class Game: def __init__(self): self.score = 0 self.grid = Grid(*GRID_SIZE) self.snake = Snake(self.grid) self.apple = Apple(self.grid) self.screen = pg.display.set_mode(SCREEN_SIZE) self.clock = pg.time.Clock() self.paused = False self.curr_events = None self.lives = STARTING_LIVES def run(self): while self.lives > 0: self.clock.tick(MAX_FPS) self.curr_events = pg.event.get() for event in self.curr_events: if event.type == pg.QUIT: sys.exit() if event.type == pg.KEYDOWN: if event.key in [pg.K_ESCAPE, pg.K_p]: self.paused = not self.paused if not self.paused: self.update_state() self.draw(self.screen) def update_state(self): for event in self.curr_events: if event.type == pg.KEYDOWN: self.snake.update_direction(event.key) has_collided = self.snake.move(self.grid) self.snake.update_color() if has_collided: self.lives -= 1 if self.snake.parts[0] == self.apple.pos: self.snake.eat() self.apple = Apple(self.grid) self.score += 1 def draw(self, screen): [item.draw(screen) for item in [self.grid, self.apple, self.snake]] screen.blit(FONT.render(f"Score: {self.score}", True, LIGHT_GREY), SCORE_POS) screen.blit(FONT.render(f"Lives: {self.lives}", True, LIGHT_GREY), LIVES_POS) if self.paused: self.screen.blit(FONT.render("Paused", True, RED), (200, 200)) pg.display.update() def show_end_screen(self): self.screen.blit(FONT.render("Erneut versagt, du Narr", True, RED), (25, 200)) self.screen.blit(FONT.render("Klicken zum Beenden", True, RED), (25, 400)) pg.display.update() while True: self.clock.tick(MAX_FPS) [ sys.exit() for event in pg.event.get() if event.type in [pg.MOUSEBUTTONDOWN, pg.QUIT] ]
class Game: def __init__(self, display): self.display = display self.score = 0 self.done = False self.snake = Snake(self.display) self.apple = Apple(self.display) def start(self): return self.generate_observations() def loop(self): clock = pygame.time.Clock() # self.snake = Snake(self.display) # self.apple = Apple(self.display) x_change = 0 y_change = 0 self.score = 0 while True: for event in pygame.event.get(): if self.done == True or event.type == pygame.QUIT: exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: x_change = -Config['snake']['speed'] y_change = 0 elif event.key == pygame.K_RIGHT: x_change = Config['snake']['speed'] y_change = 0 elif event.key == pygame.K_UP: x_change = 0 y_change = -Config['snake']['speed'] elif event.key == pygame.K_DOWN: x_change = 0 y_change = Config['snake']['speed'] # Fill background and draw game area self.display.fill(Config['colors']['green']) pygame.draw.rect(self.display, Config['colors']['black'], [ 0, Config['game']['bumper_size'], Config['game']['height'], Config['game']['width'] ]) # Draw an apple apple_rect = self.apple.draw() # Move and Re-Draw Snake self.snake.move(x_change, y_change) self.snake_rect = self.snake.draw() self.snake.draw_body() # Detect with corners if (self.snake.x_pos >= Config['game']['width'] and x_change > 0): self.snake.x_pos = 0 if (self.snake.x_pos < 0 and x_change < 0): self.snake.x_pos = Config['game']['width'] - 1 if (self.snake.y_pos > Config['game']['height'] + Config['game']['bumper_size'] and y_change > 0): self.snake.y_pos = Config['game']['bumper_size'] if (self.snake.y_pos < Config['game']['bumper_size'] and y_change < 0): self.snake.y_pos = Config['game']['height'] + Config['game'][ 'bumper_size'] - 1 # Detect collision with apple if apple_rect.colliderect(snake_rect): self.apple.randomize() self.score += 1 self.snake.eat() # Collide with Self if len(self.snake.body) >= 1: for cell in self.snake.body: if self.snake.x_pos == cell[ 0] and self.snake.y_pos == cell[1]: self.done = True # self.loop() # Initialize font and draw title and score text pygame.font.init() font = pygame.font.Font('./assets/Now-Regular.otf', 28) score_text = 'Score: {}'.format(self.score) score = font.render(score_text, True, Config['colors']['white']) title = font.render(Config['game']['caption'], True, Config['colors']['white']) title_rect = title.get_rect(center=(60, Config['game']['bumper_size'] / 2)) score_rect = score.get_rect(center=(Config['game']['width'] / 2, Config['game']['bumper_size'] / 2)) self.display.blit(score, score_rect) self.display.blit(title, title_rect) pygame.display.update() clock.tick(Config['game']['fps']) def generate_observations(self): return self.done, self.score, self.snake, self.apple