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import pygame
import random
from ..command import Command
from .game_base import GameBase
import logging
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLOCK_SIZE = 20
SPEED = 15
logger = logging.getLogger(__name__)
class Snake(GameBase):
def __init__(self, screen, serial, instance, is_joint_mode=False):
super().__init__(screen, serial, instance, is_joint_mode)
self.reset()
def reset(self):
global BLOCK_SIZE, SPEED
min_dimension = min(self.screen_width, self.screen_height)
BLOCK_SIZE = max(10, min(20, min_dimension // 30))
SPEED = 15 if self.screen_width >= 400 else 12
self.body = [
[
self.screen_width // 2 - self.screen_width // 2 % BLOCK_SIZE,
self.screen_height // 2 - self.screen_height // 2 % BLOCK_SIZE,
]
]
self.direction = "RIGHT"
self.change_to = self.direction
self.score = 0
self.food = self.spawn_food()
def spawn_food(self):
while True:
food = [
random.randrange(0, self.screen_width // BLOCK_SIZE) * BLOCK_SIZE,
random.randrange(0, self.screen_height // BLOCK_SIZE) * BLOCK_SIZE,
]
if food not in self.body:
return food
def move(self):
if self.change_to == "UP" and self.direction != "DOWN":
self.direction = "UP"
if self.change_to == "DOWN" and self.direction != "UP":
self.direction = "DOWN"
if self.change_to == "LEFT" and self.direction != "RIGHT":
self.direction = "LEFT"
if self.change_to == "RIGHT" and self.direction != "LEFT":
self.direction = "RIGHT"
head = [self.body[0][0], self.body[0][1]]
if self.direction == "UP":
head[1] -= BLOCK_SIZE
if self.direction == "DOWN":
head[1] += BLOCK_SIZE
if self.direction == "LEFT":
head[0] -= BLOCK_SIZE
if self.direction == "RIGHT":
head[0] += BLOCK_SIZE
self.body.insert(0, head)
if head[0] == self.food[0] and head[1] == self.food[1]:
logger.debug(
f"snake ate food at {self.food}, score increased to {self.score + 1}"
)
self.score += 1
self.send_stats(self.score)
self.food = self.spawn_food()
else:
self.body.pop()
def check_collision(self):
head = self.body[0]
return (
head[0] < 0
or head[0] >= self.screen_width
or head[1] < 0
or head[1] >= self.screen_height
or head in self.body[1:]
)
def main_loop(self):
clock = pygame.time.Clock()
while self.is_running:
result = self.update()
if result is not None:
return result
if not (self.waiting or self.score_display_time):
for event in pygame.event.get():
result = self.handle_common_events(event)
action = self.input_handler.get_input(event)
if result is not None:
return result
if action == "UP":
self.change_to = "UP"
elif action == "DOWN":
self.change_to = "DOWN"
elif action == "LEFT":
self.change_to = "LEFT"
elif action == "RIGHT":
self.change_to = "RIGHT"
self.check_serial()
self.move()
if self.check_collision():
self.end_game(self.score)
continue
self.screen.fill(BLACK)
for segment in self.body:
pygame.draw.rect(
self.screen,
GREEN,
[segment[0], segment[1], BLOCK_SIZE, BLOCK_SIZE],
)
pygame.draw.rect(
self.screen,
RED,
[self.food[0], self.food[1], BLOCK_SIZE, BLOCK_SIZE],
)
if not self.is_joint_mode or self.instance != "primary":
score_text = self.font.render(f"Score: {self.score}", True, WHITE)
if self.is_vertical:
self.screen.blit(score_text, (self.screen_width // 2 - score_text.get_width() // 2, 10))
else:
self.screen.blit(score_text, (10, 10))
pygame.display.flip()
clock.tick(SPEED)
return None
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