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7.2: Source Code to Wormy

  • Page ID
    13598
    \( \newcommand{\vecs}[1]{\overset { \scriptstyle \rightharpoonup} {\mathbf{#1}} } \) \( \newcommand{\vecd}[1]{\overset{-\!-\!\rightharpoonup}{\vphantom{a}\smash {#1}}} \)\(\newcommand{\id}{\mathrm{id}}\) \( \newcommand{\Span}{\mathrm{span}}\) \( \newcommand{\kernel}{\mathrm{null}\,}\) \( \newcommand{\range}{\mathrm{range}\,}\) \( \newcommand{\RealPart}{\mathrm{Re}}\) \( \newcommand{\ImaginaryPart}{\mathrm{Im}}\) \( \newcommand{\Argument}{\mathrm{Arg}}\) \( \newcommand{\norm}[1]{\| #1 \|}\) \( \newcommand{\inner}[2]{\langle #1, #2 \rangle}\) \( \newcommand{\Span}{\mathrm{span}}\) \(\newcommand{\id}{\mathrm{id}}\) \( \newcommand{\Span}{\mathrm{span}}\) \( \newcommand{\kernel}{\mathrm{null}\,}\) \( \newcommand{\range}{\mathrm{range}\,}\) \( \newcommand{\RealPart}{\mathrm{Re}}\) \( \newcommand{\ImaginaryPart}{\mathrm{Im}}\) \( \newcommand{\Argument}{\mathrm{Arg}}\) \( \newcommand{\norm}[1]{\| #1 \|}\) \( \newcommand{\inner}[2]{\langle #1, #2 \rangle}\) \( \newcommand{\Span}{\mathrm{span}}\)\(\newcommand{\AA}{\unicode[.8,0]{x212B}}\)

    This source code can be downloaded from http://invpy.com/wormy.py. If you get any error messages, look at the line number that is mentioned in the error message and check your code for any typos. You can also copy and paste your code into the web form at http://invpy.com/diff/wormy to see if the differences between your code and the code in the book.

    # Wormy (a Nibbles clone)
    # By Al Sweigart al@inventwithpython.com
    # http://inventwithpython.com/pygame
    # Released under a "Simplified BSD" license
    
    import random, pygame, sys
    from pygame.locals import *
    
    FPS = 15
    WINDOWWIDTH = 640
    WINDOWHEIGHT = 480
    CELLSIZE = 20
    assert WINDOWWIDTH % CELLSIZE == 0, "Window width must be a multiple of cell size."
    assert WINDOWHEIGHT % CELLSIZE == 0, "Window height must be a multiple of cell size."
    CELLWIDTH = int(WINDOWWIDTH / CELLSIZE)
    CELLHEIGHT = int(WINDOWHEIGHT / CELLSIZE)
    
    #             R    G    B
    WHITE     = (255, 255, 255)
    BLACK     = (  0,   0,   0)
    RED       = (255,   0,   0)
    GREEN     = (  0, 255,   0)
    DARKGREEN = (  0, 155,   0)
    DARKGRAY  = ( 40,  40,  40)
    BGCOLOR = BLACK
    
    UP = 'up'
    DOWN = 'down'
    LEFT = 'left'
    RIGHT = 'right'
    
    HEAD = 0 # syntactic sugar: index of the worm's head
    
    def main():
        global FPSCLOCK, DISPLAYSURF, BASICFONT
    
        pygame.init()
        FPSCLOCK = pygame.time.Clock()
        DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
        BASICFONT = pygame.font.Font('freesansbold.ttf', 18)
        pygame.display.set_caption('Wormy')
    
        showStartScreen()
        while True:
            runGame()
            showGameOverScreen()
    
    
    def runGame():
        # Set a random start point.
        startx = random.randint(5, CELLWIDTH - 6)
        starty = random.randint(5, CELLHEIGHT - 6)
        wormCoords = [{'x': startx,     'y': starty},
                      {'x': startx - 1, 'y': starty},
                      {'x': startx - 2, 'y': starty}]
        direction = RIGHT
    
        # Start the apple in a random place.
        apple = getRandomLocation()
    
        while True: # main game loop
            for event in pygame.event.get(): # event handling loop
                if event.type == QUIT:
                    terminate()
                elif event.type == KEYDOWN:
                    if (event.key == K_LEFT or event.key == K_a) and direction != RIGHT:
                        direction = LEFT
                    elif (event.key == K_RIGHT or event.key == K_d) and direction != LEFT:
                        direction = RIGHT
                    elif (event.key == K_UP or event.key == K_w) and direction != DOWN:
                        direction = UP
                    elif (event.key == K_DOWN or event.key == K_s) and direction != UP:
                        direction = DOWN
                    elif event.key == K_ESCAPE:
                        terminate()
    
            # check if the worm has hit itself or the edge
            if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or wormCoords[HEAD]['y'] == CELLHEIGHT:
                return # game over
            for wormBody in wormCoords[1:]:
                if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:
                    return # game over
    
            # check if worm has eaten an apply
            if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']:
                # don't remove worm's tail segment
                apple = getRandomLocation() # set a new apple somewhere
            else:
                del wormCoords[-1] # remove worm's tail segment
    
            # move the worm by adding a segment in the direction it is moving
            if direction == UP:
                newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] - 1}
            elif direction == DOWN:
                newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] + 1}
            elif direction == LEFT:
                newHead = {'x': wormCoords[HEAD]['x'] - 1, 'y': wormCoords[HEAD]['y']}
            elif direction == RIGHT:
                newHead = {'x': wormCoords[HEAD]['x'] + 1, 'y': wormCoords[HEAD]['y']}
            wormCoords.insert(0, newHead)
            DISPLAYSURF.fill(BGCOLOR)
            drawGrid()
            drawWorm(wormCoords)
            drawApple(apple)
            drawScore(len(wormCoords) - 3)
            pygame.display.update()
            FPSCLOCK.tick(FPS)
    
    def drawPressKeyMsg():
        pressKeySurf = BASICFONT.render('Press a key to play.', True, DARKGRAY)
        pressKeyRect = pressKeySurf.get_rect()
        pressKeyRect.topleft = (WINDOWWIDTH - 200, WINDOWHEIGHT - 30)
        DISPLAYSURF.blit(pressKeySurf, pressKeyRect)
    
    
    def checkForKeyPress():
        if len(pygame.event.get(QUIT)) > 0:
            terminate()
    
        keyUpEvents = pygame.event.get(KEYUP)
        if len(keyUpEvents) == 0:
            return None
        if keyUpEvents[0].key == K_ESCAPE:
            terminate()
        return keyUpEvents[0].key
    
    
    def showStartScreen():
        titleFont = pygame.font.Font('freesansbold.ttf', 100)
        titleSurf1 = titleFont.render('Wormy!', True, WHITE, DARKGREEN)
        titleSurf2 = titleFont.render('Wormy!', True, GREEN)
    
        degrees1 = 0
        degrees2 = 0
        while True:
            DISPLAYSURF.fill(BGCOLOR)
            rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1)
            rotatedRect1 = rotatedSurf1.get_rect()
            rotatedRect1.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
            DISPLAYSURF.blit(rotatedSurf1, rotatedRect1)
    
            rotatedSurf2 = pygame.transform.rotate(titleSurf2, degrees2)
            rotatedRect2 = rotatedSurf2.get_rect()
            rotatedRect2.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
            DISPLAYSURF.blit(rotatedSurf2, rotatedRect2)
    
            drawPressKeyMsg()
    
            if checkForKeyPress():
                pygame.event.get() # clear event queue
                return
            pygame.display.update()
            FPSCLOCK.tick(FPS)
            degrees1 += 3 # rotate by 3 degrees each frame
            degrees2 += 7 # rotate by 7 degrees each frame
    
    
    def terminate():
        pygame.quit()
        sys.exit()
    
    
    def getRandomLocation():
        return {'x': random.randint(0, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)}
    
    
    def showGameOverScreen():
        gameOverFont = pygame.font.Font('freesansbold.ttf', 150)
        gameSurf = gameOverFont.render('Game', True, WHITE)
        overSurf = gameOverFont.render('Over', True, WHITE)
        gameRect = gameSurf.get_rect()
        overRect = overSurf.get_rect()
        gameRect.midtop = (WINDOWWIDTH / 2, 10)
        overRect.midtop = (WINDOWWIDTH / 2, gameRect.height + 10 + 25)
    
        DISPLAYSURF.blit(gameSurf, gameRect)
        DISPLAYSURF.blit(overSurf, overRect)
        drawPressKeyMsg()
        pygame.display.update()
        pygame.time.wait(500)
        checkForKeyPress() # clear out any key presses in the event queue
    
        while True:
            if checkForKeyPress():
                pygame.event.get() # clear event queue
                return
    
    def drawScore(score):
        scoreSurf = BASICFONT.render('Score: %s' % (score), True, WHITE)
        scoreRect = scoreSurf.get_rect()
        scoreRect.topleft = (WINDOWWIDTH - 120, 10)
        DISPLAYSURF.blit(scoreSurf, scoreRect)
    
    
    def drawWorm(wormCoords):
        for coord in wormCoords:
            x = coord['x'] * CELLSIZE
            y = coord['y'] * CELLSIZE
            wormSegmentRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
            pygame.draw.rect(DISPLAYSURF, DARKGREEN, wormSegmentRect)
            wormInnerSegmentRect = pygame.Rect(x + 4, y + 4, CELLSIZE - 8, CELLSIZE - 8)
            pygame.draw.rect(DISPLAYSURF, GREEN, wormInnerSegmentRect)
    
    
    def drawApple(coord):
        x = coord['x'] * CELLSIZE
        y = coord['y'] * CELLSIZE
        appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
        pygame.draw.rect(DISPLAYSURF, RED, appleRect)
    
    
    def drawGrid():
        for x in range(0, WINDOWWIDTH, CELLSIZE): # draw vertical lines
            pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, WINDOWHEIGHT))
        for y in range(0, WINDOWHEIGHT, CELLSIZE): # draw horizontal lines
            pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (WINDOWWIDTH, y))
    
    
    if __name__ == '__main__':
        main()
    

    This page titled 7.2: Source Code to Wormy is shared under a CC BY-NC-SA 3.0 license and was authored, remixed, and/or curated by Al Sweigart via source content that was edited to the style and standards of the LibreTexts platform; a detailed edit history is available upon request.

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