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from setup import *
class Player:
move_time = 300 # ms
min_time = 100
time_decrease = 4
def __init__(self, position):
self.position = pygame.Vector2(position)
self.time = 0
self.body = [Body(self.position), Body(self.position - x_unit), Body(self.position - 2 * x_unit)]
# self.body = [Body(self.position - i * x_unit) for i in range(64)]
self.direction = None
self.head = self.body[0]
self.neck = self.body[1]
def get_input(self, event):
if event.key == pygame.K_w or event.key == pygame.K_UP:
if not self.neck.collide_point(mod(self.position - y_unit)):
self.direction = "up"
if event.key == pygame.K_s or event.key == pygame.K_DOWN:
if not self.neck.collide_point(mod(self.position + y_unit)):
self.direction = "down"
if event.key == pygame.K_a or event.key == pygame.K_LEFT:
if not self.neck.collide_point(mod(self.position - x_unit)):
self.direction = "left"
if event.key == pygame.K_d or event.key == pygame.K_RIGHT:
if not self.neck.collide_point(mod(self.position + x_unit)):
self.direction = "right"
def update(self, delta, food_manager):
if self.direction is None:
return
if self.time >= self.move_time:
self.time -= self.move_time
moved = True
match self.direction:
case "left":
self.position = mod(self.position - x_unit)
case "right":
self.position = mod(self.position + x_unit)
case "up":
self.position = mod(self.position - y_unit)
case "down":
self.position = mod(self.position + y_unit)
case _:
moved = False
if moved:
eaten = self.eaten_food(food_manager.food_list)
if eaten is not None:
self.eat(food_manager, eaten)
else:
self.move()
for part in self.body:
if part == self.head:
continue
if self.head.is_colliding(part):
return COMMAND_LOSE
self.time += delta
def eaten_food(self, food_list):
for food in food_list:
if food.position == self.position:
return food
return None
def update_head(self):
self.head = self.body[0]
self.neck = self.body[1]
def eat(self, food_manager, food):
self.body.insert(0, Body(self.position))
food_manager.update(self.body)
food_manager.food_list.remove(food)
food_manager.add_food()
self.update_head()
self.move_time = max(self.min_time, self.move_time - self.time_decrease)
sounds["eat"].play()
def move(self):
del self.body[-1]
self.position = mod(self.position)
self.body.insert(0, Body(self.position))
self.update_head()
def draw(self, surf):
for part in self.body:
if part == self.head:
part.draw_head(surf)
else:
part.draw(surf)
class Body:
scale = 1
border_radius = 2
def __init__(self, position):
self.position = position.copy()
self.length, self.width = side_length * self.scale, side_length * self.scale
def get_rect(self):
return pygame.Rect(self.position.x + (1 - self.scale) * side_length / 2,
self.position.y + (1 - self.scale) * side_length / 2, self.length, self.width)
def is_colliding(self, b):
if self.get_rect().colliderect(b.get_rect()):
return True
return False
def collide_point(self, pos):
if self.position == pos:
return True
return False
def draw(self, surf):
pygame.draw.rect(surf, LIGHT_BLUE, self.get_rect(), border_radius=self.border_radius)
pygame.draw.rect(surf, BLACK, self.get_rect(), width=3, border_radius=self.border_radius)
def draw_head(self, surf):
pygame.draw.rect(surf, DARK_BLUE, self.get_rect(), border_radius=self.border_radius)
pygame.draw.rect(surf, BLACK, self.get_rect(), width=3, border_radius=self.border_radius)
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