- board
- Snake
- WASD
- Collision detection
import random, pygame, sys
from pygame.locals import *
FPS = 15
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
CELLSIZE = 20
assert WINDOWWIDTH % CELLSIZE == 0,
assert WINDOWHEIGHT % CELLSIZE == 0,
CELLWIDTH = int(WINDOWWIDTH / CELLSIZE)
CELLHEIGHT = int(WINDOWHEIGHT / CELLSIZE)
WHITE = (255,255,255)
BLACK = (0,0,0)
RED = (255,0,0)
GREEN = (0,255,0)
DARKGREEN = (0,155,0)
DARKGRAY = (40,40,40)
BGCOLOR = BLACK
UP = 'up'
DOWN = 'down'
LEFT = 'left'
RIGHT = 'right'
HEAD = 0
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('Snake')
showStartScreen()
while True:
runGame()
showGameOverScreen()
def runGame():
def runGame():
startx = random.randint(5, CELLWIDTH - 6)
starty = random.randint(5, CELLHEIGHT - 6)
wormCoords = [{'x': startx,'y': starty},
{'x': startx - 1, 'y': starty},
{'x': startx - 2, 'y': starty}]
direction = RIGHT
apple = getRandomLocation()
.
.
.
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
elif event.type == KEYDOWN:
if (event.key == K_LEFT or event.key == K_a) and direction
!= RIGHT:
direction = LEFT
elif (event.key == K_RIGHT or event.key == K_d) and
direction != LEFT:
direction = RIGHT
elif (event.key == K_UP or event.key == K_w) and
direction != DOWN
direction = UP:
elif (event.key == K_DOWN or event.key == K_s) and
direction != UP
direction = DOWN
elif event.key == K_ESCAPE:
terminate()
def runGame():
if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] ==
CELLWIDTH or wormCoords[HEAD]['y'] == -1 or wormCoords[HEAD]['y'] ==
CELLHEIGHT:
return # game over
for wormBody in wormCoords[1:]:
if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] ==
wormCoords[HEAD]['y']:
return # game over
def runGame():
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']}
wormCoords.insert(0, newHead)
DISPLAYSURF.fill(BGCOLOR)
drawGrid()
drawWorm(wormCoords)
drawApple(apple)
drawScore(len(wormCoords) - 3)
pygame.display.update()
FPSCLOCK.tick(FPS)
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 = (WINDOWWIDTH / 2, 10)
overRect.midtop = (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