generated from mwc/project_game
This round, i was able to add the food and set up the collisions but after i edited some parts, the game just started crashing everytime.
It worked up until I got to test to take away the food and add it.
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__pycache__/food.cpython-313.pyc
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__pycache__/food.cpython-313.pyc
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food.py
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food.py
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@@ -0,0 +1,18 @@
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import random
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class Food:
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name = "food"
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character = "*"
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def __init__(self, board_size):
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self.board_width, self.board_height = board_size
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self.position = self._random_position()
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def _random_position(self):
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x = random.randint(0, self.board_width - 1)
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y = random.randint(0, self.board_height - 1)
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return (x, y)
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def respawn(self):
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self.position = self._random_position()
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@@ -1,9 +1,10 @@
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from retro.game import Game
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from player import Player
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from food import Food
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board_size = (100, 25)
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player = Player(board_size)
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game = Game([player],{"score": 0}, board_size=board_size, color="pink", debug=True,)
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food = Food(board_size)
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game.play()
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player = Player(board_size)
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game = Game([player, food],{"score": 0}, board_size=board_size, color="pink", debug=True,)
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game.play()
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60
player.py
60
player.py
@@ -10,33 +10,47 @@ class Player:
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self.position = (start_x, start_y)
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self.body = [self.position]
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self.direction = (1, 0)
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def handle_keystroke(self, keystroke, game):
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x, y = self.body[0]
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def handle_keystroke(self, keystroke, game):
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x, y = self.body[0]
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if keystroke.name in ("KEY_LEFT", "KEY_RIGHT", "KEY_UP", "KEY_DOWN"):
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if keystroke.name == "KEY_LEFT":
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self.direction = (-1, 0)
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elif keystroke.name == "KEY_RIGHT":
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self.direction = (1, 0)
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elif keystroke.name == "KEY_UP":
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self.direction = (0, -1)
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elif keystroke.name == "KEY_DOWN":
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self.direction = (0, 1)
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if keystroke.name in ("KEY_LEFT", "KEY_RIGHT", "KEY_UP", "KEY_DOWN"):
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dx, dy = self.direction
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new_head = (x + dx, y + dy)
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if keystroke.name == "KEY_LEFT":
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self.direction = (-1, 0)
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elif keystroke.name == "KEY_RIGHT":
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self.direction = (1, 0)
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elif keystroke.name == "KEY_UP":
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self.direction = (0, -1)
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elif keystroke.name == "KEY_DOWN":
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self.direction = (0, 1)
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if not game.on_board(new_head):
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game.end()
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return
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dx, dy = self.direction
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new_head = (x + dx, y + dy)
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if new_head in self.body:
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game.end()
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return
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if not game.on_board(new_head):
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game.end()
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return
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food = None
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for actor in game.actors:
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if getattr(actor, "name", None) == "food":
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food = actor
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break
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if new_head in self.body:
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game.end()
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return
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if food is not None and new_head == food.position:
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self.body.insert(0, new_head)
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if hasattr(food, "respawn"):
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food.respawn()
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else:
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self.body.insert(0, new_head)
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self.body.pop()
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self.body.insert(0, new_head)
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self.body.pop()
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self.position = self.body[0]
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self.position = self.body[0]
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