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test.py
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156 lines (119 loc) · 4.16 KB
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import pygame
import random
from enum import Enum
from collections import namedtuple
from agent import get_state, longest_path
pygame.init()
font = pygame.font.Font('arial.ttf', 25)
# font = pygame.font.SysFont('arial', 25)
class Direction(Enum):
RIGHT = 1
LEFT = 2
UP = 3
DOWN = 4
Point = namedtuple('Point', 'x, y')
# rgb colors
WHITE = (255, 255, 255)
RED = (200, 0, 0)
BLUE1 = (0, 0, 255)
BLUE2 = (0, 100, 255)
BLACK = (0, 0, 0)
BLOCK_SIZE = 20
SPEED = 20
class SnakeGame:
def __init__(self, w=640, h=480):
self.w = w
self.h = h
# init display
self.display = pygame.display.set_mode((self.w, self.h))
pygame.display.set_caption('Snake')
self.clock = pygame.time.Clock()
# init game state
self.direction = Direction.RIGHT
self.head = Point(self.w / 2, self.h / 2)
self.snake = [self.head,
Point(self.head.x - BLOCK_SIZE, self.head.y),
Point(self.head.x - (2 * BLOCK_SIZE), self.head.y)]
self.score = 0
self.food = None
self._place_food()
def _place_food(self):
x = random.randint(0, (self.w - BLOCK_SIZE) // BLOCK_SIZE) * BLOCK_SIZE
y = random.randint(0, (self.h - BLOCK_SIZE) // BLOCK_SIZE) * BLOCK_SIZE
self.food = Point(x, y)
if self.food in self.snake:
self._place_food()
def play_step(self, action):
# 2. move
self._move(action) # update the head
self.snake.insert(0, self.head)
# 3. check if game over
game_over = False
if self._is_collision():
game_over = True
return game_over, self.score
# 4. place new food or just move
if self.head == self.food:
self.score += 1
self._place_food()
print("yes")
else:
self.snake.pop()
# 5. update ui and clock
self._update_ui()
self.clock.tick(SPEED)
# 6. return game over and score
return game_over, self.score
def _is_collision(self):
# hits boundary
if self.head.x > self.w - BLOCK_SIZE or self.head.x < 0 or self.head.y > self.h - BLOCK_SIZE or self.head.y < 0:
print("boundary")
return True
# hits itself
if self.head in self.snake[1:]:
print("self")
return True
return False
def _update_ui(self):
self.display.fill(BLACK)
for pt in self.snake:
pygame.draw.rect(self.display, BLUE1, pygame.Rect(pt.x, pt.y, BLOCK_SIZE, BLOCK_SIZE))
pygame.draw.rect(self.display, BLUE2, pygame.Rect(pt.x + 4, pt.y + 4, 12, 12))
pygame.draw.rect(self.display, RED, pygame.Rect(self.food.x, self.food.y, BLOCK_SIZE, BLOCK_SIZE))
text = font.render("Score: " + str(self.score), True, WHITE)
self.display.blit(text, [0, 0])
pygame.display.flip()
def _move(self, direction):
x = self.head.x
y = self.head.y
move = (direction[0]-x, direction[1]-y) # direction - head
x += move[0]
y += move[1]
print(self.head.x, self.head.y)
self.head = Point(x, y)
if __name__ == '__main__':
#update algorithm so that snake gets fed in new information about boundary but same tail target (dont do this every first move of function, finish the moves while changing the boundaries and keeping the end goal the same
#change tail target when pervious tail position has been reached
game = SnakeGame()
game_over = False
score = 0
actions = []
end = None
# game loop
while True:
head, apple, body = get_state(game)
size = (game.w - 20, game.h - 20)
start = head
boundary = body[:-1] # boundary excludes head and tail
if not actions: # initialize first tail position
end = body[-1]
actions = longest_path(size, start, end, boundary)
action = actions[0]
if action == end:
end = body[-1]
game_over, score = game.play_step(action)
if game_over == True:
break
print("Game Over")
print('Final Score', score)
pygame.quit()