Пример #1
0
    def __init__(self):
        self.started = False

        self.bg_colour = (240, 160, 212)
        self.area_info = (0, 0, 450, 450)
        self.cell_amt = 18
        self.back_colour = Color(231, 242, 198)
        self.cell_colour = Color(200, 200, 227)

        self.cell_size = (self.area_info[2] // self.cell_amt,
                          self.area_info[3] // self.cell_amt)
        self.play_rect = Rect(self.area_info)
        self.play_surf = Surface(self.area_info[2:])
        self.play_surf.fill(self.back_colour)

        self.circ_radius = 25

        self.fruit = Collectible(self.cell_size, self.cell_amt)
        self.score = 0
        self.snake = Snake(self.cell_size, self.cell_amt)
        self.snake_is_dead = False

        self.draw_checkerboard()

        self.font = SysFont("Arial", 30)
        self.text = self.font.render("Score: 0", False, self.back_colour)
Пример #2
0
def test_up():
    mapping = {"right": "up", "left": "up", "up": "up", "down": "down"}
    for key in DIRECTIONS:
        snake = Snake()
        snake.direction = key
        snake.up()
        assert snake.direction == mapping[key]
Пример #3
0
def test_simulate():
    snake = Snake()
    snake.simulate()
    assert type(snake.head_location[0]) is int
    assert type(snake.head_location[1]) is int
    for i, val1 in enumerate(snake.snake_matrix):
        for j, val2 in enumerate(snake.snake_matrix[i]):
            assert type(snake.snake_matrix[i][j]) is int
Пример #4
0
 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()
Пример #5
0
    def __init__(self, canvas: tk.Canvas):
        self.canvas = canvas
        self.grid = list()
        self.size = [24, 24]
        self.snake = Snake(self.size)
        self.score = 0

        w = self.size[0] * Box.size + 1
        h = self.size[1] * Box.size + 1
        self.canvas.configure(width=w, height=h)
Пример #6
0
 def __init__(self, x, y):
     size = constants.BOARD_SIZE * constants.PIXEL_SIZE
     border_size = constants.BORDER_SIZE * 2 + size
     self.border_box = pg.rect.Rect((x, y), (border_size, border_size))
     self.box = pg.rect.Rect((x + constants.BORDER_SIZE, y + constants.BORDER_SIZE), (size, size))
     self.score = 3
     self.score_font = pg.font.Font(Assets.BOXY_FONT, 24)
     self.snake = Snake(int(constants.BOARD_SIZE / 2), constants.BOARD_SIZE / 2)
     self.fruit = Fruit()
     self.clock = pg.time.Clock()
     self.count = 0
Пример #7
0
def test(args, env):
    # load the snake
    s = Snake(filename=args.load_file)
    # play the game
    obs, score, done = env.reset()
    while not done:
        time.sleep(1 / args.fps)
        env.render()
        action = s.action(obs)
        obs, score, done = env.step(action)
    env.render()
Пример #8
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)
Пример #9
0
def train(args, env):
    nn_shape = [args.fov, args.hidden_layers, args.layer_size,
                2]  # 2 is the action space
    # the function that will be optimized
    F = lambda gen: Snake(nn_shape, genotype=gen).get_score(
        env, args.eval_games)
    # randomly initialized genotype theta
    theta = Snake(nn_shape).get_genotype()
    # instance of evolution strategies
    es = ES(args.lr, args.std, args.population_size, F, theta)
    # optimize theta
    for step in range(args.es_steps):
        score = es.step()
        print("Step: ", step + 1, "/", args.es_steps, "Fitness:",
              "{:.2f}".format(score * 100))
    # save theta
    Snake(nn_shape, genotype=es.theta).save_genotype(args.save_file)
Пример #10
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
Пример #11
0
    def __call__(self, *args: Any, **kwds: Any) -> Any:

        snake = Snake()
        thread = threading.Thread(target=snake.gameloop)
        thread.start()

        controls = Controls()
        controls()
Пример #12
0
 def test_board_has_snakes(self):
     board = self.get_board()
     assert board.snakes == [
         Snake({
             "body": [(2, 2), (2, 3), (3, 3)],
             "health": 10,
             "id": "asdf1234"
         })
     ]
Пример #13
0
    def __init__(self, util: Util, cfg: Config, sfx: SfxHolder,
                 game_size_tiles: Size2D):
        self.util = util
        self.cfg = cfg
        self.sfx = sfx

        # Game
        self.game_size_tiles = game_size_tiles
        self.game_over = False
        self.level = STARTING_LEVEL
        self.paused = False

        # Snakes
        initial_speed = self.get_moves_per_ms_by_level()
        self.live_snakes = []
        for p in cfg.players:
            self.live_snakes.append(Snake(util, p, initial_speed))
        self.all_snakes = self.live_snakes  # backup list of all snakes

        # If multiple snakes, make ghosts so that they don't immediately collide
        for s in self.live_snakes:
            s.set_ghost(GHOST_TIMER_MS)

        # Enemies, apple, powerups, bullets
        self.enemies = []
        self.poisons = []
        self.apple = None
        self.pow_shield = None
        self.pow_ghost = None
        self.pow_bomb = None
        self.pow_bullets = None
        self.fired_bullets = []

        # Minus enemies (due to bomb)
        self.minus_enemies = 0
        self.minus_poisons = 0

        # Generate first apple
        self.new_objects()
Пример #14
0
class GameScene(QGraphicsScene):
    """Custom QGraphicsScene"""
    def __init__(self, food_count, update_rate, statistic_list):
        super().__init__()

        self.sceneRect = QRectF(0.0, 0.0, 500.0, 500.0)
        self.setSceneRect(self.sceneRect)
        self.width = int(self.width())
        self.height = int(self.height())
        self.snake = None
        self.timer = QTimer()
        self.timer_snake = QTimer()
        self.update_rate = update_rate
        self.food_count = food_count
        self.food_items = []
        self.score = 0
        self.statistic_list = statistic_list
        self.time = 0
        self.game_status = False

        self.startUpdate()

        # Signals
        self.timer.timeout.connect(self.update)
        self.timer_snake.timeout.connect(self.killSnake)

    def startUpdate(self):
        self.timer.start(self.update_rate)
        self.timer_snake.start(self.update_rate)
        self.game_status = True

    def pauseUpdate(self):
        self.timer.stop()
        self.timer_snake.stop()

    def drawGrid(self):
        self.addRect(0, 0, 500, 500, 
                     QPen(QColor('white'), 1),
                     QBrush(QColor('white')))

        for row in range(0, self.height + 20, 20):
            for column in range(0, self.width + 20, 20):
                self.addLine(0, row, self.width, row, 
                             QPen(QColor('black'), 1))
                self.addLine(column, 0, column, self.height,
                             QPen(QColor('black'), 1))

    def createSnake(self):
        self.snake = Snake(0.0, 0.0)
        self.createFood()
        self.time = time.time()

        return self.snake

    def update(self):
        self.clear()
        self.drawGrid()
        self.placeFood()
        self.updateScore()
        self.catchFood()
        self.drawSnake()

    def killSnake(self):
        if self.snake.x not in range(0, self.width) or \
           self.snake.y not in range(0, self.height) or\
           self.snake.pos() in self.snake.positions[2:]:
            self.time = round(time.time() - self.time, 3)
            self.statistic_list.addItem('Game finished: {} s. Score: {}'\
                               .format(self.time, self.score))

            self.pauseUpdate()
            self.game_status = False


    def createFood(self):
        for item in range(self.food_count):
            random_x = abs(round(randint(0, self.width) / 20) * 20 - 20)
            random_y = abs(round(randint(0, self.height) / 20) * 20 - 20)
            food_item = QRectF(random_x, random_y, 20, 20)

            while food_item in self.food_items or food_item in self.snake.positions:
                random_x = abs(round(randint(0, self.width) / 20) * 20 - 20)
                random_y = abs(round(randint(0, self.height) / 20) * 20 - 20)
                food_item = QRectF(random_x, random_y, 20, 20)

            self.food_items.append(food_item)

    def placeFood(self):
        for item in self.food_items:
            self.addRect(item, QPen(QColor('white'), 1),
                         QBrush(QColor('red')))

    def updateScore(self):
        self.addItem(ScoreText('Score: {}'.format(self.score), -30, -40))

    def catchFood(self):
        for index, item in enumerate(self.food_items):
            if self.snake.pos() == (item.x(), item.y()):
                self.score += 10
                del self.food_items[index]
                self.snake.eat()

        if not self.food_items:
            self.createFood()

    def drawSnake(self):
        for index, pos in enumerate(self.snake.positions):
            self.addRect(pos[0], pos[1], 20, 20,
                     QPen(QColor('white'), 1),
                     QBrush(QColor('green')))

            if index == 0:
                self.addRect(pos[0] + 8, pos[1] + 8, 4, 4,
                     QPen(QColor('yellow'), 1),
                     QBrush(QColor('yellow')))

    def getStatus(self):
        return self.game_status
Пример #15
0
 def init_snake(self):
     head = Snake()
     head.body_part = self.game_board_canvas.create_rectangle(
         120, 100, 130, 110, outline='#006400', fill='#008000', tags='S1')
     head.id = 'S1'
     body = Snake()
     body.body_part = self.game_board_canvas.create_rectangle(
         110, 100, 120, 110, outline='#006400', fill='#32CD32', tags='S2')
     body.id = 'S2'
     tail = Snake()
     tail.body_part = self.game_board_canvas.create_rectangle(
         100, 100, 110, 110, outline='#006400', fill='#32CD32', tags='S3')
     tail.id = 'S3'
     self.snake = [head, body, tail]
Пример #16
0
    def play(self):
        while self.game:
            level = len(self.snake) // 3
            snake_speed = (self.speed - level) / 100
            if self.speed <= 0.01:
                time.sleep(0.01)
            else:
                self.update_level_label(level)
                time.sleep(snake_speed)

            for trap in self.traps:
                trap.increase_current_life_time()
                if trap.can_remove():
                    trap.remove()
                    self.traps.remove(trap)
                    self.traps.append(
                        Trap(self.game_board_canvas, self.snake, self.prize))

            if self.prize is not None:
                self.prize.increase_current_life_time()
                if self.prize.can_remove():
                    self.prize.remove()
                    self.prize = None
                    self.prize = Prize(self.game_board_canvas, self.snake,
                                       self.traps)

            if self.prize is not None:
                head = self.snake[0]
                tail = self.snake[len(self.snake) - 1]
                pc = self.game_board_canvas.coords(self.prize.get())
                hc = self.game_board_canvas.coords(head.body_part)
                tc = self.game_board_canvas.coords(tail.body_part)
                if pc[0] == hc[0] and pc[1] == hc[1] and pc[2] == hc[2] and pc[
                        3] == hc[3]:
                    np = Snake()
                    np.body_part = self.game_board_canvas.create_rectangle(
                        tc[0] - tail.x_pos,
                        tc[1] - tail.y_pos,
                        tc[2] - tail.x_pos,
                        tc[3] - tail.y_pos,
                        outline='#006400',
                        fill='#32CD32',
                        tags=('ss' + str(len(self.snake) + 1)))
                    np.id = 'S' + str(len(self.snake) + 1)
                    np.x_pos = tail.x_pos
                    np.y_pos = tail.y_pos
                    np.moves = []
                    for m in tail.moves:
                        np.moves.append(m)
                    self.snake.append(np)
                    self.score += self.prize.value
                    self.score_label_text.set('SCORE: ' + str(self.score))
                    self.snake_length.set('SNAKE LENGTH: ' +
                                          str(len(self.snake)))
                    self.prize.remove()
                    self.prize = None
                    self.prize = Prize(self.game_board_canvas, self.snake,
                                       self.traps)

            if len(self.move_positions) > 0:
                pos = self.move_positions[0]
                for sp in self.snake:
                    sp.add_move(pos)
                del self.move_positions[0]

            for snake_part in self.snake:
                c = self.game_board_canvas.coords(snake_part.body_part)
                if len(snake_part.moves) > 0:
                    m = snake_part.moves[0]
                    if c[0] == m[0] and c[1] == m[1] and c[2] == m[2] and c[
                            3] == m[3]:
                        snake_part.x_pos = m[4]
                        snake_part.y_pos = m[5]
                        del snake_part.moves[0]
                self.game_board_canvas.move(snake_part.body_part,
                                            snake_part.x_pos, snake_part.y_pos)
                if c[2] >= 400 and snake_part.x_pos == 10:
                    self.game_board_canvas.coords(snake_part.body_part,
                                                  [0, c[1], 10, c[3]])
                if c[0] <= 0 and snake_part.x_pos == -10:
                    self.game_board_canvas.coords(snake_part.body_part,
                                                  [390, c[1], 400, c[3]])
                if c[3] >= 300 and snake_part.y_pos == 10:
                    self.game_board_canvas.coords(snake_part.body_part,
                                                  [c[0], 0, c[2], 10])
                if c[1] <= 0 and snake_part.y_pos == -10:
                    self.game_board_canvas.coords(snake_part.body_part,
                                                  [c[0], 290, c[2], 300])

            snake_body = copy.copy(self.snake)
            del snake_body[0]

            sh_cords = self.str_coords(
                self.game_board_canvas.coords(self.snake[0].body_part))
            for snake_body_part in snake_body:
                sbp_str_cords = self.str_coords(
                    self.game_board_canvas.coords(snake_body_part.body_part))
                if sh_cords == sbp_str_cords:
                    self.game_over_text()
                    self.game = False
                    break

            if len(self.traps) > 0:
                head = self.snake[0]
                hc = self.game_board_canvas.coords(head.body_part)
                for trap in self.traps:
                    tc = self.game_board_canvas.coords(trap.get())
                    if tc[0] == hc[0] and tc[1] == hc[1] and tc[2] == hc[
                            2] and tc[3] == hc[3]:
                        self.game_over_text()
                        self.game = False
                        break

            self.game_board.bind('<Key>',
                                 lambda event, current_snake=self.snake: self.
                                 move_snake(event, current_snake),
                                 add='')
            self.game_board_canvas.update()
        self.game_board.mainloop()
Пример #17
0
#!/usr/bin/env python3
import pygame

from config import SIZE, WINDOW_NAME, CELL_SIZE
from src.food import Food
from src.snake import Snake, Side
from random import choice

window = pygame.display.set_mode((SIZE, SIZE))
pygame.display.set_caption(WINDOW_NAME)

screen = pygame.Surface((SIZE, SIZE))

coordinates = range(0, SIZE - CELL_SIZE, CELL_SIZE)
hero = Snake(choice(coordinates), choice(coordinates))
zet = Food(choice(coordinates), choice(coordinates))

done = True
while done:
    for e in pygame.event.get():
        if e.type == pygame.QUIT:
            done = False
        if e.type == pygame.KEYDOWN:
            if (e.key == pygame.K_d
                    or e.key == pygame.K_RIGHT) and hero.side[-1] != Side.LEFT:
                hero.turn_to(Side.RIGHT)
            elif (e.key == pygame.K_s
                  or e.key == pygame.K_DOWN) and hero.side[-1] != Side.UP:
                hero.turn_to(Side.DOWN)
            elif (e.key == pygame.K_a
                  or e.key == pygame.K_LEFT) and hero.side[-1] != Side.RIGHT:
Пример #18
0
 def get_snake(self):
     return Snake({
         'body': [(10, 15), (11, 15), (11, 16), (11, 17)],
         'health': 100,
         'id': 'abcd1234',
     })
Пример #19
0
 def test_create_snake(self):
     assert type(Snake({})).__name__ == 'Snake'
Пример #20
0
 def __init__(self, board, snake):
     self.directions = ['L', 'R', 'U', 'D']
     self.snake = Snake(snake)
     self.board = Board(board)
Пример #21
0
 def createSnake(x: int, y:int) -> Snake:
     """returns snake object at coordinates"""
     return Snake(x, y)
Пример #22
0
 def snakes(self) -> List[Snake]:
     """Retreive the list of snakes from the board data."""
     if self._snakes is None:
         snakes = [Snake(snake_data) for snake_data in self._data['snakes']]
         self._snakes = snakes
     return self._snakes
Пример #23
0
def test_eat():
    snake = Snake()
    before = snake.length
    snake.eat()
    assert before == snake.length - 1
Пример #24
0
class Game:
    def __init__(self, x, y):
        size = constants.BOARD_SIZE * constants.PIXEL_SIZE
        border_size = constants.BORDER_SIZE * 2 + size
        self.border_box = pg.rect.Rect((x, y), (border_size, border_size))
        self.box = pg.rect.Rect((x + constants.BORDER_SIZE, y + constants.BORDER_SIZE), (size, size))
        self.score = 3
        self.score_font = pg.font.Font(Assets.BOXY_FONT, 24)
        self.snake = Snake(int(constants.BOARD_SIZE / 2), constants.BOARD_SIZE / 2)
        self.fruit = Fruit()
        self.clock = pg.time.Clock()
        self.count = 0
    def lost(self):
        return self.snake.lost()
    def draw(self, window):
        window.blit(Assets.BACKGROUND, self.border_box)
        # Draw the score
        text = self.score_font.render("Score: " + str(self.score), True, Colors.BLACK)
        window.blit(text, (self.border_box.left + 3, self.border_box.top + 3))
        # Draw the snake
        for part in self.snake.body[1:]:
            x, y = self.box.left + constants.PIXEL_SIZE * part[0], self.box.top + constants.PIXEL_SIZE * part[1]
            window.blit(Assets.SNAKE_BODY, (x, y))
        # Draw the fruit
        x, y = self.box.left + constants.PIXEL_SIZE * self.fruit.position[0], self.box.top + constants.PIXEL_SIZE * self.fruit.position[1]
        head = self.snake.body[0]
        head_x, head_y = self.box.left + constants.PIXEL_SIZE * head[0], self.box.top + constants.PIXEL_SIZE * head[1]
        rotated_head = pg.transform.rotate(Assets.SNAKE_HEAD, self.snake.direction)
        window.blit(rotated_head, (head_x, head_y))
        if self.fruit.golden:
            window.blit(Assets.FRUIT_GOLDEN, (x, y))
        else:
            window.blit(Assets.FRUIT_NORMAL, (x, y))
    def update(self, events):
        self.clock.tick()
        self.count += self.clock.get_time()
        if self.count > constants.TICK:
            self.count %= constants.TICK
            self.snake.move()
            if self.snake.body[0] == self.fruit.position:
                if self.fruit.golden:
                    self.snake.grow += 3
                    self.score += 3
                else:
                    self.snake.grow += 1
                    self.score += 1
                while self.fruit.position in self.snake.body:
                    self.fruit.reposition()
        for event in events:
            if event.type == pg.KEYDOWN:
                if event.key in (pg.K_UP, pg.K_w):
                    self.snake.change_direction(constants.NORTH)
                elif event.key in (pg.K_RIGHT, pg.K_d):
                    self.snake.change_direction(constants.EAST)
                elif event.key in (pg.K_DOWN, pg.K_s):
                    self.snake.change_direction(constants.SOUTH)
                elif event.key in (pg.K_LEFT, pg.K_a):
                    self.snake.change_direction(constants.WEST)
Пример #25
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)
Пример #26
0
    def check_snake_hits(self, snake: Snake, other_snakes: List[Snake]):
        # Check if hit itself, apple, power-ups
        head = snake.head
        if head in snake.tail and not snake.is_ghost_on:
            snake.kill()
            return
        elif head == self.apple:
            self.level += 1
            snake.grow_by_one()
            self.update_snakes_moves_per_ms()
            self.new_objects()
            self.sfx.apple.play()
        elif head == self.pow_shield:
            snake.set_shield(True)
            self.pow_shield = None
            self.sfx.powerup.play()
        elif head == self.pow_ghost:
            snake.set_ghost(GHOST_TIMER_MS)
            self.pow_ghost = None
            self.sfx.powerup.play()
        elif head == self.pow_bomb:
            self.minus_enemies += self.no_of_enemies
            self.minus_poisons += self.no_of_poisons
            self.enemies.clear()
            self.poisons.clear()
            self.pow_shield = self.pow_ghost = self.pow_bomb = None
            self.sfx.powerup.play()
        elif head == self.pow_bullets:
            snake.add_bullets(INIT_NO_OF_BULLETS)
            self.pow_bullets = None
            self.sfx.powerup.play()

        # Check if hit other snake
        if not snake.is_ghost_on:
            for s in other_snakes:
                if head in s:
                    snake.kill()
                    return

        # Check if hit enemy
        if not snake.is_ghost_on:
            try:
                self.enemies.remove(next(e for e in self.enemies if e == head))
                if snake.is_shield_on:
                    snake.set_shield(False)
                    self.sfx.shield_off.play()
                else:
                    snake.kill()
                    return
            except StopIteration:
                pass

        # Check if hit poison
        if not snake.is_ghost_on:
            try:
                self.poisons.remove(next(e for e in self.poisons if e == head))
                if snake.is_shield_on:
                    snake.set_shield(False)
                    self.sfx.shield_off.play()
                else:
                    snake.shrink(1)
                    if len(snake) < 1:
                        snake.kill()
                        return
                    else:
                        self.sfx.poison.play()
            except StopIteration:
                pass
Пример #27
0
    def createSnake(self):
        self.snake = Snake(0.0, 0.0)
        self.createFood()
        self.time = time.time()

        return self.snake
Пример #28
0
                        type=int)
    parser.add_argument("--dataset",
                        default="./snake_train_dataset.csv",
                        help="dataset path",
                        type=str)
    args = parser.parse_args()

    f = open(args.dataset, 'w')
    f.write(
        'w0,w1,w2,w3,a0,a01,a1,a12,a2,a23,a3,a30,b0,b01,b1,b12,b2,b23,b3,b30,direction'
        + '\n')

    rows = 0
    pbar = tqdm(total=100, position=0, leave=True)

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

    while rows < args.count:
        # 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
Пример #29
0
class Scene:
    def __init__(self):
        self.started = False

        self.bg_colour = (240, 160, 212)
        self.area_info = (0, 0, 450, 450)
        self.cell_amt = 18
        self.back_colour = Color(231, 242, 198)
        self.cell_colour = Color(200, 200, 227)

        self.cell_size = (self.area_info[2] // self.cell_amt,
                          self.area_info[3] // self.cell_amt)
        self.play_rect = Rect(self.area_info)
        self.play_surf = Surface(self.area_info[2:])
        self.play_surf.fill(self.back_colour)

        self.circ_radius = 25

        self.fruit = Collectible(self.cell_size, self.cell_amt)
        self.score = 0
        self.snake = Snake(self.cell_size, self.cell_amt)
        self.snake_is_dead = False

        self.draw_checkerboard()

        self.font = SysFont("Arial", 30)
        self.text = self.font.render("Score: 0", False, self.back_colour)

    def draw_checkerboard(self):
        for i in range(self.cell_amt):
            for j in range(self.cell_amt):
                if (i % 2 == 0) ^ (j % 2 == 0):
                    cr = Rect((i * self.cell_size[0], j * self.cell_size[1]),
                              self.cell_size)
                    draw_rect(self.play_surf, self.cell_colour, cr)

    def start(self):
        self.fruit.start()
        self.snake.start()
        self.started = True
        return self.started

    def update(self, delta):
        if not self.snake_is_dead:
            if get_pressed_keys()[K_SPACE]:
                self.fruit.reposition()
            elif get_pressed_keys()[K_p]:
                self.snake.set_growth()
                self.handle_collected()
                self.snake.move()

            self.fruit.update(delta)
            self.collect()
            self.snake.update(delta)
            if not self.snake.check_alive():
                self.snake_is_dead = True
                self.text = self.font.render(f"Game Over", False,
                                             self.back_colour)

    def render(self, target):
        target.fill(self.bg_colour)

        if not self.snake_is_dead:
            target.blit(self.play_surf, self.play_rect)
            self.fruit.render(target)
            self.snake.render(target)
            target.blit(self.text, (560, 90))
        else:
            target.blit(self.text, (90, 90))

    def collect(self):
        if self.fruit.get_current_cell() == self.snake.get_head():
            self.snake.set_growth()
            snake_pos = self.snake.get_snake()
            while self.fruit.get_current_cell() in snake_pos:
                self.fruit.reposition()
            self.handle_collected()

    def handle_collected(self):
        self.score += 1
        if self.score % 5 == 0:
            self.snake.speed_change = True
        self.text = self.font.render(f"Score: {self.score}", False,
                                     self.back_colour)
Пример #30
0
class Game:
    def __init__(self, board, snake):
        self.directions = ['L', 'R', 'U', 'D']
        self.snake = Snake(snake)
        self.board = Board(board)

    def play(self, move):
        res = self.does_move_exist(move)
        if res:
            self.snake.perform_move(res)
            return True
        return False

    def does_move_exist(self, direction):
        if direction == 'L':
            res = self.can_go_left()
        if direction == 'R':
            res = self.can_go_right()
        if direction == 'U':
            res = self.can_go_up()
        if direction == 'D':
            res = self.can_go_down()
        return res

    def can_go_left(self):
        nbr_col = self.board.nbr_col
        head = self.snake.head
        position_left = head[0] - 1
        if position_left >= 0 and position_left <= nbr_col:
            new_position = [position_left, head[1]]
            if self.snake.position_free(new_position):
                return new_position
            return False

    def can_go_right(self):
        nbr_col = self.board.nbr_col
        head = self.snake.head
        position_right = head[0] + 1
        if position_right >= 0 and position_right <= nbr_col:
            new_position = [position_right, head[1]]
            if self.snake.position_free(new_position):
                return new_position
            return False

    def can_go_down(self):
        nbr_row = self.board.nbr_row
        head = self.snake.head
        position_down = head[1] + 1
        if position_down >= 0 and position_down <= nbr_row:
            new_position = [head[0], position_down]
            if self.snake.position_free(new_position):
                return new_position
            return False

    def can_go_up(self):
        nbr_row = self.board.nbr_row
        head = self.snake.head
        position_up = head[1] - 1
        if position_up >= 0 and position_up <= nbr_row:
            new_position = [head[0], position_up]
            if self.snake.position_free(new_position):
                return new_position
            return False