class FachadaJuegos():
    def __init__(self):
        self.laberinto = Laberinto()
        self.puzzle = Puzzle()
        self.ruta = Ruta()
        self.snake = Snake()
        self.evitandoVirus = EvitandoVirus()
        self.puntaje = 0

    def arrancarJuego(self, nombreJuego):
        if nombreJuego == 'laberinto':
            self.laberinto.iniciarJuego()
            self.puntaje += self.laberinto.getPuntos()
        elif nombreJuego == 'puzzle':
            self.puzzle.iniciarJuego()
            self.puntaje += self.puzzle.getPuntos()
        elif nombreJuego == 'ruta':
            self.ruta.iniciarJuego()
            self.puntaje += self.ruta.getPuntos()
            self.ruta = Ruta()
        elif nombreJuego == 'snake':
            self.snake.iniciarJuego()
            self.puntaje += self.snake.getPuntos()
        elif nombreJuego == 'virus':
            self.evitandoVirus.iniciarJuego()
            self.puntaje += self.evitandoVirus.getPuntos()

    def getPuntaje(self):
        return self.puntaje
    def reset(self):

        # reset env
        self.env = np.zeros((self.max_h, self.max_w))  # background
        self.env = self.draw_boundary(self.env)

        # Add player 1
        head_x1, head_y1 = self.get_randoms()
        self.p1 = Snake(head_x1, head_y1, self.w, self.h)
        self.env = self.p1.draw(self.env, player=1)

        # Add player 2
        head_x2, head_y2 = self.get_randoms()
        self.p2 = Snake(head_x2, head_y2, self.w, self.h)
        self.env = self.p2.draw(self.env, player=2)

        # Add food
        self.food_x, self.food_y = self.get_randoms()
        self.env[self.food_y, self.food_x] = CONSTANTS['food']

        # Get player's states (v for vision)
        self.v1 = self.p1.look(self.env, self.agent_vision)
        self.v2 = self.p2.look(self.env, self.agent_vision)

        return np.hstack((self.v1.ravel(), (head_x1 - self.food_x, head_y1 - self.food_y))), self.v1, \
               np.hstack((self.v2.ravel(), (head_x2 - self.food_x, head_y2 - self.food_y))), self.v2
Ejemplo n.º 3
0
Archivo: main.py Proyecto: yztcit/Snake
def run_game():
    # 游戏配置信息
    game_setting = Setting()

    # 初始化游戏,并创建一个屏幕对象
    pygame.init()
    fps_clock = pygame.time.Clock()
    # 图标
    icon = pygame.image.load("res/snake.png")
    screen = pygame.display.set_mode(
        [game_setting.screen_width, game_setting.screen_width])
    pygame.display.set_caption("Greedy Snake")
    pygame.display.set_icon(icon)

    # 创建一条蛇
    snake = Snake(game_setting, screen)
    # 创建一个食物
    food = Food(game_setting, screen, snake)

    # 游戏的主循环
    while True:
        gf.keyboard_listener(game_setting, snake)

        snake.update()

        gf.snake_eat_food(snake, food)

        gf.update_screen(game_setting, screen, snake, food)
        fps_clock.tick(game_setting.snake_speed)
 def __init__(self):
     self.laberinto = Laberinto()
     self.puzzle = Puzzle()
     self.ruta = Ruta()
     self.snake = Snake()
     self.evitandoVirus = EvitandoVirus()
     self.puntaje = 0
Ejemplo n.º 5
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 def __init__(self, ml = False):
     self._running = True
     self._display_surf = None
     if ml:
         speed = 10
     else:
         speed = 200
     self.game = Snake(speed)
     self.human = not ml
Ejemplo n.º 6
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def main(stdscr):
    fps = 5
    stdscr.timeout(1000 // fps)
    # hide cursor
    curses.curs_set(0)

    # init head at top left
    border = 2
    stdscr.border(border)
    # h = Head(border, border, stdscr, '@')
    f = Food(border, border, stdscr, '$')
    s = Snake(border, border, stdscr)
    score = 0
    while True:
        stdscr.clear()

        # index of keyboard
        # index = -1 if no key inserted in loop
        stdscr.addstr(1, 10, f'score: {score}      type ESC to exit')
        # h.render()
        f.render()
        s.render()

        key = stdscr.getch()
        log('key:', key)
        s.update(key)
        # ESC == 27
        if s.collid() or key == 27:
            break

        if s.head.coor == f.coor:
            f.reset()
            s.grow()
            score += 1
Ejemplo n.º 7
0
 def __init__(self,
              maze_size=_MAZE_SIZE,
              start_location=Coordinate(int(_MAZE_SIZE / 2),
                                        int(_MAZE_SIZE / 2)),
              tick_interval=1):
     self._maze_size = maze_size
     self._snake = Snake(head=start_location)
     self._food = None
     self._running = False
     self._timer = None
     self._tick_interval = tick_interval
     self._tick_count = 0
Ejemplo n.º 8
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 def __init__(self):
     pygame.init()
     self.CLOCK = Clock()
     self.ROWS_COLS = 15
     self.GRID_SIZE = 50
     self.SCREEN_SIZE = self.GRID_SIZE * self.ROWS_COLS
     self.DISPLAY = display.set_mode((self.SCREEN_SIZE, self.SCREEN_SIZE))
     self.BACKGROUND_COLOR = (0, 0, 0)
     self.GRID_COLOR = (100, 100, 100)
     self.SNAKE_COLOR = (0, 255, 0)
     self.apple_generator = AppleGenerator(self.ROWS_COLS, self.GRID_SIZE)
     self.apple = self.apple_generator.generate_apple(self.snake)
     mid = (self.ROWS_COLS // 2) * self.GRID_SIZE
     self.start_x_y = (mid, mid)
     self.snake = Snake(self.start_x_y, self.GRID_SIZE, self.SCREEN_SIZE,
                        self.SNAKE_COLOR, self.spawn_apple)
     self.exit_clicked = None
     self.playing = None
Ejemplo n.º 9
0
def start_server(port='8080'):
    server = Battlesnake(Snake())
    cherrypy.config.update({'server.socket_host': '0.0.0.0'})
    cherrypy.config.update({
        'server.socket_port':
        int(os.environ.get('PORT', port)),
    })
    print('Starting Battlesnake Server...')
    cherrypy.quickstart(server)
Ejemplo n.º 10
0
    def __init__(self):
        self.fps = 30
        self.fpsclock = pygame.time.Clock()

        self.view = View()

        self.snake_obj = Snake()

        pygame.time.set_timer(USEREVENT, 150)

        # ['base', 'menu', 'pause', 'ingame', 'gameover', 'locating_server', 'lan_game_mode']
        self.screen = 'menu'

        self.on_menu = True
        self.on_pause = False

        self.thread_list = []

        self.interface = Interface(main=self, view=self.view, snake=self.snake_obj)
Ejemplo n.º 11
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def main():
    board_size = 15
    v = View(board_size)
    s = Snake(board_size)

    key_mapping = {
        'H': s.DIR_UP,
        'M': s.DIR_RIGHT,
        'P': s.DIR_DOWN,
        'K': s.DIR_LEFT
    }

    clear = lambda: os.system('cls')
    clear()

    while True:
        if msvcrt.kbhit():
            msvcrt.getch()  # skip 0xe0
            key = msvcrt.getch().decode('utf-8')
            if key in key_mapping:
                if not s.update(key_mapping[key]):
                    return
        else:
            if not s.update(None):
                return
        #print(s.get_food_x_y())
        #print(s.get_coord_list())

        v.update_gameboard(s.get_coord_list(), s.get_food_x_y())
        time.sleep(0.1)
        clear = lambda: os.system('cls')
        clear()
class Env():
    def __init__(self, max_width, max_height, init_width, init_height,
                 display_width, display_height, agent_vision):

        self.max_w = max_width
        self.max_h = max_height
        self.w = init_width
        self.h = init_height
        self.disp_w, self.disp_h = display_width, display_height

        self.ACTION_SPACE = 4
        self.agent_vision = agent_vision
        self.STATE_SPACE = (agent_vision * 2)**2 + 2  # agent_vision*2)

#-------Increase the size of environment------#

    def change_size(self, w_change, h_change):
        self.w = min(self.w + w_change, self.max_w - self.agent_vision)
        self.h = min(self.h + h_change, self.max_h - self.agent_vision)
        return self.w, self.h

#---------helpful function to get boundaries----------#

    def get_boundaries(self):
        odd_w, odd_h = self.w % 2, self.h % 2
        mid_width, mid_height = int(self.max_w / 2), int(self.max_h / 2)
        x1, x2 = mid_width - int(self.w / 2), mid_height - 1 + int(
            self.w / 2) + odd_w
        y1, y2 = mid_width - int(self.h / 2), mid_height - 1 + int(
            self.h / 2) + odd_h
        return x1, x2, y1, y2

#-------------Returns random positions within the boundary--------------#

    def get_randoms(self, length=1):

        x1, x2, y1, y2 = self.get_boundaries()
        #logic to keep the snake AI inside the boundary
        if length > 1:
            max_w, max_h = self.max_w - length, self.max_h - length
            if x1 < length - 1: x1 = length - 1
            if x2 > max_w: x2 = max_w
            if y1 < length - 1: y1 = length - 1
            if y2 > max_h: y2 = max_h
        a = random.randint(x1, x2)
        b = random.randint(y1, y2)
        return a, b

#-----Decide the playing region------#

    def draw_boundary(self, env):
        x1, x2, y1, y2 = self.get_boundaries()
        env[0:y1, :] = CONSTANTS['boundary']
        env[y2 + 1:, :] = CONSTANTS['boundary']
        env[y1:y2 + 1, 0:x1] = CONSTANTS['boundary']
        env[y1:y2 + 1, x2 + 1:] = CONSTANTS['boundary']
        return env

#-------Reset the environment-------#

    def reset(self):

        # reset env
        self.env = np.zeros((self.max_h, self.max_w))  # background
        self.env = self.draw_boundary(self.env)

        # Add player 1
        head_x1, head_y1 = self.get_randoms()
        self.p1 = Snake(head_x1, head_y1, self.w, self.h)
        self.env = self.p1.draw(self.env, player=1)

        # Add player 2
        head_x2, head_y2 = self.get_randoms()
        self.p2 = Snake(head_x2, head_y2, self.w, self.h)
        self.env = self.p2.draw(self.env, player=2)

        # Add food
        self.food_x, self.food_y = self.get_randoms()
        self.env[self.food_y, self.food_x] = CONSTANTS['food']

        # Get player's states (v for vision)
        self.v1 = self.p1.look(self.env, self.agent_vision)
        self.v2 = self.p2.look(self.env, self.agent_vision)

        return np.hstack((self.v1.ravel(), (head_x1 - self.food_x, head_y1 - self.food_y))), self.v1, \
               np.hstack((self.v2.ravel(), (head_x2 - self.food_x, head_y2 - self.food_y))), self.v2

#-----Render the environment---------#

    def render(self,
               actions,
               states,
               stats,
               train=True,
               episode=-1,
               epsilon=-1,
               gamma=-1):

        disp_matrix = self.get_display_matrix(self.env)
        state1, state2 = self.get_display_matrix(
            states[0]), self.get_display_matrix(states[1])
        disp_env = add_states(disp_matrix, state1, actions[0], left=True)
        disp_env = add_states(disp_env, state2, actions[1])

        # sprinkle some info to the disp
        train_params = None
        if train:
            train_params = {
                'Episode': episode,
                'Epsilon': epsilon,
                'Gamma': gamma
            }
        p1_params = {'Player': 1, 'stats': stats[0]}
        p2_params = {'Player': 2, 'stats': stats[1]}
        img = add_info(self.disp_w,
                       self.disp_h,
                       disp_env,
                       p1_params,
                       p2_params,
                       train_params=train_params)

        #img2 = Image.fromarray(self.env)
        #img2 = np.array(img2.resize(self.max_w, self.max_h))
        cv2.imshow("Sliterh_io", img)
        #cv2.imshow("AI v/s AI", self.env)
        #time.sleep(1)

        if cv2.waitKey(1) & 0xFF == ord('q'):  #when Q is pressed
            print('Stop Execution')
            cv2.destroyAllWindows()
            quit()

#------------Adds color to matrix------------------------------#

    @staticmethod
    def get_display_matrix(matrix):
        disp_matrix = np.ones(
            (*matrix.shape, 3), dtype=np.uint8) * 255  # background
        disp_matrix[np.where(matrix == CONSTANTS['boundary'])] = BOUNDARY_COLOR
        disp_matrix[np.where(matrix == CONSTANTS['p1'])] = PLAYER_COLORS[1]
        disp_matrix[np.where(matrix == CONSTANTS['p2'])] = PLAYER_COLORS[2]
        disp_matrix[np.where(
            matrix == CONSTANTS['p1_head'])] = PLAYER_HEAD_COLOR
        disp_matrix[np.where(
            matrix == CONSTANTS['p2_head'])] = PLAYER_HEAD_COLOR
        disp_matrix[np.where(matrix == CONSTANTS['food'])] = FOOD_COLOR
        return disp_matrix

#----------Agent takes an action and environment changes--------#

    def step(self, action, player):

        info = 0
        # 1 - food eaten
        # 2 - Hit opponent
        # 3 - Died on Boundary
        p = self.p1 if player == 1 else self.p2
        opp_player = 2 if player == 1 else 1

        done, reward = False, -1  # positive reward

        x1, x2, y1, y2 = self.get_boundaries()

        x, y = ACTION_RESULT[action]
        head_x, head_y = p.head_pos()
        new_x, new_y = head_x + x, head_y + y  # new head positions

        # check outside boundary
        if new_x < x1 or new_x > x2 or new_y < y1 or new_y > y2:
            done = True
            reward = 0
            info = 3
        """
        # check collision with other agents
        if self.env[new_y, new_x] == CONSTANTS[f'p{opp_player}'] and not done:
            done = True
            reward = -10
            info = 2
        """
        # check if ate food
        if self.env[new_y, new_x] == CONSTANTS['food']:
            p.grow()
            self.env[new_y, new_x] = CONSTANTS['background']
            self.food_x, self.food_y = self.get_randoms()
            self.env[self.food_y, self.food_x] = CONSTANTS['food']
            reward = 50
            info = 1

        if not done:
            # p.grow()
            pass
        else:
            # Add something to info # player is dead, displaye a cross or red patch
            pass

        p.update(x, y)

        self.env[np.where(self.env == CONSTANTS[f'p{player}_head'])] = 0
        self.env[np.where(self.env == CONSTANTS[f'p{player}'])] = 0
        self.env = self.draw_boundary(self.env)  # redraw the boundaries
        self.env = p.draw(self.env, player=player)  # redraw the player
        #print(self.env)

        vision = p.look(self.env, self.agent_vision
                        )  # Check if next state is required in case of done
        return np.hstack((vision.ravel(),
                          (new_x - self.food_x,
                           new_y - self.food_y))), reward, done, vision, info
Ejemplo n.º 13
0
from snake.snake import Snake

# Start application
if __name__ == '__main__':
    s = Snake()
    s.run()
Ejemplo n.º 14
0
 def reset(self):
     self.snake = Snake(self.start_x_y, self.GRID_SIZE, self.SCREEN_SIZE,
                        self.SNAKE_COLOR, self.spawn_apple)
     self.spawn_apple()
Ejemplo n.º 15
0
class Game:
    def __init__(self):
        pygame.init()
        self.CLOCK = Clock()
        self.ROWS_COLS = 15
        self.GRID_SIZE = 50
        self.SCREEN_SIZE = self.GRID_SIZE * self.ROWS_COLS
        self.DISPLAY = display.set_mode((self.SCREEN_SIZE, self.SCREEN_SIZE))
        self.BACKGROUND_COLOR = (0, 0, 0)
        self.GRID_COLOR = (100, 100, 100)
        self.SNAKE_COLOR = (0, 255, 0)
        self.apple_generator = AppleGenerator(self.ROWS_COLS, self.GRID_SIZE)
        self.apple = self.apple_generator.generate_apple(self.snake)
        mid = (self.ROWS_COLS // 2) * self.GRID_SIZE
        self.start_x_y = (mid, mid)
        self.snake = Snake(self.start_x_y, self.GRID_SIZE, self.SCREEN_SIZE,
                           self.SNAKE_COLOR, self.spawn_apple)
        self.exit_clicked = None
        self.playing = None

    def start(self):
        self.playing = True
        self.exit_clicked = False
        self.reset()
        while self.playing:
            self.CLOCK.tick(10)
            delay(50)

            if not self.exit_clicked:
                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        # noinspection PyAttributeOutsideInit
                        self.exit_clicked = True
                        self.playing = False
                        # Doesn't close immediately. Will still run a few cycles.
                        pygame.quit()

            if not self.exit_clicked:
                self.snake.move()
                self.playing = self.playing and not self.snake.has_collided

                if self.playing:
                    self.draw_game()
                elif not self.exit_clicked:
                    print('Score: ', len(self.snake.body) + 1)
                    self.message_box('You lost!', 'Play again?')
                    self.reset()
                    # noinspection PyAttributeOutsideInit
                    self.playing = True

    def spawn_apple(self):
        self.apple = self.apple_generator.generate_apple(self.snake)
        self.snake.set_apple(self.apple)

    def reset(self):
        self.snake = Snake(self.start_x_y, self.GRID_SIZE, self.SCREEN_SIZE,
                           self.SNAKE_COLOR, self.spawn_apple)
        self.spawn_apple()

    def draw_game(self):
        self.DISPLAY.fill(self.BACKGROUND_COLOR)
        self.draw_grid()
        self.snake.draw(self.DISPLAY)
        self.apple.draw(self.DISPLAY)
        display.update()

    def draw_grid(self):
        x, y = 0, 0

        for i in range(self.ROWS_COLS):
            x += self.GRID_SIZE
            y += self.GRID_SIZE

            draw.line(self.DISPLAY, self.GRID_COLOR, (x, 0),
                      (x, self.SCREEN_SIZE))
            draw.line(self.DISPLAY, self.GRID_COLOR, (0, y),
                      (self.SCREEN_SIZE, y))

    @staticmethod
    def message_box(subject, content):
        root = tk.Tk()
        root.attributes("-topmost", True)
        root.withdraw()
        messagebox.showinfo(subject, content)
        # noinspection PyBroadException
        try:
            root.destroy()
        except:
            pass
Ejemplo n.º 16
0
 def change_snake(self):
     self.snake = Snake()
     self.main.snake_obj = self.snake
     self.snake.interface = self
Ejemplo n.º 17
0
def main():
    snake = Snake(SCREEN_WIDTH, SCREEN_HEIGHT)
    snake.play()
Ejemplo n.º 18
0
class game_main:
    def __init__(self):
        self.fps = 30
        self.fpsclock = pygame.time.Clock()

        self.view = View()

        self.snake_obj = Snake()

        pygame.time.set_timer(USEREVENT, 150)

        # ['base', 'menu', 'pause', 'ingame', 'gameover', 'locating_server', 'lan_game_mode']
        self.screen = 'menu'

        self.on_menu = True
        self.on_pause = False

        self.thread_list = []

        self.interface = Interface(main=self, view=self.view, snake=self.snake_obj)

    def main(self):
        fps = self.fps
        fpsclock = self.fpsclock
        view = self.view

        while True:
            view.show('base')

            if self.on_menu or self.on_pause:

                view.show(self.screen)

                for event in pygame.event.get():
                    self.event_parser(event)

            else:
                if self.snake_obj.game_over:
                    pygame.time.set_timer(USEREVENT, 0)
                    view.show('gameover')

                for event in pygame.event.get():
                    if event.type == KEYUP and event.key == K_ESCAPE:
                        self.change_screen('pause')
                    elif event.type == KEYDOWN and event.key == K_UP:
                        self.snake_obj.change_direction('U')
                    elif event.type == KEYDOWN and event.key == K_DOWN:
                        self.snake_obj.change_direction('D')
                    elif event.type == KEYDOWN and event.key == K_LEFT:
                        self.snake_obj.change_direction('L')
                    elif event.type == KEYDOWN and event.key == K_RIGHT:
                        self.snake_obj.change_direction('R')
                    elif event.type == KEYDOWN and event.key == K_SPACE:
                        if self.snake_obj.game_over:
                            self.interface.change_snake()
                            pygame.time.set_timer(USEREVENT, 200)
                    elif event.type == USEREVENT:
                        self.snake_obj.move_snake()
                    elif event.type == USEREVENT+2:
                        self.snake_obj.item_effect_countdown()

                view.show_ingame()

            pygame.display.update()
            fpsclock.tick(fps)

    def event_parser(self, event):
        view = self.view
        conn = self.interface.conn

        if event.type == pygame.QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
            if self.screen == 'locating_server':
                self.change_screen('menu')
            else:
                if conn:
                    conn.close()
                pygame.quit()
                sys.exit()

        elif event.type == USEREVENT+1:
            view.cll_locating_server.set_next_true()
            if conn.is_connected():
                pygame.time.set_timer(USEREVENT+1, 0)
                self.screen = 'lan_game_mode'

        elif event.type == KEYDOWN and event.key == K_UP:
            view.current_menu.set_prev_true()

        elif event.type == KEYDOWN and event.key == K_DOWN:
            view.current_menu.set_next_true()

        elif event.type == KEYDOWN and event.key == K_RETURN:
            current_selection = view.current_menu.get_true()
            if current_selection.data[0] == "PLAY" or current_selection.data[0] == "RESUME":
                self.change_screen('ingame')
            elif current_selection.data[0] == "JOIN SERVER":
                if conn is None:
                    self.interface.set_connection(Connection(client=True))
                    conn_thread = threading.Thread(target=self.interface.conn.client.find_server)
                    conn_thread.start()
                    self.thread_list.append(conn_thread)

                self.screen = 'locating_server'
                pygame.time.set_timer(USEREVENT+1, 250)
            elif current_selection.data[0] == "BACK TO MENU" or current_selection.data[0] == "RESTART":
                self.interface.change_snake()
                pygame.time.set_timer(USEREVENT, 200)
                self.change_screen('menu')
                if current_selection.data[0] == "RESTART":
                    self.change_screen('ingame')
            elif current_selection.data[0] == "QUIT":
                if conn:
                    conn.close()
                pygame.quit()
                sys.exit()

    def change_screen(self, screen):
        if screen == 'menu':
            self.on_menu = True
            self.on_pause = False
        elif screen == 'pause':
            self.on_menu = False
            self.on_pause = True
        else:
            self.on_menu = False
            self.on_pause = False

        self.screen = screen
    def main(self, screen):
        screen.fill((0, 0, 0))
        tutorial1 = """Geraldo é uma cobrinha sapeca e que vive faminta. Sua comida favorita é a fruta maça."""
        tutorial2 = """Porém Geraldo é bem especifico, ele só come maçãs que são de numero primo no pé."""
        tutorial3 = """INSTRUÇÔES"""
        tutorial4 = """Para isso ajude Geraldo a se alimentar capturando apenas as  maçãs com numeros primos"""
        tutorial5 = """E utilizando as setas do teclado para se mover"""

        ##### TUTORIAL ########################
        score_font = pygame.font.Font('freesansbold.ttf', 13)
        score_screen = score_font.render(f'{tutorial1}', True, (255, 255, 255))
        score_rect = score_screen.get_rect()
        score_rect.midtop = (600 / 2, 10)
        screen.blit(score_screen, score_rect)
        score_font = pygame.font.Font('freesansbold.ttf', 13)
        score_screen = score_font.render(f'{tutorial2}', True, (255, 255, 255))
        score_rect = score_screen.get_rect()
        score_rect.midtop = (600 / 2, 50)
        screen.blit(score_screen, score_rect)
        score_font = pygame.font.Font('freesansbold.ttf', 13)
        score_screen = score_font.render(f'{tutorial3}', True, (255, 255, 255))
        score_rect = score_screen.get_rect()
        score_rect.midtop = (600 / 2, 100)
        screen.blit(score_screen, score_rect)
        score_font = pygame.font.Font('freesansbold.ttf', 13)
        score_screen = score_font.render(f'{tutorial4}', True, (255, 255, 255))
        score_rect = score_screen.get_rect()
        score_rect.midtop = (600 / 2, 150)
        screen.blit(score_screen, score_rect)
        score_font = pygame.font.Font('freesansbold.ttf', 13)
        score_screen = score_font.render(f'{tutorial5}', True, (255, 255, 255))
        score_rect = score_screen.get_rect()
        score_rect.midtop = (600 / 2, 200)
        screen.blit(score_screen, score_rect)
        pygame.display.update()
        pygame.time.wait(9000)

        snake_skin = pygame.Surface((self.BLOCK_SIZE, self.BLOCK_SIZE))
        snake_skin.fill((255, 255, 255))
        self.snake = Snake(snake_skin, self.screen_size)

        prime_apple_sprite = pygame.Surface((self.BLOCK_SIZE, self.BLOCK_SIZE))
        prime_apple_sprite.fill((255, 0, 0))
        prime_apple = Apple(
            prime_apple_sprite,  # sprite
            self.on_grid_random(),  # pos
            self.prime_apple_randomizer(),  # num
            pygame.font.SysFont("arial", self.FONT_SIZE)  # font
        )
        normal_apple_sprite = pygame.Surface(
            (self.BLOCK_SIZE, self.BLOCK_SIZE))
        normal_apple_sprite.fill((255, 0, 0))
        normal_apple = Apple(
            normal_apple_sprite,  # sprite
            self.on_grid_random(),  # pos
            self.normal_apple_randomizer(),  # num
            pygame.font.SysFont("arial", self.FONT_SIZE)  # font
        )
        clock = pygame.time.Clock()

        while True:
            """
            This is the main looping of the game, resposible for update the screen,snake and apples
            """
            clock.tick(10 if self.snake.fast else 5)
            for event in pygame.event.get():
                if event.type == QUIT:
                    pygame.quit()
                    exit()

                if event.type == KEYDOWN:
                    self.snake.listen(event)
                    if event.key == K_ESCAPE:
                        return

            if self.snake.collision(prime_apple.pos):
                prime_apple.change(self.on_grid_random(),
                                   self.prime_apple_randomizer())
                normal_apple.change(self.on_grid_random(),
                                    self.normal_apple_randomizer())
                self.snake.grow()
                self.snake.counter = self.snake.counter + 1

            if self.snake.collision(normal_apple.pos):
                self.snake.snake_reset()
                prime_apple.change(self.on_grid_random(),
                                   self.prime_apple_randomizer())
                normal_apple.change(self.on_grid_random(),
                                    self.normal_apple_randomizer())

            if self.snake.boundry_collision(
            ):  # Check the collision with boudaries
                game_over = True
                self.game_over_screen(screen)
                return

            self.snake.update()

            screen.fill((0, 0, 0))

            prime_apple.drawn(screen, 20)
            normal_apple.drawn(screen, 20)
            self.snake.drawn(screen, self.BLOCK_SIZE)

            pygame.display.update()
class SnakeGame:
    FONT_SIZE = 18
    PRIME_NUMBERS = [
        2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67,
        71, 73, 79, 83, 89, 97
    ]
    BLOCK_SIZE = 20  # Size of blocks

    def __init__(self, screen_size):
        self.screen_size = screen_size // self.BLOCK_SIZE  # The width and height of the screen in number of blocks

    def mul(self, t, n):
        return (t[0] * n, t[1] * n)

    def on_grid_random(self):
        """
        This function calculate a random position for a object on the screen

        :returns:
        tuple: Random position
        """
        x = random.randint(0, self.screen_size - 2)
        y = random.randint(0, self.screen_size - 2)
        return (x, y)

    def collision(self, c1, c2):

        return (c1[0] == c2[0]) and (c1[1] == c2[1])

    def prime_apple_randomizer(self):
        """
        This function choose a random prime number from the self.PRIME_NUMBERS list
        :return:
        int: Random prime number
        """
        number = random.choice(self.PRIME_NUMBERS)

        return int(number)

    def normal_apple_randomizer(self):
        """
        This function chosse a not-prime random number between 0 and 99
        :return:
        int:
        """
        number = random.randint(0, 99)
        while number in self.PRIME_NUMBERS:
            number = random.randint(0, 99)
        return number

    def main(self, screen):
        screen.fill((0, 0, 0))
        tutorial1 = """Geraldo é uma cobrinha sapeca e que vive faminta. Sua comida favorita é a fruta maça."""
        tutorial2 = """Porém Geraldo é bem especifico, ele só come maçãs que são de numero primo no pé."""
        tutorial3 = """INSTRUÇÔES"""
        tutorial4 = """Para isso ajude Geraldo a se alimentar capturando apenas as  maçãs com numeros primos"""
        tutorial5 = """E utilizando as setas do teclado para se mover"""

        ##### TUTORIAL ########################
        score_font = pygame.font.Font('freesansbold.ttf', 13)
        score_screen = score_font.render(f'{tutorial1}', True, (255, 255, 255))
        score_rect = score_screen.get_rect()
        score_rect.midtop = (600 / 2, 10)
        screen.blit(score_screen, score_rect)
        score_font = pygame.font.Font('freesansbold.ttf', 13)
        score_screen = score_font.render(f'{tutorial2}', True, (255, 255, 255))
        score_rect = score_screen.get_rect()
        score_rect.midtop = (600 / 2, 50)
        screen.blit(score_screen, score_rect)
        score_font = pygame.font.Font('freesansbold.ttf', 13)
        score_screen = score_font.render(f'{tutorial3}', True, (255, 255, 255))
        score_rect = score_screen.get_rect()
        score_rect.midtop = (600 / 2, 100)
        screen.blit(score_screen, score_rect)
        score_font = pygame.font.Font('freesansbold.ttf', 13)
        score_screen = score_font.render(f'{tutorial4}', True, (255, 255, 255))
        score_rect = score_screen.get_rect()
        score_rect.midtop = (600 / 2, 150)
        screen.blit(score_screen, score_rect)
        score_font = pygame.font.Font('freesansbold.ttf', 13)
        score_screen = score_font.render(f'{tutorial5}', True, (255, 255, 255))
        score_rect = score_screen.get_rect()
        score_rect.midtop = (600 / 2, 200)
        screen.blit(score_screen, score_rect)
        pygame.display.update()
        pygame.time.wait(9000)

        snake_skin = pygame.Surface((self.BLOCK_SIZE, self.BLOCK_SIZE))
        snake_skin.fill((255, 255, 255))
        self.snake = Snake(snake_skin, self.screen_size)

        prime_apple_sprite = pygame.Surface((self.BLOCK_SIZE, self.BLOCK_SIZE))
        prime_apple_sprite.fill((255, 0, 0))
        prime_apple = Apple(
            prime_apple_sprite,  # sprite
            self.on_grid_random(),  # pos
            self.prime_apple_randomizer(),  # num
            pygame.font.SysFont("arial", self.FONT_SIZE)  # font
        )
        normal_apple_sprite = pygame.Surface(
            (self.BLOCK_SIZE, self.BLOCK_SIZE))
        normal_apple_sprite.fill((255, 0, 0))
        normal_apple = Apple(
            normal_apple_sprite,  # sprite
            self.on_grid_random(),  # pos
            self.normal_apple_randomizer(),  # num
            pygame.font.SysFont("arial", self.FONT_SIZE)  # font
        )
        clock = pygame.time.Clock()

        while True:
            """
            This is the main looping of the game, resposible for update the screen,snake and apples
            """
            clock.tick(10 if self.snake.fast else 5)
            for event in pygame.event.get():
                if event.type == QUIT:
                    pygame.quit()
                    exit()

                if event.type == KEYDOWN:
                    self.snake.listen(event)
                    if event.key == K_ESCAPE:
                        return

            if self.snake.collision(prime_apple.pos):
                prime_apple.change(self.on_grid_random(),
                                   self.prime_apple_randomizer())
                normal_apple.change(self.on_grid_random(),
                                    self.normal_apple_randomizer())
                self.snake.grow()
                self.snake.counter = self.snake.counter + 1

            if self.snake.collision(normal_apple.pos):
                self.snake.snake_reset()
                prime_apple.change(self.on_grid_random(),
                                   self.prime_apple_randomizer())
                normal_apple.change(self.on_grid_random(),
                                    self.normal_apple_randomizer())

            if self.snake.boundry_collision(
            ):  # Check the collision with boudaries
                game_over = True
                self.game_over_screen(screen)
                return

            self.snake.update()

            screen.fill((0, 0, 0))

            prime_apple.drawn(screen, 20)
            normal_apple.drawn(screen, 20)
            self.snake.drawn(screen, self.BLOCK_SIZE)

            pygame.display.update()

    def game_over_screen(self, screen):
        """
        This is the Game over menu looping. Responsible for the game-over screen and score
        """
        while True:
            game_over_font = pygame.font.Font('freesansbold.ttf', 75)
            game_over_screen = game_over_font.render(f'Game Over', True,
                                                     (255, 255, 255))
            game_over_rect = game_over_screen.get_rect()
            game_over_rect.midtop = (600 / 2, 10)
            screen.blit(game_over_screen, game_over_rect)
            score_font = pygame.font.Font('freesansbold.ttf', 30)
            score_screen = score_font.render(
                f'Pontuação final: {self.snake.counter}', True,
                (255, 255, 255))
            score_rect = score_screen.get_rect()
            score_rect.midtop = (600 / 2, 100)
            screen.blit(score_screen, score_rect)
            pygame.display.update()
            pygame.time.wait(500)
            while True:
                for event in pygame.event.get():
                    if event.type == QUIT:
                        pygame.quit()
                        exit()
                    elif event.type == KEYDOWN:
                        if event.key == K_RETURN or event.key == K_KP_ENTER:
                            self.main(screen)
                        elif event.key == K_ESCAPE:
                            return
Ejemplo n.º 21
0
class PlaySnake:
    def __init__(self,
                 maze_size=_MAZE_SIZE,
                 start_location=Coordinate(int(_MAZE_SIZE / 2),
                                           int(_MAZE_SIZE / 2)),
                 tick_interval=1):
        self._maze_size = maze_size
        self._snake = Snake(head=start_location)
        self._food = None
        self._running = False
        self._timer = None
        self._tick_interval = tick_interval
        self._tick_count = 0

    @property
    def score(self):
        return self._snake.length

    @property
    def running(self):
        return self._running

    @property
    def direction(self):
        return self._snake.heading

    @direction.setter
    def direction(self, direction):
        self._snake.heading = direction

    @property
    def game_map(self):
        game_map = [[0 for x in range(self._maze_size)]
                    for y in range(self._maze_size)]
        for segment in self._snake.map:
            game_map[segment.x][segment.y] = 1
        game_map[self._snake.head.x][self._snake.head.y] = 2
        game_map[self._food.location.x][self._food.location.y] = 3
        return game_map

    def start(self):
        if self._running:
            return
        self._timer = Timer(self._tick_interval, self._tick)
        self._food = Food(maze_size=self._maze_size, snake_map=self._snake.map)
        self._timer.start()
        self._running = True

    def stop(self):
        if self._timer:
            self._timer.cancel()
        self._running = False
        self._timer = None

    def _tick(self):
        if not self._running:
            return
        self._timer = Timer(self._tick_interval, self._tick)
        self._timer.start()
        if self._snake.new_head(self._snake.heading) == self._food.location:
            self._snake.move(maze_size=self._maze_size, grow=True)
            self._food = Food(maze_size=self._maze_size,
                              snake_map=self._snake.map)
        else:
            self._snake.move(maze_size=self._maze_size, grow=False)
        if not self._snake.alive:
            self.stop()
Ejemplo n.º 22
0
class App:
    windowWidth = 800
    windowHeight = 600
    game = 0
    human = True
    robot = None

    def __init__(self, ml = False):
        self._running = True
        self._display_surf = None
        if ml:
            speed = 10
        else:
            speed = 200
        self.game = Snake(speed)
        self.human = not ml

    def on_init(self):
        pygame.init()
        self._display_surf = pygame.display.set_mode((self.windowWidth, self.windowHeight), pygame.HWSURFACE)

        pygame.display.set_caption('Snake ML')
        self.game.on_init()

        if not self.human:
            self.robot = Robot(100, 1)

        self._running = True

    def on_event(self, event):
        if event.type == QUIT:
            self._running = False

    def on_loop(self):
        pass

    def on_render(self):
        self._display_surf.fill((0,0,255))
        self.game.on_render(self._display_surf)
        pygame.display.flip()

    def on_cleanup(self):
        pygame.quit()

    def on_execute(self):
        if self.on_init() == False:
            self._running = False

        if not self.human:
            population = 10
            print "Starting population generation...",
            sys.stdout.flush()
            genLearn = GeneticLearning(0, population, 0.001, self.game.height * self.game.width, 1)
            genIndex = 0
            self.robot.network = genLearn.generationWeights[genIndex]
            print "done! starting"
            genLearn.onStart(genIndex)

        while( self._running ):
            pygame.event.pump()

            if self.human:
                keys = pygame.key.get_pressed()
            else:
                gameState = self.game.getGameState()
                keys = self.robot.calculateKey(gameState)

            self.game.update(keys)

            keys = pygame.key.get_pressed()
            if (keys[K_ESCAPE]):
                self._running = False

            if not self.human and (self.game.hasWon() <= 1 or self.game.player.dead):
                genLearn.onComplete(genIndex, self.game.score)

                if genIndex == population - 1:
                    genLearn.onAllComplete(cross = False, createNew=1)
                    genIndex = 0
                    print "All done, scores:"
                    print genLearn.generationResult
                else:
                    genIndex += 1
                self.robot.network = genLearn.generationWeights[genIndex]

                self.game.reset()

                pygame.event.pump()
                keys = pygame.key.get_pressed()
                if (keys[K_ESCAPE]):
                    self._running = False

                genLearn.onStart(genIndex)

            self.on_render()
        self.on_cleanup()
Ejemplo n.º 23
0
 def __init__(self, client=True, server=False):
     self.server = Server() if server else None
     self.client = Client()
     self.enemy_obj = Snake()
     self.interface = None
Ejemplo n.º 24
0
from snake.snake import Snake
from snake.settings import Settings

from snake.spec_helper import *


with description('Snake') as self:
    with it('has a default length'):
        snake = Snake()
        expect(snake.length).to(equal(3))

    with context('no velocity'):
        with it('does not grow'):
            snake = Snake()
            snake.tick(1000)
            expect(snake.length).to(equal(3))

    with context('positive velocity'):
        with it('grows at the expected rate'):
            snake = Snake()
            snake.post = Dummy()

            snake.queue_growth(2)
            snake.set_velocity(Settings.snake_size / 100.0, 0 )

            # Moving right, growing
            snake.tick(100)
            expect(snake.length).to(equal(4))
            expect(snake.growing).to(equal(1))
            expect(snake.head_pt.x).to(equal(Settings.snake_size * 3))
            expect(snake.head_pt.y).to(equal(0))