# Includes various Snake AIs and game modes (Arcade, Duel, Party).
import copy, random, pygame, sys
from pygame.locals import *
from classes.const import *
from classes.methods import *
from classes.button import *
from classes.snake import *
from classes.fruit import *
from classes.gamedata import *
from classes.game import Game
def main():
#global FPSCLOCK, DISPLAYSURF, DEBUG
#pygame.init()
#FPSCLOCK = pygame.time.Clock()
#DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Snakey Party')
col_header = WINDOWWIDTH * 1/2
col_one = WINDOWWIDTH * 1/3
col_two = WINDOWWIDTH * 2/3
row_header = WINDOWHEIGHT * 1/8
row_one = WINDOWHEIGHT * 3/8
row_two = WINDOWHEIGHT * 4/8
row_three = WINDOWHEIGHT * 5/8
row_four = WINDOWHEIGHT * 6/8
row_five = WINDOWHEIGHT * 7/8
buttonlist = []
# classic mode
cbutton = Button('(c)lassic mode', (col_one, row_one), K_c)
cbutton.game = Game()
buttonlist.append(cbutton)
# arcade mode
abutton = Button('(a)rcade mode', (col_one, row_two), K_a)
abutton.game = Game(apples=20)
buttonlist.append(abutton)
# duel mode
dbutton = DuelButton('(d)uel mode', (col_one, row_three), K_d)
dbutton.game = Game(apples=2, eggDrop=12, speedTrigger=10, easyTrigger=9)
buttonlist.append(dbutton)
# fast duel mode
fbutton = DuelButton('(f)ast duel', (col_one, row_four), K_f)
fbutton.game = Game(apples=2, speedTrigger=10, easyTrigger=19, basespeed=20, bonusFruitTrigger=7, eggDrop=10, orangeDrop=4)
buttonlist.append(fbutton)
# party mode
pbutton = PartyButton('(p)arty mode', (col_one, row_five), K_p)
pbutton.game = Game(apples=4, speedTrigger=25, easyTrigger=0, bonusFruitTrigger=12)
buttonlist.append(pbutton)
# tron mode
tbutton = PartyButton('(t)ron mode', (col_two, row_one), K_t)
tbutton.game = Game(trailing=True)
buttonlist.append(tbutton)
# TBD
# (col_two, row_two)
#
# sandbox mode
sbutton = SandboxButton('(s)andbox mode', (col_two, row_three), K_s)
buttonlist.append(sbutton)
# instructions
ibutton = InstructButton('(i)nstructions', (col_two, row_four), K_i)
buttonlist.append(ibutton)
while True:
DISPLAYSURF.fill(BACKGROUNDCOLOR)
drawTitle('Snakey Party', col_header, row_header, XLARGETITLE, GREEN, True)
for button in buttonlist:
button.display()
for event in pygame.event.get():
if event.type == QUIT:
terminate()
elif (event.type == KEYDOWN and event.key == K_ESCAPE):
terminate()
for button in buttonlist:
if (event.type == MOUSEBUTTONDOWN and button.pressed(pygame.mouse.get_pos())) or \
(event.type == KEYDOWN and button.keypressed(event.key)):
if button.game:
game = copy.copy(button.game)
# get players involved
if hasattr(button, 'getplayers'):
players = button.getplayers()
else:
players = [SNAKEY]
rungame(game, players)
showGameOverScreen()
elif hasattr(button, 'getgame'):
game, players = button.getgame()
rungame(game, players)
showGameOverScreen()
elif hasattr(button, 'showinstruct'):
button.showinstruct()
pygame.display.update()
FPSCLOCK.tick(FPS)
def rungame(game, players=[]):
# in game variables
allsnake = []
allfruit = []
nextEvent = 0
# create snakes based on name. 'player' is set to false initially to handle input
player = False
pos = 1
for snake in players:
if snake == SNAKEY:
player = Snake(SNAKEY, getStartCoords(pos))
allsnake.append(player)
pos = pos + 1
elif snake == LINUS:
linus = Opponent(LINUS, getStartCoords(pos), IVORY, DARKGRAY, 5, 20, -10)
allsnake.append(linus)
pos = pos + 1
elif snake == WIGGLES:
wiggles = Opponent(WIGGLES, getStartCoords(pos), SLATEBLUE, COBALTGREEN, 15, 5, -5, [60, -10, 40, 10, 25, 100, 5])
allsnake.append(wiggles)
pos = pos + 1
elif snake == GOOBER:
goober = Opponent(GOOBER, getStartCoords(pos), PINK, RED, 10, 10, -15, [30, 5, 60, 30, 35, 100, 100])
allsnake.append(goober)
pos = pos + 1
# create initial apple(s)
appleCounter = game.apples
while appleCounter > 0:
a = Apple(allfruit, allsnake, game)
allfruit.append(a)
appleCounter = appleCounter - 1
# main game loop
while True:
# get grid representation for AIs
grid = getGrid(allsnake, allfruit)
# event handling loop -- get player's direction choice
stop = False
# get events in queue. This updates players direction and other key instructions (quit, debug...)
# if the next event after direction update suggests sharp direction change, following direction is stored.
for event in pygame.event.get():
if event.type == QUIT:
terminate()
elif nextEvent != 0 and player != False:
player.direction = nextEvent
nextEvent = 0
stop = True
# check for exit/quit/debug keys
if event.type == KEYDOWN and \
(event.key == K_ESCAPE or event.key == K_q):
terminate()
elif event.type == KEYDOWN and event.key == K_e:
showGameStats(allsnake)
return 1
elif event.type == KEYDOWN and event.key == K_g and DEBUG == True:
stop = True
debugPrintGrid(grid)
# if player is dead / does not exist - check for speed controls
elif event.type == KEYDOWN and event.key == K_f and \
(player == False or player.alive == False):
game.updateBaseSpeed(10)
game.updateCurrentSpeed(False, True)
elif event.type == KEYDOWN and event.key == K_s and \
(player == False or player.alive == False):
game.updateBaseSpeed(-10)
game.updateCurrentSpeed(False, True)
# if player exists - check for direction input
if event.type == KEYDOWN and \
player != False and stop == False:
if event.key == K_LEFT and player.direction != RIGHT:
player.direction = LEFT
stop = True
elif event.key == K_RIGHT and player.direction != LEFT:
player.direction = RIGHT
stop = True
elif event.key == K_UP and player.direction != DOWN:
player.direction = UP
stop = True
elif event.key == K_DOWN and player.direction != UP:
player.direction = DOWN
# peak into very next event. If key suggests sharp direction change, store in nextEvent
elif event.type == KEYDOWN and player != False and nextEvent == 0:
if event.key == K_LEFT and player.direction != RIGHT:
nextEvent = LEFT
elif event.key == K_RIGHT and player.direction != LEFT:
nextEvent = RIGHT
elif event.key == K_UP and player.direction != DOWN:
nex