def main_game(genomes, config): gameSpeed = 5 gameOver = False nets = [] genomes_track = [] snakes = [] for _, genome in genomes: net = neat.nn.FeedForwardNetwork.create(genome, config) nets.append(net) snake_initial_coord = unique_coords(snakes) snakes.append(Snake(snake_initial_coord, gameSpeed)) genome.fitness = 0 genomes_track.append(genome) #snake = Snake((int(BOARD_ROWS / 2), int(BOARD_COLS / 2)), gameSpeed) tile_coord = unique_coords(snakes) tile = Tile(tile_coord) board = Board(screen) score = Score(screen) #last_obstacle = pygame.sprite.Group() while not gameOver: for event in pygame.event.get(): if event.type == QUIT: gameOver = True quit() if event.type == KEYDOWN: if event.key == K_UP: for snake in snakes: snake.move_up() if event.key == K_DOWN: for snake in snakes: snake.move_down() if event.key == K_RIGHT: for snake in snakes: snake.move_right() if event.key == K_LEFT: for snake in snakes: snake.move_left() for snake in snakes: snake.update() check_collide(snakes, tile, genomes_track, nets) if tile.is_dead(): score.update() #snake.eat_tile() tile_coord = unique_coords(snakes) tile = Tile(tile_coord) if len(snakes) == 0: gameOver = True quit() board.clean_board() for snake in snakes: board.display_snake(snake.get_body()) board.display_tile(tile.get_coord()) update_fitness(snakes, tile, genomes_track, nets) if pygame.display.get_surface() != None: screen.fill(BG_COLOR) board.draw() score.draw() pygame.display.update() clock.tick(FPS)