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snake_g.py
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snake_g.py
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#import
import turtle
import time
import random
delay= 0.1
#score
score = 00
high_score = 00
#screen
#tracer() This function is used to turn turtle animation on or off and set a delay for update drawings. Parameters: n: If n is given, only each n-th regular screen update is really performed
ws= turtle.Screen()
ws.title("Snake Game")
ws.bgcolor("yellow")
ws.setup(width=600, height=600)
ws.tracer(0)
#head
#penup or pu means pick pen up, so you can move turtle without leaving tracks. pendown or pd means pick pen down, so you can move the turtle and leave tracks.
#goto(x,y=none) #goto=navigator
head = turtle.Turtle()
head.speed(0)
head.shape("square")
head.color("black")
head.penup()
head.goto(0,0)
head.direction="stop"
#snake food
food = turtle.Turtle()
food.speed(0)
food.shape("square")
food.color("red")
food.penup()
head.goto(0,100)
segment=[]
#Segment is the simplest way to integrate analytics into your application
#scoreboard
sb = turtle.Turtle()
sb.speed(0)
sb.shape("square")
sb.color("black")
sb.penup()
sb.hideturtle()
sb.goto(0,260)
sb.write("score: 00, High score : 00", align="center", font=("ds-digital", 24, "normal"))
#functions
def go_up():
if head.derection != "down" :
head.direction = "up"
def go_down():
if head.direction != "up":
head.direction = "down"
def go_left():
if head.direction != "right":
head.direction= "left"
def go_right():
if head.direction != "left":
head.direction = "right"
#xcor() This function is used to return the turtle's x coordinate of the current position of turtle. It doesn't require any argument
def move():
if head.direction == "up":
y = head.ycor()
head.sety(y+20)
if head.direction == "down" :
y = head.ycor()
head.sety(y-20)
if head.direction == "left":
x = head.xcor()
head.setx(x+20)
if head.direction == "right":
x = head.xcor()
head.setx(x+20)
#Keyboard binding
ws.listen()
ws.onkeypress(go_up, "w")
ws.onkeypress(go_down, "s")
ws.onkeypress(go_left, "a")
ws.onkeypress(go_right, "d")
#mainloop
while True:
ws.update()
#check collision with border
if head.xcor()>290 or head.xcor()< -290 or head.ycor()>290 or head.ycor()<-290 :
time.sleep(1)
head.goto(0,0)
head.direction = "stop"
#hide the segment of body
for segment in segments :
segment.goto(1000,1000) #outnofrange
#clear the segment
segment.clear()
#reset score
score = 0
#reset dalay
delay = 0.1
sb.clear()
sb.write("score: {} highscore : {}".format(score,high_score),align="center",font=("ds-digital",24,"normal"))
#check collision with food
if head.distance(food) < 20:
#move the food to random place
x= random.radiant(-290,290)
y= random.radiant(-290,290)
food.goto(x,y)
#add mew segment to the head
new_segment = turtle.Turtle()
new_segment.speed(0)
new_segment.shape("square")
new_segment.color("black")
new_segment.penup()
segment.append(new_segment)
#shortan the delay
delay -= 0.001
#increase the score
score += 10
if score > high_score:
high_score = score
sb.clear()
sv.write("score : {} high score : {} ".format(score,high_score),align="center",font=("ds-digital",24,"normal"))
#move the segment in reverse oreder
for imdex in range (len(segment)-1,0,-1):
x=segments[index-1].xcor()
y=segments[index-1].ycor()
segment[0].goto(x,y)
move()
#check for collision with body
for segment in segments:
if segment.distance(head)<20:
time.sleep(1)
head.goto(0,0)
head.direction= "stop"
#hide segment
for segment in segments:
segmnet.goto(1000,100)
segment.clear()
score = 0
delay = 0.1
#update the score
sb.clear()
sb.write("score: {} highscore: {}",
format(score,high_score),align="center",font=("ds-digital", 24,"normal"))
time.sleep(delay)
ws.mainloop()