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iteration2.py
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127 lines (96 loc) · 3.63 KB
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from pygame.locals import *
import pygame
import time
grid_size = 44
class Player:
x = []
y = []
speed = 1
step = grid_size
# The direction the snake is currently moving. Note that we'll never move diagonally.
x_direction = 1
y_direction = 0
length = 3
def __init__(self, length):
self.length = length
for i in range(0,length):
self.x.append(0)
self.y.append(0)
def update(self):
# update previous positions. This for loop iterates from the last node to the first,
# updating each node to be the value of the subsequent node
for i in range(self.length-1,0,-1):
self.x[i] = self.x[i-1]
self.y[i] = self.y[i-1]
# update position of head of snake
self.x[0] = self.x[0] + (self.step * self.x_direction)
self.y[0] = self.y[0] + (self.step * self.y_direction)
def __str__(self):
return "self.x[" + str(self.x[0]) + "] = self.x[" + str(self.y[0]) + "]"
# We can call this with positive or negative numbers for x or y
# to move the player right, left, up, or down.
def move(self, x, y):
self.x_direction = x
self.y_direction = y
# Setting up the class for our games
class App:
windowWidth = 800
windowHeight = 600
player = 0
# Our app's constructor
def __init__(self):
self._running = False
self._player_image = None # We'll store the image we'll use for the player here
self._display = None # This will be the window we display everything on
self.player = Player(3) # Creating a new player object. This calls that __init__ thing!
# This will be the function we call to start our game! It should only be called once!
def on_execute(self):
pygame.init() # Initializing our pygame object
# Setting up our display. We'll use this to render our game:
self._display = pygame.display.set_mode((self.windowWidth, self.windowHeight), pygame.HWSURFACE)
# This "titles" our game
pygame.display.set_caption('Hacksu Snake! 🐍')
# Setting up our
self._player_image = pygame.image.load("mario.png").convert()
# Setting our image to the correct dimensions!
self._player_image = pygame.transform.scale(self._player_image, (grid_size, grid_size))
self._running = True # Keeps track of whether the app is running
while( self._running ):
pygame.event.pump() # This lets Pygame know a frame has passed
keys = pygame.key.get_pressed() # Returns a dictionary of booleans for which keys are pressed
if (keys[K_RIGHT]):
self.player.move(1, 0)
elif (keys[K_LEFT]):
self.player.move(-1, 0)
if (keys[K_DOWN]):
self.player.move(0, 1)
elif (keys[K_UP]):
self.player.move(0, -1)
# Lets us log where the player is at a given time
if (keys[K_SPACE]):
print(self.player)
# Lets us exit our game
if (keys[K_ESCAPE]):
self._running = False
# on_loop will be used later, on_render will render our graphics
self.on_loop()
self.on_render()
time.sleep (0.3)
# This will ONLY be called once that while loop is exited.
self.on_cleanup()
def on_loop(self):
self.player.update()
pass
# Rendering out specific images
def on_render(self):
self._display.fill((0,0,0))
# Drawing the player:
for i in range(0,self.player.length):
self._display.blit(self._player_image, (self.player.x[i], self.player.y[i]))
pygame.display.flip() # "Flips" the graphics to our new specifications
def on_cleanup(self):
pygame.quit()
# This is what starts the whole game:
if __name__ == "__main__" :
theApp = App()
theApp.on_execute()