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snake.py
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# https://www.youtube.com/watch?v=AY9MnQ4x3zk Tutorial used for PyGame
from math import sin
import pygame
from sys import exit
import random
# Some functions and classes are seperated into a different file for readability
from vectors import *
# Window setup
width = 1280
height = 720
margin = 75 # Border where items can't spawn
pygame.init()
screen = pygame.display.set_mode((width,height))
pygame.display.set_caption('Snake')
clock = pygame.time.Clock()
# Game variables
global player_dead
player_dead = False
global scale
scale = 3 # Global sprite scaling
# Load highscore from save
highscore = 0
try:
with open('highscore.txt', 'r') as f:
highscore = int(f.read())
print(f'Previous highscore: {highscore}')
except:
print('No highscores saved.')
with open('highscore.txt', 'w') as f:
f.write('0')
global score
score = 0
global dt
global player_invulnerability
elapsedTime = 0
player_invulnerability = 0 # Was used to fix collision bug
# region Sprites
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.frame = 0
self.animating = False
self.spritesheet = pygame.image.load('sprites/headspritesheet.png').convert_alpha()
self.size = self.spritesheet.get_size()
self.spritesheet = pygame.transform.scale(self.spritesheet, (self.size[0]*scale, self.size[1]*scale))
self.image = self.spritesheet.subsurface((0, 0, 16 * scale, 16 * scale))
self.rect = self.image.get_rect(center=(width/2, height/2))
self.pos = Vector2(self.rect.x, self.rect.y)
self.oldPos = Vector2(self.pos.x - 1, self.pos.y)
self.dir = Vector2.Zero()
self.newDir = Vector2.Zero()
self.mvmtSpeed = 285
self.mouseInfluence = .11
self.bodyParts = []
self.partDistance = 14 * scale # Distance between two BodyPieces
self.radius = self.rect.width / 2 # Collision radius
self.dead = False
self.followMouse = True
self.timeOfDeath = 0
self.deathSound = pygame.mixer.Sound('audio/death.wav')
self.deathSound.set_volume(0.25)
def reset(self):
self.followMouse = False
self.dead = False
self.animating = False
self.bodyParts = []
playerBody.empty()
self.rect = self.image.get_rect(center=(width/2, height/2))
self.pos = Vector2(self.rect.x, self.rect.y)
self.oldPos = Vector2(self.pos.x - 1, self.pos.y)
self.dir = Vector2.Zero()
self.newDir = Vector2.Zero()
self.mvmtSpeed = 285
self.frame = 0
self.image = self.spritesheet.subsurface(
(int(self.frame) * 16 * scale, 0, 16 * scale, 16 * scale))
def explode(self):
self.animating = True
for part in self.bodyParts:
part.explode()
def animate(self, dt):
if self.frame < 7:
self.frame += dt * 10
self.frame = min(self.frame, 7)
self.image = self.spritesheet.subsurface((int(self.frame) * 16 * scale, 0, 16 * scale, 16 * scale)) # Find correct frame in spritesheet
def menu(self):
self.reset()
self.followMouse = True
for i in range(6):
self.addPart()
def resize(self, r_scale):
self.size = self.image.get_size()
self.image = pygame.transform.scale(self.image, (self.size[0]*r_scale, self.size[1]*r_scale))
self.rect = self.image.get_rect(center=(width/2, height/2))
def addPart(self):
part = self.BodyPiece(len(self.bodyParts) + 1) # New body instance
self.bodyParts.append(part)
# Assign instance to spritelayer with layer sorting
playerBody.add(part, layer=90 - len(self.bodyParts))
# Calculate position for new BodyPiece
if len(self.bodyParts) > 1:
prevPart = self.bodyParts[len(self.bodyParts) - 2]
prevPart2 = self.bodyParts[len(
self.bodyParts) - 3] if len(self.bodyParts) > 2 else self
dir = (prevPart2.pos - prevPart.pos).normalize()
part.pos = prevPart.pos - dir * self.partDistance
else:
part.pos = self.pos - self.dir * self.partDistance * 1.25
self.mvmtSpeed += 20 # Increase speed after each body part
def onDeath(self, elapsedTime):
if not self.dead:
self.mvmtSpeed = 0
self.dead = True
self.timeOfDeath = elapsedTime
pygame.mixer.Channel(0).play(self.deathSound)
pygame.mixer.music.fadeout(200)
print(f'You died! Score: {score}')
# Calculate position for each BodyPiece
def simulateBody(self):
for i, part in enumerate(self.bodyParts):
prevPart = self.bodyParts[i - 1] if i > 0 else self
dir = (prevPart.pos - part.pos).normalize() if prevPart is not self else (
prevPart.pos - part.pos).normalize() * 1.25
part.pos = prevPart.pos - dir * self.partDistance
part.update()
def update(self, dt):
if self.animating:
self.animate(dt)
x, y = pygame.mouse.get_pos()
mousePos = Vector2(x, y) - Vector2(self.rect.width / 2, self.rect.height / 2)
mouseDir = (self.pos - mousePos).normalize() # Normalized direction between previous and current frame
self.dir = (self.pos - self.oldPos).normalize()
self.oldPos = self.pos
self.newDir = Vector2.Lerp(self.dir, -mouseDir, self.mouseInfluence) * self.mvmtSpeed
self.pos = self.pos + self.newDir * dt if not self.followMouse else mousePos
self.rect.x = self.pos.x
self.rect.y = self.pos.y
self.simulateBody()
class BodyPiece(pygame.sprite.Sprite):
def __init__(self, animOffset=0):
super().__init__()
self.frame = -animOffset / 2
self.animating = False
self.spritesheet = pygame.image.load('sprites/bodyspritesheet.png').convert_alpha()
self.size = self.spritesheet.get_size()
self.spritesheet = pygame.transform.scale(self.spritesheet, (self.size[0]*scale, self.size[1]*scale))
self.image = self.spritesheet.subsurface((0, 0, 16 * scale, 16 * scale))
self.rect = self.image.get_rect(center=(width/2, height/2))
self.pos = Vector2.Zero()
self.radius = self.rect.width / 2
def explode(self):
self.animating = True
def animate(self, dt):
if self.frame < 7:
self.frame += dt * 10
self.frame = min(self.frame, 7)
self.image = self.spritesheet.subsurface((int(max(self.frame, 0)) * 16 * scale, 0, 16 * scale, 16 * scale)) # Find correct frame in spritesheet
def resize(self, r_scale):
self.size = self.image.get_size()
self.image = pygame.transform.scale(self.image, (self.size[0]*r_scale, self.size[1]*r_scale))
self.rect = self.image.get_rect(center=(width/2, height/2))
def update(self):
self.rect.x = self.pos.x
self.rect.y = self.pos.y
if self.animating:
self.animate(dt)
class Apple(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.frame = 1
self.animating = False
self.spritesheet = pygame.image.load('sprites/applespritesheetshort.png').convert_alpha()
self.size = self.spritesheet.get_size()
self.spritesheet = pygame.transform.scale(self.spritesheet, (self.size[0]*scale, self.size[1]*scale))
self.image = self.spritesheet.subsurface((0, 0, 16 * scale, 16 * scale))
self.rect = self.image.get_rect(center=(random.uniform(0 + margin, width - margin), random.uniform(0 + margin, height - margin)))
self.newX, self.newY = self.rect.x, self.rect.y
self.sounds = [
pygame.mixer.Sound('audio/munch1.wav'),
pygame.mixer.Sound('audio/munch2.wav'),
pygame.mixer.Sound('audio/munch3.wav'),
pygame.mixer.Sound('audio/munch4.wav')]
self.eatSound = random.choice(self.sounds)
self.eatSound.set_volume(.2)
self.getSound = pygame.mixer.Sound('audio/appleGet.wav')
self.getSound.set_volume(.2)
def animate(self, dt):
global bombs
if self.frame < 3:
self.frame += dt * 15
self.frame = min(self.frame, 7)
self.image = self.spritesheet.subsurface((int(self.frame) * 16 * scale, 0, 16 * scale, 16 * scale))
if self.frame >= 3:
self.replace()
self.animating = False
self.frame = 1
self.image = self.spritesheet.subsurface((0, 0, 16 * scale, 16 * scale))
for bomb in bombs.sprites():
bomb.replace()
def eat(self):
global sfx
self.eatSound = random.choice(self.sounds)
self.eatSound.set_volume(0.2)
pygame.mixer.Channel(0).play(self.eatSound)
self.getSound.play() if sfx else None
self.animating = True
def resize(self, r_scale):
self.size = self.image.get_size()
self.image = pygame.transform.scale(
self.image, (self.size[0]*r_scale, self.size[1]*r_scale))
self.rect = self.image.get_rect(center=(width/2, height/2))
def replace(self):
self.rect = self.image.get_rect(center=(random.uniform(0 + margin, width - margin), random.uniform(0 + margin, height - margin))) # Random position within screen margins
self.newX, self.newY = self.rect.x, self.rect.y
def update(self, dt, time):
if self.animating:
self.animate(dt)
else:
self.rect.y = self.newY + sin(time * 5) * 4 # Sine wave animation
class Bomb(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.frame = 1
self.animating = False
self.spritesheet = pygame.image.load('sprites/bombsprites.png').convert_alpha()
self.size = self.spritesheet.get_size()
self.spritesheet = pygame.transform.scale(self.spritesheet, (self.size[0]*scale, self.size[1]*scale))
self.image = self.spritesheet.subsurface((0, 0, 16 * scale, 16 * scale))
self.rect = self.image.get_rect(center=(random.uniform(0 + margin, width - margin), random.uniform(0 + margin, height - margin)))
self.newX, self.newY = self.rect.x, self.rect.y
self.getSound = pygame.mixer.Sound('audio/bomb.wav')
self.getSound.set_volume(0.15)
self.radius = self.rect.width / 2
self.replace()
def resize(self, r_scale):
self.size = self.image.get_size()
self.image = pygame.transform.scale(self.image, (self.size[0]*r_scale, self.size[1]*r_scale))
self.rect = self.image.get_rect(center=(width/2, height/2))
def animate(self, dt):
if self.frame < 7:
self.frame += dt * 10
self.frame = min(self.frame, 7)
self.image = self.spritesheet.subsurface((int(self.frame) * 16 * scale, 0, 16 * scale, 16 * scale))
def explode(self):
self.animating = True
def replace(self):
while True:
newPos = self.image.get_rect(center=(random.uniform(0 + margin, width - margin), random.uniform(0 + margin, height - margin)))
if (abs(newPos.x - player.sprite.rect.x) > 100 and abs(newPos.y - player.sprite.rect.y) > 100) and (abs(newPos.x - apple.sprite.rect.x) > 64 and abs(newPos.y - apple.sprite.rect.y) > 64):
break
self.rect = newPos
self.newX, self.newY = self.rect.x, self.rect.y
def update(self, time, dt):
if self.animating:
self.animate(dt)
else:
self.rect.y = self.newY + sin(time * 5) * 4 # Sine wave animation
playerBody = pygame.sprite.LayeredUpdates()
player = pygame.sprite.GroupSingle()
player.add(Player())
apple = pygame.sprite.GroupSingle()
apple.add(Apple())
bombs = pygame.sprite.Group()
#endregion
# UI Text
font = 'sprites/Fonts/Square.ttf'
score_font = pygame.font.Font(font, 275)
score_text = score_font.render(str(score), True, 'White')
game_over_font = pygame.font.Font(font, 200)
game_over_text = game_over_font.render('Game Over', True, 'White')
score_details_font = pygame.font.Font(font, 50)
score_details_text = score_details_font.render(f"Score: {score} - Highscore: {highscore}", True, 'White')
paused_text = game_over_font.render('Paused', True, 'White')
bg = pygame.image.load("sprites/tilebgbig.png")
logoimg = pygame.image.load("sprites/UI/snakelogo.png")
logoimg = pygame.transform.scale(logoimg, (logoimg.get_width()*3, logoimg.get_height()*3))
logo = pygame.Surface(logoimg.get_size())
# Scene management
inGame = False
transitioning = False
transitionForward = True
transitionRadius = 0
# Game initialization
pygame.mixer.music.load('audio/music.wav')
pygame.mixer.music.set_volume(0.08)
pygame.mixer.music.play(-1)
pygame.mixer.Channel(0).set_volume(1)
for i in range(6):
player.sprite.addPart()
#region Custom button implementation
menu_switch_ignore = False # Prevents looping through menus
class Button():
def __init__(self, x, y, inactive_image, active_image, scale, onClick, key=None):
self.size = inactive_image.get_size()
self.inactive_image = pygame.transform.scale(inactive_image, (self.size[0]*scale, self.size[1]*scale)).convert_alpha()
self.active_image = pygame.transform.scale(active_image, (self.size[0]*scale, self.size[1]*scale)).convert_alpha()
self.inactive_image.set_alpha(225)
self.active_image.set_alpha(225)
self.image = pygame.transform.scale(self.inactive_image, self.inactive_image.get_size()).convert_alpha()
self.rect = self.image.get_rect(center=(x, y))
self.btnOverlay = pygame.Surface((self.size[0]*scale, self.size[1]*scale))
self.btnOverlay.set_alpha(0)
self.btnOverlay.fill((0, 0, 0))
self.hover = False
self.mouseDown = False
self.toggleActive = False
self.ignoreMouse = False
self.onClick = onClick
self.key = key
self.clickSound = pygame.mixer.Sound('audio/click.wav')
self.hoverSound = pygame.mixer.Sound('audio/hover.wav')
self.clickSound.set_volume(0.35)
self.hoverSound.set_volume(0.35)
def setActive(self, active):
self.toggleActive = active
self.image = self.active_image if active else self.inactive_image
def update(self):
global menu_switch_ignore
mousePos = pygame.mouse.get_pos()
# Hover effect
if self.rect.collidepoint(mousePos):
self.btnOverlay.set_alpha(30)
if not self.hover:
self.hover = True
pygame.mixer.Channel(0).play(self.hoverSound)
else:
self.btnOverlay.set_alpha(0)
self.hover = False
# Ignore mouse if mousedown started outside of button
if pygame.mouse.get_pressed()[0]:
if not self.rect.collidepoint(mousePos) or menu_switch_ignore:
self.ignoreMouse = True
else:
self.ignoreMouse = False
# Button clicked
if ((self.rect.collidepoint(mousePos) and pygame.mouse.get_pressed()[0]) or (pygame.key.get_pressed()[self.key] if self.key else False)) and not self.ignoreMouse:
self.btnOverlay.set_alpha(60) # Click effect
if not self.mouseDown:
self.onClick()
self.mouseDown = True
self.toggleActive = not self.toggleActive
self.image = self.active_image if self.toggleActive else self.inactive_image
pygame.mixer.Channel(0).play(self.clickSound)
else:
if self.mouseDown:
self.mouseDown = False
self.btnOverlay.set_alpha(0)
def draw(self):
screen.blit(self.image, self.rect)
screen.blit(self.btnOverlay, self.rect)
music = True
def ToggleMusic():
global music
music = not music
if pygame.mixer.music.get_busy():
pygame.mixer.music.fadeout(100)
else:
pygame.mixer.music.play(-1, 0, 100)
sfx = True
sfx_channel = pygame.mixer.Channel(0)
def ToggleSfx():
global sfx
sfx = not sfx
if sfx:
pygame.mixer.Channel(0).set_volume(1)
else:
pygame.mixer.Channel(0).set_volume(0)
paused = False
def TogglePause():
global paused
paused = not paused
def AddBomb():
global bombs
bombs.add(Bomb())
def OnPlay():
global transitioning, transitionForward
transitionForward = True
transitioning = True
def StartGame():
global inGame, score, player_invulnerability, elapsedTime, score_text, paused, score_details_text, transitioning
player.sprite.reset()
bombs.empty()
if music and not pygame.mixer.music.get_busy():
pygame.mixer.music.play(-1, 0, 100)
score = 0
player_invulnerability = 0
elapsedTime = 0
score_text = score_font.render(str(score), True, 'White')
score_details_text = score_details_font.render(f"Score: {score} - Highscore: {highscore}", True, 'White')
pause_button.setActive(False)
music_button.setActive(not music)
sound_button.setActive(not sfx)
paused = False
inGame = True
def QuitGame():
pygame.quit()
exit()
def OnMenu():
global transitioning, transitionForward, paused
transitionForward = False
transitioning = True
paused = True
def ToMenu():
global inGame, menu_switch_ignore, transitioning, transitionForward
player.sprite.menu()
if not pygame.mixer.music.get_busy() and music:
pygame.mixer.music.play(-1, 0, 100)
menu_switch_ignore = True
inGame = False
music_button = Button(width - 50, height - 50, pygame.image.load('sprites/UI/musicbtn.png'), pygame.image.load('sprites/UI/disabledbtn.png'), 4, ToggleMusic, pygame.K_m)
sound_button = Button(width - 125, height - 50, pygame.image.load('sprites/UI/soundbtn.png'), pygame.image.load('sprites/UI/disabledbtn.png'), 4, ToggleSfx, pygame.K_n)
pause_button = Button(width - 200, height - 50, pygame.image.load('sprites/UI/pausebtn.png'), pygame.image.load('sprites/UI/resumebtn.png'), 4, TogglePause, pygame.K_SPACE)
gameButtons = [music_button, sound_button, pause_button] # In-game buttons
play_button = Button(width/2, height/2 + 125, pygame.image.load('sprites/UI/playbtn.png'), pygame.image.load('sprites/UI/playbtn.png'), 5, OnPlay, pygame.K_RETURN)
quit_button = Button(width/2, height/2 + 250, pygame.image.load('sprites/UI/quitbtn.png'), pygame.image.load('sprites/UI/quitbtn.png'), 5, QuitGame, pygame.K_q)
menuButtons = [play_button, quit_button] # Main menu buttons
restart_button = Button(width/2, height/2 + 50, pygame.image.load('sprites/UI/playbtn.png'), pygame.image.load('sprites/UI/playbtn.png'), 5, StartGame, pygame.K_r)
menu_button = Button(width/2, height/2 + 150, pygame.image.load('sprites/UI/menubtn.png'), pygame.image.load('sprites/UI/menubtn.png'), 5, OnMenu, pygame.K_t)
gameOverButtons = [restart_button, menu_button, quit_button] # Game over & pause buttons
#endregion
# Check game collisions
def checkCollisions(elapsedTime):
global score, score_text, player_invulnerability, highscore, score_details_text
# Collisions with apples
if pygame.sprite.collide_rect(apple.sprite, player.sprite) and not apple.sprite.animating:
apple.sprite.eat()
player.sprite.addPart()
score += 1
score_text = score_font.render(str(score), True, 'White')
player_invulnerability = 0
if score > highscore:
highscore = score
with open("highscore.txt", "w") as f:
f.write(str(highscore))
score_details_text = score_details_font.render(f"Score: {score} - Highscore: {highscore}", True, 'White')
# Every 4 apples, add a bomb
if(score % 4 == 0):
AddBomb()
# Collisions with bombs
collidedBomb = pygame.sprite.spritecollideany(player.sprite, bombs, collided=pygame.sprite.collide_circle)
if bombs and collidedBomb:
player.sprite.onDeath(elapsedTime)
player.sprite.explode()
collidedBomb.explode()
# Collisions with body
elif pygame.sprite.spritecollideany(player.sprite, playerBody, collided=pygame.sprite.collide_circle) and player_invulnerability < 0:
player.sprite.onDeath(0)
# Collisions with window borders
if(player.sprite.pos.x > width - 10 or player.sprite.pos.x < -10 or player.sprite.pos.y > height - 10 or player.sprite.pos.y < -10):
player.sprite.onDeath(0)
# Game loop
def game(elapsedTime, dt):
global player_invulnerability, paused, transitioning, transitionRadius, transitionForward, player
if transitioning:
screen.blit(bg, (0, 0))
screen.blit(score_text, score_text.get_rect(center = (width/2,height/2 + sin(elapsedTime * 30) * 8 + 30)))
apple.draw(screen)
player.draw(screen)
for button in gameButtons:
button.update()
button.draw()
# Transition from and to menu
transitionRadius -= 1500 * dt if transitionForward else -2000 * dt
if transitionRadius <= 0:
transitioning = False
transitionRadius = 0
elif transitionRadius >= width * 1.1:
transitionRadius = width
ToMenu()
pygame.draw.circle(screen, '#5fd038', (player.sprite.pos.x, player.sprite.pos.y), transitionRadius, 0)
else:
if not paused:
player_invulnerability -= dt
screen.blit(bg, (0,0))
player.update(dt)
if not player.sprite.dead:
checkCollisions(elapsedTime)
screen.blit(score_text, score_text.get_rect(center = (width/2,height/2 + sin(elapsedTime * 5) * 8 + 30)))
apple.update(dt, elapsedTime)
apple.draw(screen)
bombs.update(elapsedTime, dt)
bombs.draw(screen)
playerBody.draw(screen)
player.draw(screen)
if player.sprite.dead and (elapsedTime - player.sprite.timeOfDeath >= 1):
screen.blit(game_over_text, game_over_text.get_rect(center = (width/2,height/2 - 150)))
screen.blit(score_details_text, score_details_text.get_rect(center = (width/2,height/2 - 40)))
for button in gameOverButtons:
button.update()
button.draw()
if not player.sprite.dead:
for button in gameButtons:
button.update()
button.draw()
if paused:
screen.blit(paused_text, paused_text.get_rect(center = (width/2,height/2 - 150)))
for button in gameOverButtons:
button.update()
button.draw()
# Menu loop
def menu(elapsedTime, dt):
global transitionRadius, transitioning, inGame, menu_switch_ignore, transitionForward
# Scrolling background
offset = (elapsedTime * -30) % 256 - 256
screen.blit(bg, (offset, offset))
screen.blit(logoimg, logo.get_rect(center = (width/2,height/2 - 100)))
player.update(dt)
playerBody.draw(screen)
player.draw(screen)
for button in menuButtons:
button.update()
button.draw()
# Transition from and to game
if transitioning:
pygame.draw.circle(screen, '#5fd038', (player.sprite.pos.x, player.sprite.pos.y), transitionRadius, 0)
transitionRadius += 2000 * dt if transitionForward else -1500 * dt
if transitionRadius > width * 1.1:
transitionRadius = width
StartGame()
elif transitionRadius < 0:
transitionRadius = 0
transitioning = False
menu_switch_ignore = False
# Main loop
while True:
dt = clock.get_time() / 1000 # Delta-time since last update
elapsedTime += dt
for event in pygame.event.get():
if event.type == pygame.QUIT:
QuitGame()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
QuitGame()
if inGame:
game(elapsedTime, dt)
else:
menu(elapsedTime, dt)
pygame.display.update()
clock.tick(60)