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game.py
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game.py
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import pygame
from pygame.locals import *
import time
import random
from pathlib import Path
# initializing block size
SIZE = 40
BASE_DIR = Path(__file__).resolve().parent
class Apple:
def __init__(self, parent_screen):
# initializing basic attributes about apple
self.parent_screen = parent_screen
# loading apple's image
self.image = pygame.image.load(BASE_DIR / "resources/apple.jpg").convert()
# apple's initial position
self.x = 120
self.y = 120
def draw(self):
# to draw apple with x and y as its positional axis
self.parent_screen.blit(self.image, (self.x, self.y))
pygame.display.flip()
# to display it on screeen and showing the changes made
def move(self):
# for moving apple to random places after being eaten
self.x = random.randint(1,24)*SIZE
self.y = random.randint(1,19)*SIZE
class Snake:
def __init__(self, parent_screen):
# initializing basic attributes about snake
self.parent_screen = parent_screen
# loading block(snake's image)
self.image = pygame.image.load(BASE_DIR / "resources/block.jpg").convert()
# snake's (initial) direction until and unless any key is pressed
self.direction = 'down'
# snake's initial size
self.length = 1
self.x = [40]
self.y = [40]
def move_left(self):
self.direction = 'left'
def move_right(self):
self.direction = 'right'
def move_up(self):
self.direction = 'up'
def move_down(self):
self.direction = 'down'
def walk(self):
# update body
for i in range(self.length-1,0,-1):
self.x[i] = self.x[i-1]
self.y[i] = self.y[i-1]
# update head
# specifying directions and changes to be made on each direction in x and y position of element(snake)
if self.direction == 'left':
self.x[0] -= SIZE
if self.direction == 'right':
self.x[0] += SIZE
if self.direction == 'up':
self.y[0] -= SIZE
if self.direction == 'down':
self.y[0] += SIZE
self.draw()
def draw(self):
for i in range(self.length):
self.parent_screen.blit(self.image, (self.x[i], self.y[i]))
pygame.display.flip()
def increase_length(self):
self.length += 1
self.x.append(-1)
self.y.append(-1)
class Game:
def __init__(self):
pygame.init()
pygame.display.set_caption("Snake And Apple Game")
# for background music
pygame.mixer.init()
self.play_background_music()
self.surface = pygame.display.set_mode((1000, 800))
self.snake = Snake(self.surface)
self.snake.draw()
self.apple = Apple(self.surface)
self.apple.draw()
def play_background_music(self):
pygame.mixer.music.load(BASE_DIR / 'resources/bg_music_1.wav')
pygame.mixer.music.play(-1, 0)
# it will always play and that too from the starting
def play_sound(self, sound_name):
# for ingame sound
if sound_name == "crash":
sound = pygame.mixer.Sound(BASE_DIR / "resources/crash.mp3")
elif sound_name == 'ding':
sound = pygame.mixer.Sound(BASE_DIR / "resources/ding.mp3")
pygame.mixer.Sound.play(sound)
# pygame.mixer.music.stop()
def reset(self):
# reseting the game
self.snake = Snake(self.surface)
self.apple = Apple(self.surface)
def is_collision(self, x1, y1, x2, y2):
# x1,x2,y1,y2 are snake(block) and apple positional axis
if x1 >= x2 and x1 < x2 + SIZE:
if y1 >= y2 and y1 < y2 + SIZE:
return True
return False
def background_image(self):
bg = pygame.image.load(BASE_DIR / "resources/background.jpg")
self.surface.blit(bg, (0,0))
def play(self):
self.background_image()
self.snake.walk()
self.apple.draw()
self.display_score()
pygame.display.flip()
# snake eating apple scenario
for i in range(self.snake.length):
if self.is_collision(self.snake.x[i], self.snake.y[i], self.apple.x, self.apple.y):
self.play_sound("ding")
self.snake.increase_length()
self.apple.move()
# snake colliding with itself
for i in range(3, self.snake.length):
if self.is_collision(self.snake.x[0], self.snake.y[0], self.snake.x[i], self.snake.y[i]):
self.play_sound('crash')
raise "Collision Occurred"
# raising exception
# snake colliding with the boundries of the window
if not (0 <= self.snake.x[0] <= 1000 and 0 <= self.snake.y[0] <= 800):
self.play_sound('crash')
raise "Hit the boundry error"
def display_score(self):
# sysfont module for font type and size
font = pygame.font.SysFont('arial',30)
score = font.render(f"Score: {self.snake.length-1}",True,(200,200,200))
self.surface.blit(score,(850,10))
def show_game_over(self):
self.background_image()
font = pygame.font.SysFont('arial', 30)
line1 = font.render(f"Game is over! Your score is {self.snake.length}", True, (255, 255, 255))
self.surface.blit(line1, (200, 300))
line2 = font.render("Press 'ENTER' to play again . Press 'ESCAPE' to exit !!!!", True, (255, 255, 255))
self.surface.blit(line2, (200, 350))
pygame.mixer.music.pause()
pygame.display.flip()
def run(self):
running = True
# using flag to pause game
pause = False
while running:
for event in pygame.event.get():
# To capture mouse and keyboard activity
if event.type == KEYDOWN:
# To check which key is pressed
if event.key == K_ESCAPE:
running = False
if event.key == K_RETURN:
pygame.mixer.music.unpause()
pause = False
if not pause:
if event.key == K_LEFT:
self.snake.move_left()
if event.key == K_RIGHT:
self.snake.move_right()
if event.key == K_UP:
self.snake.move_up()
if event.key == K_DOWN:
self.snake.move_down()
elif event.type == QUIT:
running = False
# catching exception
try:
if not pause:
self.play()
except Exception as e:
self.show_game_over()
pause = True
self.reset()
# using time module
time.sleep(.1)
if __name__ == '__main__':
game = Game()
game.run()