So this is a fun little project I am working on. This is my current progress with the game:
import random
import time
import pygame
pygame.init()
pygame.font.init()
pygame.display.set_caption('Parsel Tongue')
MARGIN = 60
WINDOW_SIZE = (600, 600 + MARGIN)
RED = (255, 0, 0)
BLACK = (0, 0, 0)
GREEN = (0, 255, 100)
WHITE = (255, 255, 255)
SNAKE_SIZE = 15
SNAKE_SPEED = 1
FONT_SIZE = 30
if WINDOW_SIZE[0] % SNAKE_SIZE != 0 or WINDOW_SIZE[1] % SNAKE_SIZE != 0 or MARGIN % SNAKE_SIZE != 0:
raise Exception('Size of grid should be divisible by SNAKE_SIZE')
class Food:
foods = []
def __init__(self):
self.add_to_list()
self.coords = None
self.count = 0
self.create_food()
def add_to_list(self):
self.foods.append(self)
def remove_from_list(self):
self.foods.remove(self)
def create_food(self):
self.count += 1
check = set(tuple(part[0]) for snake in Snake.snakes for part in snake.body)
self.coords = random.choice([(i, j) for i in range(0, WINDOW_SIZE[0], SNAKE_SIZE) for j in range(MARGIN, WINDOW_SIZE[1], SNAKE_SIZE) if (i, j) not in check])
def display(self, canvas):
pygame.draw.rect(canvas, RED, (self.coords[0] + 1, self.coords[1] + 1, SNAKE_SIZE - 2, SNAKE_SIZE - 2))
class Snake:
snakes = []
def __init__(self, initial_body):
self.add_to_list()
self.body = initial_body.copy()
self.lock_last = False
self.last_key_function = self.prev_key_function = -1
def add_to_list(self):
self.snakes.append(self)
def remove_from_list(self):
self.snakes.remove(self)
def update_key_function(self, keys):
for key in keys:
if key in (pygame.K_w, pygame.K_UP):
self.last_key_function = 0
if key in (pygame.K_s, pygame.K_DOWN):
self.last_key_function = 2
if key in (pygame.K_a, pygame.K_LEFT):
self.last_key_function = 1
if key in (pygame.K_d, pygame.K_RIGHT):
self.last_key_function = 3
def update(self):
if self.head_in_block():
self.lock_last = False
if self.last_key_function == 0:
if not self.move_up():
self.last_key_function = self.prev_key_function
elif self.last_key_function == 1:
if not self.move_left():
self.last_key_function = self.prev_key_function
elif self.last_key_function == 2:
if not self.move_down():
self.last_key_function = self.prev_key_function
elif self.last_key_function == 3:
if not self.move_right():
self.last_key_function = self.prev_key_function
self.prev_key_function = self.last_key_function
for food in Food.foods:
if self.body[0][0] == food.coords:
self.add_part(food)
self.move()
def add_part(self, food):
self.lock_last = True
self.body.append(self.body[-1].copy())
food.create_food()
def move(self):
if self.last_key_function != -1:
for part_index, (part_coords, part_velocity) in enumerate(self.body if not self.lock_last else self.body[:-1]):
new_part_coords = (part_coords[0] + part_velocity[0], part_coords[1] + part_velocity[1])
self.body[part_index][0] = new_part_coords
if self.head_in_block():
for part_index in range(len(self.body) - 1 - int(self.lock_last), 0, -1):
for new_part_index in range(part_index - 1, -1, -1):
if self.body[new_part_index][0] != self.body[part_index][0]:
self.body[part_index][1] = self.body[new_part_index][1]
break
def move_up(self):
if len(self.body) <= 1 or self.body[0][0][1] <= self.body[1][0][1]:
self.body[0][1] = (0, -SNAKE_SPEED)
return True
return False
def move_left(self):
if len(self.body) <= 1 or self.body[0][0][0] <= self.body[1][0][0]:
self.body[0][1] = (-SNAKE_SPEED, 0)
return True
return False
def move_down(self):
if len(self.body) <= 1 or self.body[0][0][1] >= self.body[1][0][1]:
self.body[0][1] = (0, SNAKE_SPEED)
return True
return False
def move_right(self):
if len(self.body) <= 1 or self.body[0][0][0] >= self.body[1][0][0]:
self.body[0][1] = (SNAKE_SPEED, 0)
return True
return False
def head_in_block(self):
return self.coords_in_block(self.body[0][0])
@staticmethod
def coords_in_block(coords):
return coords[0] % SNAKE_SIZE == coords[1] % SNAKE_SIZE == 0
def display(self, canvas):
for part_index, (part_coords, part_velocity) in enumerate(self.body):
pygame.draw.rect(canvas, WHITE, (part_coords[0] + 1, part_coords[1] + 1, SNAKE_SIZE - 2, SNAKE_SIZE - 2))
if part_index != 0:
while True:
part_coords = (part_coords[0] + part_velocity[0], part_coords[1] + part_velocity[1])
pygame.draw.rect(canvas, WHITE, (part_coords[0] + 1, part_coords[1] + 1, SNAKE_SIZE - 2, SNAKE_SIZE - 2))
if self.coords_in_block(part_coords):
break
if part_index != len(self.body) - 1:
while True:
part_coords = (part_coords[0] - part_velocity[0], part_coords[1] - part_velocity[1])
pygame.draw.rect(canvas, WHITE, (part_coords[0] + 1, part_coords[1] + 1, SNAKE_SIZE - 2, SNAKE_SIZE - 2))
if self.coords_in_block(part_coords):
break
def collided(self):
if not (0 <= self.body[0][0][0] < WINDOW_SIZE[0] - SNAKE_SIZE + 1) or \
not (MARGIN <= self.body[0][0][1] < WINDOW_SIZE[1] - SNAKE_SIZE + 1):
return True
if self.head_in_block():
for part_index, (part_coords, part_velocity) in enumerate(self.body[1:], 1):
if abs(self.body[0][0][0] - part_coords[0]) < SNAKE_SIZE and \
abs(self.body[0][0][1] - part_coords[1]) < SNAKE_SIZE:
return True
else:
return False
class Game:
def __init__(self):
clock = pygame.time.Clock()
self.canvas = pygame.display.set_mode(WINDOW_SIZE)
self.font = pygame.font.SysFont('Arial', FONT_SIZE)
self.finished = False
self.lost = self.paused = False
self.lose_time = self.pause_time = None
self.init_head = (WINDOW_SIZE[0] // 2 // 10 * 10, WINDOW_SIZE[1] // 2 // 10 * 10)
self.init_body = [[self.init_head, (0, 0)]]
self.snake = Snake(self.init_body)
self.food = Food()
while not self.finished:
self.canvas.fill(BLACK)
self.__update()
clock.tick(180)
pygame.draw.rect(self.canvas, WHITE, ((0, MARGIN - 1), (WINDOW_SIZE[0], 1)))
pygame.display.update()
self.__reset()
def __reset(self):
self.finished = False
self.lost = self.paused = False
self.lose_time = self.pause_time = None
self.init_head = (WINDOW_SIZE[0] // 2 // 10 * 10, WINDOW_SIZE[1] // 2 // 10 * 10)
self.init_body = [[self.init_head, (0, 0)]]
self.snake.remove_from_list()
self.food.remove_from_list()
self.snake = Snake(self.init_body)
self.food = Food()
def __update(self):
snake_update_keys = []
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.finished = True
if event.type == pygame.KEYDOWN:
if not self.lost and (event.key == pygame.K_p or event.key == pygame.K_ESCAPE):
self.paused = not self.paused
self.pause_time = time.time() if self.paused else None
snake_update_keys.append(event.key)
if self.lost and event.key == pygame.K_r:
self.__reset()
if not self.lost and self.snake.collided():
self.lost = True
self.lose_time = time.time()
if not self.lost and not self.paused:
self.snake.update_key_function(snake_update_keys)
self.snake.update()
self.food.display(self.canvas)
self.snake.display(self.canvas)
self.__update_score()
self.__update_pause()
self.__update_fail()
def __update_score(self):
self.score = self.food.count - 1
self.score_text = self.font.render('Score: ' + str(self.score), True, GREEN)
self.canvas.blit(self.score_text, (10, 10))
def __update_fail(self):
if self.lost:
fail_text = self.font.render('You lost!', True, GREEN)
self.canvas.blit(fail_text, (WINDOW_SIZE[0] - 10 - fail_text.get_rect().width, 10))
if (time.time() - self.lose_time) % 1 > 0.5:
restart = self.font.render('Press R to restart', True, GREEN)
self.canvas.blit(restart, (WINDOW_SIZE[0] // 2 - restart.get_rect().width // 2,
WINDOW_SIZE[1] // 2 - restart.get_rect().height // 2))
def __update_pause(self):
if self.paused:
if (time.time() - self.pause_time) % 1 > 0.5:
self.pause_text = self.font.render('Press P or Esc to resume', True, GREEN)
self.canvas.blit(self.pause_text, (WINDOW_SIZE[0] - 10 - self.pause_text.get_rect().width, 10))
elif not self.lost:
self.pause_text = self.font.render('Press P or Esc to pause', True, GREEN)
self.canvas.blit(self.pause_text, (WINDOW_SIZE[0] - 10 - self.pause_text.get_rect().width, 10))
game = Game()
The only bug I noticed is that the snake lags a tiny bit every few seconds. I'm not sure why that's happening, but since it's barely noticeable, I left it as it is for now.
I'm still really new to pygame, and this is one of my first pygame projects, so I'd really appreciate a review of my code.
I'm also thinking about adding textures to the snake and the food, but I'm not sure how I'd implement it. Any comments on that will also be appreciated!