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snek.py
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snek.py
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import random as rd
import pygame as pg
import tkinter as tk
from tkinter import messagebox
class cube(object):
def __init__(self, start, dirnx=1, dirny=0, color=(0, 255, 0)):
self.pos = start
self.dirnx = 1
self.dirny = 0
self.color = color
def move(self, dirnx, dirny):
self.dirnx = dirnx
self.dirny = dirny
self.pos = (self.pos[0] + self.dirnx, self.pos[1] + self.dirny)
def draw(self, surface, eyes=False):
dis = width//rows
i = self.pos[0]
j = self.pos[1]
pg.draw.rect(surface, self.color, (i*dis+1, j*dis+1, dis-2, dis-2))
if eyes:
centre = dis//2
radius = 3
circleMiddle = (i*dis+centre-radius,j*dis+8)
circleMiddle2 = (i*dis + dis -radius*2, j*dis+8)
pg.draw.circle(surface, (0,0,0), circleMiddle, radius)
pg.draw.circle(surface, (0,0,0), circleMiddle2, radius)
class snake(object):
body = []
turns = {}
def __init__(self, color, pos):
self.color = color
self.head = cube(pos)
self.body.append(self.head)
self.dirnx = 0
self.dirny = 1
def move(self, snack_loc):
if AI: # AI turned on
decision = A_Star_Decider(snack_loc, self, width)
if decision == 0: #LEFT
self.dirnx = -1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif decision == 1: #RIGHT
self.dirnx = 1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif decision == 2: #UP
self.dirnx = 0
self.dirny = -1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif decision == 3: #DOWN
self.dirnx = 0
self.dirny = 1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
else: # Human player
for event in pg.event.get():
if event.type == quit:
quit()
keys = pg.key.get_pressed()
for key in keys:
if keys[pg.K_LEFT] or keys[pg.K_a]:
self.dirnx = -1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pg.K_RIGHT] or keys[pg.K_d]:
self.dirnx = 1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pg.K_UP] or keys[pg.K_w]:
self.dirnx = 0
self.dirny = -1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pg.K_DOWN] or keys[pg.K_s]:
self.dirnx = 0
self.dirny = 1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
for i, c in enumerate(self.body):
p = c.pos[:]
if p in self.turns:
turn = self.turns[p]
c.move(turn[0],turn[1])
if i == len(self.body)-1:
self.turns.pop(p)
else:
if ((c.dirnx == -1 and c.pos[0] <= 0) or (c.dirnx == 1 and c.pos[0] >= rows-1) or
(c.dirny == 1 and c.pos[1] >= rows-1) or (c.dirny == -1 and c.pos[1] <= 0)):
print("wall terminate")
terminate(0)
else: c.move(c.dirnx,c.dirny)
def reset(self, pos):
self.head = cube(pos)
self.body = []
self.body.append(self.head)
self.turns = {}
self.dirnx = 0
self.dirny = 1
def addCube(self):
tail = self.body[-1]
dx, dy = tail.dirnx, tail.dirny
if dx == 1 and dy == 0:
self.body.append(cube((tail.pos[0]-1,tail.pos[1])))
elif dx == -1 and dy == 0:
self.body.append(cube((tail.pos[0]+1,tail.pos[1])))
elif dx == 0 and dy == 1:
self.body.append(cube((tail.pos[0],tail.pos[1]-1)))
elif dx == 0 and dy == -1:
self.body.append(cube((tail.pos[0],tail.pos[1]+1)))
self.body[-1].dirnx = dx
self.body[-1].dirny = dy
def draw(self, surface):
for i, c in enumerate(self.body):
if i ==0:
c.draw(surface, True)
else:
c.draw(surface)
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
global width, rows, s, speed, timeout, AI
width = 600 # width of gameplay screen
rows = 40 # However many rows & columns you want
s = snake((0, 255, 0), (2, 2)) # (R,G,B)(starting x position, starting y position)
speed = 10 # from 1 (painfully slow) to 1000 (impossibly fast)
timeout = 100 # However many cycles you want
AI = True # True or False
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
illegal_walls = []
Lboundary = []
Rboundary = []
Uboundary = []
Dboundary = []
Lboundary2 = []
Rboundary2 = []
Uboundary2 = []
Dboundary2 = []
for i in range(rows):
illegal_walls.append((i, -1)) #append -1 row
illegal_walls.append((i, rows)) #append bottom row
illegal_walls.append((-1, i)) #append -1 column
illegal_walls.append((rows, i)) #append rightmost column
Uboundary.append((i, 0))
Dboundary.append((i, rows-1))
Lboundary.append((0, i))
Rboundary.append((rows - 1, i))
Uboundary2.append((i, 1))
Dboundary2.append((i, rows-2))
Lboundary2.append((1, i))
Rboundary2.append((rows - 2, i))
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
def A_Star_Decider (snack_loc, s, width):
L_block = (s.body[0].pos[0]-1, s.body[0].pos[1])
R_block = (s.body[0].pos[0]+1, s.body[0].pos[1])
U_block = (s.body[0].pos[0], s.body[0].pos[1]-1)
D_block = (s.body[0].pos[0], s.body[0].pos[1]+1)
L = euc_dist(L_block, snack_loc)
R = euc_dist(R_block, snack_loc)
U = euc_dist(U_block, snack_loc)
D = euc_dist(D_block, snack_loc)
distances = [L, R, U, D]
options = [L_block, R_block, U_block, D_block]
distances, options = zip(*sorted(zip(distances, options)))
distances = list(distances)
options = list(options)
illegal_body = list(map(lambda z: z.pos, s.body[:]))
allowable = []
for i in range(len(options)):
if options[i] in illegal_body or options[i] in illegal_walls:
pass
else:
allowable.append(i)
direction = []
for i in range(len(allowable)):
if options[allowable[i]] == L_block:
if len(allowable) == 1 or second_analysis(L_block, illegal_body, illegal_walls) == 1:
direction.append(0)
else:
pass
elif options[allowable[i]] == R_block:
if len(allowable) == 1 or second_analysis(R_block, illegal_body, illegal_walls) == 1:
direction.append(1)
else:
pass
elif options[allowable[i]] == U_block:
if len(allowable) == 1 or second_analysis(U_block, illegal_body, illegal_walls) == 1:
direction.append(2)
else:
pass
elif options[allowable[i]] == D_block:
if len(allowable) == 1 or second_analysis(D_block, illegal_body, illegal_walls) == 1:
direction.append(3)
else:
pass
direction_final = []
for n in range(len(direction)):
boundary_count = 0
if direction[n] == 0:
if L_block in Lboundary:
for i in range(len(Lboundary2)):
if Lboundary2 in illegal_body:
boundary_count += 1
else:
pass
if 2*(boundary_count - 1) < len(illegal_body) and boundary_count == len(Lboundary):
pass
else:
direction_final.append(direction[n])
else:
direction_final.append(direction[n])
elif direction[n] == 1:
if R_block in Rboundary:
for i in range(len(Rboundary2)):
if Rboundary2 in illegal_body:
boundary_count += 1
else:
pass
if 2*(boundary_count - 1) < len(illegal_body) and boundary_count == len(Rboundary):
pass
else:
direction_final.append(direction[n])
else:
direction_final.append(direction[n])
elif direction[n] == 2:
if U_block in Uboundary:
for i in range(len(Uboundary2)):
if Uboundary2 in illegal_body:
boundary_count += 1
else:
pass
if 2*(boundary_count - 1) < len(illegal_body) and boundary_count == len(Uboundary):
pass
else:
direction_final.append(direction[n])
else:
direction_final.append(direction[n])
elif direction[n] == 3:
if D_block in Dboundary:
for i in range(len(Dboundary2)):
if Dboundary2 in illegal_body:
boundary_count += 1
else:
pass
if 2*(boundary_count - 1) < len(illegal_body) and boundary_count == len(Dboundary):
pass
else:
direction_final.append(direction[n])
else:
direction_final.append(direction[n])
if len(direction_final) < 1:
terminate(0)
else:
return direction_final[0]
def second_vision(square_tuple):
out = ((square_tuple[0]-1, square_tuple[1]),
(square_tuple[0]+1, square_tuple[1]),
(square_tuple[0], square_tuple[1]-1),
(square_tuple[0], square_tuple[1]+1)) #LRUD format
return out
def second_analysis(block, body, walls):
test = second_vision(block)
second_body = body[0:len(body)-2]
case = 0
for i in range(len(test)):
if test[i] in second_body or test[i] in walls:
case += 1
else:
pass
continue
if case > 3:
return 0
else:
return 1
def euc_dist (tup1, tup2):
out = ((tup2[0] - tup1[0])**2 + (tup2[1] - tup1[1])**2)**(0.5)
return out
def drawGrid(w, rows, surface):
sizeBtwn = w // rows
x = 0
y = 0
for l in range(rows):
x = x + sizeBtwn
y = y + sizeBtwn
pg.draw.line(surface, (255,255,255), (x,0),(x,w))
pg.draw.line(surface, (255,255,255), (0,y),(w,y))
def redrawWindow(surface):
surface.fill((0,0,0))
s.draw(surface)
snack.draw(surface)
drawGrid(width, rows, surface)
pg.display.update()
def goal(rows, item):
positions = item.body
while True:
x = rd.randrange(rows)
y = rd.randrange(rows)
if len(list(filter(lambda z: z.pos == (x,y), positions))) > 0:
continue
else:
break
return (x,y)
def message_box(subject, content):
root = tk.Tk()
root.attributes("-topmost", True)
root.withdraw()
messagebox.showinfo(subject, content)
try:
root.destroy()
except:
pass
def terminate (type):
s.body[-1].color = (0, 0, 255) ### color tail block blue
redrawWindow(win)
if len(s.body) > 20:
print('Score: {}'.format(len(s.body) - 1))
if type == 0:
message_box('Game Over!', 'You scored {} points! \nAnd then ran into something \nPress ENTER to close this window...'.format(len(s.body)))
s.reset((0,0))
elif type == 1:
message_box('Game Over!', 'You scored {} points! \nAnd then went too long without eating and starved :( \nPress ENTER to close this window...'.format(len(s.body)))
s.reset((0,0))
quit()
def win_game():
print('{},'.format(len(s.body) -1))
message_box('You Won!', 'You scored the max {} points and won the game! Press any key to play again...'.format(len(s.body)))
s.reset((0,0))
quit()
def game_start():
global snack, win
snack = cube(goal(rows, s), color=(255,0,0))
win = pg.display.set_mode((width, width))
flag = True
cycle_number = 0
clock = pg.time.Clock()
while flag:
pg.time.delay(1)
clock.tick(speed)
s.move(snack.pos)
if s.body[0].pos == snack.pos and len(s.body) != rows**2:
s.addCube()
snack = cube(goal(rows, s), color=(255, 0, 0))
cycle_number = 0
elif s.body[0].pos == snack.pos and len(s.body) == rows**2:
win_game()
cycle_number += 1
# print("Score: {}\t Cycle number: {}\t Cycle limit: {}".format(len(s.body), cycle_number, timeout), flush=True)
body = []
for x in range(len(s.body)):
body.append(s.body[x].pos)
body.remove(body[0])
if s.head.pos in body:
terminate(0)
elif cycle_number > timeout:
terminate(1)
redrawWindow(win)
game_start()