Reputation: 49
this is my first game I have created using pygame, it's basically snake.
Please do not mind my hideous comments.
## William's Snake Game
import pygame
import time
import random
pygame.init()
##Global variables
# Colours
white = (255, 255, 255)
black = (0, 0, 0)
red = (255, 0, 0)
green = (0, 155, 0)
bground = (204, 204, 0)
# Display vars.
display_width = 800
display_height = 600
# Variables
gameDisplay = pygame.display.set_mode((display_width, display_height)) ##resolution, note that this is a tuple.
pygame.display.set_caption("Snake VS Apple") # Title at the top of the screen
icon = pygame.image.load('logoapple32x32.png') # Loads the icon for the top left
pygame.display.set_icon(icon) # Sets the icon for the top left
snakeHeadImg = pygame.image.load("snakeHead.png") # Loads the image for the snake head
appleImg = pygame.image.load("apple20x20.png") # Loads the image for the apple
appleThickness = 20 # Defines how thick apple will be. Note to self: This is changable
clock = pygame.time.Clock() # Starts clocking the game, used later for FPS
blockSize = 20 # Defines how big the snake will be. Changing this will mess up collision detection.
FPS = 15 # Frames per second. Called at the bottom of script
smallfont = pygame.font.SysFont("arial", 25) ## format: ("font", fontsize)
medfont = pygame.font.SysFont("arial", 40) ##
largefont = pygame.font.SysFont("arial", 80) ##
direction = "right" # Starting direction of snake, used in main gameLoop
##
def pauseGame():
gameisPaused = True
while gameisPaused:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
gameisPaused = False
elif event.key == pygame.K_q:
pygame.quit()
quit()
gameDisplay.fill(white)
message_to_screen("Paused",
black,
-100,
size="large")
message_to_screen("Press ESC to continue or Q to quit.",
black,
25,
size="small")
pygame.display.update()
clock.tick(5)
def text_objects(text, color, size): # Function to render text
if size == "small":
textSurface = smallfont.render(text, True, color)
elif size == "medium":
textSurface = medfont.render(text, True, color)
elif size == "large":
textSurface = largefont.render(text, True, color)
return textSurface, textSurface.get_rect()
def message_to_screen(msg, color, y_displace=0, size="medium"): # Function to blit (draw) text to surface
textSurf, textRect = text_objects(msg, color, size)
textRect.center = (display_width / 2), (display_height / 2) + y_displace
gameDisplay.blit(textSurf, textRect)
##
def score(score):
text = smallfont.render("Score: " + str(score), True, black)
gameDisplay.blit(text, [0, 0])
def randAppleGen(): # Function to generate random apples
randAppleX = round(
random.randrange(0, display_width - appleThickness)) # /10.0)*10.0 ##Create another rand X value for new apple
randAppleY = round(
random.randrange(0, display_height - appleThickness)) # /10.0)*10.0 ##Create another rand Y value for new apple
return randAppleX, randAppleY
def gameIntro(): # Function for game menu.
intro = True
while intro: # Event handling during menu
for eachEvent in pygame.event.get():
if eachEvent.type == pygame.QUIT:
pygame.quit()
quit()
if eachEvent.type == pygame.KEYDOWN:
if eachEvent.key == pygame.K_c:
gameLoop()
if eachEvent.key == pygame.K_q:
pygame.quit()
quit()
# Text displayed in menu
gameDisplay.fill(white)
message_to_screen("Welcome to Slither",
green,
-90,
"large")
message_to_screen("The more apples you eat, the longer you are",
black,
100)
message_to_screen("The objective of the game is to eat red apples",
black,
0,
"small")
message_to_screen("If you run into yourself, or the edges, you die!",
black,
30,
"small")
message_to_screen("Press C to play or Q to quit.",
black,
180)
pygame.display.update()
clock.tick(500)
def snake(blockSize, snakeList): # Function to draw snake
if direction == "right":
head = pygame.transform.rotate(snakeHeadImg,
270) # In gameLoop, right,left,up,down are used to change direction of snakeHead
elif direction == "left":
head = pygame.transform.rotate(snakeHeadImg, 90)
elif direction == "up":
head = snakeHeadImg
elif direction == "down":
head = pygame.transform.rotate(snakeHeadImg, 180)
gameDisplay.blit(head, (snakeList[-1][0], snakeList[-1][1])) ##???
for XandY in snakeList[:-1]:
pygame.draw.rect(gameDisplay, green,
[XandY[0], XandY[1], blockSize, blockSize]) ##width height, width height, drawing
##Main Game Loop
def gameLoop():
global direction ## Make direction a global var. Important
# Local variables
gameExit = False
gameOver = False
lead_x = display_width / 2
lead_y = display_height / 2
lead_x_change = 10
lead_y_change = 0
snakeList = []
snakeLength = 3
randAppleX, randAppleY = randAppleGen() # Generate apples. Calls randAppleGen()
# Main Game Loop ##eventHandler
while not gameExit:
snakeHead = [] # Creates list snakeHead
snakeHead.append(lead_x) # Appends snakeHead x value to list
snakeHead.append(lead_y) # Appends snakeHead y value to list
snakeList.append(snakeHead) # Appends coordinates of snakeHead x,y to list
while gameOver == True: # Handles game over
gameDisplay.fill(white)
message_to_screen("Game over",
red,
-50,
size="large")
message_to_screen("Press C to play again or Q to quit",
black,
50,
size="medium")
pygame.display.update()
for event in pygame.event.get(): # eventHandler for loss screen
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
gameExit = True
gameOver = False
if event.key == pygame.K_c:
direction = "right"
gameLoop()
for event in pygame.event.get(): # eventHandler for keyboard events during game
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == pygame.K_a: # Each of these handles either arrow keys or WASD key events.
lead_x_change = -blockSize
lead_y_change = 0
direction = "left"
elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:
lead_x_change = blockSize
lead_y_change = 0
direction = "right"
elif event.key == pygame.K_UP or event.key == pygame.K_w:
lead_y_change = -blockSize
lead_x_change = 0
direction = "up"
elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
lead_y_change = blockSize
lead_x_change = 0
direction = "down"
elif event.key == pygame.K_ESCAPE:
pauseGame()
# Checks if user has hit screen boundaries.
if lead_x >= display_width or lead_x < 0 or lead_y >= display_height or lead_y < 0: # If user hits display boundaries
gameOver = True # They lose
lead_x += lead_x_change # Ensures continous movement of the snake
lead_y += lead_y_change
# Drawing
gameDisplay.fill(bground) # Fills the display background with predefined bground colour (defined at the top)
gameDisplay.blit(appleImg,
(randAppleX, randAppleY)) ##Draws the apple using the appleImg, at random coordinates.
if len(
snakeList) > snakeLength: # If the length of the list of snake body coordinates is greater than the length
del snakeList[0] # Delete the oldest value in the list (as the snake is constantly moving)
for eachSegment in snakeList[:-1]: # For each coordinate in snakeList
if eachSegment == snakeHead: # If the segment touches the snakeHead
## gameDisplay.fill(bground)
## snake(blockSize, snakeList)
##
## pygame.display.update
time.sleep(0.3)
gameOver = True # Game over
snake(blockSize, snakeList) ##Creates snake using function snake
score(snakeLength - 3) # Displays score (it minuses 3 because the snake starts at 3)
pygame.display.update() ##Updates to screen
## COLLISION DETECTION
if lead_x + blockSize > randAppleX and lead_x < randAppleX + appleThickness:
if lead_y + blockSize > randAppleY and lead_y < randAppleY + appleThickness:
randAppleX, randAppleY = randAppleGen()
snakeLength += 1
clock.tick(FPS)
pygame.quit()
quit()
##update screen
##
gameIntro()
gameLoop()
##Code goes above.
I have a problem where if my snake is going right, and then it turns left, my snake will crash onto itself and the game will end.
I want to design this so when my snake is going right, it cannot simply turn left, crash into itself and end the game. So when it turns right, it can only turn up, down, or keep going right. So simply, I want to make it so it cannot run backwards into itself.
I have tried coding this in myself, and I have tried many methods but nothing has worked.
Please help!!
Upvotes: 2
Views: 2371
Reputation: 9810
Without altering your code too much (and without testing), an easy way to get what you want is to add another condition to your key checks. If you alter the relevant code section as follows, all should be fine:
for event in pygame.event.get(): # eventHandler for keyboard events during game
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
if (event.key == pygame.K_LEFT or event.key == pygame.K_a) and direction != "right": # Each of these handles either arrow keys or WASD key events.
lead_x_change = -blockSize
lead_y_change = 0
direction = "left"
elif (event.key == pygame.K_RIGHT or event.key == pygame.K_d) and direction != "left":
lead_x_change = blockSize
lead_y_change = 0
direction = "right"
elif (event.key == pygame.K_UP or event.key == pygame.K_w) and direction != "down":
lead_y_change = -blockSize
lead_x_change = 0
direction = "up"
elif (event.key == pygame.K_DOWN or event.key == pygame.K_s) and direction != "up":
lead_y_change = blockSize
lead_x_change = 0
direction = "down"
elif event.key == pygame.K_ESCAPE:
pauseGame()
Mind the parentheses around the or
'd key checks!
Upvotes: 2