Пример #1
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 #2
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 #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
Пример #4
0
        # 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)

        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

        if add_data():
            rows += 1
            pbar.update((1 / args.count) * 100)

        snake.move()

    f.close()