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March 10, 2024 02:29
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import pygame | |
import sys | |
import random | |
from pygame.math import Vector2 | |
class WormGame: | |
def __init__(self): | |
pygame.init() | |
self.screen_width = 600 | |
self.screen_height = 400 | |
self.screen = pygame.display.set_mode((self.screen_width, self.screen_height)) | |
self.clock = pygame.time.Clock() | |
self.worm = Worm(self) | |
self.food = Food(self) | |
self.running = True | |
self.score = 0 | |
self.consecutive_collisions = 0 # Track consecutive self-collisions | |
def run(self): | |
while self.running: | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
pygame.quit() | |
sys.exit() | |
if event.type == pygame.KEYDOWN: | |
self.food.move_food(event) | |
self.food.update_food_position() | |
self.worm.move_worm() | |
self.check_collision() | |
self.check_fail() | |
self.screen.fill((175, 215, 70)) | |
self.worm.draw_worm() | |
self.food.draw_food() | |
self.draw_score() | |
pygame.display.flip() | |
self.clock.tick(10) | |
def check_collision(self): | |
if self.worm.body[0] == self.food.pos: | |
self.food.randomize() | |
# Grow the worm by 2 blocks for each piece of food eaten | |
self.worm.add_block() | |
self.score += 1 | |
def check_fail(self): | |
# Reset consecutive collisions if no collision this tick | |
self_collision = False | |
for block in self.worm.body[1:]: | |
if block == self.worm.body[0]: | |
self_collision = True | |
self.consecutive_collisions += 1 | |
break | |
if not self_collision: | |
self.consecutive_collisions = 0 | |
# Game ends after 2 consecutive collisions and worm size is significant | |
if self.consecutive_collisions >= 3: | |
print(f"Game Over. Your worm got caught in a knot! Final Score: {self.score}") | |
self.running = False | |
def draw_score(self): | |
font = pygame.font.Font(None, 36) | |
score_text = font.render(f"Score: {self.score}", True, (56, 74, 12)) | |
self.screen.blit(score_text, (10, 10)) | |
class Worm: | |
def __init__(self, game): | |
self.game = game | |
self.body = [Vector2(5, 10), Vector2(4, 10), Vector2(3, 10)] | |
self.direction = Vector2(1, 0) | |
self.new_block = False | |
self.cell_size = 20 | |
self.move_counter = 0 | |
self.move_frequency = 1 | |
def move_worm(self): | |
self.move_counter += 1 | |
if self.move_counter >= self.move_frequency: | |
self.update_direction() | |
if self.new_block: | |
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[:] | |
self.move_counter = 0 | |
def update_direction(self): | |
# Generate potential directions | |
potential_directions = [Vector2(1, 0), Vector2(-1, 0), Vector2(0, 1), Vector2(0, -1)] | |
safe_directions = [] | |
for dir in potential_directions: | |
new_head_position = self.body[0] + dir | |
if not self.is_collision(new_head_position): | |
safe_directions.append(dir) | |
if safe_directions: | |
self.direction = random.choice(safe_directions) | |
else: | |
self.direction = Vector2(0, 0) # No safe move available | |
def is_collision(self, position): | |
return position in self.body or position.x < 0 or position.y < 0 or position.x >= self.game.screen_width / self.cell_size or position.y >= self.game.screen_height / self.cell_size | |
def draw_worm(self): | |
for block in self.body: | |
x_pos = int(block.x * self.cell_size) | |
y_pos = int(block.y * self.cell_size) | |
block_rect = pygame.Rect(x_pos, y_pos, self.cell_size, self.cell_size) | |
pygame.draw.rect(self.game.screen, (183,111,122), block_rect) | |
def add_block(self): | |
self.new_block = True | |
class Food: | |
def __init__(self, game): | |
self.game = game | |
self.pos = Vector2(10, 10) | |
self.direction = Vector2(0, 0) | |
self.cell_size = 20 | |
def update_food_position(self): | |
new_pos = self.pos + self.direction | |
if 0 <= new_pos.x < self.game.screen_width / self.cell_size and 0 <= new_pos.y < self.game.screen_height / self.cell_size: | |
self.pos = new_pos | |
def draw_food(self): | |
x_pos = int(self.pos.x * self.cell_size) | |
y_pos = int(self.pos.y * self.cell_size) | |
food_rect = pygame.Rect(x_pos, y_pos, self.cell_size, self.cell_size) | |
pygame.draw.rect(self.game.screen, (126,166,114), food_rect) | |
def move_food(self, event): | |
if event.key == pygame.K_UP: | |
self.direction = Vector2(0, -1) | |
elif event.key == pygame.K_DOWN: | |
self.direction = Vector2(0, 1) | |
elif event.key == pygame.K_LEFT: | |
self.direction = Vector2(-1, 0) | |
elif event.key == pygame.K_RIGHT: | |
self.direction = Vector2(1, 0) | |
def randomize(self): | |
self.pos = Vector2(random.randint(0, self.game.screen_width // self.cell_size - 1), random.randint(0, self.game.screen_height // self.cell_size - 1)) | |
if __name__ == '__main__': | |
game = WormGame() | |
game.run() |
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