import pygame,sys, random from pygame.math import Vector2 class SNAKE: def __init__(self): self.body = [Vector2(5,10), Vector2(4,10), Vector2(3,10)] self.direction = Vector2(1,0) self.new_block= False def draw_snake(self): for block in self.body: block_rect = pygame.Rect(int(block.x * cell_size), int(block.y * cell_size), cell_size, cell_size) pygame.draw.rect(screen, (pygame.Color("purple")), block_rect) def move_snake(self): if self.new_block == True: body_copy = self.body[:] body_copy.insert(0,body_copy[0] + self.direction) self.body = body_copy[:] self.new_block = False else: body_copy = self.body[:-1] body_copy.insert(0,body_copy[0] + self.direction) self.body = body_copy[:] def add_block(self): self.new_block = True class FRUIT: def __init__(self): self.randomize() def draw_fruit(self): fruit_rect = pygame.Rect(int(self.pos.x * cell_size),int(self.pos.y * cell_size),cell_size,cell_size) screen.blit(apple,fruit_rect) #pygame.draw.rect(screen,(pygame.Color("dark red")),fruit_rect) def randomize(self): self.x = random.randint(0,cell_number -1) self.y = random.randint(0,cell_number -1) self.pos = Vector2(self.x,self.y) class MAIN: def __init__(self): self.snake = SNAKE() self.fruit = FRUIT() def update(self): self.snake.move_snake() self.check_collision() self.check_fail() def draw_elements(self): self.fruit.draw_fruit() self.snake.draw_snake() def check_collision(self): if self.fruit.pos == self.snake.body[0]: self.fruit.randomize() self.snake.add_block() def check_fail(self): if not 0 <= self.snake.body[0].x < cell_number or not 0 <= self.snake.body[0].y < cell_number: self.game_over() for block in self.snake.body[1:]: if block == self.snake.body[0]: self.game_over() def game_over(self): pygame.quit() sys.exit() pygame.init() cell_size = 40 cell_number = 20 screen = pygame.display.set_mode((cell_number * cell_size,cell_number * cell_size)) clock = pygame.time.Clock() apple = pygame.image.load("images/apple_00.png").convert_alpha() apple = pygame.transform.scale(apple, (40, 40)) main_game = MAIN() SCREEN_UPDATE = pygame.USEREVENT pygame.time.set_timer(SCREEN_UPDATE,150) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == SCREEN_UPDATE: main_game.update() if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: if main_game.snake.direction.y != 1: main_game.snake.direction = Vector2(0,-1) if event.key == pygame.K_DOWN: if main_game.snake.direction.y != -1: main_game.snake.direction = Vector2(0,1) if event.key == pygame.K_LEFT: if main_game.snake.direction.x != 1: main_game.snake.direction = Vector2(-1,0) if event.key == pygame.K_RIGHT: if main_game.snake.direction.x != -1: main_game.snake.direction = Vector2(1,0) screen.fill(pygame.Color("#028A0F")) main_game.draw_elements() pygame.display.update() clock.tick(60)