import os import pygame as pg class Snake: def __init__(self, **kwargs) -> None: self.x = kwargs.get('x', 90) self.y = kwargs.get('y', 300) self.snake_head = { 'left': pg.image.load(os.path.join(os.curdir, 'snake', 'img', 'snake_left.png')), 'right': pg.image.load(os.path.join(os.curdir, 'snake', 'img', 'snake_right.png')), 'up': pg.image.load(os.path.join(os.curdir, 'snake', 'img', 'snake_up.png')), 'down': pg.image.load(os.path.join(os.curdir, 'snake', 'img', 'snake_down.png')), } self.snake_body = { 'h': pg.image.load(os.path.join(os.curdir, 'snake', 'img', 'body_h.png')), 'v': pg.image.load(os.path.join(os.curdir, 'snake', 'img', 'body_v.png')), 'ru_dl': pg.image.load(os.path.join(os.curdir, 'snake', 'img', 'body_ru_dl.png')), 'rd_ul': pg.image.load(os.path.join(os.curdir, 'snake', 'img', 'body_rd_ul.png')), 'lu_dr': pg.image.load(os.path.join(os.curdir, 'snake', 'img', 'body_lu_dr.png')), 'ld_ur': pg.image.load(os.path.join(os.curdir, 'snake', 'img', 'body_ld_ur.png')), } self.direction = 'right' self.direction_prev = 'right' self.length = 10 self.speed = 40 # скорость движения змейки чем меньше, тем быстрее self.counter = 0 # Просто счетчик, для регулировки скорости нужен self.body = kwargs.get('body', [('h', 60, 300), ('h', 30, 300)]) self.impacted = False def reset(self): self.x = 90 self.y = 300 self.body = [('h', 60, 300), ('h', 30, 300)] self.direction = 'right' self.direction_prev = 'right' self.impacted = False self.length = 2 self.speed = 40 def get_head_coords(self): return self.x, self.y def get_coords(self): return [(self.x, self.y)] + [(el[1], el[2]) for el in self.body] def draw(self, screen): if len(self.body) > self.length: self.body.pop() if self.counter >= self.speed: if self.direction == self.direction_prev: if self.direction in ('right', 'left'): self.body.insert(0, ('h', self.x, self.y)) else: self.body.insert(0, ('v', self.x, self.y)) elif (self.direction_prev, self.direction) in [('right', 'up'), ('down', 'left')]: self.body.insert(0, ('ru_dl', self.x, self.y)) elif (self.direction_prev, self.direction) in [('right', 'down'), ('up', 'left')]: self.body.insert(0, ('rd_ul', self.x, self.y)) elif (self.direction_prev, self.direction) in [('left', 'up'), ('down', 'right')]: self.body.insert(0, ('lu_dr', self.x, self.y)) elif (self.direction_prev, self.direction) in [('left', 'down'), ('up', 'right')]: self.body.insert(0, ('ld_ur', self.x, self.y)) match self.direction: case 'left': self.x -= 30 if self.x < 0: self.x = 750 self.direction_prev = 'left' case 'right': self.x += 30 if self.x > 750: self.x = 0 self.direction_prev = 'right' case 'up': self.y -= 30 if self.y < 0: self.y = 570 self.direction_prev = 'up' case 'down': self.y += 30 if self.y > 570: self.y = 0 self.direction_prev = 'down' if (self.x, self.y) in [(x[1], x[2]) for x in self.body]: self.impacted = True self.counter = 0 self.counter += 1 screen.blit(self.snake_head[self.direction], (self.x, self.y)) for el in self.body: screen.blit(self.snake_body[el[0]], (el[1], el[2]))