diff --git a/avocado.py b/avocado.py index edebdb2..ee38deb 100644 --- a/avocado.py +++ b/avocado.py @@ -5,8 +5,9 @@ import random class Avocado: - def __init__(self, screensize, filename='img/AvoCado_0.png'): - self.screen_width, self.screen_height = screensize + def __init__(self, screen, color, filename='img/AvoCado_0.png'): + print('New avocado is ' + ','.join(str(color))) + self.screen_width, self.screen_height = screen.get_size() self.x = random.randint(0, self.screen_width) self.y = 0 # change this to start somewhere above the screen self.w = 100 @@ -43,7 +44,6 @@ class Avocado: print('platch') return False self.is_falling = False - print(self.pycard.x, self.pycard.y) self.pycard.x += self.step_x self.pycard.y += self.step_y return True diff --git a/game.py b/game.py index 84064f0..9704cdb 100755 --- a/game.py +++ b/game.py @@ -21,7 +21,7 @@ def initialize_screen(): def main(): pygame.init() - pygame.display.set_caption('Pin the Avocados!') + pygame.display.set_caption('Pin Avo, the Cado!') clock = pygame.time.Clock() # initialize_screen() won't work for dualscreen @@ -37,11 +37,14 @@ def main(): # initialize the game canvas screen = pygame.display.set_mode(size) - # initialize the HUD class - my_hud = hud.Hud(size) - - # initialize our lawyer + # initialize the HUD class and the lawyer + the_hud = hud.Hud(screen) fullegast = lawyer.Lawyer(screen) + # Well, we want this to select between several colors, so we need a list + # of colors, right? + colors = [BLUE, GREEN, RED, YELLOW] + selected = random.randint(0,3) + color = colors[selected] score = 0 time = 15 @@ -55,7 +58,8 @@ def main(): fps = clock.get_fps() screen.fill(bg) - # Let's add the lawyer + # Let's add the lawyer and have him announce a color + fullegast.setColor(color) fullegast.blitme() timeleft -= time_passed / 1000 @@ -69,14 +73,14 @@ def main(): displaytime = timeleft # Redraw the HUD - chud = my_hud.draw_hud(score, displaytime, round(fps, 2)) - screen.blit(chud, (10, 10)) + the_hud.draw_hud(score, displaytime, round(fps, 2)) # Initialize a number of avocados, depending on the level if len(avocados) != level: avocados = [] for i in range(0, level): - a = avocado.Avocado(size) + color = colors[random.randint(0,3)] + a = avocado.Avocado(screen, color) avocados.append(a) for a in avocados: diff --git a/interface/hud.py b/interface/hud.py index e8ac8a6..c456c72 100644 --- a/interface/hud.py +++ b/interface/hud.py @@ -7,19 +7,20 @@ from support import operations class Hud: - def __init__(self, screensize): - self.screen_width, self.screen_height = screensize + def __init__(self, screen): + self.screen = screen + self.screen_width, self.screen_height = screen.get_size() self.font = pygame.font.Font(None, 30) - self.screen = pygame.Surface((self.screen_width, self.screen_height / 8)) + self.hud = pygame.Surface((self.screen_width, self.screen_height / 8)) def draw_hud(self, score, timeleft, fps): - self.screen.fill(BLACK) - self.screen.blit(self.draw_score(score), (0, 0)) - self.screen.blit(self.draw_timeleft(timeleft), (self.screen_width / 2, 0)) + self.hud.fill(BLACK) + self.hud.blit(self.draw_score(score), (0, 0)) + self.hud.blit(self.draw_timeleft(timeleft), (self.screen_width / 2, 0)) thefps = self.draw_fps(fps) fps_rect = thefps.get_rect() - self.screen.blit(thefps, (self.screen_width - fps_rect.w, 0)) - return self.screen + self.hud.blit(thefps, (self.screen_width - fps_rect.w, 0)) + self.blitme() def draw_score(self, score): score = self.font.render('Score: ' + str(score), 0, WHITE) @@ -38,3 +39,6 @@ class Hud: def draw_fps(self, fps): return self.font.render('fps: ' + str(fps), 10, RED) + + def blitme(self): + self.screen.blit(self.hud, (10, 10)) diff --git a/lawyer.py b/lawyer.py index a34624b..5e868f7 100644 --- a/lawyer.py +++ b/lawyer.py @@ -14,14 +14,23 @@ class Lawyer: screen_width, screen_height = screen.get_size() temp_image = pygame.image.load(os.path.join('img', 'lawyer.png')) # WARNING!! FIXME Absolute sizes FIXME - self.image = pygame.transform.scale(temp_image, (200, 400)) - rect = self.image.get_rect() - self.pos = (screen_width - rect.w, screen_height - rect.h) + self.image = pygame.transform.scale(temp_image, (220, 400)) + self.rect = self.image.get_rect() + self.pos = (screen_width - self.rect.w, screen_height - self.rect.h) def blitme(self): """ Blit this object to the screen """ operations.color_surface(self.image, WHITE) + self.image.blit(self.pane, (self.rect.left, self.rect.bottom / 2)) self.screen.blit(self.image, self.pos) - def announce(self): - """ Announces the color to pin """ + def setColor(self, color): + """ Announces the color to pin by drawing a rectangle + and filling it with a color """ + self.pane = pygame.Surface((200, 100)) + self.pane.fill(color) + + # Add this to self.image?! + + # using surface.fill is faster because it can be hw accel + #pygame.draw.rect(Surface, color, Rect, width=0)