generated from mwc/project_game
144 lines
5.5 KiB
Python
144 lines
5.5 KiB
Python
from Trail import TrailSegment
|
|
|
|
|
|
|
|
|
|
|
|
class Bike:
|
|
|
|
|
|
|
|
"""An Agent representing the snake's head. When the game starts, you control
|
|
the snake head using the arrow keys. The Bike always has a direction, and
|
|
will keep moving in that direction every turn. When you press an arrow key,
|
|
you change the Bike's direction.
|
|
|
|
Attributes:
|
|
name: "Snake head"
|
|
position: (0,0)
|
|
character: ``'v'`` Depending on the snake head's direction, its character
|
|
changes to ``'<'``, ``'^'``, ``'>'``, or ``'v'``.
|
|
next_segment: Initially ``None``, this is a reference to a SnakeBodySegment.
|
|
growing: When set to True, the snake will grow a new segment on its next move.
|
|
"""
|
|
RIGHT = (1, 0)
|
|
UP = (0, -1)
|
|
LEFT = (-1, 0)
|
|
DOWN = (0, 1)
|
|
next_segment = None
|
|
growing = False
|
|
turn_counter = 0
|
|
GROW_INTERVAL = 5 # The bike will grow 1 segment longer every 5 turns.
|
|
|
|
|
|
|
|
|
|
def __init__(self, player_number, start_position, start_direction):
|
|
self.player_number = player_number
|
|
self.position = start_position
|
|
self.direction = start_direction
|
|
self.name = f"Bike {player_number}"
|
|
if self.player_number == 1:
|
|
self.color = "bright_blue"
|
|
else:
|
|
self.color = "bright_red"
|
|
|
|
# Adjust starting character based on starting direction
|
|
if start_direction == self.RIGHT: self.character = '>'
|
|
elif start_direction == self.LEFT: self.character = '<'
|
|
elif start_direction == self.UP: self.character = '^'
|
|
elif start_direction == self.DOWN: self.character = 'v'
|
|
|
|
|
|
def play_turn(self, game):
|
|
"""On each turn, the snake head uses its position and direction to figure out
|
|
its next position. If the snake head is able to move there (it's on the board and
|
|
not occuppied by part of the snake's body), it moves.
|
|
|
|
Then, if the snake head is on the Apple, the Apple moves to a new random position
|
|
and ``growing`` is set to True.
|
|
|
|
Now we need to deal with two situations. First, if ``next_segment`` is not None, there is
|
|
a SnakeBodySegment attached to the head. We need the body to follow the head,
|
|
so we call ``self.next_segment.move``, passing the head's old position
|
|
(this will be the body's new position), a reference to the game, and a value for
|
|
``growing``. If the snake needs to grow, we need to pass this information along
|
|
the body until it reaches the tail--this is where the next segment will be attached.
|
|
|
|
If there is no ``next_segment`` but ``self.growing`` is True, it's time to add
|
|
a body! We set ``self.next_segment`` to a new SnakeBodySegment, set its
|
|
position to the head's old position, and add it to the game. We also add 1 to the
|
|
game's score.
|
|
"""
|
|
# 1. Increment turn counter and check if it's time to grow
|
|
self.turn_counter += 1
|
|
if self.turn_counter >= self.GROW_INTERVAL:
|
|
self.growing = True
|
|
self.turn_counter = 0 # Reset the counter for the next growth cycle
|
|
|
|
|
|
x, y = self.position
|
|
dx, dy = self.direction
|
|
if self.can_move((x+dx, y+dy), game):
|
|
self.position = (x+dx, y+dy)
|
|
if self.next_segment:
|
|
self.next_segment.move((x, y), game, growing=self.growing)
|
|
elif self.growing:
|
|
self.next_segment = TrailSegment(1, (x, y), self.player_number)
|
|
game.add_agent(self.next_segment)
|
|
self.growing = False
|
|
else:
|
|
game.end()
|
|
print(f"Player {self.player_number} died")
|
|
|
|
|
|
def handle_keystroke(self, keystroke, game):
|
|
"""Checks whether one of the arrow keys has been pressed.
|
|
If so, sets the Bike's direction and character.
|
|
"""
|
|
|
|
|
|
x, y = self.position
|
|
# --- PLAYER 1 CONTROLS (Arrow Keys) ---
|
|
if self.player_number == 1:
|
|
if keystroke.name == "KEY_RIGHT" and self.direction != self.LEFT:
|
|
self.direction = self.RIGHT
|
|
self.character = '>'
|
|
elif keystroke.name == "KEY_UP" and self.direction != self.DOWN:
|
|
self.direction = self.UP
|
|
self.character = '^'
|
|
elif keystroke.name == "KEY_LEFT" and self.direction != self.RIGHT:
|
|
self.direction = self.LEFT
|
|
self.character = '<'
|
|
elif keystroke.name == "KEY_DOWN" and self.direction != self.UP:
|
|
self.direction = self.DOWN
|
|
self.character = 'v'
|
|
|
|
# --- PLAYER 2 CONTROLS (WASD Keys) ---
|
|
elif self.player_number == 2:
|
|
|
|
key_name = str(keystroke)
|
|
|
|
if keystroke == "d" and self.direction != self.LEFT:
|
|
self.direction = self.RIGHT
|
|
self.character = '>'
|
|
elif keystroke == "w" and self.direction != self.DOWN:
|
|
self.direction = self.UP
|
|
self.character = '^'
|
|
elif keystroke == "a" and self.direction != self.RIGHT:
|
|
self.direction = self.LEFT
|
|
self.character = '<'
|
|
elif keystroke == "s" and self.direction != self.UP:
|
|
self.direction = self.DOWN
|
|
self.character = 'v'
|
|
|
|
|
|
def can_move(self, position, game):
|
|
on_board = game.on_board(position)
|
|
empty = game.is_empty(position)
|
|
return on_board and empty
|
|
'''
|
|
def is_on_apple(self, position, game):
|
|
apple = game.get_agent_by_name("Apple")
|
|
return apple.position == position
|
|
''' |