Files
2026-06-12 10:49:57 -04:00

143 lines
5.4 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()
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 == "d" and self.direction != self.LEFT:
self.direction = self.RIGHT
self.character = '>'
elif keystroke.name == "w" and self.direction != self.DOWN:
self.direction = self.UP
self.character = '^'
elif keystroke.name == "a" and self.direction != self.RIGHT:
self.direction = self.LEFT
self.character = '<'
elif keystroke.name == "s" 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 == "6" and self.direction != self.LEFT:
self.direction = self.RIGHT
self.character = '>'
elif keystroke == "8" and self.direction != self.DOWN:
self.direction = self.UP
self.character = '^'
elif keystroke == "4" and self.direction != self.RIGHT:
self.direction = self.LEFT
self.character = '<'
elif keystroke == "2" 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
'''