import pygame, sys, random from pygame.math import Vector2 from pygame.locals import * # Initialize Pygame pygame.mixer.pre_init(44100, -16, 2, 512) pygame.init() #Game variables cell_size = 40 cell_number = 20 # Set up display screen_width = cell_size * cell_number screen_height = cell_number * cell_size screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('Pygame Template') apple = pygame.image.load("SnakeImages/apple.png").convert_alpha() game_font = pygame.font.Font("SnakeImages/PoetsenOne-Regular.ttf", 12) # Clock for controlling frame rate clock = pygame.time.Clock() fps = 60 #Classes class SNAKE: def __init__(self): self.body = [Vector2(5, 10), Vector2(4, 10), Vector2(3, 10)] self.direction = Vector2(0, 0) self.new_block = False self.head_up = pygame.image.load('SnakeImages/head_up.png').convert_alpha() self.head_down = pygame.image.load('SnakeImages/head_down.png').convert_alpha() self.head_right = pygame.image.load('SnakeImages/head_right.png').convert_alpha() self.head_left = pygame.image.load('SnakeImages/head_left.png').convert_alpha() self.tail_up = pygame.image.load('SnakeImages/tail_up.png').convert_alpha() self.tail_down = pygame.image.load('SnakeImages/tail_down.png').convert_alpha() self.tail_right = pygame.image.load('SnakeImages/tail_right.png').convert_alpha() self.tail_left = pygame.image.load('SnakeImages/tail_left.png').convert_alpha() self.body_vertical = pygame.image.load('SnakeImages/body_vertical.png').convert_alpha() self.body_horizontal = pygame.image.load('SnakeImages/body_horizontal.png').convert_alpha() self.body_tr = pygame.image.load('SnakeImages/body_tr.png').convert_alpha() self.body_tl = pygame.image.load('SnakeImages/body_tl.png').convert_alpha() self.body_br = pygame.image.load('SnakeImages/body_br.png').convert_alpha() self.body_bl = pygame.image.load('SnakeImages/body_bl.png').convert_alpha() self.crunch_sound = pygame.mixer.Sound('SnakeImages/crunch.wav') def draw_snake(self): self.update_head_graphics() self.update_tail_graphics() for index, block in enumerate(self.body): x_pos = int(block.x * cell_size) y_pos = int(block.y * cell_size) block_rect = pygame.Rect(x_pos, y_pos, cell_size, cell_size) if index == 0: screen.blit(self.head, block_rect) elif index == len(self.body) - 1: screen.blit(self.tail, block_rect) else: previous_block = self.body[index + 1] - block next_block = self.body[index - 1] - block if previous_block.x == next_block.x: screen.blit(self.body_vertical, block_rect) elif previous_block.y == next_block.y: screen.blit(self.body_horizontal, block_rect) else: if previous_block.x == -1 and next_block.y == -1 or previous_block.y == -1 and next_block.x == -1: screen.blit(self.body_tl, block_rect) elif previous_block.x == -1 and next_block.y == 1 or previous_block.y == 1 and next_block.x == -1: screen.blit(self.body_bl, block_rect) elif previous_block.x == 1 and next_block.y == -1 or previous_block.y == -1 and next_block.x == 1: screen.blit(self.body_tr, block_rect) elif previous_block.x == 1 and next_block.y == 1 or previous_block.y == 1 and next_block.x == 1: screen.blit(self.body_br, block_rect) def update_head_graphics(self): head_relation = self.body[1] - self.body[0] if head_relation == Vector2(1, 0): self.head = self.head_left elif head_relation == Vector2(-1, 0): self.head = self.head_right elif head_relation == Vector2(0, 1): self.head = self.head_up elif head_relation == Vector2(0, -1): self.head = self.head_down def update_tail_graphics(self): tail_relation = self.body[-2] - self.body[-1] if tail_relation == Vector2(1, 0): self.tail = self.tail_left elif tail_relation == Vector2(-1, 0): self.tail = self.tail_right elif tail_relation == Vector2(0, 1): self.tail = self.tail_up elif tail_relation == Vector2(0, -1): self.tail = self.tail_down 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 def play_crunch_sound(self): self.crunch_sound.play() def restart(self): self.body = [Vector2(5, 10), Vector2(4, 10), Vector2(3, 10)] self.direction = Vector2(0, 0) class FRUIT: def __init__(self): self.randomize() #create an x and y position #draw a square 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, (126, 166, 114), 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.draw_grass() self.fruit.draw_fruit() self.snake.draw_snake() self.draw_score() def check_collision(self): if self.fruit.pos == self.snake.body[0]: #reposition the fruit self.fruit.randomize() #Add another block the the snake self.snake.add_block() self.snake.play_crunch_sound() for block in self.snake.body[1:]: if block == self.fruit.pos: self.fruit.randomize() def check_fail(self): # CHeck if snake is outside of screen if not 0 <= self.snake.body[0].x < cell_number or not 0 <= self.snake.body[0].y < cell_number: self.game_over() #Check if snake hits itself for block in self.snake.body[1:]: if block == self.snake.body[0]: self.game_over() def draw_grass(self): grass_colour = (167, 209, 61) for row in range(cell_number): if row % 2 == 0: for col in range(cell_number): if col % 2 == 0: grass_rect = pygame.Rect(col * cell_size, row * cell_size, cell_size, cell_size) pygame.draw.rect(screen, grass_colour,grass_rect) else: for col in range(cell_number): if col % 2 == 1: grass_rect = pygame.Rect(col * cell_size, row * cell_size, cell_size, cell_size) pygame.draw.rect(screen, grass_colour,grass_rect) def game_over(self): self.snake.restart() def draw_score(self): score_text = str(len(self.snake.body) - 3) score_surface = game_font.render(score_text, True, (56, 74, 12)) score_x = int (cell_size * cell_number - 60) score_y = int(cell_number * cell_size - 40) score_rect = score_surface.get_rect(center = (score_x, score_y)) apple_rect = apple.get_rect(midright = (score_rect.left, score_rect.centery)) bg_rect = pygame.Rect(apple_rect.left, apple_rect.top, apple_rect.width + score_rect.width + 6, apple_rect.height) pygame.draw.rect(screen, (167, 209, 61), bg_rect) screen.blit(score_surface, score_rect) screen.blit(apple, apple_rect) pygame.draw.rect(screen, (56, 74, 12), bg_rect, 2) SCREEN_UPDATE = pygame.USEREVENT pygame.time.set_timer(SCREEN_UPDATE, 150) main_game = MAIN() # Main game loop run = True while run: clock.tick(fps) # Event handling for event in pygame.event.get(): if event.type == pygame.QUIT: run = False 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) # Update game logic here # Draw everything screen.fill((175, 215, 70)) # Clear screen with black (or any other color) main_game.draw_elements() # Update the display pygame.display.update() # Quit Pygame pygame.quit()