add: Snake right movement #5
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129
main.py
129
main.py
@ -21,7 +21,8 @@ class body():
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self.type = type
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self.type = type
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class SNAKE():
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class SNAKE():
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def __init__(self, star_point_x, star_point_y, start_rotate = 90):
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def __init__(self, star_point_x, star_point_y, start_rotate = 0):
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self.tail_rot = 0
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self.body = [
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self.body = [
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body(star_point_x, star_point_y, start_rotate, "head"),
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body(star_point_x, star_point_y, start_rotate, "head"),
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body(star_point_x - 1, star_point_y, start_rotate, "tail")
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body(star_point_x - 1, star_point_y, start_rotate, "tail")
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@ -32,30 +33,102 @@ class SNAKE():
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if body.x == x and body.y == y:
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if body.x == x and body.y == y:
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cont = 1
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cont = 1
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return cont
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return cont
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def add_dody(self):
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def add_body(self):
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self.body[len(self.body)-1].type = "body"
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last_body = self.body[len(self.body)-1]
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last_body = self.body[len(self.body)-1]
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new_body = body(0,0, last_body.rotate, "tail")
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v_x = int(-math.sin(-last_body.rotate * math.pi / 180))
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new_body = body(last_body.x,last_body.y, self.tail_rot, "tail")
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new_body.x = -v_x + last_body.x
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v_x = int(math.cos(math.radians(self.tail_rot)))
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v_y = int(math.cos(-last_body.rotate * math.pi / 180))
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v_y = int(math.sin(math.radians(self.tail_rot)))
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new_body.y = -v_y + last_body.y
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new_body.x = last_body.x -v_x
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new_body.y = last_body.y -v_y
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l = len(self.body)-1
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if self.body[l].rotate != self.tail_rot:
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self.body[l].type = "body-rotate"
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self.body[l].rotate = self.calculate_rot(self.body[l].rotate, self.tail_rot)
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else:
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self.body[l].type = "body"
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self.body.append(new_body)
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self.body.append(new_body)
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def calculate_rot(self, degr1, degr2):
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# deg1 - угол ближайшей к голове части
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# deg2 - угол дальней от голове части
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degr1 = degr1 % 360
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degr2 = degr2 % 360
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if (degr1 == 180 and degr2 == 270) or (degr1 == 90 and degr2 == 0):
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return 180
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if (degr1 == 0 and degr2 == 90) or (degr1 == 270 and degr2 == 180):
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return 0
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if ((degr1 == 90) and degr2 == 180) or (degr1 == 0 and degr2 == 270):
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return 90
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if (degr1 == 270 and degr2 == 0) or (degr1 == 180 and degr2 == 90):
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return 270
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return 90
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def calculate_coeff(self, degr):
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return math.cos(math.radians(degr)) + math.sin(math.radians(degr))
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def convert_rot_to_body(self, deg0, deg1 ):
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# deg1 - угол ближайшей к голове части
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# deg0 - угол переходной части (он особый)
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deg0 = deg0 % 360
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deg1 = deg1 % 360
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if (deg0 == 180 and deg1 == 270) or (deg0 == 270 and deg1 == 90):
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return 180
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if (deg0 == 90 and deg1 == 270) or (deg0 == 0 and deg1 == 90):
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return 0
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if ((deg0 == 90) and deg1 == 180) or (deg0 == 180 and deg1 == 0):
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return 90
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if (deg0 == 0 and deg1 == 180) or (deg0 == 270 and deg1 == 0):
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return 270
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return 0
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# def convert_rot_to_tail(self, deg0, deg2):
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def calc_tail_rotate(self):
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tail = self.body[len(self.body)-1]
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pre_last = self.body[len(self.body)-2]
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grad = 0
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pos_x = tail.x
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pos_y = tail.y
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while not((pre_last.x == pos_x) and (pre_last.y == pos_y)):
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pos_x = tail.x + int(math.cos(math.radians(grad)))
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pos_y = tail.y + int(math.sin(math.radians(grad)))
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grad += 90
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return grad - 90
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def move(self, vector):
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def move(self, vector):
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self.body[0].rotate = vector * 90
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i = len(self.body)-1
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i = len(self.body)-1
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self.tail_rot = self.body[len(self.body)-1 ].rotate
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while i > 0:
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while i > 0:
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if self.body[i].type == "body" or self.body[i].type == "tail":
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self.body[i].x = self.body[i-1].x
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self.body[i].x = self.body[i-1].x
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self.body[i].y = self.body[i-1].y
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self.body[i].y = self.body[i-1].y
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self.body[i].rotate = self.body[i-1].rotate
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self.body[i].rotate = self.body[i-1].rotate
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i = i - 1
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self.body[i].type = self.body[i-1].type
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i -= 1
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self.body[0].rotate = vector * 90
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self.body[0].x = int(math.cos(math.radians(self.body[0].rotate))) + self.body[0].x
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self.body[0].y = int(math.sin(math.radians(self.body[0].rotate))) + self.body[0].y
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if self.body[0].rotate != self.body[1].rotate:
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self.body[1].type = "body-rotate"
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self.body[1].rotate = self.calculate_rot(self.body[0].rotate, self.body[1].rotate)
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else:
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self.body[1].type = "body"
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self.body[len(self.body)-1 ].type = "tail"
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self.body[len(self.body)-1 ].rotate = self.calc_tail_rotate()
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self.body[0].x = int(-math.sin(-self.body[0].rotate * math.pi / 180)) + self.body[0].x
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self.body[0].y = int(math.cos(-self.body[0].rotate * math.pi / 180)) + self.body[0].y
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# print(f"Move {vector}")
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class Level_data():
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class Level_data():
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def __init__(self, level_data_json = []):
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def __init__(self, level_data_json = []):
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@ -102,8 +175,8 @@ class MYGAME(arcade.Window):
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# food
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# food
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self.food_list = arcade.SpriteList()
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self.food_list = arcade.SpriteList()
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self.food_sleep = 300
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self.food_sleep = 200
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self.delay = 400
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self.delay = 200
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self.food = []
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self.food = []
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# Счет
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# Счет
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self.score = 0
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self.score = 0
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@ -115,7 +188,7 @@ class MYGAME(arcade.Window):
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# Загрузка змеи
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# Загрузка змеи
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for body in self.snake.body:
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for body in self.snake.body:
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snake_sprite = arcade.Sprite(f"./DATA/Sprites/Snake/{body.type}.png", self.scale_)
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snake_sprite = arcade.Sprite(f"./DATA/Sprites/Snake/{body.type}.png", self.scale_)
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snake_sprite.angle = 90
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snake_sprite.angle = 0
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snake_sprite.center_x = self.level_start[0] - 16 + ( body.x + 1 ) * 32 * self.scale_
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snake_sprite.center_x = self.level_start[0] - 16 + ( body.x + 1 ) * 32 * self.scale_
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snake_sprite.center_y = self.level_start[1] - 16 + ( body.y + 1 ) * 32 * self.scale_
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snake_sprite.center_y = self.level_start[1] - 16 + ( body.y + 1 ) * 32 * self.scale_
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self.player_list.append(snake_sprite)
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self.player_list.append(snake_sprite)
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@ -153,7 +226,7 @@ class MYGAME(arcade.Window):
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i = 0
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i = 0
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while i < len(self.snake.body):
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while i < len(self.snake.body):
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self.player_list[i] = arcade.Sprite(f"./DATA/Sprites/Snake/{self.snake.body[i].type}.png", self.scale_)
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self.player_list[i] = arcade.Sprite(f"./DATA/Sprites/Snake/{self.snake.body[i].type}.png", self.scale_)
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self.player_list[i].angle = self.snake.body[i].rotate
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self.player_list[i].angle = 360 - self.snake.body[i].rotate
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self.player_list[i].center_x = self.level_start[0] - 16 + ( self.snake.body[i].x + 1 ) * 32 * self.scale_
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self.player_list[i].center_x = self.level_start[0] - 16 + ( self.snake.body[i].x + 1 ) * 32 * self.scale_
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self.player_list[i].center_y = self.level_start[1] - 16 + ( self.snake.body[i].y + 1 ) * 32 * self.scale_
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self.player_list[i].center_y = self.level_start[1] - 16 + ( self.snake.body[i].y + 1 ) * 32 * self.scale_
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i = i + 1
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i = i + 1
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@ -168,7 +241,7 @@ class MYGAME(arcade.Window):
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self.food_list[i].kill()
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self.food_list[i].kill()
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self.food.pop(i)
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self.food.pop(i)
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self.score += 1
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self.score += 1
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self.snake.add_dody()
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self.snake.add_body()
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self.player_list.append(arcade.Sprite())
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self.player_list.append(arcade.Sprite())
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i += 1
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i += 1
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# Enemy_spawn
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# Enemy_spawn
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@ -212,20 +285,20 @@ class MYGAME(arcade.Window):
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if len(self.player_list) > 0:
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if len(self.player_list) > 0:
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if key in (arcade.key.UP, arcade.key.W):
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if key in (arcade.key.UP, arcade.key.W):
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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)):
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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)):
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self.snake.move(0)
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self.snake.move(1)
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elif key in (arcade.key.DOWN, arcade.key.S):
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elif key in (arcade.key.DOWN, arcade.key.S):
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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)):
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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)):
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self.snake.move(2)
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elif key in (arcade.key.LEFT, arcade.key.A):
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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)):
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self.snake.move(3)
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self.snake.move(3)
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elif key in (arcade.key.LEFT, arcade.key.A):
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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)):
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self.snake.move(2)
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elif key in (arcade.key.RIGHT, arcade.key.D):
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elif key in (arcade.key.RIGHT, arcade.key.D):
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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)):
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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)):
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self.snake.move(1)
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self.snake.move(0)
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def on_key_release(self, key, modifiers):
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def on_key_release(self, key, modifiers):
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"""Вызывается, когда пользователь отпускает клавишу"""
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"""Вызывается, когда пользователь отпускает клавишу"""
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