so i am creating a snake game and i am having trouble with detecting it self colliding, what i need to understand is this: my snake is a tuple
snake = [(s_pos, s_pos),(s_pos + size, s_pos),(s_pos + size * 2, s_pos)]
like this and when it grows it create another thing on the list, like the code up there goes until snake[3]
, i know how to detect the collision with the first 3 parts of the snake, but when it goes up it says index out of range, here is the collision code
def collision (c1,c2):
return (c1[0] == c2[0]) and (c1[1] == c2[1])
if collision(snake[0], snake[1]):
print("self collision")
is there a way to be like
if collision(snake[0], snake[>1]):
print("self collision")
without the index out of range?
when the snake grows it creates the snake[4] and i dont know how to create a code where i can detect the collision, sorry if im not being clear, the code that makes the snake grow: snake.append((0,0))
all my code(consider im really new to coding):
import pygame, random as rand, os
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((1020, 585))
pygame.display.set_caption('2snakes!')
#files location
current_path = os.path.dirname(__file__)
data_path = os.path.join(current_path, 'data')
icon = pygame.image.load(os.path.join(data_path, 'icon.png'))
pygame.display.set_icon(icon)
#variables
direction = 'RIGHT'
direction2 = 'RIGHT'
change_to = direction
change2_to = direction2
fps = 15
#snake
size = 15
s_pos = 60
snake = [(s_pos, s_pos),(s_pos + size, s_pos),(s_pos + size * 2, s_pos)]
s_skin = pygame.Surface((size, size))
s_skin.fill((82,128,208))
#snake2
size2 = 15
s2_pos = 90
snake2 = [(s2_pos, s2_pos),(s2_pos + size2, s2_pos),(s2_pos + size2 * 2, s2_pos)]
s2_skin = pygame.Surface((size2, size2))
s2_skin.fill((208,128,82))
#apple
apple = pygame.Surface((size, size))
apple_pos = (165, 150)
#collission
def collision (c1,c2):
return (c1[0] == c2[0]) and (c1[1] == c2[1])
def selfColliding(snake: list):
for i in snake:
if snake.count(i) > 1:
return True
return False
def gameOver():
#pygame.quit()
print("gameover")
def selfColliding(snake: list):
return True if snake.count(snake[0]) > 1 else False
while True:
#fps
pygame.time.Clock().tick(fps)
#basic stuff
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
#input
elif event.type == pygame.KEYDOWN:
#snake
if event.key == ord('w'):
change_to = 'UP'
if event.key == ord('s'):
change_to = 'DOWN'
if event.key == ord('a'):
change_to = 'LEFT'
if event.key == ord('d'):
change_to = 'RIGHT'
#snake2
if event.key == pygame.K_UP:
change2_to = 'UP'
if event.key == pygame.K_DOWN:
change2_to = 'DOWN'
if event.key == pygame.K_LEFT:
change2_to = 'LEFT'
if event.key == pygame.K_RIGHT:
change2_to = 'RIGHT'
#quit game
if event.key == pygame.K_ESCAPE:
pygame.event.post(pygame.event.Event(pygame.QUIT))
#noice smooth snake movement
#snake
if change_to == 'UP' and direction != 'DOWN':
direction = 'UP'
if change_to == 'DOWN' and direction != 'UP':
direction = 'DOWN'
if change_to == 'LEFT' and direction != 'RIGHT':
direction = 'LEFT'
if change_to == 'RIGHT' and direction != 'LEFT':
direction = 'RIGHT'
#snake2
if change2_to == 'UP' and direction2 != 'DOWN':
direction2 = 'UP'
if change2_to == 'DOWN' and direction2 != 'UP':
direction2 = 'DOWN'
if change2_to == 'LEFT' and direction2 != 'RIGHT':
direction2 = 'LEFT'
if change2_to == 'RIGHT' and direction2 != 'LEFT':
direction2 = 'RIGHT'
#movement
#snake
if direction == 'DOWN':
snake[0] = (snake[0][0], snake[0][1] + size)
if direction == 'UP':
snake[0] = (snake[0][0], snake[0][1] - size)
if direction == 'LEFT':
snake[0] = (snake[0][0] - size, snake[0][1])
if direction == 'RIGHT':
snake[0] = (snake[0][0] + size, snake[0][1])
#snake2
if direction2 == 'DOWN':
snake2[0] = (snake2[0][0], snake2[0][1] + size2)
if direction2 == 'UP':
snake2[0] = (snake2[0][0], snake2[0][1] - size2)
if direction2 == 'LEFT':
snake2[0] = (snake2[0][0] - size2, snake2[0][1])
if direction2 == 'RIGHT':
snake2[0] = (snake2[0][0] + size2, snake2[0][1])
#snake apple collision
if collision(snake[0], apple_pos):
snake.append((0,0))
#snake2 apple collision
if collision(snake2[0], apple_pos):
snake2.append((0,0))
#snake wall collisison
if snake[0][0] < 0 or snake[0][1] < 0:
gameOver()
elif snake[0][0] > 1020 or snake[0][1] > 585:
gameOver()
#snake2 wall collisison
#if snake2[0][0] < 0 or snake2[0][1] < 0:
#gameOver()
#elif snake2[0][0] > 1020 or snake2[0][1] > 585:
#gameOver()
#all blocks follow first
#snake
for i in range(len(snake) -1, 0, -1):
snake[i] = (snake[i-1][0], snake[i-1][1])
#snake2
for i in range(len(snake2) -1, 0, -1):
snake2[i] = (snake2[i-1][0], snake2[i-1][1])
if selfColliding:
print("self colliding")
#rendering
screen.fill((0,0,0))
apple.fill((255,0,0))
screen.blit(apple,apple_pos)
for pos in snake:
screen.blit(s_skin,pos)
for pos2 in snake2:
screen.blit(s2_skin,pos2)
pygame.display.update()