368 lines
14 KiB
Python
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() |