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snake.py
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from pickle import TRUE
from matplotlib.pyplot import draw
import pygame
import sys
import random
from pygame.math import Vector2
class SNAKE:
def __init__(self):
pygame.display.set_caption("El jueguito de la serpiente pa chucho")
self.body = [Vector2(5, 10), Vector2(4, 10), Vector2(3, 10)]
self.direction = Vector2(0, 0)
self.new_block = False
self.head_up = pygame.image.load(
'Graphics/head_up.png').convert_alpha()
self.head_down = pygame.image.load(
'Graphics/head_down.png').convert_alpha()
self.head_right = pygame.image.load(
'Graphics/head_right.png').convert_alpha()
self.head_left = pygame.image.load(
'Graphics/head_left.png').convert_alpha()
self.tail_up = pygame.image.load(
'Graphics/tail_up.png').convert_alpha()
self.tail_down = pygame.image.load(
'Graphics/tail_down.png').convert_alpha()
self.tail_right = pygame.image.load(
'Graphics/tail_right.png').convert_alpha()
self.tail_left = pygame.image.load(
'Graphics/tail_left.png').convert_alpha()
self.body_vertical = pygame.image.load(
'Graphics/body_vertical.png').convert_alpha()
self.body_horizontal = pygame.image.load(
'Graphics/body_horizontal.png').convert_alpha()
self.body_tr = pygame.image.load(
'Graphics/body_tr.png').convert_alpha()
self.body_tl = pygame.image.load(
'Graphics/body_tl.png').convert_alpha()
self.body_br = pygame.image.load(
'Graphics/body_br.png').convert_alpha()
self.body_bl = pygame.image.load(
'Graphics/body_bl.png').convert_alpha()
self.crunch_sound = pygame.mixer.Sound('Sound/Comer.mp3')
print(type(self.crunch_sound))
def draw_snake(self):
self.update_head_graphics()
self.update_tail_graphics()
for index, block in enumerate(self.body):
x_pos = int(block.x * cell_size)
y_pos = int(block.y * cell_size)
block_rect = pygame.Rect(x_pos, y_pos, cell_size, cell_size)
if index == 0:
screen.blit(self.head, block_rect)
elif index == len(self.body) - 1:
screen.blit(self.tail, block_rect)
else:
previous_block = self.body[index + 1] - block
next_block = self.body[index - 1] - block
if previous_block.x == next_block.x:
screen.blit(self.body_vertical, block_rect)
elif previous_block.y == next_block.y:
screen.blit(self.body_horizontal, block_rect)
else:
if previous_block.x == -1 and next_block.y == -1 or previous_block.y == -1 and next_block.x == -1:
screen.blit(self.body_tl, block_rect)
elif previous_block.x == -1 and next_block.y == 1 or previous_block.y == 1 and next_block.x == -1:
screen.blit(self.body_bl, block_rect)
elif previous_block.x == 1 and next_block.y == -1 or previous_block.y == -1 and next_block.x == 1:
screen.blit(self.body_tr, block_rect)
elif previous_block.x == 1 and next_block.y == 1 or previous_block.y == 1 and next_block.x == 1:
screen.blit(self.body_br, block_rect)
def update_head_graphics(self):
head_relation = self.body[1] - self.body[0]
if head_relation == Vector2(1, 0):
self.head = self.head_left
elif head_relation == Vector2(-1, 0):
self.head = self.head_right
elif head_relation == Vector2(0, 1):
self.head = self.head_up
elif head_relation == Vector2(0, -1):
self.head = self.head_down
def update_tail_graphics(self):
# El -1 es la ultima posición del vector, el -2 el ante penultimo
tail_relation = self.body[-2] - self.body[-1]
if tail_relation == Vector2(1, 0):
self.tail = self.tail_left
elif tail_relation == Vector2(-1, 0):
self.tail = self.tail_right
elif tail_relation == Vector2(0, 1):
self.tail = self.tail_up
elif tail_relation == Vector2(0, -1):
self.tail = self.tail_down
def move_snake(self):
if self.new_block == True:
body_copy = self.body[:]
body_copy.insert(0, body_copy[0] + self.direction)
self.body = body_copy[:]
self.new_block = False
else:
body_copy = self.body[:-1]
body_copy.insert(0, body_copy[0] + self.direction)
self.body = body_copy[:]
def add_block(self):
self.new_block = True # Bandera, es como un condicional implicito jeje
def play_crunch_sound(self):
self.crunch_sound.play()
def reset(self):
self.body = [Vector2(5, 10), Vector2(4, 10), Vector2(3, 10)]
self.direction = Vector2(0, 0)
class FRUIT:
contador_comida = 0 # La cantidad de veces que come :p
def __init__(self):
self.randomize()
print(type(self.randomize))
def draw_fruit(self):
# Manzana
fruit_rect = pygame.Rect(
int(self.pos.x * cell_size), int(self.pos.y * cell_size), cell_size, cell_size)
screen.blit(apple, fruit_rect)
def draw_fruit2(self):
# Sandia
fruit_rect2 = pygame.Rect(
int(self.pos.x * cell_size), int(self.pos.y * cell_size), cell_size, cell_size)
screen.blit(sandia, fruit_rect2)
def draw_fruit3(self):
# Coco
fruit_rect3 = pygame.Rect(
int(self.pos.x * cell_size), int(self.pos.y * cell_size), cell_size, cell_size)
screen.blit(coco, fruit_rect3)
def draw_fruit4(self):
# Pescado
fruit_rect4 = pygame.Rect(
int(self.pos.x * cell_size), int(self.pos.y * cell_size), cell_size, cell_size)
screen.blit(pescado, fruit_rect4)
def randomize(self):
self.x = random.randint(0, cell_number - 1)
self.y = random.randint(0, cell_number - 1)
self.pos = Vector2(self.x, self.y)
class MAIN:
def __init__(self):
self.snake = SNAKE()
self.fruit = FRUIT()
print(type(self.snake))
def update(self):
self.snake.move_snake()
self.check_collision()
self.check_fail()
def draw_elements(self):
self.draw_grass() # El draw_grass es para imprimir las frutas en pantalla
if FRUIT.contador_comida % 6 == 1:
self.fruit.draw_fruit3()
elif FRUIT.contador_comida % 8 == 1: # elif se usa para una secuancia como de preguntas, va evaluando
self.fruit.draw_fruit2()
elif FRUIT.contador_comida % 5 == 1:
self.fruit.draw_fruit4()
else:
self.fruit.draw_fruit() # else es un si no cumple nada, pues haga eso ultimo
self.snake.draw_snake()
self.draw_score()
def check_collision(self):
if self.fruit.pos == self.snake.body[0]:
FRUIT.contador_comida += 1 # Si la cabeza de la serpiente es igual a la posición de la fruta, aumentar uno en el contador
self.fruit.randomize() # QUE APAREZCA UNA FRUTA EN UN LUGAR RANDOM
self.snake.add_block() # AÑADIR PARTE AL CUERPO DE LA SERPIENTE
self.snake.play_crunch_sound() # REPRODUCIR EL SONIDO DE COMER
def check_fail(self):
# si el cuerpo no es mayor o igual a 0
if not 0 <= self.snake.body[0].x < cell_number or not 0 <= self.snake.body[0].y < cell_number:
self.game_over()
# el 1: es la excepcion de los array, no va a traer la primera posicion de los vectores
for block in self.snake.body[1:]:
if block == self.snake.body[0]:
self.game_over()
def game_over(self):
self.snake.reset()
def draw_grass(self):
grass_color = (172, 201, 176) # colores de fondo
for row in range(cell_number):
if row % 2 == 0:
for col in range(cell_number): # Si fuera par
if col % 2 == 0:
grass_rect = pygame.Rect(
col * cell_size, row * cell_size, cell_size, cell_size)
pygame.draw.rect(screen, grass_color, grass_rect)
else: # Si no es par
for col in range(cell_number):
if col % 2 != 0: # "!=" no es igual
grass_rect = pygame.Rect(
col * cell_size, row * cell_size, cell_size, cell_size)
pygame.draw.rect(screen, grass_color, grass_rect)
def draw_score(self):
# ACÁ SE IMPRIME EL LARGO DE LA SERPIENTE
score_text = str(len(self.snake.body) - 3)
score_surface = game_font.render(score_text, True, (23, 32, 42))
score_x = int(cell_size * cell_number - 40)
score_y = int(cell_size * cell_number - 70)
score_rect = score_surface.get_rect(center=(score_x, score_y))
apple_rect = apple.get_rect(
midright=(score_rect.left, score_rect.centery))
bg_rect = pygame.Rect(apple_rect.left, apple_rect.top,
apple_rect.width + score_rect.width + 6, apple_rect.height)
screen.blit(score_surface, score_rect)
screen.blit(apple, apple_rect)
screen.blit(apple, apple_rect)
WHITE = (255, 255, 255) # color de la letra
def draw_text(surface, text, size, x, y):
font = pygame.font.SysFont("serif", size) # Serif es un tipo de letra
text_surface = font.render(text, True, WHITE) # Letra blanca
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y) # Que aparezca entre mid y top (posición)
surface.blit(text_surface, text_rect) # grenerar el recuadro de menú
def Pricipal():
pygame.display.set_caption("El jueguito de la serpiente pa chucho")
screen.blit(fondo, [0, 0])
draw_text(screen, "Snake para chucho", 80, 340, 240)
draw_text(screen, "Daniel Camilo Lasso Castañeda", 30, 340, 320)
draw_text(screen, "Santiago Quintero Grisales", 30, 340, 350)
pygame.display.flip() # nos muestra la interfaz completa
waiting = TRUE # con waiting, estamos diciendole al programa que espere a que cuando se pulse una tecla, inicie el juego, antes no
while waiting:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.KEYUP:
waiting = False
# Inicializa el modulo de mixer, el cual es el de sonido para poder aplicar los efectos del sonido
pygame.mixer.pre_init(44100, -16, 2, 512)
pygame.init()
cell_size = 30 # tamaño de las celdas
cell_number = 23 # numero de celdas
screen = pygame.display.set_mode(
(cell_number * cell_size, cell_number * cell_size)) # Tamaño en la pantalla
clock = pygame.time.Clock() # clock hace referencia a los fps
apple = pygame.image.load('Comida/ManzanaMc.png').convert_alpha()
apple = pygame.transform.scale(apple, (40, 40))
sandia = pygame.image.load('Comida/SandiaMc.png').convert_alpha()
sandia = pygame.transform.scale(sandia, (40, 40))
coco = pygame.image.load('Comida/CocoMc.png').convert_alpha()
coco = pygame.transform.scale(coco, (40, 40))
pescado = pygame.image.load('Comida/PescadoMc.png').convert_alpha()
pescado = pygame.transform.scale(pescado, (40, 40))
# acá definimos el fondo de la pantalla emergente
fondo = pygame.image.load("Graphics/fondo_rojo.jpg")
# REDIMENSIONAMOS tamaño de la imagen
fondo = pygame.transform.scale(fondo, (1000, 800))
game_font = pygame.font.Font('Font/PoetsenOne-Regular.ttf', 25)
SCREEN_UPDATE = pygame.USEREVENT # userevent es una funcion especial de pygame
# Hace referencia a la velocidad de la serpiente, entre mas valor mas lento, y entre mas bajo, mas rapido
pygame.time.set_timer(SCREEN_UPDATE, 85)
Pricipal() # Llamamos a la función pricipal para que salga la interfáz tipo menú
main_game = MAIN()
while True:
for event in pygame.event.get():
# Si el tipo de evento es igual a quitar, entonces que cierre el juego.
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == SCREEN_UPDATE:
main_game.update()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
if main_game.snake.direction.y != 1:
main_game.snake.direction = Vector2(0, -1)
if event.key == pygame.K_RIGHT:
if main_game.snake.direction.x != -1:
main_game.snake.direction = Vector2(1, 0)
if event.key == pygame.K_DOWN:
if main_game.snake.direction.y != -1:
main_game.snake.direction = Vector2(0, 1)
if event.key == pygame.K_LEFT:
if main_game.snake.direction.x != 1:
main_game.snake.direction = Vector2(-1, 0)
screen.fill((26, 188, 156)) # COLORES DEL FONDO
main_game.draw_elements()
pygame.display.update()
clock.tick(60) # FPS A LOS QUE VA A CORRER EL JUEGO