CODE:
import pygame,sys
import time
import random
pygame.init()
white = (255,255,255)
black = (100,0,0)
red = (255,0,0)
window_width = 800
window_height = 600
gameDisplay = pygame.display.set_mode((window_width,window_height))
pygame.display.set_caption('slither')
clock = pygame.time.Clock()
FPS = 5
blockSize = 20
noPixel = 0
'''
sizeGrd = window_width // blockSize
row = 0
col = 0
for nextline in range(sizeGrd):
'''
def myquit():
''' Self explanatory '''
pygame.quit()
sys.exit(0)
font = pygame.font.SysFont(None, 25, bold=True)
def drawGrid():
sizeGrd = window_width // blockSize
def snake(blockSize, snakelist):
#x = 250 - (segment_width + segment_margin) * i
for size in snakelist:
pygame.draw.rect(gameDisplay, black,[size[0]+5,size[1],blockSize,blockSize],2)
def message_to_screen(msg, color):
screen_text = font.render(msg, True, color)
gameDisplay.blit(screen_text, [window_width/2, window_height/2])
def gameLoop():
gameExit = False
gameOver = False
lead_x = window_width/2
lead_y = window_height/2
change_pixels_of_x = 0
change_pixels_of_y = 0
snakelist = []
snakeLength = 1
randomAppleX = round(random.randrange(0, window_width-blockSize)/10.0)*10.0
randomAppleY = round(random.randrange(0, window_height-blockSize)/10.0)*10.0
while not gameExit:
while gameOver == True:
gameDisplay.fill(white)
message_to_screen("Game over, press c to play again or Q to quit", red)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameOver = False
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
gameExit = True
gameOver = False
if event.key == pygame.K_c:
gameLoop()
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
myquit()
leftArrow = event.key == pygame.K_LEFT
rightArrow = event.key == pygame.K_RIGHT
upArrow = event.key == pygame.K_UP
downArrow = event.key == pygame.K_DOWN
if leftArrow:
change_pixels_of_x = -blockSize
change_pixels_of_y = noPixel
elif rightArrow:
change_pixels_of_x = blockSize
change_pixels_of_y = noPixel
elif upArrow:
change_pixels_of_y = -blockSize
change_pixels_of_x = noPixel
elif downArrow:
change_pixels_of_y = blockSize
change_pixels_of_x = noPixel
if lead_x >= window_width or lead_x < 0 or lead_y >= window_height or lead_y < 0:
gameOver = True
lead_x += change_pixels_of_x
lead_y += change_pixels_of_y
gameDisplay.fill(white)
AppleThickness = 20
print([int(randomAppleX),int(randomAppleY),AppleThickness,AppleThickness])
pygame.draw.rect(gameDisplay, red, [randomAppleX,randomAppleY,AppleThickness,AppleThickness])
allspriteslist = []
allspriteslist.append(lead_x)
allspriteslist.append(lead_y)
snakelist.append(allspriteslist)
if len(snakelist) > snakeLength:
del snakelist[0]
for eachSegment in snakelist [:-1]:
if eachSegment == allspriteslist:
gameOver = True
snake(blockSize, snakelist)
pygame.display.update()
if lead_x >= randomAppleX and lead_x <= randomAppleX + AppleThickness:
if lead_y >= randomAppleY and lead_y <= randomAppleY + AppleThickness:
randomAppleX = round(random.randrange(0, window_width-blockSize)/10.0)*10.0
randomAppleY = round(random.randrange(0, window_height-blockSize)/10.0)*10.0
snakeLength += 1
clock.tick(FPS)
pygame.quit()
quit()
gameLoop()
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