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cs5110_multi_agent/HW1/wormy.py
2020-01-21 19:18:36 -07:00

368 lines
14 KiB
Python

# 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()