add: Snake right movement #5

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stud178861 merged 4 commits from fix-paul into master 2025-05-07 22:32:11 +00:00
7 changed files with 71 additions and 36 deletions
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107
main.py
View File

@ -21,7 +21,7 @@ class body():
self.type = type
class SNAKE():
def __init__(self, star_point_x, star_point_y, start_rotate = 90):
def __init__(self, star_point_x, star_point_y, start_rotate = 0):
self.body = [
body(star_point_x, star_point_y, start_rotate, "head"),
body(star_point_x - 1, star_point_y, start_rotate, "tail")
@ -37,43 +37,78 @@ class SNAKE():
last_body = self.body[len(self.body)-1]
new_body = body(0,0, last_body.rotate, "tail")
v_x = int(-math.sin(-last_body.rotate * math.pi / 180))
v_x = int(math.cos(math.radians(last_body.rotate)))
v_y = int(math.sin(math.radians(last_body.rotate)))
new_body.x = -v_x + last_body.x
v_y = int(math.cos(-last_body.rotate * math.pi / 180))
new_body.y = -v_y + last_body.y
self.body.append(new_body)
def calculate_rot(self, degr1, degr2):
# deg1 - угол ближайшей к голове части
# deg2 - угол дальней от голове части
degr1 = degr1 % 360
degr2 = degr2 % 360
if (degr1 == 180 and degr2 == 270) or (degr1 == 90 and degr2 == 0):
return 180
if (degr1 == 0 and degr2 == 90) or (degr1 == 270 and degr2 == 180):
return 0
if ((degr1 == 90) and degr2 == 180) or (degr1 == 0 and degr2 == 270):
return 90
if (degr1 == 270 and degr2 == 0) or (degr1 == 180 and degr2 == 90):
return 270
return 90
def calculate_coeff(self, degr):
return math.cos(math.radians(degr - 90)) + math.sin(math.radians(degr + 90))
def convert_rot_to_tail(self, deg0, deg2 ):
# deg1 - угол ближайшей к голове части
# deg0 - угол переходной части (он особый)
deg0 = deg0 % 360
deg2 = deg2 % 360
if (deg0 == 180 and deg2 == 270) or (deg0 == 270 and deg2 == 90):
return 180
if (deg0 == 90 and deg2 == 270) or (deg0 == 0 and deg2 == 90):
return 0
if ((deg0 == 90) and deg2 == 180) or (deg0 == 180 and deg2 == 0):
return 90
if (deg0 == 0 and deg2 == 180) or (deg0 == 270 and deg2 == 0):
return 270
return 0
def move(self, vector):
self.body[0].rotate = vector * 90
l = len(self.body)-1
i = l
i = len(self.body)-1
self.body[len(self.body)-1].type = "tail"
self.body[i].x = self.body[i-1].x
self.body[i].y = self.body[i-1].y
self.body[i].rotate = self.body[i-1].rotate
i-=1
while i > 0:
self.body[i].x = self.body[i-1].x
self.body[i].y = self.body[i-1].y
self.body[i].rotate = self.body[i-1].rotate if self.body[i-1] != "body-rotate" else self.convert_rot_to_tail(self.body[i-1].rotate, self.body[i].rotate)
if abs(math.cos(self.body[i+1].rotate)) == abs(math.cos(self.body[i-1].rotate)) or abs(math.sin(self.body[i+1].rotate)) == abs(math.sin(self.body[i-1].rotate)):
self.body[i].type = "body"
self.body[i].rotate = self.body[i-1].rotate
else:
self.body[i].type = "body-rotate"
self.body[i].rotate = (self.body[i+1].rotate - 90) % 360
self.body[i].type = self.body[i-1].type
# elif (self.body[i].type == "tail") and self.body[i-1].type == "body-rotate":
# self.body[l].rotate = self.convert_rot_to_tail(self.body[l-1].rotate, self.body[l].rotate)
i = i - 1
self.body[0].x = int(-math.sin(-(vector * 90) * math.pi / 180)) + self.body[0].x
self.body[0].y = int(math.cos(-(vector * 90) * math.pi / 180)) + self.body[0].y
self.body[0].rotate = vector * 90
self.body[0].x = int(math.cos(math.radians(self.body[0].rotate))) + self.body[0].x
self.body[0].y = int(math.sin(math.radians(self.body[0].rotate))) + self.body[0].y
if self.body[0].rotate != self.body[1].rotate:
self.body[1].type = "body-rotate"
self.body[1].rotate = self.calculate_rot(self.body[0].rotate, self.body[1].rotate)
else:
self.body[1].type = "body"
self.body[l].type = "tail"
# self.body[l].rotate = lf.body[l-1].type == "body-rotate" else self.body[l-1].rotate
# print(f"Move {vector}")
class Level_data():
def __init__(self, level_data_json = []):
@ -120,8 +155,8 @@ class MYGAME(arcade.Window):
# food
self.food_list = arcade.SpriteList()
self.food_sleep = 300
self.delay = 400
self.food_sleep = 200
self.delay = 200
self.food = []
# Счет
self.score = 0
@ -133,7 +168,7 @@ class MYGAME(arcade.Window):
# Загрузка змеи
for body in self.snake.body:
snake_sprite = arcade.Sprite(f"./DATA/Sprites/Snake/{body.type}.png", self.scale_)
snake_sprite.angle = 90
snake_sprite.angle = 0
snake_sprite.center_x = self.level_start[0] - 16 + ( body.x + 1 ) * 32 * self.scale_
snake_sprite.center_y = self.level_start[1] - 16 + ( body.y + 1 ) * 32 * self.scale_
self.player_list.append(snake_sprite)
@ -171,7 +206,7 @@ class MYGAME(arcade.Window):
i = 0
while i < len(self.snake.body):
self.player_list[i] = arcade.Sprite(f"./DATA/Sprites/Snake/{self.snake.body[i].type}.png", self.scale_)
self.player_list[i].angle = self.snake.body[i].rotate
self.player_list[i].angle = 360 - self.snake.body[i].rotate
self.player_list[i].center_x = self.level_start[0] - 16 + ( self.snake.body[i].x + 1 ) * 32 * self.scale_
self.player_list[i].center_y = self.level_start[1] - 16 + ( self.snake.body[i].y + 1 ) * 32 * self.scale_
i = i + 1
@ -230,20 +265,20 @@ class MYGAME(arcade.Window):
if len(self.player_list) > 0:
if key in (arcade.key.UP, arcade.key.W):
if self.floor_grid[self.snake.body[0].y + 1][self.snake.body[0].x] == 1 and self.snake.body[0].rotate != 180 and not(self.snake.check_contact(self.snake.body[0].x ,self.snake.body[0].y+1)):
self.snake.move(0)
if self.floor_grid[self.snake.body[0].y + 1][self.snake.body[0].x] == 1 and self.snake.body[0].rotate != 270 and not(self.snake.check_contact(self.snake.body[0].x ,self.snake.body[0].y+1)):
self.snake.move(1)
elif key in (arcade.key.DOWN, arcade.key.S):
if self.floor_grid[self.snake.body[0].y - 1][self.snake.body[0].x] == 1 and self.snake.body[0].rotate != 0 and not(self.snake.check_contact(self.snake.body[0].x ,self.snake.body[0].y-1)):
self.snake.move(2)
elif key in (arcade.key.LEFT, arcade.key.A):
if self.floor_grid[self.snake.body[0].y][self.snake.body[0].x - 1] == 1 and self.snake.body[0].rotate != 90 and not(self.snake.check_contact(self.snake.body[0].x - 1,self.snake.body[0].y)):
if self.floor_grid[self.snake.body[0].y - 1][self.snake.body[0].x] == 1 and self.snake.body[0].rotate != 90 and not(self.snake.check_contact(self.snake.body[0].x ,self.snake.body[0].y-1)):
self.snake.move(3)
elif key in (arcade.key.LEFT, arcade.key.A):
if self.floor_grid[self.snake.body[0].y][self.snake.body[0].x - 1] == 1 and self.snake.body[0].rotate != 0 and not(self.snake.check_contact(self.snake.body[0].x - 1,self.snake.body[0].y)):
self.snake.move(2)
elif key in (arcade.key.RIGHT, arcade.key.D):
if self.floor_grid[self.snake.body[0].y][self.snake.body[0].x + 1] == 1 and self.snake.body[0].rotate != 270 and not(self.snake.check_contact(self.snake.body[0].x + 1,self.snake.body[0].y)):
self.snake.move(1)
if self.floor_grid[self.snake.body[0].y][self.snake.body[0].x + 1] == 1 and self.snake.body[0].rotate != 180 and not(self.snake.check_contact(self.snake.body[0].x + 1,self.snake.body[0].y)):
self.snake.move(0)
def on_key_release(self, key, modifiers):
"""Вызывается, когда пользователь отпускает клавишу"""