Reputation: 13
I am new in python so I took some time and watched some videos about how to make a simple "snake" game, I was doing everything that dude was saying, but when it came to the keyboard binding something went wrong and I can't move my turtle..
code:
https://pastebin.com/GLSRNKLR
import turtle
import time
delay = 0.1
# Screen
wn = turtle.Screen()
wn.title("Snake Game By AniPita")
wn.bgcolor('black')
wn.setup(600, 600)
wn.tracer(0)
# Snake Head
head = turtle.Turtle()
head.speed(0)
head.shape("square")
head.color("white")
head.penup()
head.goto(0, 0)
head.direction = "stop"
# Functions
def go_up():
head.direction == "up"
def go_down():
head.direction == "down"
def go_left():
head.direction == "left"
def go_right():
head.direction == "right"
def move():
if head.direction == "up":
y = head.ycor()
head.sety(y + 10)
if head.direction == "down":
y = head.ycor()
head.sety(y - 10)
if head.direction == "left":
x = head.xcor()
head.setx(x - 10)
if head.direction == "right":
x = head.xcor()
head.setx(x + 10)
# Keyboard Bindings
wn.onkeypress(go_up(), 'w')
wn.onkeypress(go_down(), 's')
wn.onkeypress(go_left(), 'a')
wn.onkeypress(go_right(), 'd')
wn.listen()
# Main Game
while True:
wn.update()
time.sleep(delay)
move()
wn.mainloop()
Upvotes: 1
Views: 1013
Reputation: 41872
@JBernardo is absolutely right about function references vs. function calls (+1).
But, I want to address another issue in your code: the use of while True:
and to a lesser extent wn.update()
and time.sleep(delay)
. In an event-driven world like turtle there should never be while True:
as control should be turned over to the event handler via the wn.mainloop()
call which your code never reaches. To get the time delayed animation you desire, we can use a timer event via wn.ontimer()
.
Below is your code rewritten to use a timer event and simplify your turning logic:
from turtle import Screen, Turtle
DELAY = 100 # milliseconds
# Screen
wn = Screen()
wn.title("Snake Game By AniPita")
wn.bgcolor('black')
wn.setup(600, 600)
# Snake Head
head = Turtle('square')
head.speed('fastest')
head.color('white')
head.setheading(1) # magic token for no motion
head.penup()
# Functions
def go_up():
head.setheading(90)
def go_down():
head.setheading(270)
def go_left():
head.setheading(180)
def go_right():
head.setheading(0)
def move():
if head.heading() % 90 == 0:
head.forward(10)
wn.ontimer(move, DELAY)
# Keyboard Bindings
wn.onkeypress(go_up, 'w')
wn.onkeypress(go_down, 's')
wn.onkeypress(go_left, 'a')
wn.onkeypress(go_right, 'd')
wn.listen()
# Main Game
move()
wn.mainloop()
The use of while True:
potentially block some of the input events you want to receive from your player.
Upvotes: 1
Reputation: 33397
You want to pass function references to the onkeypress function so it will call it on demand.
Therefore, you need to drop the function calls e.g.:
wn.onkeypress(go_up(), 'w')
should be:
wn.onkeypress(go_up, 'w')
Upvotes: 2