import random, pygame, sys from pygame.locals import * FPS = 15 WINDOWWIDTH = 640 WINDOWHEIGHT = 480 CELLSIZE = 20 assert WINDOWWIDTH % CELLSIZE == 0, "Window width must be a multiple of cell size." assert WINDOWHEIGHT % CELLSIZE == 0, "Window height must be a multiple of cell size." CELLWIDTH = int(WINDOWWIDTH / CELLSIZE) CELLHEIGHT = int(WINDOWHEIGHT / CELLSIZE) # R G B WHITE = (255, 255, 255) BLACK = ( 0, 0, 0) RED = (255, 0, 0) GREEN = ( 0, 255, 0) DARKGREEN = ( 0, 155, 0) DARKGRAY = ( 40, 40, 40) BGCOLOR = BLACK UP = 'up' DOWN = 'down' LEFT = 'left' RIGHT = 'right' HEAD = 0 # syntactic sugar: index of the worm's head def main(): global FPSCLOCK, DISPLAYSURF, BASICFONT pygame.init() FPSCLOCK = pygame.time.Clock() DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) BASICFONT = pygame.font.Font('freesansbold.ttf', 18) pygame.display.set_caption('Wormy') showStartScreen() while True: runGame() showGameOverScreen() def runGame(): # Set a random start point. startx = random.randint(5, CELLWIDTH - 6) starty = random.randint(5, CELLHEIGHT - 6) wormCoords = [{'x': startx, 'y': starty}, {'x': startx - 1, 'y': starty}, {'x': startx - 2, 'y': starty}] direction = RIGHT # Start the apple in a random place. apple = getRandomLocation() while True: # main game loop for event in pygame.event.get(): # event handling loop if event.type == QUIT: terminate() elif event.type == KEYDOWN: if (event.key == K_LEFT or event.key == K_a) and direction != RIGHT: direction = LEFT elif (event.key == K_RIGHT or event.key == K_d) and direction != LEFT: direction = RIGHT elif (event.key == K_UP or event.key == K_w) and direction != DOWN: direction = UP elif (event.key == K_DOWN or event.key == K_s) and direction != UP: direction = DOWN elif event.key == K_ESCAPE: terminate() # check if the worm has hit itself or the edge if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or wormCoords[HEAD]['y'] == CELLHEIGHT: return # game over for wormBody in wormCoords[1:]: if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']: return # game over # check if worm has eaten an apply if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']: # don't remove worm's tail segment apple = getRandomLocation() # set a new apple somewhere else: del wormCoords[-1] # remove worm's tail segment # move the worm by adding a segment in the direction it is moving if direction == UP: newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] - 1} elif direction == DOWN: newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] + 1} elif direction == LEFT: newHead = {'x': wormCoords[HEAD]['x'] - 1, 'y': wormCoords[HEAD]['y']} elif direction == RIGHT: newHead = {'x': wormCoords[HEAD]['x'] + 1, 'y': wormCoords[HEAD]['y']} wormCoords.insert(0, newHead) DISPLAYSURF.fill(BGCOLOR) drawGrid() drawWorm(wormCoords) drawApple(apple) drawScore(len(wormCoords) - 3) pygame.display.update() FPSCLOCK.tick(FPS) def drawPressKeyMsg(): pressKeySurf = BASICFONT.render('Press a key to play.', True, DARKGRAY) pressKeyRect = pressKeySurf.get_rect() pressKeyRect.topleft = (WINDOWWIDTH - 200, WINDOWHEIGHT - 30) DISPLAYSURF.blit(pressKeySurf, pressKeyRect) # KRT 14/06/2012 rewrite event detection to deal with mouse use def checkForKeyPress(): for event in pygame.event.get(): if event.type == QUIT: #event is quit terminate() elif event.type == KEYDOWN: if event.key == K_ESCAPE: #event is escape key terminate() else: return event.key #key found return with it # no quit or key events in queue so return None return None def showStartScreen(): titleFont = pygame.font.Font('freesansbold.ttf', 100) titleSurf1 = titleFont.render('Wormy!', True, WHITE, DARKGREEN) titleSurf2 = titleFont.render('Wormy!', True, GREEN) degrees1 = 0 degrees2 = 0 #KRT 14/06/2012 rewrite event detection to deal with mouse use pygame.event.get() #clear out event queue while True: DISPLAYSURF.fill(BGCOLOR) rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1) rotatedRect1 = rotatedSurf1.get_rect() rotatedRect1.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2) DISPLAYSURF.blit(rotatedSurf1, rotatedRect1) rotatedSurf2 = pygame.transform.rotate(titleSurf2, degrees2) rotatedRect2 = rotatedSurf2.get_rect() rotatedRect2.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2) DISPLAYSURF.blit(rotatedSurf2, rotatedRect2) drawPressKeyMsg() #KRT 14/06/2012 rewrite event detection to deal with mouse use if checkForKeyPress(): return pygame.display.update() FPSCLOCK.tick(FPS) degrees1 += 3 # rotate by 3 degrees each frame degrees2 += 7 # rotate by 7 degrees each frame def terminate(): pygame.quit() sys.exit() def getRandomLocation(): return {'x': random.randint(0, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)} def showGameOverScreen(): gameOverFont = pygame.font.Font('freesansbold.ttf', 150) gameSurf = gameOverFont.render('Game', True, WHITE) overSurf = gameOverFont.render('Over', True, WHITE) gameRect = gameSurf.get_rect() overRect = overSurf.get_rect() gameRect.midtop = (WINDOWWIDTH / 2, 10) overRect.midtop = (WINDOWWIDTH / 2, gameRect.height + 10 + 25) DISPLAYSURF.blit(gameSurf, gameRect) DISPLAYSURF.blit(overSurf, overRect) drawPressKeyMsg() pygame.display.update() pygame.time.wait(500) #KRT 14/06/2012 rewrite event detection to deal with mouse use pygame.event.get() #clear out event queue while True: if checkForKeyPress(): return #KRT 12/06/2012 reduce processor loading in gameover screen. pygame.time.wait(100) def drawScore(score): scoreSurf = BASICFONT.render('Score: %s' % (score), True, WHITE) scoreRect = scoreSurf.get_rect() scoreRect.topleft = (WINDOWWIDTH - 120, 10) DISPLAYSURF.blit(scoreSurf, scoreRect) def drawWorm(wormCoords): for coord in wormCoords: x = coord['x'] * CELLSIZE y = coord['y'] * CELLSIZE wormSegmentRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE) pygame.draw.rect(DISPLAYSURF, DARKGREEN, wormSegmentRect) wormInnerSegmentRect = pygame.Rect(x + 4, y + 4, CELLSIZE - 8, CELLSIZE - 8) pygame.draw.rect(DISPLAYSURF, GREEN, wormInnerSegmentRect) def drawApple(coord): x = coord['x'] * CELLSIZE y = coord['y'] * CELLSIZE appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE) pygame.draw.rect(DISPLAYSURF, RED, appleRect) def drawGrid(): for x in range(0, WINDOWWIDTH, CELLSIZE): # draw vertical lines pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, WINDOWHEIGHT)) for y in range(0, WINDOWHEIGHT, CELLSIZE): # draw horizontal lines pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (WINDOWWIDTH, y)) if __name__ == '__main__': main()
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