Substract points if hitting the wrong avocado

master
David Raison 2014-08-30 21:50:26 +02:00
parent 7260765327
commit 1c21c151e8
2 changed files with 24 additions and 16 deletions

View File

@ -6,12 +6,15 @@ from support import operations
class Avocado: class Avocado:
def __init__(self, screen, color, size, select, filename='img/AvoCado_0.png'): def __init__(self, screen, color, size, select, filename='img/AvoCado_0.png'):
# We randomly decide whether we should instanciate or not # 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 :(
if random.randint(0,1) == 0: if random.randint(0,1) == 0:
self.is_falling = False self.is_falling = False
self.has_been_pinned = False
return None return None
print('New avocado is ' + ','.join(str(color)))
self.screen = screen self.screen = screen
self.color = color self.color = color
self.select = select self.select = select
@ -31,6 +34,7 @@ class Avocado:
self.vx = 10 self.vx = 10
self.vy = 10 self.vy = 10
self.is_falling = True self.is_falling = True
self.has_been_pinned = False
def blitme(self): def blitme(self):
@ -42,24 +46,24 @@ class Avocado:
self.rect.y = random.randint(20, 70) self.rect.y = random.randint(20, 70)
def collides(self, click): def isHit(self, click):
""" """
Checks whether this object collides with the given position Checks whether this object collides with the given position
in click of a mouse-click
""" """
mousex, mousey = click mousex, mousey = click
if self.rect.left < mousex and self.rect.right > mousex and \ if self.rect.left < mousex and self.rect.right > mousex and \
self.rect.top < mousey and self.rect.bottom > mousey and \ self.rect.top < mousey and self.rect.bottom > mousey:
self.color == self.select:
self.destroy() if self.color == self.select:
return True self.has_been_pinned = True
return True
else:
return False
def destroy(self):
"""destroys this object"""
del(self)
def exists(self): def exists(self):
return self.is_falling return not self.has_been_pinned and self.is_falling
def move(self): def move(self):
@ -77,7 +81,8 @@ class Avocado:
def hasLanded(self): def hasLanded(self):
if self.rect.bottom > self.screen_height or self.rect.top < 0: if self.rect.bottom > self.screen_height or self.rect.top < 0:
self.is_falling = False self.is_falling = False
print('platch')
return True return True
def destroy(self):
del(self)

11
game.py
View File

@ -65,8 +65,6 @@ def main():
timeleft -= time_passed / 1000 timeleft -= time_passed / 1000
timeleft = round(timeleft, 2) timeleft = round(timeleft, 2)
if timeleft <= 0: if timeleft <= 0:
screen_width, screen_height = size screen_width, screen_height = size
screen.blit(game_over, (screen_width/3, screen_height/2)) screen.blit(game_over, (screen_width/3, screen_height/2))
@ -89,6 +87,8 @@ def main():
a = avocado.Avocado(screen, avocolor, avosize, color) a = avocado.Avocado(screen, avocolor, avosize, color)
avocados.append(a) 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() ] avocados[:] = [ x for x in avocados if x.exists() ]
for a in avocados: for a in avocados:
a.move() a.move()
@ -99,9 +99,12 @@ def main():
# Collision detection # Collision detection
if event.type == MOUSEBUTTONDOWN: if event.type == MOUSEBUTTONDOWN:
for avo in avocados: for avo in avocados:
if avo.collides(pygame.mouse.get_pos()): hit = avo.isHit(pygame.mouse.get_pos())
if hit:
score += 100 score += 100
avo.init_pos() elif hit == False:
score -= 50
# Had enough of this? # Had enough of this?
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
running = False running = False