tiny improvements
parent
633be6c6c0
commit
13786f52cb
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@ -98,9 +98,9 @@ class Avocado:
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def hasLanded(self):
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def hasLanded(self):
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if self.rect.bottom > self.screen_height or self.rect.top < 0:
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if self.rect.top > self.screen_height:
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self.is_still_falling = False
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self.is_still_falling = False
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print('DEBUG :: splash!')
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print('DEBUG :: splatch!')
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return True
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return True
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43
game.py
43
game.py
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@ -24,6 +24,13 @@ class TheGame:
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self.timeout = 30
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self.timeout = 30
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self.level = 1
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self.level = 1
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self.targetScore = 400
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self.targetScore = 400
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##############################
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# Never set below 4, else we have a high
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# probability of losing the game due to a missing color
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# Alternatively, you could edit chooseRandomColor()
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# to only work on the first multiplier colors
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self.multiplier = 4
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self.desired_fps = 60
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self.screen = pygame.display.set_mode((self.WIDTH, self.HEIGHT))
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self.screen = pygame.display.set_mode((self.WIDTH, self.HEIGHT))
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self.colors = [BLUE, GREEN, RED, YELLOW]
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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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self.bg = pygame.image.load(os.path.join('img', 'lawyerCrystalBall.png'))
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@ -95,7 +102,7 @@ class TheGame:
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def gameOver(self):
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def gameOver(self):
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screen_width, screen_height = self.screen.get_size
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screen_width, screen_height = self.screen.get_size()
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gameOverImage = pygame.image.load("img/gameOver.png")
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gameOverImage = pygame.image.load("img/gameOver.png")
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gameOverText = self.bigFont.render('GAME OVER', 0, YELLOW)
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gameOverText = self.bigFont.render('GAME OVER', 0, YELLOW)
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gameOverImage.blit(gameOverText, (screen_width/8, screen_height/7))
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gameOverImage.blit(gameOverText, (screen_width/8, screen_height/7))
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@ -131,18 +138,10 @@ class TheGame:
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def main(self):
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def main(self):
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desired_fps = 60
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##############################
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# Never set below 4, else we have a high
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# probability of losing the game due to a missing color
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# Alternatively, you could edit chooseRandomColor()
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# to only work on the first multiplier colors
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multiplier = 4
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score = 0
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score = 0
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# We could use this list for redrawing only this part
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# We could use this list for redrawing only this part
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# of the screen install of all of it
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# of the screen instead of all of it
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self.resetLevel()
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self.resetLevel()
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# initialize the HUD class and the lawyer
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# initialize the HUD class and the lawyer
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@ -155,19 +154,13 @@ class TheGame:
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texts = []
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texts = []
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container = {'font': self.bigFont, 'screen': self.screen, 'clock': self.clock}
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container = {'font': self.bigFont, 'screen': self.screen, 'clock': self.clock}
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# onetext = itext.Text(container, 'Huhu', 2000)
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# texts.append(onetext)
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running = True
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running = True
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while running:
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while running:
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time_passed = self.clock.tick(desired_fps)
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time_passed = self.clock.tick(self.desired_fps)
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fps = self.clock.get_fps()
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fps = self.clock.get_fps()
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screen_width, screen_height = self.screen.get_size()
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screen_width, screen_height = self.screen.get_size()
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# Redraw the background and put our lawyer back on top
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self.drawBackground()
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crystalBall.blitme()
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# Next level?
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# Next level?
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if score >= (self.targetScore * self.level):
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if score >= (self.targetScore * self.level):
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self.level += 1
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self.level += 1
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@ -178,7 +171,6 @@ class TheGame:
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2000
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2000
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)
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)
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texts.append(levelText)
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texts.append(levelText)
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# self.screen.blit(levelText, (screen_width / 3, screen_height / 2))
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self.playLevel(self.level)
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self.playLevel(self.level)
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self.resetLevel()
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self.resetLevel()
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@ -191,18 +183,21 @@ class TheGame:
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displaytime = self.timeleft
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displaytime = self.timeleft
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# Redraw the background and put our lawyer back on top
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self.drawBackground()
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crystalBall.blitme()
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# Check if there's any text that wants to get displayed
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# Check if there's any text that wants to get displayed
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for text in texts:
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for text in texts:
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text.blitme()
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text.blitme()
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texts[:] = [text for text in texts if not text.hasExpired() ]
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texts[:] = [text for text in texts if not text.hasExpired() ]
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# Redraw the HUD
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# Redraw the HUD
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the_hud.draw_hud(score, displaytime, round(fps, 2))
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the_hud.draw_hud(score, displaytime, round(fps, 2))
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# Initialize a number of avocados, depending on the level
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# Initialize a number of avocados, depending on the level
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avocadosInGame = len(self.movingAvocados)
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avocadosInGame = len(self.movingAvocados)
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avocadosWanted = self.level * multiplier
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avocadosWanted = self.level * self.multiplier
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if avocadosInGame < avocadosWanted:
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if avocadosInGame < avocadosWanted:
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probability = int(1.0/(avocadosWanted - avocadosInGame) * 100)
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probability = int(1.0/(avocadosWanted - avocadosInGame) * 100)
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@ -210,7 +205,13 @@ class TheGame:
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avocolor = self.chooseRandomColor()
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avocolor = self.chooseRandomColor()
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avosize = (50, 50) # should we randomize this?
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avosize = (50, 50) # should we randomize this?
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# Spawn a new avocado
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# Spawn a new avocado
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a = avocado.Avocado(self.screen, avocolor, avosize, color, self.level)
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a = avocado.Avocado(
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self.screen,
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avocolor,
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avosize,
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color,
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self.level
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)
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self.movingAvocados.append(a)
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self.movingAvocados.append(a)
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# Remove avocados from the list of moving avocados if they no longer move
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# Remove avocados from the list of moving avocados if they no longer move
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@ -19,7 +19,7 @@ class Hud:
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self.hud.blit(self.draw_timeleft(timeleft), (self.screen_width / 2, 0))
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self.hud.blit(self.draw_timeleft(timeleft), (self.screen_width / 2, 0))
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thefps = self.draw_fps(fps)
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thefps = self.draw_fps(fps)
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fps_rect = thefps.get_rect()
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fps_rect = thefps.get_rect()
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self.hud.blit(thefps, (self.screen_width - fps_rect.w, 0))
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self.hud.blit(thefps, (self.screen_width - (fps_rect.w + 5), 0))
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self.blitme()
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self.blitme()
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def draw_score(self, score):
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def draw_score(self, score):
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