-
Notifications
You must be signed in to change notification settings - Fork 0
/
snake_game.py
173 lines (137 loc) · 5.89 KB
/
snake_game.py
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
import numpy as np
import cv2
BACKGROUND_COLOR = (0, 0, 0)
SNAKE_BODY_COLOR = (0, 255, 0)
SNAKE_HEAD_COLOR = (0, 200, 100)
APPLE_COLOR = (0, 0, 255)
class DIRECTIONS:
LEFT, UP, RIGHT, DOWN = range(4)
class ACTIONS:
GO_LEFT, GO_UP, GO_RIGHT, GO_DOWN = range(4)
def coord_to_rectangle(x, y):
return [(x, y), (x + 10, y + 10)]
class Apple():
def __init__(self, BOUNDS: tuple[int, int], color: tuple[int, int, int] = APPLE_COLOR):
self.bounds = BOUNDS
self.color = color
self.respawn()
def respawn(self, x: int = None, y: int = None):
x = np.random.randint((self.bounds[0] / 10) - 1) * 10 if x is None else x
y = np.random.randint((self.bounds[1] / 10) - 1) * 10 if y is None else y
self.position = (x, y)
return self
def draw(self, window) -> None:
rectangle = coord_to_rectangle(self.position[0], self.position[1])
cv2.rectangle(window, rectangle[0], rectangle[1], self.color, 3)
class Snake():
def __init__(
self,
BOUNDS: tuple[int, int],
body_color: tuple[int, int, int] = SNAKE_BODY_COLOR,
head_color: tuple[int, int, int] = SNAKE_HEAD_COLOR
):
self.bounds = BOUNDS
self.body_color = body_color
self.head_color = head_color
self.is_dead = False
self.respawn()
def respawn(self):
self.head = (int(self.bounds[0] / 2), int(self.bounds[1] / 2)) # spawn snake in center
self.body = []
self.direction = DIRECTIONS.LEFT
self.is_dead = False
return self
def draw(self, window) -> None:
for part in self.body:
rectangle = coord_to_rectangle(part[0], part[1])
cv2.rectangle(window, rectangle[0], rectangle[1], self.body_color, 3)
rectangle = coord_to_rectangle(self.head[0], self.head[1])
cv2.rectangle(window, rectangle[0], rectangle[1], self.head_color, 3)
def will_die(self, new_head: int) -> bool:
return (new_head[0] < 0
or new_head[0] > self.bounds[0] - 1
or new_head[1] < 0
or new_head[1] > self.bounds[1] - 1
or new_head in self.body)
def length(self):
return len(self.body) + 1
def take_action(self, action, ate_apple) -> None:
if action == ACTIONS.GO_LEFT and self.direction != DIRECTIONS.RIGHT:
self.direction = DIRECTIONS.LEFT
if action == ACTIONS.GO_UP and self.direction != DIRECTIONS.DOWN:
self.direction = DIRECTIONS.UP
if action == ACTIONS.GO_RIGHT and self.direction != DIRECTIONS.LEFT:
self.direction = DIRECTIONS.RIGHT
if action == ACTIONS.GO_DOWN and self.direction != DIRECTIONS.UP:
self.direction = DIRECTIONS.DOWN
new_head = self.head
if self.direction == DIRECTIONS.LEFT:
new_head = (new_head[0] - 10, new_head[1])
elif self.direction == DIRECTIONS.UP:
new_head = (new_head[0], new_head[1] - 10)
elif self.direction == DIRECTIONS.RIGHT:
new_head = (new_head[0] + 10, new_head[1])
elif self.direction == DIRECTIONS.DOWN:
new_head = (new_head[0], new_head[1] + 10)
if self.will_die(new_head):
self.is_dead = True
else:
self.body.append(self.head)
self.head = new_head
if not ate_apple:
self.body.pop(0)
class Snake_Game():
def __init__(self, title: str, bounds: tuple[int, int]):
self.title = title
self.bounds: tuple[int, int] = bounds
self.rendering: bool = False
self.snake: Snake = None
self.apple: Apple = None
self.reset()
def update(self, action):
if self.ate_apple:
self.score += 1
self.apple.respawn()
self.snake.take_action(action, self.ate_apple)
self.ate_apple = self.snake.head == self.apple.position
self.is_dead = self.snake.is_dead
def reset(self):
self.old_score = 0
self.score = 0
self.snake: Snake = self.snake.respawn() if self.snake is not None else Snake(self.bounds)
self.apple: Apple = self.apple.respawn() if self.apple is not None else Apple(self.bounds)
self.ate_apple = False
self.is_dead = False
def state(self) -> tuple[tuple[int, int], list[tuple[int, int]], tuple[int, int], bool, bool, int, int]:
return self.snake.head, self.snake.body, self.apple.position, \
self.ate_apple, self.is_dead, \
self.snake.length(), self.score
def draw(self, mode: str = 'human'):
if mode == 'human':
self.img = np.zeros((self.bounds[0], self.bounds[1], 3), dtype="uint8")
if self.score > self.old_score:
self.old_score = self.score
else:
self.show_score()
self.apple.draw(self.img)
self.snake.draw(self.img)
cv2.imshow(self.title, self.img)
cv2.waitKey(1)
elif mode == 'print':
print('Starting new game')
if self.score > self.old_score:
print(f"Found apple! Current score: {self.score}")
if self.score < self.old_score:
print(f"Finished game with score: {self.old_score}")
self.old_score = self.score
def show_score(self):
font = cv2.FONT_HERSHEY_SIMPLEX
self.img = np.zeros((self.bounds[0], self.bounds[1], 3), dtype='uint8')
cv2.putText(
self.img,
f"SCORE: {self.score}",
(12, 12),
font, 0.5, (255, 255, 255), 1,
cv2.LINE_AA)
def close(self):
cv2.destroyAllWindows()