avocados/game.py

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#!/usr/bin/env python3
"""
Avocados and stuff
"""
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import os, random, sys
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import pygame
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import avocado, crystal
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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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displayInfo = pygame.display.Info()
self.resize = 1.3
self.WIDTH = int(displayInfo.current_w / self.resize)
self.HEIGHT = int(displayInfo.current_h / self.resize)
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self.WIDTH, self.HEIGHT = 800, 600
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# initialize the game canvas
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self.size = (self.WIDTH, self.HEIGHT)
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self.screen = pygame.display.set_mode(self.size)
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self.colors = [BLUE, GREEN, RED, YELLOW]
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self.bg = pygame.image.load(os.path.join('img', 'lawyerCrystalBall.png'))
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# fonts
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self.bigFont = pygame.font.Font(None, 90)
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# Set splashscreen
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splashScreen = pygame.image.load("img/splashScreen.png")
self.screen.blit(pygame.transform.scale(splashScreen, self.size), (0, 0))
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 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()
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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):
selected = random.randint(0, 3)
return self.colors[selected]
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def gameOver(self):
screen_width, screen_height = self.size
gameOverImage = pygame.image.load("img/gameOver.png")
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gameOverText = self.bigFont.render('GAME OVER', 0, YELLOW)
gameOverImage.blit(gameOverText, (screen_width/8, screen_height/7))
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self.screen.blit(pygame.transform.scale(gameOverImage, self.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:
self.screen.blit(pygame.transform.scale(self.bg, self.size), (0, 0))
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def main(self):
clock = pygame.time.Clock()
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desired_fps = 60
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multiplier = 3
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time = timeleft = 30
level = 1
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levelChange = 0
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score = 0
targetScore = 400
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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)
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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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# We could use this list for redrawing only this part
# of the screen install of all of it
avocados = []
running = True
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while running:
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time_passed = clock.tick(desired_fps)
fps = clock.get_fps()
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screen_width, screen_height = self.size
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# Redraw the background and put our lawyer back on top
self.drawBackground()
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crystalBall.blitme()
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# Next level?
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if score >= (targetScore * level):
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level += 1
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levelChange = 70
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timeleft = time
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avocados = []
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print('DEBUG :: Score: ' + str(score))
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print('DEBUG :: Level ' + str(level))
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self.playLevel(level)
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if levelChange > 0:
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levelText = self.bigFont.render('Level ' + str(level), 0, WHITE)
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self.screen.blit(levelText, (screen_width / 3, screen_height / 2))
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levelChange -= 1
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timeleft -= time_passed / 1000
timeleft = round(timeleft, 2)
if timeleft <= 0:
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self.gameOver()
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else:
displaytime = timeleft
# Redraw the HUD
the_hud.draw_hud(score, displaytime, round(fps, 2))
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# If we're not currently in between levels…
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if levelChange == 0:
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# Initialize a number of avocados, depending on the level
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avocados_in_game = len(avocados)
avocadosWanted = level * multiplier
if avocados_in_game < avocadosWanted:
for i in range(avocados_in_game, avocadosWanted):
avocolor = self.chooseRandomColor()
avosize = (50, 50) # should we randomize this?
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a = avocado.Avocado(self.screen, avocolor, avosize, color)
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avocados.append(a)
# Remove avocados from the list if they no longer exist
# E.g. have been pinned or fallen down
avocados[:] = [ x for x in avocados if x.exists() ]
for a in avocados:
a.setTargetColor(color)
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if not a.isPinned():
a.move()
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a.blitme()
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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()
# Throw a pin here
# pin.throwAt(mousepos)
# Yep, above here
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for avo in avocados:
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hit = avo.isHit(mousepos)
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if hit:
score += 100
color = self.chooseRandomColor()
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crystalBall.setColor(color)
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elif hit == False:
score -= 50
# 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()
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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()