Ejemplo n.º 1
0
    def play(self):
        global rows

        snake = Snake(config)
        apple = Apple(config)

        clock = pygame.time.Clock()

        while True:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    exit()

            # Detect collision with apple
            if snake.x == apple.x and snake.y == apple.y:
                snake.eat()
                apple = Apple(config)

            # collision with body
            for part in snake.body:
                if snake.x == part[0] and snake.y == part[1]:
                    snake = Snake(config)

            direction = snake.vision(apple)
            snake.pre_direction = snake.direction
            snake.decision(direction)

            # collision with wall
            if snake.collision_with_wall(snake.direction):
                direction = (snake.direction + 1) % 4
                if snake.collision_with_wall(direction):
                    direction = (snake.direction - 1) % 4
                    if snake.collision_with_wall(direction):
                        snake = Snake(config)

                snake.direction = direction

            snake.move()

            self.display.fill(self.color)
            pygame.draw.rect(self.display, Color.black,
                             ((0, 0), (config.game_w, config.game_h)),
                             config.wall_offset)

            apple.draw(self.display)
            snake.draw(self.display)

            score = self.font.render(f'Score: {snake.score}', True,
                                     Color.black)
            score_rect = score.get_rect(center=(config.game_w / 2,
                                                config.game_h - 10))
            self.display.blit(score, score_rect)

            pygame.display.update()
            clock.tick(config.fps)
Ejemplo n.º 2
0
class Board():
    def __init__(self, settings):
        self.boardWidth = getSetting(settings, "boardWidth", 10)
        self.boardHeight = getSetting(settings, "boardHeight", 10)
        self.cellSize = getSetting(settings, "cellSize", 10)
        self.snake = Snake(settings, self.boardWidth / 2, self.boardHeight / 2)
        self.isDead = False
        self.item = Item(settings)
        self.reinitItem()

    def draw(self, screen):
        self.move()
        screen.fill(style.BoardFillColor)
        for row in range(0, self.boardWidth):
            for column in range(0, self.boardHeight):
                x = row * self.cellSize
                y = column * self.cellSize
                color = style.BoardFloorColor
                if self.isDead:
                    color = style.BoardDeadColor
                pygame.draw.rect(screen, color,
                                 (x, y, self.cellSize, self.cellSize), 1)
        self.item.draw(screen)
        self.snake.draw(screen)

    def move(self):
        if self.snake.direction == Direction.Up:
            self.tryMove(self.snake.x, self.snake.y - 1)
        elif self.snake.direction == Direction.Right:
            self.tryMove(self.snake.x + 1, self.snake.y)
        elif self.snake.direction == Direction.Down:
            self.tryMove(self.snake.x, self.snake.y + 1)
        elif self.snake.direction == Direction.Left:
            self.tryMove(self.snake.x - 1, self.snake.y)

    def tryMove(self, x, y):
        self.isDead = ((x < 0) or (x >= self.boardWidth) or (y < 0)
                       or (y >= self.boardHeight)
                       or self.snake.isContains(x, y))
        if self.isDead:
            return

        isItemEaten = (x == self.item.x) and (y == self.item.y)
        if isItemEaten:
            self.item.eatenUpCount = self.item.eatenUpCount + 1
            self.reinitItem()

        self.snake.moveHead(x, y, isItemEaten)

    def reinitItem(self):
        self.item.x = random.randint(0, self.boardWidth - 1)
        self.item.y = random.randint(0, self.boardHeight - 1)
Ejemplo n.º 3
0
    def play(self):
        global snake, apple

        snake = Snake(config)
        apple = Apple(config)
        clock = pygame.time.Clock()

        while True:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    exit()

            # Detect collision with apple
            if snake.x == apple.x and snake.y == apple.y:
                snake.eat()
                apple = Apple(config)

            snake.x_change_old, snake.y_change_old = snake.x, snake.y

            with torch.no_grad():
                data = get_data()
                data = data.reshape(1, 20)
                data = torch.tensor(data)
                result = model(data)
                snake.direction = np.argmax(result)

            snake.move()

            self.display.fill(self.color)
            pygame.draw.rect(self.display, Color.black,
                             ((0, 0), (config.game_w, config.game_h)), 10)

            apple.draw(self.display)
            snake.draw(self.display)

            if snake.x < 0 or snake.y < 0 or snake.x > config.game_w or snake.y > config.game_h:
                self.play()

            score = self.font.render(f'Score: {snake.score}', True,
                                     Color.black)
            score_rect = score.get_rect(center=(config.game_w / 2,
                                                config.game_h - 10))
            self.display.blit(score, score_rect)

            pygame.display.update()
            clock.tick(30)  # fps
Ejemplo n.º 4
0
    if snake.alive:
        snake.simulate()
        spider.simulate()
        if snake.head_location == food.location:
            snake.eat()
            food.consumed()
            HUD.add_score(DIFFICULTY)
        if snake.head_location == spider.location:
            HUD.add_score(spider.score())
            snake.eat()
            spider.consumed()

    # --- Drawing
    if snake.alive:
        food.draw(screen)
        snake.draw(screen)
        spider.draw(screen)
        HUD.draw(screen)
    else:
        session_high_score = HUD.score if HUD.score > session_high_score else session_high_score
        font = pygame.font.Font('freesansbold.ttf', 32)
        text = font.render(f"Snake Dead. Score: {HUD.score}", True, RED)
        text2 = font.render(f"Best Score: {session_high_score}", True, RED)
        screen.blit(text, (10, 10))
        screen.blit(text2, (10, 60))

    # --- Go ahead and update the screen with what we've drawn.
    pygame.display.flip()

    # --- Limit to 60 frames per second
    clock.tick(DIFFICULTY)