I am re-making snake in pygame and I need to make it longer. I have made a piece of code that moves a 2nd segment of the snake when I have eaten an apple:
if sa == 2:
pygame.draw.rect(screen, GREEN, pygame.Rect(sx,sy,tilesize,tilesize))
and at the top of the 'game loop' i have:
sx = x
sy = y
I want to add more segments but have no idea how I would do this without having to make a function for every possible segment. I want a code that either tells every new segment where to go or if someone has a better idea (which I'm sure they do) pls post that instead
here is my code so far:
import pygame, sys, random
from pygame.locals import *
pygame.init()
movement_x = movement_y = 0
RED = (240, 0, 0)
GREEN = (0, 255, 0)
ran = [0,25,50,75,100,125,150,175,200,225,250,275,300,325,350,375,400,425,450,475,500]
ax = 0
ay = 0
x = 0
y = 0
sa = 0
sizex = 500
sizey = 500
tilesize = 25
screen = pygame.display.set_mode((sizex,sizey))
pygame.display.set_caption('Snake')
pygame.display.set_icon(pygame.image.load('images/tile.png'))
tile = pygame.image.load('images/tile.png')
tile = pygame.transform.scale(tile, (tilesize, tilesize))
x2 = 0
pag = 0
clock = pygame.time.Clock()
sx = 0
sy = 0
vel_x = 0
vel_y = 0
ap = True
while True:
sx = x
sy = y
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
for row in range(sizex):
for column in range(sizey):
screen.blit(tile,(column*tilesize, row*tilesize,tilesize,tilesize))
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_UP:
vel_y = -25
vel_x = 0
elif event.key == K_DOWN:
vel_y = 25
vel_x = 0
elif event.key == K_LEFT:
vel_x = - 25
vel_y = 0
elif event.key == K_RIGHT:
vel_x= 25
vel_y = 0
elif event.key == K_y:
pag = 1
elif event.key == K_n:
pag = 2
inBounds = pygame.Rect(0, 0, sizex, sizey).collidepoint(x+vel_x, y+vel_y)
if inBounds:
y += vel_y
x += vel_x
else:
basicFont = pygame.font.SysFont(None, 48)
text = basicFont.render('Game Over! Play again? y/n', True, GREEN, RED)
textRect = text.get_rect()
textRect.centerx = screen.get_rect().centerx
textRect.centery = screen.get_rect().centery
pygame.draw.rect(screen, RED, (textRect.left - 20, textRect.top - 20, textRect.width + 40, textRect.height + 40))
screen.blit(text, textRect)
ay = -25
ax = -25
x = -25
y = -25
if pag == 1:
pag = 0
inBounds = True
x = 0
y = 0
vel_x = 0
vel_y = 0
ax = random.choice(ran)
ay = random.choice(ran)
pygame.draw.rect(screen, RED, pygame.Rect(ax,ay,tilesize,tilesize))
if pag == 2:
pygame.quit()
sys.exit()
if ap:
pygame.draw.rect(screen, RED, pygame.Rect(ax,ay,tilesize,tilesize))
if x == ax and y == ay:
pygame.draw.rect(screen, RED, pygame.Rect(ax,ay,tilesize,tilesize))
ax = random.choice(ran)
ay = random.choice(ran)
sa += 1
if sa == 2:
pygame.draw.rect(screen, GREEN, pygame.Rect(sx,sy,tilesize,tilesize))
pygame.draw.rect(screen, GREEN, pygame.Rect(x,y,tilesize,tilesize))
pygame.display.update()
clock.tick(100)