import turtle
import time
import random


delay = 0.1


#score
score = 0
high_score = 0

wn = turtle.Screen()
wn.title("SNAKE GAME USING PYTHON")
wn.bgcolor("green")
wn.setup(width = 600 ,  height = 600)
wn.tracer(0)

#snake head

head = turtle.Turtle()
head.speed(0)
head.shape("square")
head.color("black")
head.penup()
head.goto(0,0)
head.direction = "stop"


#snake food

food = turtle.Turtle()
food.speed(0)
food.shape("circle")
food.color("red")
food.penup()
food.goto(0,100)

segments = []

#pen 
pen = turtle.Turtle()
pen.speed(0)
pen.shape("square")
pen.color("white")
pen.penup()
pen.hideturtle()
pen.goto(0,260)
pen.write("Score: 0  High Score: 0", align ="center")

#function


def go_up():
    if head.direction != "down":
        head.direction = "up"
    
def go_down():
    if head.direction != "up":
        head.direction = "down"
    
def go_left():
    if head.direction != "right":
        head.direction = "left"

def go_right():
    if head.direction != "left":
        head.direction = "right"

def move():
    if head.direction =="up":
        y = head.ycor()
        head.sety(y+20)
        
    if head.direction =="down":
        y = head.ycor()
        head.sety(y-20)
        
    if head.direction =="left":
        x = head.xcor()
        head.setx(x-20)
        
    if head.direction =="right":
        position = head.xcor()
        head.setx(position+20)


#keyboard binding

wn.listen()
wn.onkeypress(go_up, "w")
wn.onkeypress(go_down, "x")
wn.onkeypress(go_right, "d")
wn.onkeypress(go_left, "a")

#main game loop
while True:
    wn.update()
    
    #check for collision with boarders
    if head.xcor()>290 or head.xcor()<-290 or  head.ycor()>290 or head.ycor()<-290:
        time.sleep(1)
        head.goto(0,0)
        head.direction = "stop"
        
        #hide the segments
        for segment in segments:
            segment.goto(1000 , 1000)
            
        #clear the segment list 
        segments.clear()
        
        #Reset  the score
        score = 0                
        pen.clear()
        pen.write("Score: {}   High Score: {} ". format(score , high_score), align = "center")
        
        
    
    
    #check for the colision for the food
    if head.distance(food)<20:
        
        #move the food on random sport 
        x = random.randint(-290,290)
        y = random.randint(-290,290)
        food.goto(x,y)
        
        #add a segemt to the screen
        new_segment = turtle.Turtle()
        new_segment.speed(0)
        new_segment.shape("square")
        new_segment.color("gray")
        new_segment.penup()
        segments.append(new_segment)
        
        
        #shorten the delay 
        delay -=0.002
        #increase score
        score += 10
        
        
        if score>high_score:
            high_score = score
            
        pen.clear()
        pen.write("Score: {}   High Score: {} ". format(score , high_score), align = "center")
    
    #move the end segment first in reverse order
    for index in range(len(segments)-1, 0, -1):
        x = segments[index-1].xcor()
        y = segments[index-1].ycor()
        segments[index].goto(x,y)
        
    #move segment 0 to where the head is
    if len(segments)>0:
        x = head.xcor()
        y = head.ycor()
        segments[0].goto(x,y)
        
    move()
    
    #check for collision with body
    for segment in segments:
           if head.distance(segment)<20:
                time.sleep(1)
                head.goto(0,0)
                head.direction = "stop"
                        
                #hide the segments
                for segment in segments:
                    segment.goto(1000 , 1000)

                #clear the segment list 
                segments.clear()
                
                #reset the delay
                delay = 0.1
                
                #Reset the score
                score = 0                
                pen.clear()
                pen.write("Score: {}   High Score: {} ". format(score , high_score), align = "center")
        
    
    time.sleep(delay)