGHT = 520 CELLSIZE = 20 RADIUS = math.floor(CELLSIZE/2.5) 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) DARKGREEN = ( 0, 155, 0) DARKGRAY = ( 40, 40, 40) YELLOW = (255,255,0) BGCOLOR = BLACK UP = 'up' DOWN = 'down' LEFT = 'left' RIGHT = 'right' 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('Snakes') showStartScreen() while True: runGame() showGameOverScreen() def runGame(): # Set a random start point. startx = random.randint(5, CELLWIDTH - 6) starty = random.randint(5, CELLHEIGHT - 6) wormCoords = [{'x': startx + 2, 'y': starty}, {'x': startx + 2, 'y': starty - 1}, {'x': startx + 2, 'y': starty - 2}] worm2Coords = [{'x': startx - 2, 'y': starty}, {'x': startx - 2, 'y': starty - 1}, {'x': startx - 2, 'y': starty - 2}, {'x': startx - 2, 'y': starty - 3}, {'x': startx - 2, 'y': starty - 4}, {'x': startx - 2, 'y': starty - 5}, {'x': startx - 2, 'y': starty - 6}] bullets = [] stones = [] direction = DOWN direction2 = DOWN # Start the apple in a random place. apples = [] i = 0 while i < 10: apples.append(getRandomLocation()) i+=1 while True: # main game loop for event in pygame.event.get(): # event handling loop if event.type == QUIT: terminate() elif event.type == KEYDOWN: if (event.key == K_LEFT) and direction != RIGHT: direction = LEFT elif (event.key == K_RIGHT) and direction != LEFT: direction = RIGHT elif (event.key == K_UP) and direction != DOWN: direction = UP elif (event.key == K_DOWN) and direction != UP: direction = DOWN elif event.key == K_RSHIFT : if direction == UP: bullet = Bullet(direction, {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] - 1}) elif direction == DOWN: bullet = Bullet(direction, {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] + 1}) elif direction == LEFT: bullet = Bullet(direction, {'x': wormCoords[HEAD]['x'] - 1, 'y': wormCoords[HEAD]['y']}) elif direction == RIGHT: bullet = Bullet(direction, {'x': wormCoords[HEAD]['x'] + 1, 'y': wormCoords[HEAD]['y']}) bullets.append(bullet) if (event.key == K_a) and direction2 != RIGHT: direction2 = LEFT elif (event.key == K_d) and direction2 != LEFT: direction2 = RIGHT elif (event.key == K_w) and direction2 != DOWN: direction2 = UP elif (event.key == K_s) and direction2 != UP: direction2 = DOWN elif event.key == K_LSHIFT: if direction == UP: bullet = Bullet(direction, {'x': worm2Coords[HEAD]['x'], 'y': worm2Coords[HEAD]['y'] - 1}) elif direction == DOWN: bullet = Bullet(direction, {'x': worm2Coords[HEAD]['x'], 'y': worm2Coords[HEAD]['y'] + 1}) elif direction == LEFT: bullet = Bullet(direction, {'x': worm2Coords[HEAD]['x'] - 1, 'y': worm2Coords[HEAD]['y']}) elif direction == RIGHT: bullet = Bullet(direction, {'x': worm2Coords[HEAD]['x'] + 1, 'y': worm2Coords[HEAD]['y']}) bullets.append(bullet) elif event.key == K_ESCAPE: terminate() # check if bullets have hit a worm for bullet in bullets: if (bullet.position in wormCoords): index = wormCoords.index(bullet.position) if (index == HEAD): return # game over else: stones.extend(wormCoords[index:]) wormCoords = wormCoords[:index] for bullet in bullets: if (bullet.position in worm2Coords): index = worm2Coords.index(bullet.position) if (index == HEAD): return # game over else: stones.extend(worm2Coords[index:]) worm2Coords = worm2Coords[:index] # check if the worm has hit itself or the edge if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or wormCoords[HEAD]['y'] == CELLHEIGHT: return # game over if wormCoords[HEAD] in wormCoords[1:]: return if wormCoords[HEAD] in worm2Coords[0:]: return if worm2Coords[HEAD] in worm2Coords[1:]: return if worm2Coords[HEAD] in wormCoords[0:]: return if worm2Coords[HEAD] in stones[0:]: return if wormCoords[HEAD] in stones[0:]: return # check if worm has eaten an apply if wormCoords[HEAD] in apples: apples[apples.index(wormCoords[HEAD])] = getRandomLocation() else: del wormCoords[-1] # remove worm's tail segment if worm2Coords[HEAD] in apples: apples[apples.index(worm2Coords[HEAD])] = getRandomLocation() else: del worm2Coords[-1] # move the worm by adding a segment in the direction it is moving if direction == UP: newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] - 1} elif direction == DOWN: newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] + 1} elif direction == LEFT: newHead = {'x': wormCoords[HEAD]['x'] - 1, 'y': wormCoords[HEAD]['y']} elif direction == RIGHT: newHead = {'x': wormCoords[HEAD]['x'] + 1, 'y': wormCoords[HEAD]['y']} # check if the worm has hit itself or the edge if worm2Coords[HEAD]['x'] == -1 or worm2Coords[HEAD]['x'] == CELLWIDTH or worm2Coords[HEAD]['y'] == -1 or \ worm2Coords[HEAD]['y'] == CELLHEIGHT: return # game over for wormBody2 in worm2Coords[1:]: if wormBody2['x'] == worm2Coords[HEAD]['x'] and wormBody2['y'] == worm2Coords[HEAD]['y']: return # game over for wormBody in wormCoords[1:]: if wormBody['x'] == worm2Coords[HEAD]['x'] and wormBody['y'] == worm2Coords[HEAD]['y']: return # game over # move the worm by adding a segment in the direction it is moving if direction2 == UP: newHead2 = {'x': worm2Coords[HEAD]['x'], 'y': worm2Coords[HEAD]['y'] - 1} elif direction2 == DOWN: newHead2 = {'x': worm2Coords[HEAD]['x'], 'y': worm2Coords[HEAD]['y'] + 1} elif direction2 == LEFT: newHead2 = {'x': worm2Coords[HEAD]['x'] - 1, 'y': worm2Coords[HEAD]['y']} elif direction2 == RIGHT: newHead2 = {'x': worm2Coords[HEAD]['x'] + 1, 'y': worm2Coords[HEAD]['y']} wormCoords.insert(0, newHead) #have already removed the last segment worm2Coords.insert(0, newHead2) #have already removed the last segment DISPLAYSURF.fill(BGCOLOR) drawGrid() for num, bullet in enumerate(bullets): bullets[num] = drawBullet(bullet) for stone in stones: drawStone(stone) drawWorm(wormCoords) drawWorm(worm2Coords) for apple in apples: drawApple(apple) drawScore(len(wormCoords) - 3, len(worm2Coords) - 3) pygame.display.update() FPSCLOCK.tick(FPS) def drawPressKeyMsg(): pressKeySurf = BASICFONT.render('Press a key to play.', True, YELLOW) pressKeyRect = pressKeySurf.get_rect() pressKeyRect.topleft = (WINDOWWIDTH - 200, WINDOWHEIGHT - 30) DISPLAYSURF.blit(pressKeySurf, pressKeyRect) def checkForKeyPress(): if len(pygame.event.get(QUIT)) > 0: terminate() keyUpEvents = pygame.event.get(KEYUP) if len(keyUpEvents) == 0: return None if keyUpEvents[0].key == K_ESCAPE: terminate() return keyUpEvents[0].key def showStartScreen(): titleFont = pygame.font.Font('freesansbold.ttf', 100) titleSurf1 = titleFont.render('Snakes', True, DARKGRAY, YELLOW) titleSurf2 = titleFont.render('Snakes', True, WHITE) degrees1 = 0 degrees2 = 0 while True: DISPLAYSURF.fill(BGCOLOR) rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1) rotatedRect1 = rotatedSurf1.get_rect() rotatedRect1.center = (math.floor(WINDOWWIDTH / 2), math.floor(WINDOWHEIGHT / 2)) DISPLAYSURF.blit(rotatedSurf1, rotatedRect1) rotatedSurf2 = pygame.transform.rotate(titleSurf2, degrees2) rotatedRect2 = rotatedSurf2.get_rect() rotatedRect2.center = (math.floor(WINDOWWIDTH / 2), math.floor(WINDOWHEIGHT / 2)) DISPLAYSURF.blit(rotatedSurf2, rotatedRect2) drawPressKeyMsg() if checkForKeyPress(): pygame.event.get() # clear event queue return pygame.display.update() FPSCLOCK.tick(FPS) degrees1 += 3 # rotate by 3 degrees each frame degrees2 += 7 # rotate by 7 degrees each frame def terminate(): pygame.quit() sys.exit() def getRandomLocation(): return {'x': random.randint(0, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)} def showGameOverScreen(): gameOverFont = pygame.font.Font('freesansbold.ttf', 150) gameSurf = gameOverFont.render('Game', True, WHITE) overSurf = gameOverFont.render('Over', True, WHITE) gameRect = gameSurf.get_rect() overRect = overSurf.get_rect() gameRect.midtop = (math.floor(WINDOWWIDTH / 2), 10) overRect.midtop = (math.floor(WINDOWWIDTH / 2), gameRect.height + 10 + 25) DISPLAYSURF.blit(gameSurf, gameRect) DISPLAYSURF.blit(overSurf, overRect) drawPressKeyMsg() pygame.display.update() pygame.time.wait(500) checkForKeyPress() # clear out any key presses in the event queue while True: if checkForKeyPress(): pygame.event.get() # clear event queue return def drawScore(score, score2): scoreSurf = BASICFONT.render('Score 1: %s Score 2: %s' % (score, score2), True, WHITE) scoreRect = scoreSurf.get_rect() scoreRect.topleft = (WINDOWWIDTH - 240, 10) DISPLAYSURF.blit(scoreSurf, scoreRect) def drawWorm(wormCoords): for coord in wormCoords: x = coord['x'] * CELLSIZE y = coord['y'] * CELLSIZE wormSegmentRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE) pygame.draw.rect(DISPLAYSURF, DARKGREEN, wormSegmentRect) wormInnerSegmentRect = pygame.Rect(x + 4, y + 4, CELLSIZE - 8, CELLSIZE - 8) pygame.draw.rect(DISPLAYSURF, GREEN, wormInnerSegmentRect) def drawApple(coord): x = coord['x'] * CELLSIZE y = coord['y'] * CELLSIZE xcenter = coord['x'] * CELLSIZE + math.floor(CELLSIZE/2) ycenter = coord['y'] * CELLSIZE+ math.floor(CELLSIZE/2) #appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE) #pygame.draw.rect(DISPLAYSURF, RED, appleRect) pygame.draw.circle(DISPLAYSURF, RED,(xcenter,ycenter),RADIUS) def drawStone(stone): x = stone['x'] * CELLSIZE y = stone['y'] * CELLSIZE xcenter = stone['x'] * CELLSIZE + math.floor(CELLSIZE/2) ycenter = stone['y'] * CELLSIZE+ math.floor(CELLSIZE/2) #appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE) #pygame.draw.rect(DISPLAYSURF, RED, appleRect) pygame.draw.circle(DISPLAYSURF, DARKGRAY,(xcenter,ycenter),RADIUS) def drawBullet(bullet): direction = bullet.direction if direction == UP: bullet.position['y'] -= 1 elif direction == DOWN: bullet.position['y'] += 1 elif direction == LEFT: bullet.position['x'] -= 1 elif direction == RIGHT: bullet.position['x'] += 1 xcenter = bullet.position["x"] * CELLSIZE + math.floor(CELLSIZE / 2) ycenter = bullet.position["y"] * CELLSIZE + math.floor(CELLSIZE / 2) pygame.draw.circle(DISPLAYSURF, YELLOW,(int(xcenter),int(ycenter)),int(RADIUS)) return bullet def drawGrid(): 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()