-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathsnake.py
More file actions
259 lines (204 loc) · 7.34 KB
/
snake.py
File metadata and controls
259 lines (204 loc) · 7.34 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
#!/usr/bin/python
from threading import Thread
import time
import sys
import os
from random import randint
#Dimensiunea tablei de joc
lungimeTabla = 10;
latimeTabla = 10;
#numarul total de vieti
numarVieti = 3;
#scorul(numar de mancare mancata
scor = 0;
#coordonatele unde se va afla mancarea pe tabla de joc
mancare=[0,0]
#directiile in care sarpele se poate misca
UP = [-1,0];
DOWN = [1,0];
LEFT = [0,-1];
RIGHT = [0,1];
class Sarpe:
def __init__(self):
#coordonatele capului sarpelui
self.coordonate = [lungimeTabla/2,latimeTabla/2];
#corpul sarpelui e format initial din 2 parti(3 in total cu capul)
self.corp = [[self.coordonate[0], self.coordonate[1]+1], [self.coordonate[0], self.coordonate[1]+2]];
#directia initiala a sarpelui
self.directie = LEFT;
#indica daca sarpele ar trebui sa-si mareasca dimensiunea data viitoare
#cand se va misca
self.shouldGrown = False;
#se asigura ca nu se accepta o noua directie pana nu s-a miscat sarpele cel putin odata
self.acceptaDirectie=False;
def grow(self):
'Indica faptul ca la urmatoarea miscare sarpele trebuie sa se miste'
self.shouldGrown = True;
def reset(self):
'Readuce sarpele la starea initiala'
self.coordonate = [lungimeTabla/2,latimeTabla/2];
self.corp = [[self.coordonate[0], self.coordonate[1]+1], [self.coordonate[0], self.coordonate[1]+2]];
self.directie = LEFT;
self.grown = False;
def setDirectie(self, directie):
'Seteaza directia in care se va misca sarpele'
if self.acceptaDirectie==False:
return;
#directia nu poate sa fie opusul directiei curente
if self.directie[0]!=-directie[0] or self.directie[0]!=-directie[0]:
self.directie=directie;
self.acceptaDirectie=False;
def move(self):
'Misca sarpele in directia curent setata'
#calculeaza coordonate noi
coordonateNoi = [self.coordonate[0]+self.directie[0],self.coordonate[1]+self.directie[1]];
#Verifica daca sarpele iese dupa tabla
if coordonateNoi[0] < 0 or coordonateNoi[0] >= lungimeTabla or coordonateNoi[1] < 0 or coordonateNoi[1] >= latimeTabla:
return False;
#Verifica daca sarpele se loveste de propriul corp
if coordonateNoi in self.corp:
return False;
#Memoreaza vechea coada sarpelui in caz ca va trebui adaugata o noua parte din corp
coordonateCoadaVeche = self.corp[len(self.corp)-1];
#Shifteaza corpul sarpelui
for index in range(len(self.corp)-1, 0, -1):
self.corp[index] = self.corp[index-1];
self.corp[0] = self.coordonate;
#actualizeaza coordonatele capului
self.coordonate = coordonateNoi;
#mareste sarpele daca este nevoie
if self.shouldGrown:
self.corp.append(coordonateCoadaVeche);
self.shouldGrown = False;
self.acceptaDirectie=True;
return True;
#sarpele
sarpe = Sarpe();
#metoda getch citeste de la tastatura un singur caracter, fara sa fie nevoie de a apasa ENTER
#metoda getch se implementeaza in moduri diferite in functie de sistemul de operare
if sys.platform.startswith('win'):
from msvcrt import getch
elif sys.platform.startswith('linux'):
import sys
import termios
import fcntl
def getch():
fd = sys.stdin.fileno()
oldterm = termios.tcgetattr(fd)
newattr = termios.tcgetattr(fd)
newattr[3] = newattr[3] & ~termios.ICANON & ~termios.ECHO
termios.tcsetattr(fd, termios.TCSANOW, newattr)
oldflags = fcntl.fcntl(fd, fcntl.F_GETFL)
fcntl.fcntl(fd, fcntl.F_SETFL, oldflags | os.O_NONBLOCK)
try:
while 1:
try:
c = sys.stdin.read(1)
break
except IOError: pass
finally:
termios.tcsetattr(fd, termios.TCSAFLUSH, oldterm)
fcntl.fcntl(fd, fcntl.F_SETFL, oldflags)
return c;
def seteazaDirectieTastatura():
'''Functie care citeste un singur caracter de la tastatura
si in functie de valoarea citita va seta directia sarpelui'''
while numarVieti != 0:
caracter = getch();
caracter = str.upper(caracter);
if caracter == 'W':
sarpe.setDirectie(UP);
elif caracter == 'S':
sarpe.setDirectie(DOWN);
elif caracter == 'A':
sarpe.setDirectie(LEFT);
elif caracter == 'D':
sarpe.setDirectie(RIGHT);
def clearScreen():
'Sterge continutul curent dupa ecran'
#Stergerea se face diferit in functie de sistemul de operare
if sys.platform.startswith('linux'):
os.system('clear');
elif sys.platform.startswith('win'):
os.system('cls');
def genereazaMancare():
'Genereaza aleator o mancare pe tabla care nu se suprapune cu sarpele'
while True:
mancare[0] = randint(0,lungimeTabla-1);
mancare[1] = randint(0,latimeTabla-1);
if mancare != sarpe.coordonate and mancare not in sarpe.corp:
return;
def deseneazaTabla():
'Afiseaza tabla de joc'
#Sterge ce e pe ecran
clearScreen();
#genereaza o matrixe de 0-uri de dimensiunile: lungimeTabla x latimeTabla
matrice = [[0 for x in xrange(latimeTabla)] for x in xrange(lungimeTabla)];
'adauga sarpele in matrice'
#capul sarpelui
matrice[sarpe.coordonate[0]][sarpe.coordonate[1]] = 'O';
#corpul sarpelui
for parteCorp in sarpe.corp:
matrice[parteCorp[0]][parteCorp[1]] = '*';
#adauga mancarea in matrice
matrice[mancare[0]][mancare[1]] = '@';
#adauga matricei o margine
matrice.insert(0, ['-' for x in xrange(latimeTabla+2)]);
matrice.append(['-' for x in xrange(latimeTabla+2)]);
for index in range(1, len(matrice)-1):
matrice[index].insert(0, '|');
matrice[index].append('|');
#afiseaza matricea
for rand in matrice:
for coloana in rand:
if coloana != 0:
print coloana,
else:
print ' ',
print
#afiseaza vieti si scor
print 'Vieti:',numarVieti,'Scor:',scor
def start():
#genereaza prima mancare
genereazaMancare();
deseneazaTabla();
#numaratoare inversa pana de la 3
for i in range(3, 0,-1):
print "Jocul incepe in:",i;
time.sleep(1);
deseneazaTabla();
else:
deseneazaTabla();
print "GO!"
sarpe.reset();
time.sleep(0.5);
if __name__=="__main__":
#porneste thread-ul care citeste directia de la tastatura
try:
thread = Thread(target = seteazaDirectieTastatura)
thread.start()
except:
print "Eroare la pornirea threadului de citire a directiei!";
sys.exit(1);
#porneste jocul
start();
while numarVieti!=0:
if sarpe.move()==False:
numarVieti-=1;
if numarVieti!=0:
print "Ai murit!"
time.sleep(1);
#reporneste jocul
start();
#daca sarpele a ajuns cu capul peste mancare, mananc-o
if mancare == sarpe.coordonate:
sarpe.grow();
genereazaMancare();
scor += 1;
deseneazaTabla();
time.sleep(0.15);
print "Game over! Scorul tau final:", scor;
print "Apasa orice tasta pentru a iesi"
#asteapta sa se inchida thread-ul inainte sa se incheie programul
#thread-ul se va inchide dupa ce se mai apasa o tasta
thread.join();