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game.py
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# game.py
import asyncio
import random
import time
from blessed import Terminal
from rich.console import Console
import audio
console = Console()
SPEED_MAP = {"Slow": 0.2, "Normal": 0.1, "Fast": 0.05}
class SnakeGame:
"""Main Snake game logic."""
def __init__(self, settings, mode="classic", achievements_manager=None):
self.term = Terminal()
self.settings = settings
self.mode = mode # "classic", "time_attack", "survival"
self.achievements_manager = achievements_manager
self.board_width = 40
self.board_height = 20
# Appearance of game elements
self.snake_char = "■"
self.snake_head_char = "●"
self.food_char = "♥"
self.powerup_char = "♦"
self.powerdown_char = "▲"
self.consecutive_food = 0
self.achievements_unlocked = set()
if self.mode == "classic":
self.lives = 3
self.cumulative_score = 0
self.reset_game(initial=True)
def reset_game(self, initial=False):
if self.mode == "classic" and not initial:
self.score = self.cumulative_score # Preserve score after losing a life.
else:
self.score = 0
if self.mode == "classic":
self.cumulative_score = 0
self.start_time = time.time()
self.time_up = False
if self.mode == "time_attack":
self.time_limit = 60
start_x = self.board_width // 2
start_y = self.board_height // 2
self.snake = [
(start_x, start_y),
(start_x - 1, start_y),
(start_x - 2, start_y),
]
self.direction = (1, 0)
self.food = self.spawn_item(exclude=self.snake)
self.power_items = []
# Additional stats
self.food_eaten = 0
self.powerups_collected = 0
self.powerdowns_collected = 0
self.max_length = len(self.snake)
self.collisions = 0
difficulty = self.settings.get("7", {"value": "Normal"})["value"]
factor = {"Easy": 1.2, "Normal": 1.0, "Hard": 0.8}.get(difficulty, 1.0)
self.delay = SPEED_MAP[self.settings["2"]["value"]] * factor
self.game_over = False
self.consecutive_food = 0
def spawn_item(self, exclude):
while True:
x = random.randint(1, self.board_width - 2)
y = random.randint(1, self.board_height - 2)
if (x, y) not in exclude:
return (x, y)
def maybe_spawn_power_item(self):
if len(self.power_items) < 1 and random.random() < 0.1:
item_type = random.choice(["powerup", "powerdown"])
pos = self.spawn_item(exclude=self.snake + [self.food])
self.power_items.append({"pos": pos, "type": item_type})
def process_input(self, key):
mapping = {
"KEY_UP": (0, -1),
"KEY_DOWN": (0, 1),
"KEY_LEFT": (-1, 0),
"KEY_RIGHT": (1, 0),
"w": (0, -1),
"s": (0, 1),
"a": (-1, 0),
"d": (1, 0),
}
if key in mapping:
candidate = mapping[key]
if self.settings["4"]["value"]:
candidate = (-candidate[0], -candidate[1])
if candidate == (-self.direction[0], -self.direction[1]):
return
self.direction = candidate
def get_background(self):
theme = self.settings["3"]["value"]
if theme == "Default":
return lambda text: text # no background color
elif theme == "Rainbow":
rainbow_colors = [
self.term.on_red,
self.term.on_yellow,
self.term.on_green,
self.term.on_cyan,
self.term.on_blue,
self.term.on_magenta,
]
index = int(time.time() * 2) % len(rainbow_colors)
return rainbow_colors[index]
elif theme == "Dark":
dark_colors = [
self.term.on_grey15,
self.term.on_grey19,
self.term.on_grey23,
]
index = int(time.time() * 2) % len(dark_colors)
return dark_colors[index]
else:
return lambda text: text
def check_achievements(self):
if (
self.consecutive_food >= 10
and "Food Frenzy" not in self.achievements_unlocked
):
self.achievements_unlocked.add("Food Frenzy")
if self.achievements_manager:
self.achievements_manager.add_achievement("Food Frenzy")
if len(self.snake) >= 15 and "Long Snake" not in self.achievements_unlocked:
self.achievements_unlocked.add("Long Snake")
if self.achievements_manager:
self.achievements_manager.add_achievement("Long Snake")
if (
self.mode == "survival"
and (time.time() - self.start_time) >= 300
and "Marathon" not in self.achievements_unlocked
):
self.achievements_unlocked.add("Marathon")
if self.achievements_manager:
self.achievements_manager.add_achievement("Marathon")
if (
self.mode == "time_attack"
and self.score >= 500
and "Combo Master" not in self.achievements_unlocked
):
self.achievements_unlocked.add("Combo Master")
if self.achievements_manager:
self.achievements_manager.add_achievement("Combo Master")
difficulty = self.settings.get("7", {"value": "Normal"})["value"]
if (
self.mode == "classic"
and difficulty == "Hard"
and self.score >= 200
and "Speed Demon" not in self.achievements_unlocked
):
self.achievements_unlocked.add("Speed Demon")
if self.achievements_manager:
self.achievements_manager.add_achievement("Speed Demon")
def update(self):
try:
head_x, head_y = self.snake[0]
dx, dy = self.direction
new_head = (head_x + dx, head_y + dy)
if self.mode == "classic":
if self.settings.get("5", {"value": False})["value"]:
new_head = (
(new_head[0] - 1) % (self.board_width - 2) + 1,
(new_head[1] - 1) % (self.board_height - 2) + 1,
)
else:
if (
new_head[0] <= 0
or new_head[0] >= self.board_width - 1
or new_head[1] <= 0
or new_head[1] >= self.board_height - 1
):
self.collisions += 1
if self.lives > 1:
self.lives -= 1
self.cumulative_score = self.score
console.print(
f"[yellow]Life lost! Lives remaining: {self.lives}[/yellow]"
)
time.sleep(1)
self.reset_game()
return
else:
self.game_over = True
return
else:
if (
new_head[0] <= 0
or new_head[0] >= self.board_width - 1
or new_head[1] <= 0
or new_head[1] >= self.board_height - 1
):
self.game_over = True
return
if new_head in self.snake:
if self.mode == "classic":
self.collisions += 1
if self.lives > 1:
self.lives -= 1
self.cumulative_score = self.score
console.print(
f"[yellow]Life lost! Lives remaining: {self.lives}[/yellow]"
)
time.sleep(1)
self.reset_game()
return
else:
self.game_over = True
return
else:
self.game_over = True
return
self.snake.insert(0, new_head)
if new_head == self.food:
food_points = (
10
if self.mode == "classic"
else (15 if self.mode == "time_attack" else 20)
)
self.score += food_points
if self.mode == "classic":
self.cumulative_score = self.score
self.food_eaten += 1
self.consecutive_food += 1
audio.play_sound("assets/eat.wav")
self.food = self.spawn_item(exclude=self.snake)
if self.settings["1"]["value"]:
factor = 0.97 if self.mode == "survival" else 0.98
self.delay = max(0.02, self.delay * factor)
else:
self.consecutive_food = 0
self.snake.pop()
for item in self.power_items:
if new_head == item["pos"]:
if item["type"] == "powerup":
pu_points = (
20
if self.mode == "classic"
else (25 if self.mode == "time_attack" else 30)
)
self.score += pu_points
if self.mode == "classic":
self.cumulative_score = self.score
self.powerups_collected += 1
audio.play_sound("assets/power-up.wav")
elif item["type"] == "powerdown":
pd_points = (
5
if self.mode == "classic"
else (7 if self.mode == "time_attack" else 10)
)
self.score = max(0, self.score - pd_points)
self.powerdowns_collected += 1
audio.play_sound("assets/power-down.wav")
if len(self.snake) > 3:
self.snake.pop()
self.power_items.remove(item)
break
self.maybe_spawn_power_item()
self.check_achievements()
self.max_length = max(self.max_length, len(self.snake))
if self.mode == "time_attack" and (
time.time() - self.start_time >= self.time_limit
):
self.time_up = True
self.game_over = True
except Exception as e:
console.print(f"[red]Error during game update: {e}[/red]")
self.game_over = True
def draw(self):
try:
bg_color = self.get_background()
elapsed = time.time() - self.start_time
with self.term.location():
print(self.term.home + self.term.clear, end="")
print("+" + "-" * (self.board_width - 2) + "+")
for y in range(1, self.board_height - 1):
line = "|"
for x in range(1, self.board_width - 1):
pos = (x, y)
if pos == self.snake[0]:
line += self.term.green(self.snake_head_char)
elif pos in self.snake:
line += self.term.green(self.snake_char)
elif pos == self.food:
line += self.term.red(self.food_char)
elif any(item["pos"] == pos for item in self.power_items):
item = next(
item for item in self.power_items if item["pos"] == pos
)
line += (
self.term.bright_yellow(self.powerup_char)
if item["type"] == "powerup"
else self.term.bright_red(self.powerdown_char)
)
else:
line += bg_color(" ")
line += "|"
print(line)
print("+" + "-" * (self.board_width - 2) + "+")
if self.mode == "classic":
print(
f"Score: {self.score} | Lives: {self.lives} | Time: {elapsed:.1f}s"
)
elif self.mode == "time_attack":
remaining = max(0, int(self.time_limit - elapsed))
print(f"Score: {self.score} | Time Left: {remaining}s")
else:
print(f"Score: {self.score} | Time: {elapsed:.1f}s")
except Exception as e:
console.print(f"[red]Error during drawing: {e}[/red]")
async def run(self):
self.reset_game(initial=True)
loop = asyncio.get_event_loop()
try:
with self.term.cbreak(), self.term.hidden_cursor():
while not self.game_over:
start_loop = loop.time()
inp = await loop.run_in_executor(None, self.term.inkey, self.delay)
if inp:
self.process_input(inp.name if inp.is_sequence else inp)
self.update()
self.draw()
elapsed_loop = loop.time() - start_loop
await asyncio.sleep(max(0, self.delay - elapsed_loop))
except Exception as e:
console.print(f"[red]Error during game run: {e}[/red]")
if self.mode == "time_attack" and self.time_up:
print("Time's up!")
win_flag = True
elif self.mode == "time_attack":
win_flag = False
elif self.mode == "classic":
win_flag = self.lives > 0
else:
win_flag = False
print("Game Over!")
audio.play_sound("assets/game-over.wav")
# Return a dictionary of game stats.
game_duration = time.time() - self.start_time
stats = {
"score": self.score,
"duration": game_duration,
"max_length": self.max_length,
"collisions": self.collisions,
"food_eaten": self.food_eaten,
"powerups": self.powerups_collected,
"powerdowns": self.powerdowns_collected,
"lives_remaining": self.lives if self.mode == "classic" else None,
"won": win_flag,
}
return stats