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SnakeGame.py
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from Snake import *
import random
import math
heartSymbol= "♥"#u"\u2661"
class Collision(object):
WALL = "wall"
SNAKE = "snake"
NONE = "none"
SELF = "self"
FOOD="food"
HEART="heart"
def __init__(self, collisionType, collisionTo = None):
self.collisionType = collisionType
self.collisonTo = collisionTo
class SnakeGame(object):
def __init__(self):
Snake.PlayerNum = 1
self.sizeX = 50
self.sizeY = 25
self.maxFood = int(self.sizeX * self.sizeY * 0.03)
if(self.maxFood < 10):
self.maxFood = 10
self.screen=[]
self.__setScreenBlank()
self.snakes = []
self.food = []
self.hearts = []
def __setScreenBlank(self):
lines = []
for y in range(self.sizeY):
lines.append([" " for i in range(self.sizeX )])
self.screen = lines
def addSnake(self, name):
self.snakes.append(Snake(name, self.getRandPos))
def getRandPos(self, snake):
percentageX = int(self.sizeX * 0.1)
percentageY = int(self.sizeY * 0.1)
startLength = snake.startParts
while True:
randx = random.randint(percentageX, self.sizeX - percentageX)
randy = random.randint(percentageY, self.sizeY - percentageY)
#TODO: Mirar que les posicions de comencar no toquin ni a la banda ni a cap snake
correctPos = True
for snak in self.snakes:
if snak == snake:
continue
if([randx, randy] in snak.getPositions()):
correctPos = False
break
if(correctPos):
break
return [randx, randy]
def changeDirections(self, playerNum, dir):
self.snakes[playerNum -1].changeDirection(dir)
def tick(self):
for snake in self.snakes:
snake.tick()
snakeToDie=[]
snakeToAdd=[]
for snake in self.snakes:
if not snake.isAlive():
continue
collision=self.__checkCollision(snake)
if(collision.collisionType == Collision.WALL or collision.collisionType == Collision.SELF):
snakeToDie.append(snake)
elif collision.collisionType == Collision.SNAKE:
snakeToDie.append(snake)
collision.collisonTo.stats.killedSnake()
elif(collision.collisionType == Collision.FOOD):
self.food.remove(collision.collisonTo)
snakeToAdd.append(snake)
elif(collision.collisionType == Collision.HEART):
snake.stats.lives += 1
self.hearts.remove(collision.collisonTo)
for snake in snakeToAdd:
snake.stats.eatFood()
snake.addPart()
for snake in snakeToDie:
for snakePos in snake.getPositions()[1:]:
self.food.append(snakePos)
snake.die()
#Spawn food
if(len(self.food) < self.maxFood):
for i in range(random.randint(0,2)):
if (len(self.food) >= self.maxFood):
break
if(random.randint(0, 100) > 90):
self.spawnObject("food")
if(random.randint(0,100) > 99):
self.spawnObject("heart")
self.__actualizeScreen()
def spawnObject(self, type):
while True:
percentageX = math.ceil(self.sizeX * 0.07)
randx = random.randint(percentageX, self.sizeX - percentageX)
percentageY = math.ceil(self.sizeY * 0.07)
randy = random.randint(percentageY, self.sizeY - percentageY)
if(randx == 0):
randx = 1
elif randx == self.sizeX:
randx = self.sizeX - 1
if(randy == 0):
randy = 1
elif randy == self.sizeY:
randy = self.sizeY - 1
position = [randx, randy]
if(position not in self.food and position not in self.hearts):
br = True
for snake in self.snakes:
if(position in snake.getPositions()):
br = False
if br:
break
if(type == "food"):
self.food.append([randx,randy])
elif(type == "heart"):
self.hearts.append([randx, randy])
else:
raise NotImplemented("Type {} not implemented".format(type))
def __actualizeScreen(self):
self.__setScreenBlank()
for food in self.food:
self.screen[food[1]][food[0]] = "*"
for heart in self.hearts:
self.screen[heart[1]][heart[0]] = heartSymbol
for snake in self.snakes:
if not snake.isAlive():
continue
for part in snake.parts:
position = part.getPos()
curRep = "part"+str(snake.playerNum)
if (part == snake.getHeadPart()):
curRep = "head"+ str(snake.playerNum)
if(position[1] > self.sizeY-1 or position[0] > self.sizeX-1):
raise IndexError("Max size {0}, Current expected pos: {1}".format("[{0}, {1}]".format(self.sizeX, self.sizeY), "[{0}, {1}]".format(position[0], position[1])))
self.screen[position[1]][position[0]] =curRep
def getScreenRepr(self):
return self.screen
def getStatsRepr(self):
return {snake.name : snake.stats for snake in self.snakes}
def allDead(self):
for snake in self.snakes:
if(snake.isAlive() or snake.stats.lives > 0):
return False
return True
def __checkCollision(self, snake):
headPos = snake.getHeadPart().getPos()
if(headPos[0] >= self.sizeX or headPos[0] < 0):
return Collision(Collision.WALL)
if(headPos[1] >= self.sizeY or headPos[1] < 0):
return Collision(Collision.WALL)
for snakeColl in self.snakes:
if headPos in snakeColl.getPositions():
if snakeColl == snake:
if(headPos in snake.getPositions()[1:]):
return Collision(Collision.SELF)
else:
return Collision(Collision.SNAKE, snakeColl)
if(snake.getHeadPart().getPos() in self.food):
return Collision(Collision.FOOD, collisionTo=snake.getHeadPart().getPos())
elif(snake.getHeadPart().getPos() in self.hearts):
return Collision(Collision.HEART, collisionTo=snake.getHeadPart().getPos())
return Collision(Collision.NONE)
def restart(self):
self.food = []
self.hearts=[]
for snake in self.snakes:
snake.start(True)