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:
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def __init__(self, screen, color, size, select, sound=True, filename='img/AvoCado_0.png'):
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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
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print('New avocado is ' + ','.join(str(color)))
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self.screen = screen
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self.color = color
self.select = select
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self.screen_width, self.screen_height = screen.get_size()
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self.x = random.randint(0, self.screen_width)
self.y = 0 # change this to start somewhere above the screen
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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 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
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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.select:
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 self.rect.right > self.screen_width or self.rect.left < 0:
self.vx = -self.vy
if self.hasLanded():
self.destroy()
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
print('platch')
return True
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def mute(self,mute=False):
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if not sound:
return
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if mute:
pygame.mixer.music.set_volume(0.0)
else:
pygame.mixer.music.set_volume(0.5)
def playLevel(self,lvl=1):
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if not sound:
return
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if lvl == 1:
pygame.mixer.music.load("""audio/level1.wav""")
elif lvl == 2:
pygame.mixer.music.load("""audio/level2.wav""")
elif lvl == 3:
pygame.mixer.music.load("""audio/level3.wav""")
pygame.mixer.music.play()
def fade(self):
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if not sound:
return
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pygame.mixer.music.fadeout(3000)
def loadClick(self):
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if not sound:
return
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self.click = pygame.mixer.Sound("audio/click.wav")
return self.click
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def destroy(self):
del(self)