avocados/avocado.py

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#!/usr/bin/env python3
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import pygame, random
from support import operations
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class Avocado:
def __init__(self, screen, color, size, target, filename='img/AvoCado_0.png'):
# HELP please!!
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# We randomly decide whether we should instanciate or not
# I'd rather just not return an instance,
# but I don't know how to do that :(
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if random.randint(0,1) == 0:
self.is_falling = False
self.has_been_pinned = False
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return None
# Set up our instance variables
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self.screen = screen
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self.color = color
self.target = target
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self.screen_width, self.screen_height = screen.get_size()
self.w, self.y = size
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# Initialize the image
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self.i = pygame.image.load(filename).convert_alpha()
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operations.color_surface(self.i, color)
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self.image = pygame.transform.scale(self.i, (self.w, self.y))
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self.rect = self.image.get_rect()
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# Set the avocado's initial position and velocity
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self.init_pos()
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self.vx = 10
self.vy = 10
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self.is_falling = True
self.has_been_pinned = False
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def setTargetColor(self, targetColor):
self.target = targetColor
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def blitme(self):
self.screen.blit(self.image, self.rect)
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def init_pos(self):
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self.rect.x = random.randint(0, self.screen_width)
self.rect.y = random.randint(20, 70)
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def isHit(self, click):
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"""
Checks whether this object collides with the given position
of a mouse-click. Return true is the correct color was hit and
false if it was the wrong one.
Just returns void if no avocado was hit
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"""
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mousex, mousey = click
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if self.rect.left < mousex and self.rect.right > mousex and \
self.rect.top < mousey and self.rect.bottom > mousey:
if self.color == self.target:
self.has_been_pinned = True
return True
else:
return False
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def exists(self):
return not self.has_been_pinned and self.is_falling
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def move(self):
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if not self.has_been_pinned:
if self.rect.right > self.screen_width or self.rect.left < 0:
self.vx = -self.vy
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if self.hasLanded():
self.destroy()
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self.rect.x += self.vx
self.rect.y += self.vy
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return True
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def hasLanded(self):
if self.rect.bottom > self.screen_height or self.rect.top < 0:
self.is_falling = False
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print('DEBUG :: splatsh!')
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return True
def destroy(self):
del(self)