avocados/game.py

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#!/usr/bin/env python3
# -*- coding: utf-8 -*- #
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"""
Avocados and stuff
"""
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import os, random, sys
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import pygame
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import avocado, crystal, pingenerator, itext
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from pygame.locals import *
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from support.colors import *
from interface import hud
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class TheGame:
def __init__(self):
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""" Initialize the game """
pygame.init()
pygame.display.set_caption('Pin Avo, the Cado!')
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self.clock = pygame.time.Clock()
self.initializeScreen()
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# initialize the game canvas
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self.timeout = 30
self.level = 1
self.psychomode = 2
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self.targetScore = 400
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##############################
# Never set below 4, else we have a high
# probability of losing the game due to a missing color
# Alternatively, you could edit chooseRandomColor()
# to only work on the first multiplier colors
self.desired_fps = 60
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self.screen = pygame.display.set_mode((self.WIDTH, self.HEIGHT))
self.colors = [RED, GREEN, BLUE, YELLOW, PINK]
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self.multiplier = len(self.colors)
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self.bg = pygame.image.load(os.path.join('img', 'lawyerCrystalBall.png'))
self.bg.set_colorkey((255,255,255))
self.bg.set_alpha(75)
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self.last_colors = []
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# fonts
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self.bigFont = pygame.font.Font(None, 90)
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# Set splashscreen
splashScreen = pygame.image.load(os.path.join('img', 'splashScreen.png'))
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self.screen.blit(
pygame.transform.scale(
splashScreen, (self.WIDTH, self.HEIGHT)
),
(0, 0)
)
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pygame.display.flip()
pygame.time.wait(3000)
try:
pygame.mixer.init()
pygame.mixer.music.set_volume(0.5)
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sound = True
except:
print("Y U NO sound? :(")
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sound = False
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def initializeScreen(self):
# displayInfo = pygame.display.Info()
# self.resize = 1.3
# self.WIDTH = int(displayInfo.current_w / self.resize)
# self.HEIGHT = int(displayInfo.current_h / self.resize)
# Look at the cleverness ;)
self.WIDTH, self.HEIGHT = 800, 600
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def mute(self,mute=False, sound=True):
if not sound:
return
if mute:
pygame.mixer.music.set_volume(0.0)
else:
pygame.mixer.music.set_volume(0.5)
def playLevel(self,lvl=1,sound=True):
if not sound:
return
if lvl == 1:
pygame.mixer.music.load("""audio/level1.wav""")
elif lvl == 2:
pygame.mixer.music.load("""audio/level2.wav""")
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elif lvl >= 3:
pygame.mixer.music.load("""audio/level3.wav""")
pygame.mixer.music.play()
def toggle_fullscreen(self):
global fullS
fullS = True
self.screen = pygame.display.get_surface()
self.tmp = self.screen.convert()
self.caption = pygame.display.get_caption()
self.cursor = pygame.mouse.get_cursor() # Duoas 16-04-2007
self.w,self.h = self.screen.get_width(),self.screen.get_height()
self.flags = self.screen.get_flags()
self.bits = self.screen.get_bitsize()
pygame.display.quit()
pygame.display.init()
self.screen = pygame.display.set_mode((self.w,self.h),self.flags^FULLSCREEN,self.bits)
self.screen.blit(self.tmp,(0,0))
pygame.display.set_caption(*self.caption)
pygame.key.set_mods(0) #HACK: work-a-round for a SDL bug??
pygame.mouse.set_cursor( *self.cursor ) # Duoas 16-04-2007
return self.screen
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def fadeSound(self, sound=True):
if not sound:
return
pygame.mixer.music.fadeout(3000)
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def chooseRandomColor(self):
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selected = random.randint(0, len(self.colors) - 1)
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if len(self.last_colors) > 5:
self.last_colors.pop(0)
for i in range(0, 5):
if selected in self.last_colors:
selected = random.randint(0, 3)
else:
break
self.last_colors.append(selected)
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return self.colors[selected]
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def gameOver(self):
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screen_width, screen_height = self.screen.get_size()
gameOverImage = pygame.image.load(os.path.join('img', 'gameOver.png'))
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gameOverText = self.bigFont.render('GAME OVER', False, YELLOW)
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gameOverImage.blit(gameOverText, (screen_width/8, screen_height/7))
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self.screen.blit(pygame.transform.scale(gameOverImage,
self.screen.get_size()), (0, 0))
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pygame.display.flip()
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self.fadeSound()
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pygame.time.wait(3000)
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pygame.quit()
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sys.exit()
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def keepPinned(self, avocado):
self.pinned.append(avocado)
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def drawBackground(self):
if type(self.bg) is tuple:
self.screen.fill(self.bg)
else:
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self.screen.blit(
pygame.transform.scale(
self.bg, self.screen.get_size()
),
(0, 0)
)
def resetLevel(self):
self.pinnedAvocados = []
self.movingAvocados = []
self.thrownPins = []
self.timeleft = self.timeout
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def main(self):
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score = 0
boundaries = []
# We could use this list for redrawing only this part
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# of the screen instead of all of it
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self.resetLevel()
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# initialize the HUD class and the lawyer
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the_hud = hud.Hud(self.screen)
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crystalBall = crystal.Crystal(self.screen, self.level, self.bigFont, self.psychomode)
boundaries.append(crystalBall.getBoundaries())
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# Initial color indication
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color = self.chooseRandomColor()
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crystalBall.setColor(color)
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texts = []
container = {'font': self.bigFont, 'screen': self.screen, 'clock': self.clock}
running = True
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while running:
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time_passed = self.clock.tick(self.desired_fps)
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fps = self.clock.get_fps()
screen_width, screen_height = self.screen.get_size()
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# Next level?
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if score >= (self.targetScore * self.level):
self.level += 1
levelText = itext.Text(
container,
'Level ' + str(self.level),
(screen_width / 3, screen_height /2),
2000
)
texts.append(levelText)
self.playLevel(self.level)
self.resetLevel()
self.timeleft -= time_passed / 1000
self.timeleft = round(self.timeleft, 2)
if self.timeleft <= 0:
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self.gameOver()
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else:
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displaytime = self.timeleft
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# Redraw the background and put our lawyer back on top
self.drawBackground()
crystalBall.blitme()
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# Check if there's any text that wants to get displayed
for text in texts:
text.blitme()
texts[:] = [text for text in texts if not text.hasExpired() ]
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# Redraw the HUD
the_hud.draw_hud(score, displaytime, round(fps, 2))
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# Initialize a number of avocados, depending on the level
avocadosInGame = len(self.movingAvocados)
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avocadosWanted = self.level * self.multiplier
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if avocadosInGame < avocadosWanted:
probability = int(1.0/(avocadosWanted - avocadosInGame) * 100)
if random.randint(0, probability) < 3:
properties = {'color': self.chooseRandomColor(), 'size': (50,50)}
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# Spawn a new avocado
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a = avocado.Avocado(
self.screen,
boundaries,
properties,
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color,
self.level
)
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self.movingAvocados.append(a)
# Remove avocados from the list of moving avocados if they no longer move
# Or add them to the list of pinned avocados if they're been hit
self.pinnedAvocados += [avo for avo in self.movingAvocados if avo.isPinned() ]
self.movingAvocados[:] = [ avo for avo in self.movingAvocados if avo.isFalling() ]
##############################
#
# Late-Night-Comments:
#
# Can we maybe handle the pinned avocados the same way I handle "stuck"
# pins? It seems to be easier.. well, the pins don't fall out of the screen
# though…
#
##############################
# Now redraw our avocados
for a in self.movingAvocados:
a.setTargetColor(color)
a.move()
a.blitme()
for a in self.pinnedAvocados:
a.blitme()
# And finally check if we need to redraw any pins
for activePin in self.thrownPins:
activePin.blitme()
if not activePin.isStuck():
activePin.moveTowardsTarget()
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# Catch events
for event in pygame.event.get():
# Collision detection
if event.type == MOUSEBUTTONDOWN:
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mousepos = pygame.mouse.get_pos()
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# Throwing a new pin
newPin = pingenerator.Generate(self.screen)
newPin.throwAt(mousepos)
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self.thrownPins.append(newPin)
# Check if any avocados have been hit
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for avo in self.movingAvocados:
hit, center = avo.isHit(mousepos)
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if hit is None:
continue
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if hit:
score += 100
newPin.throwAt(center)
color = self.chooseRandomColor()
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crystalBall.setColor(color)
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else:
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score -= 50
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# Had enough of this?
if event.type == pygame.QUIT:
running = False
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game.gameOver()
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pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if pygame.key.get_pressed()[pygame.K_f] != 0:
print("Toggling full screen, in the Future")
#game.toggle_fullscreen()
elif (pygame.key.get_pressed()[pygame.K_q] != 0) or (pygame.key.get_pressed()[pygame.K_ESCAPE] != 0):
running = False
game.gameOver()
pygame.quit()
sys.exit()
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pygame.display.flip()
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if __name__ == '__main__':
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game = TheGame()
game.playLevel()
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game.main()