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QUESTION

Need computer science Help with a Python snake game

I need help on making the Snake game in Python. Unfortunately it won't allow me to attach my python file, so please work off of the following, and comment what you are doing in each step please. Fill in the parts labeled "TODO". Thank you!

import sys

import pygame

import random

########################### Global Constants ##############################

# block_size is the width and height of a square of the snake.

# also, diameter of the apple is equal to block_size

# BLOCK_SIZE should be divisible by 2 in this implementation

BLOCK_SIZE = 10

# width of the screen

# WIDTH should be divisible by BLOCK_SIZE in this implementation

WIDTH = 800

# height of the screen

# HEIGHT should be divisible by BLOCK_SIZE in this implementation

HEIGHT = 600

# initial length of the snake, i.e., number of squares snake has.

INITIAL_SNAKE_LENGTH = 6

# frames per second. this is effectively speed of snake in this program.

# read this if you are not familiar:

# https://en.wikipedia.org/wiki/Frame_rate

FPS = 20

# draws the grid to the screen to help see what is going on.

DRAW_GRID = False

###########################################################################

######################## Useful definitions ###############################

# snake_list: 

# -----------

# this is a list of tuples, every tuple correspond to

# a square of the snake. each tuple has the center position

# of the corresponding square, i.e.: (x,y).

# the width and the height of all squares is BLOCK_SIZE.

# the last element of this list is the head of the snake and

# second last is the square after the head, etc.

# type: list of tuples. each tuple contains two integers.

# apple_position:

# --------------

# this is the center position of the apple. the diameter of the apple

# is always BLOCK_SIZE. you cannot initialize the apple in the snake.

# type: tuple of two integers.

############################################################################

# This function returns the initial snake_list (see above) given the below

# parameters. The initial snake is expected to be in the center of the screen.

#

# More specifically:

#

# If there are odd number of squares in the columns:

#    Then the snake head must be exactly in the middle row.

# If there are even number of squares in the columns:

#    Then the snake head must be (num_rows / 2) th row.

# Similarly,

# If there are odd number of squares in the rows:

#    Then the snake head must be exactly in the middle column.

# If there are even number of squares in the rows:

#    Then the snake head must be (num_cols / 2) th column.

#

# By definition:

# number of columns = width / block_size

# number of rows = height / block_size 

# PARAMETERS:

# snake_length: length of the snake, type: integer

# width: width of the window, type: integer

# height: height of the window, type: integer

# block_size: width and height of a square of the snake, type: integer

# RETURNS:

# snake_list, type: list of tuples. each tuple contains two integers.

#

# Some test cases: (We will use more test cases when grading.)

# case_A1:

# get_initial_snake( 3, 900, 900, 100 )

# [(250, 450), (350, 450), (450, 450)]

# case_A2:

# get_initial_snake( 3, 900, 600, 100 )

# [(250, 250), (350, 250), (450, 250)]

# case_A3:

# get_initial_snake( 3, 1000, 1000, 100 )

# [(250, 450), (350, 450), (450, 450)]

# case_A4:

# get_initial_snake( 7, 900, 900, 50 )

# [(125, 425), (175, 425), (225, 425), (275, 425), (325, 425), (375, 425), (425, 425)]

#

# Please see visualizations for each test case in the Project page.

def get_initial_snake( snake_length, width, height, block_size ):

        ''

# TODO TODO TODO

# TODO TODO TODO

# TODO TODO TODO

        return snake_list

# This function returns the center of a random apple position in the screen.

# (1) The apple_position cannot be under the snake. (2) The apple_position cannot be

# outside of the screen. (3) And the apple position must be aligned in the rows

# and columns.

#

# PARAMETERS:

# snake_list: list of tuples, every tuple correspond to a square of the snake

#type: list of tuples. each tuple contains two integers.

# width: width of the window, type: integer

# height: height of the window, type: integer

# block_size: width and height of a square of the snake, type: integer

# RETURNS:

# apple_position, type: tuple contains two integers

#

# Since this is a randomized function, you may not produce the exact same

# results, but your apple_point should be always: (1) in the screen,

# (2) not under the snake, (3) aligned with the rows and columns.

#

# Some test cases: (We will use more test cases when grading.)

# case_B1:

# pick_random_apple_position( [(250, 450), (350, 450), (450, 450)], 900, 900, 100 )

# (650, 250)

# case_B2:

# pick_random_apple_position( [(450, 150), (350, 150), (350, 250), (350, 350), (350, 450), (350, 550), (450, 550), (550, 550), (650, 550), (650, 650), (650, 750)], 900, 900, 100 )

# (350, 750)

# case_B3:

# pick_random_apple_position( [(225, 375), (225, 325), (225, 275), (275, 275), (325, 275), (375, 275), (425, 275), (475, 275), (525, 275), (525, 325)], 900, 900, 50 )

# (325, 825)

# Please see visualizations for each test case in the Project page.

def pick_random_apple_position( snake_list, width, height, block_size ):

        ''

# TODO TODO TODO

# TODO TODO TODO

# TODO TODO TODO

        return (0,0)

# In this function, we update the direction of the snake.

# current_direction is the direction snake currently going,

# new_direction is the user's input direction.

#

# We will return the the new direction given current_direction

# and new_direction with the snake logic. (If snake goes right

# and user inputs to go left, snake will continue going right.)

# PARAMETERS:

# current_direction: current direction of the snake, type: string

#     one of the following: 'right', 'left', 'up', 'down'

# new_direction: new direction of snake, type: string

#     one of the following: 'right', 'left', 'up', 'down'

# RETURNS:

# new_direction, type: string

#

# Some test cases: (We will use more test cases when grading.)

# case_C1:

# update_direction( 'up', 'right' )

# right

# case_C2:

# update_direction( 'down', 'left' )

# left

# case_C3:

# update_direction( 'left', 'left' )

# left

# case_C4:

# update_direction( 'left', 'right' )

# left

def update_direction( current_direction, new_direction ):

        ''

# TODO TODO TODO

# TODO TODO TODO

# TODO TODO TODO

        return 'right'

# This function updates snake's position using the direction.

# In other terms, snake moves a single step. After this move, there are

# four cases. (1) snake is still safe, (2) snake is still safe and ate

# the apple, (3) snake is out of the window and hence game over,

# (4) snake hit itself and hence game over.

#

# In this function, we will only move the snake and check if it eats the

# apple. We will just report this information and the necessary actions 

# will be done in the main() function.

# If Snake eats the Apple, it should extend its head to the apple_position

# and get one square bigger. Please see case_D3 below.

#

# PARAMETERS:

# snake_list: list of tuples, every tuple correspond to a square of the snake

#type: list of tuples. each tuple contains two integers

# direction: current direction of snake, type: string

#one of the following: 'right', 'left', 'up', 'down'

# apple_position: the center position of the apple, type: tuple contains two integers

# block_size: width and length of a square of the snake, type: integer

# RETURNS:

# A tuple containing (snake_list, is_apple_eaten)

# snake_list: updated snake_list after the move, 

#type: list of tuples. each tuple contains two integers

# is_apple_eaten: did the snake it apple after this move, type: boolean

#

# Some test cases: (We will use more test cases when grading.)

# case_D1:

# update_snake( [(150, 450), (250, 450), (350, 450), (450, 450)], 'right', (550, 250), 100 )

# ([(250, 450), (350, 450), (450, 450), (550, 450)], False)

# case_D2:

# update_snake( [(550, 650), (550, 750), (650, 750), (750, 750), (750, 650), (750, 550), (750, 450)], 'up', (850, 750), 100 )

# ([(550, 750), (650, 750), (750, 750), (750, 650), (750, 550), (750, 450), (750, 350)], False)

# case_D3:

# update_snake( [(450, 850), (350, 850), (250, 850), (150, 850), (150, 750), (150, 650), (150, 550)], 'up', (150, 450), 100 )

# ([(450, 850), (350, 850), (250, 850), (150, 850), (150, 750), (150, 650), (150, 550), (150, 450)], True)

# Please see visualizations for each test case in the Project page.

def update_snake( snake_list, direction, apple_position, block_size ):

        ''

# TODO TODO TODO

# TODO TODO TODO

# TODO TODO TODO

        return ([(350, 450), (450, 450), (550, 450)], False)

# This function checks if the snake is inside the window.

# (Just checking whether the head of the snake inside the window

# is enough.)

#

# We will use this function to terminate the game, since the game is over

# when the snake hits the wall (goes outside the window).

#

# PARAMETERS:

# snake_list: list of tuples, every tuple correspond to a square of the snake

#type: list of tuples. each tuple contains two integers

# width: width of the window, type: integer

# height: height of the window, type: integer

# RETURNS:

# Returns whether snake inside the window, type: boolean

#

# Some test cases: (We will use more test cases when grading.)

# case_E1:

# is_snake_inside_window( [(550, 450), (650, 450), (750, 450), (850, 450)], 900, 900 )

# True

# case_E2:

# is_snake_inside_window( [(650, 450), (750, 450), (850, 450), (950, 450)], 900, 900 )

# False

# case_E3:

# is_snake_inside_window( [(150, 250), (150, 350), (150, 450), (150, 550), (250, 550), (350, 550), (350, 650), (350, 750), (350, 850)], 900, 900 )

# True

# case_E4:

# is_snake_inside_window( [(150, 350), (150, 450), (150, 550), (250, 550), (350, 550), (350, 650), (350, 750), (350, 850), (350, 950)], 900, 900 )

# False

def is_snake_inside_window( snake_list, width, height ):

        ''

# TODO TODO TODO

# TODO TODO TODO

# TODO TODO TODO

        return False

# This function checks if the snake has hit itself.

#

# We will use this function to terminate the game, since the game is over

# when the snake hits itself.

# PARAMETERS:

# snake_list: list of tuples, every tuple correspond to a square of the snake

#type: list of tuples. each tuple contains two integers

# RETURNS:

# Returns whether snake has hit itself, type: boolean

# Some test cases: (We will use more test cases when grading.)

# case_F1:

# is_snake_hit_itself( [(350, 250), (250, 250), (250, 350), (250, 450), (250, 550), (350, 550)] )

# False

# case_F2:

# is_snake_hit_itself( [(650, 850), (550, 850), (450, 850), (350, 850), (250, 850), (150, 850), (150, 750), (150, 650), (150, 550), (150, 450), (150, 350), (150, 250)] )

# False

# case_F3:

# is_snake_hit_itself( [(150, 550), (150, 450), (150, 350), (150, 250), (250, 250), (350, 250), (450, 250), (450, 350), (450, 450), (350, 450), (250, 450), (150, 450)] )

# True

def is_snake_hit_itself( snake_list ):

        ''

# TODO TODO TODO

# TODO TODO TODO

# TODO TODO TODO

        return False

# This function draws the grid to the window using couple of

# pygame.draw.line() functions.

# Remember the syntax here:

# https://www.pygame.org/docs/ref/draw.html#pygame.draw.line

#

# Example: pygame.draw.line( window, (255, 255, 255), (0, 0), (100, 100) )

# will draw a line to the window from (0,0) to (100,100) with white color.

#

# Please do not change the width option in the above function call.

# width = 1 seems to be okay in practice.

#

# Lastly, this function should draw all lines with the color white.

# If you need help with RGB color-model, please

# refer to: https://en.wikipedia.org/wiki/RGB_color_model

#

# PARAMETERS:

# width: width of the window, type: integer

# height: height of the window, type: integer

# block_size: width and height of a square of the snake, type: integer

# window: the window that the grid will be drawn, type: pygame.window

# RETURNS:

# None

def draw_grid( width, height, block_size, window):

        ''

# TODO TODO TODO

# TODO TODO TODO

# TODO TODO TODO

# This function draws the snake on the window using couple of

# pygame.draw.rect() functions.

# Remember the syntax here:

# https://www.pygame.org/docs/ref/draw.html#pygame.draw.rect 

#

# Example: pygame.draw.rect( window, (255,255,255), (100,100,50,50) ) 

# will draw a rectangle whose upper left corner is (100,100) and

# whose width = 50 and height = 50.

#

# Also remember that we keep track of the centers of the squares,

# however pygame.draw.rect expects the left upper corner of the

# rectangle to draw.

#

# Lastly, this function should draw all squares with a 

# random color. This will make the snake look like moving.

# If you need help with RGB color-model, please

# refer to: https://en.wikipedia.org/wiki/RGB_color_model

#

# PARAMETERS:

# snake_list: list of tuples, every tuple correspond to a square of the snake

#type: list of tuples. each tuple contains two integers

# block_size: width and height of a square of the snake, type: integer

# window: the window that the snake will be drawn, type: pygame.window

# RETURNS:

# None

def draw_snake( snake_list, block_size, window ):

        ''

# TODO TODO TODO

# TODO TODO TODO

# TODO TODO TODO

# This function draws the apple on the screen using 

# pygame.draw.circle() function.

# Remember the syntax here:

# https://www.pygame.org/docs/ref/draw.html#pygame.draw.circle

#

# Example: pygame.draw.circle( window, (255,255,255), (100,100), 50 )

# will draw a circle whose center position is (100,100) and radius = 50.

#

# Lastly, this function should draw the circle with a random color.

# If you need help with RGB color-model, please

# refer to: https://en.wikipedia.org/wiki/RGB_color_model

#

# PARAMETERS:

# apple_position, type: tuple contains two integers

# block_size: width and height of a square of the snake, type: integer

# window: the window that the apple will be drawn, type pygame.window

# RETURNS:

# None

def draw_apple( apple_position, block_size, window ):

        ''

# TODO TODO TODO

# TODO TODO TODO

# TODO TODO TODO

def main():

#initializations

pygame.init()

window = pygame.display.set_mode( (WIDTH+1, HEIGHT+1) )

pygame.display.set_caption( 'Snake game' )

# current direction of the snake: right, left, up, down

current_direction = 'right'

# new direction of the snake: right, left, up, down

new_direction = 'right'

# clock is helping us to set FPS

clock = pygame.time.Clock()

# the list of squares in the snake, (x,y) are the center

# positions of the square.

snake_list = get_initial_snake( INITIAL_SNAKE_LENGTH, WIDTH, HEIGHT, \

BLOCK_SIZE )

# center position of apple

apple_position = pick_random_apple_position( snake_list, WIDTH, HEIGHT, \

BLOCK_SIZE )

# This is the main game loop.

while True:

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit()

if event.type == pygame.KEYDOWN:

if event.key == pygame.K_LEFT:

new_direction = 'left'

if event.key == pygame.K_RIGHT:

new_direction = 'right'

if event.key == pygame.K_DOWN:

new_direction = 'down'

if event.key == pygame.K_UP:

new_direction = 'up'

current_direction = update_direction( current_direction, new_direction )

snake_list, is_apple_eaten = update_snake( snake_list, current_direction, \

      apple_position, BLOCK_SIZE )

if is_apple_eaten:

apple_position = pick_random_apple_position( snake_list, \

WIDTH, HEIGHT, BLOCK_SIZE )

if not is_snake_inside_window( snake_list, WIDTH, HEIGHT ) or  \

is_snake_hit_itself( snake_list ):

break

window.fill( (0,0,0) ) # black background

if DRAW_GRID:

draw_grid( WIDTH, HEIGHT, BLOCK_SIZE, window )

draw_snake( snake_list, BLOCK_SIZE, window )

draw_apple( apple_position, BLOCK_SIZE, window )

# update the window with the last drawings

pygame.display.update()

# set fps (speed)

clock.tick( FPS )

pygame.quit()

if __name__ == '__main__':

main()

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