Substract points if hitting the wrong avocado
parent
7260765327
commit
1c21c151e8
29
avocado.py
29
avocado.py
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@ -6,12 +6,15 @@ from support import operations
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class Avocado:
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class Avocado:
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def __init__(self, screen, color, size, select, filename='img/AvoCado_0.png'):
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def __init__(self, screen, color, size, select, filename='img/AvoCado_0.png'):
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# We randomly decide whether we should instanciate or not
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# We randomly decide whether we should instanciate or not
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# I'd rather just not return an instance,
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# but I don't know how to do that :(
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if random.randint(0,1) == 0:
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if random.randint(0,1) == 0:
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self.is_falling = False
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self.is_falling = False
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self.has_been_pinned = False
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return None
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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.screen = screen
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self.color = color
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self.color = color
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self.select = select
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self.select = select
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@ -31,6 +34,7 @@ class Avocado:
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self.vx = 10
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self.vx = 10
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self.vy = 10
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self.vy = 10
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self.is_falling = True
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self.is_falling = True
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self.has_been_pinned = False
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def blitme(self):
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def blitme(self):
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@ -42,24 +46,24 @@ class Avocado:
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self.rect.y = random.randint(20, 70)
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self.rect.y = random.randint(20, 70)
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def collides(self, click):
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def isHit(self, click):
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"""
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"""
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Checks whether this object collides with the given position
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Checks whether this object collides with the given position
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in click
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of a mouse-click
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"""
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"""
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mousex, mousey = click
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mousex, mousey = click
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if self.rect.left < mousex and self.rect.right > mousex and \
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if self.rect.left < mousex and self.rect.right > mousex and \
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self.rect.top < mousey and self.rect.bottom > mousey and \
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self.rect.top < mousey and self.rect.bottom > mousey:
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self.color == self.select:
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self.destroy()
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if self.color == self.select:
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return True
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self.has_been_pinned = True
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return True
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else:
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return False
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def destroy(self):
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"""destroys this object"""
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del(self)
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def exists(self):
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def exists(self):
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return self.is_falling
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return not self.has_been_pinned and self.is_falling
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def move(self):
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def move(self):
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@ -77,7 +81,8 @@ 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.bottom > self.screen_height or self.rect.top < 0:
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self.is_falling = False
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self.is_falling = False
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print('platch')
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return True
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return True
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def destroy(self):
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del(self)
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11
game.py
11
game.py
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@ -65,8 +65,6 @@ def main():
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timeleft -= time_passed / 1000
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timeleft -= time_passed / 1000
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timeleft = round(timeleft, 2)
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timeleft = round(timeleft, 2)
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if timeleft <= 0:
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if timeleft <= 0:
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screen_width, screen_height = size
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screen_width, screen_height = size
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screen.blit(game_over, (screen_width/3, screen_height/2))
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screen.blit(game_over, (screen_width/3, screen_height/2))
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@ -89,6 +87,8 @@ def main():
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a = avocado.Avocado(screen, avocolor, avosize, color)
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a = avocado.Avocado(screen, avocolor, avosize, color)
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avocados.append(a)
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avocados.append(a)
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# Remove avocados from the list if they no longer exist
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# E.g. have been pinned or fallen down
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avocados[:] = [ x for x in avocados if x.exists() ]
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avocados[:] = [ x for x in avocados if x.exists() ]
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for a in avocados:
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for a in avocados:
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a.move()
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a.move()
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@ -99,9 +99,12 @@ def main():
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# Collision detection
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# Collision detection
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if event.type == MOUSEBUTTONDOWN:
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if event.type == MOUSEBUTTONDOWN:
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for avo in avocados:
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for avo in avocados:
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if avo.collides(pygame.mouse.get_pos()):
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hit = avo.isHit(pygame.mouse.get_pos())
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if hit:
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score += 100
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score += 100
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avo.init_pos()
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elif hit == False:
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score -= 50
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# Had enough of this?
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# Had enough of this?
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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running = False
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running = False
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