forked from crossin/gluttonous
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathsnake.py
More file actions
203 lines (183 loc) · 6.29 KB
/
snake.py
File metadata and controls
203 lines (183 loc) · 6.29 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
# -*- coding: utf-8 -*-
import math
import random
import cocos
from cocos.sprite import Sprite
import define
from dot import Dot
class Snake(cocos.cocosnode.CocosNode):
def __init__(self, is_enemy=False):
super(Snake, self).__init__()
self.is_dead = False
self.angle = random.randrange(360) # 目前角度
self.angle_dest = self.angle # 目标角度
self.color = random.choice(define.ALL_COLOR)
if is_enemy:
self.position = random.randrange(300, 1300), random.randrange(200, 600)
if 600 < self.x < 1000:
self.x += 400
else:
self.position = random.randrange(700, 900), random.randrange(350, 450)
self.is_enemy = is_enemy
self.head = Sprite('circle.png', color=self.color)
self.scale = 1.5
eye = Sprite('circle.png')
eye.y = 5
eye.scale = 0.5
eyeball = Sprite('circle.png', color=define.BLACK)
eyeball.scale = 0.5
eye.add(eyeball)
self.head.add(eye)
eye = Sprite('circle.png')
eye.y = -5
eye.scale = 0.5
eyeball = Sprite('circle.png', color=define.BLACK)
eyeball.scale = 0.5
eye.add(eyeball)
self.head.add(eye)
self.add(self.head)
self.speed = 150
if not is_enemy:
self.speed = 180
self.path = [self.position] * 100
self.schedule(self.update)
if self.is_enemy:
self.schedule_interval(self.ai, random.random() * 0.1 + 0.05)
def add_body(self):
b = Sprite('circle.png', color=self.color)
b.scale = 1.5
self.body.append(b)
if self.x == 0:
print self.position
b.position = self.position
self.parent.batch.add(b, 9999 - len(self.body))
def init_body(self):
self.score = 30
self.length = 4
self.body = []
for i in range(self.length):
self.add_body()
def update(self, dt):
self.angle = (self.angle + 360) % 360
arena = self.parent
if self.is_enemy:
self.check_crash(arena.snake)
for s in arena.enemies:
if s != self and not s.is_dead:
self.check_crash(s)
if self.is_dead:
return
if abs(self.angle - self.angle_dest) < 2:
self.angle = self.angle_dest
else:
if (0 < self.angle - self.angle_dest < 180) or (
self.angle - self.angle_dest < -180):
self.angle -= 500 * dt
else:
self.angle += 500 * dt
self.head.rotation = -self.angle
self.x += math.cos(self.angle * math.pi / 180) * dt * self.speed
self.y += math.sin(self.angle * math.pi / 180) * dt * self.speed
self.path.append(self.position)
lag = int(round(1100.0 / self.speed))
for i in range(int(self.length)):
idx = (i + 1) * lag + 1
self.body[i].position = self.path[-min(idx,len(self.path))]
if self.body[i].x == 0:
print(self.body[i].position)
m_l = max(self.length * lag * 2, 60)
if len(self.path) > m_l:
self.path = self.path[int(-m_l * 2):]
def update_angle(self, keys):
x, y = 0, 0
if 65361 in keys: # 左
x -= 1
if 65362 in keys: # 上
y += 1
if 65363 in keys: # 右
x += 1
if 65364 in keys: # 下
y -= 1
directs = ((225, 180, 135), (270, None, 90), (315, 0, 45))
direct = directs[x + 1][y + 1]
if direct is None:
self.angle_dest = self.angle
else:
self.angle_dest = direct
def add_score(self, s=1):
if self.is_dead:
return
self.score += s
l = (self.score - 6) / 6
if l > self.length:
self.length = l
self.add_body()
def ai(self, dt):
self.angle_dest = (self.angle_dest + 360) % 360
if (self.x < 100 and 90 < self.angle_dest < 270) or (
self.x > define.WIDTH - 100 and (
self.angle_dest < 90 or self.angle_dest > 270)
):
self.angle_dest = 180 - self.angle_dest
elif (self.y < 100 and self.angle_dest > 180) or (
self.y > define.HEIGHT - 100 and self.angle_dest < 180
):
self.angle_dest = -self.angle_dest
else:
arena = self.parent
self.collision_detect(arena.snake)
for s in arena.enemies:
if s != self:
self.collision_detect(s)
def collision_detect(self, other):
if self.is_dead or other.is_dead:
return
for b in other.body:
d_y = b.y - self.y
d_x = b.x - self.x
if abs(d_x) > 200 or abs(d_y) > 200:
return
if d_x == 0:
if d_y > 0:
angle = 90
else:
angle = -90
else:
angle = math.atan(d_y / d_x) * 180 / math.pi
if d_x < 0:
angle += 180
angle = (angle + 360) % 360
if abs(angle - self.angle_dest) < 5:
self.angle_dest += random.randrange(90, 270)
def check_crash(self, other):
if self.is_dead or other.is_dead:
return
if (self.x < 0 or self.x > define.WIDTH) or (
self.y < 0 or self.y > define.HEIGHT
):
self.crash()
return
for b in other.body:
dis = math.sqrt((b.x - self.x) ** 2 + (b.y - self.y) ** 2)
if dis < 24:
self.crash()
return
def crash(self):
if not self.is_dead:
self.is_dead = True
self.unschedule(self.update)
self.unschedule(self.ai)
arena = self.parent
for b in self.body:
arena.batch.add(Dot(b.position, b.color))
arena.batch.add(Dot(b.position, b.color))
arena.batch.remove(b)
arena.remove(self)
arena.add_enemy()
del self.path
if self.is_enemy:
arena.enemies.remove(self)
del self.body
del self
else:
arena.parent.end_game()