fixed color setting, changing color when correct one was clicked

master
David Raison 2014-08-30 22:33:10 +02:00
commit 3ff7fac4dc
2 changed files with 135 additions and 7 deletions

127
avocado.py Normal file
View File

@ -0,0 +1,127 @@
#!/usr/bin/env python3
import pygame, random
from support import operations
class Avocado:
def __init__(self, screen, color, size, target, sound=True, filename='img/AvoCado_0.png'):
# HELP please!!
# 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:
self.is_falling = False
self.has_been_pinned = False
return None
# Set up our instance variables
self.screen = screen
self.color = color
self.target = target
self.screen_width, self.screen_height = screen.get_size()
self.w, self.y = size
# Initialize the image
self.i = pygame.image.load(filename).convert_alpha()
operations.color_surface(self.i, color)
self.image = pygame.transform.scale(self.i, (self.w, self.y))
self.rect = self.image.get_rect()
# Set the avocado's initial position and velocity
self.init_pos()
self.vx = 10
self.vy = 10
self.is_falling = True
self.has_been_pinned = False
def updateTargetColor(self, targetColor):
self.target = targetColor
def blitme(self):
self.screen.blit(self.image, self.rect)
def init_pos(self):
self.rect.x = random.randint(0, self.screen_width)
self.rect.y = random.randint(20, 70)
def isHit(self, click):
"""
Checks whether this object collides with the given position
of a mouse-click. Return true is the correct color was hit and
false if it was the wrong one.
Just returns void if no avocado was hit
"""
mousex, mousey = click
if self.rect.left < mousex and self.rect.right > mousex and \
self.rect.top < mousey and self.rect.bottom > mousey:
if self.color == self.target:
self.has_been_pinned = True
return True
else:
return False
def exists(self):
return not self.has_been_pinned and self.is_falling
def move(self):
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
return True
def hasLanded(self):
if self.rect.bottom > self.screen_height or self.rect.top < 0:
self.is_falling = False
print('platch')
return True
def mute(self,mute=False):
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):
if not sound:
return
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):
if not sound:
return
pygame.mixer.music.fadeout(3000)
def loadClick(self):
if not sound:
return
self.click = pygame.mixer.Sound("audio/click.wav")
return self.click
def destroy(self):
del(self)

15
game.py
View File

@ -21,7 +21,6 @@ class TheGame:
def initialize_screen(self):
displayInfo = pygame.display.Info()
zoom = 1.3
WIDTH = int(displayInfo.current_w / zoom)
HEIGHT = int(displayInfo.current_h / zoom)
return (WIDTH, HEIGHT)
@ -59,15 +58,16 @@ class TheGame:
# Initial color
color = self.chooseRandomColor()
fullegast.setColor(color)
score = 0
time = 15
time = timeleft = 15
level = 5
running = True
timeleft = time
avocados = []
running = True
while running:
time_passed = clock.tick(desired_fps)
fps = clock.get_fps()
if type(bg) is tuple:
@ -75,8 +75,7 @@ class TheGame:
else:
screen.blit(pygame.transform.scale(bg,(800,600)),(0,0))
# Let's add the lawyer and have him announce a color
fullegast.setColor(color)
# Let's add the lawyer
fullegast.blitme()
timeleft -= time_passed / 1000
@ -95,7 +94,6 @@ class TheGame:
# Initialize a number of avocados, depending on the level
avocados_in_game = len(avocados)
print(avocados_in_game)
if avocados_in_game != level:
for i in range(avocados_in_game, level):
avocolor = self.chooseRandomColor()
@ -107,6 +105,7 @@ class TheGame:
# E.g. have been pinned or fallen down
avocados[:] = [ x for x in avocados if x.exists() ]
for a in avocados:
a.updateTargetColor(color)
a.move()
a.blitme()
@ -118,6 +117,8 @@ class TheGame:
hit = avo.isHit(pygame.mouse.get_pos())
if hit:
score += 100
color = self.chooseRandomColor()
fullegast.setColor(color)
elif hit == False:
score -= 50