Merge branch 'master' of github.com:lvl2/avocados
commit
63596d02d4
25
avocado.py
25
avocado.py
|
@ -12,7 +12,7 @@ class Avocado:
|
|||
# I'd rather just not return an instance,
|
||||
# but I don't know how to do that :(
|
||||
if random.randint(0,40) != 1:
|
||||
self.is_falling = False
|
||||
self.is_still_falling = False
|
||||
self.has_been_pinned = False
|
||||
return None
|
||||
|
||||
|
@ -34,9 +34,13 @@ class Avocado:
|
|||
self.vx = 2
|
||||
self.vy = 4
|
||||
|
||||
self.is_falling = True
|
||||
# Avocado state
|
||||
self.is_still_falling = True
|
||||
self.has_been_pinned = False
|
||||
|
||||
# Avocado sounds
|
||||
self.click = self.loadClick()
|
||||
|
||||
|
||||
def setTargetColor(self, targetColor):
|
||||
self.target = targetColor
|
||||
|
@ -62,6 +66,8 @@ class Avocado:
|
|||
if self.rect.left < mousex and self.rect.right > mousex and \
|
||||
self.rect.top < mousey and self.rect.bottom > mousey:
|
||||
|
||||
self.click.play()
|
||||
|
||||
if self.color == self.target:
|
||||
self.has_been_pinned = True
|
||||
return True
|
||||
|
@ -70,7 +76,12 @@ class Avocado:
|
|||
|
||||
|
||||
def exists(self):
|
||||
return not self.has_been_pinned and self.is_falling
|
||||
# return not self.has_been_pinned and self.is_still_falling
|
||||
return self.is_still_falling
|
||||
|
||||
|
||||
def isPinned(self):
|
||||
return self.has_been_pinned
|
||||
|
||||
|
||||
def move(self):
|
||||
|
@ -88,10 +99,16 @@ class Avocado:
|
|||
|
||||
def hasLanded(self):
|
||||
if self.rect.bottom > self.screen_height or self.rect.top < 0:
|
||||
self.is_falling = False
|
||||
self.is_still_falling = False
|
||||
print('DEBUG :: splatsh!')
|
||||
return True
|
||||
|
||||
|
||||
def loadClick(self, sound=True):
|
||||
if not sound:
|
||||
return
|
||||
return pygame.mixer.Sound("audio/click.wav")
|
||||
|
||||
|
||||
def destroy(self):
|
||||
del(self)
|
||||
|
|
80
game.py
80
game.py
|
@ -30,13 +30,12 @@ class TheGame:
|
|||
self.size = (self.WIDTH, self.HEIGHT)
|
||||
self.screen = pygame.display.set_mode(self.size)
|
||||
self.colors = [BLUE, GREEN, RED, YELLOW]
|
||||
self.bg = pygame.image.load(os.path.join('img', 'lawyerCrystalBall.png'))
|
||||
|
||||
# fonts
|
||||
self.big = pygame.font.Font(None, 90)
|
||||
self.bigFont = pygame.font.Font(None, 90)
|
||||
|
||||
self.pinned = []
|
||||
|
||||
# Set splashscreen
|
||||
# Set splashscreen
|
||||
splashScreen = pygame.image.load("img/splashScreen.png")
|
||||
self.screen.blit(pygame.transform.scale(splashScreen, self.size), (0, 0))
|
||||
pygame.display.flip()
|
||||
|
@ -72,27 +71,24 @@ class TheGame:
|
|||
pygame.mixer.music.play()
|
||||
|
||||
|
||||
def fade(self, sound=True):
|
||||
def fadeSound(self, sound=True):
|
||||
if not sound:
|
||||
return
|
||||
pygame.mixer.music.fadeout(3000)
|
||||
|
||||
|
||||
def loadClick(self, sound=True):
|
||||
if not sound:
|
||||
return
|
||||
self.click = pygame.mixer.Sound("audio/click.wav")
|
||||
return self.click
|
||||
def chooseRandomColor(self):
|
||||
selected = random.randint(0, 3)
|
||||
return self.colors[selected]
|
||||
|
||||
|
||||
def gameOver(self):
|
||||
screen_width, screen_height = self.size
|
||||
gameOverImage = pygame.image.load("img/gameOver.png")
|
||||
gameOverText = self.big.render('GAME OVER', 0, YELLOW)
|
||||
gameOverImage.blit(gameOverText, (screen_width/8, screen_height/6))
|
||||
gameOverText = self.bigFont.render('GAME OVER', 0, YELLOW)
|
||||
gameOverImage.blit(gameOverText, (screen_width/8, screen_height/7))
|
||||
self.screen.blit(pygame.transform.scale(gameOverImage, self.size), (0, 0))
|
||||
pygame.display.flip()
|
||||
self.fade()
|
||||
self.fadeSound()
|
||||
pygame.time.wait(3000)
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
|
@ -102,26 +98,33 @@ class TheGame:
|
|||
self.pinned.append(avocado)
|
||||
|
||||
|
||||
def drawBackground(self):
|
||||
if type(self.bg) is tuple:
|
||||
self.screen.fill(self.bg)
|
||||
else:
|
||||
self.screen.blit(pygame.transform.scale(self.bg, self.size), (0, 0))
|
||||
|
||||
|
||||
def main(self):
|
||||
clock = pygame.time.Clock()
|
||||
bg = pygame.image.load("img/lawyerCrystalBall.png")
|
||||
desired_fps = 60
|
||||
multiplier = 3
|
||||
score = 0
|
||||
time = timeleft = 30
|
||||
level = 1
|
||||
levelChange = 0
|
||||
reachScore = 200
|
||||
avoClick = self.loadClick()
|
||||
score = 0
|
||||
targetScore = 400
|
||||
|
||||
# initialize the HUD class and the lawyers crystal ball
|
||||
# initialize the HUD class and the lawyer
|
||||
the_hud = hud.Hud(self.screen)
|
||||
crystalBall = crystal.Crystal(self.screen)
|
||||
|
||||
# Initial color indication
|
||||
color = self.chooseRandomColor()
|
||||
|
||||
avocados = [] # We could use this for redrawing only this part
|
||||
# We could use this list for redrawing only this part
|
||||
# of the screen install of all of it
|
||||
avocados = []
|
||||
running = True
|
||||
|
||||
while running:
|
||||
|
@ -129,24 +132,21 @@ class TheGame:
|
|||
fps = clock.get_fps()
|
||||
screen_width, screen_height = self.size
|
||||
|
||||
if type(bg) is tuple:
|
||||
self.screen.fill(bg)
|
||||
else:
|
||||
self.screen.blit(pygame.transform.scale(bg, self.size), (0, 0))
|
||||
# Redraw the background and put our lawyer back on top
|
||||
self.drawBackground()
|
||||
|
||||
# Next level?
|
||||
if score >= reachScore:
|
||||
score = 0
|
||||
if score >= targetScore:
|
||||
self.score = 0
|
||||
level += 1
|
||||
levelChange = 35
|
||||
timeleft = time
|
||||
avocados = []
|
||||
self.pinned = []
|
||||
print('DEBUG :: Level ' + str(level))
|
||||
game.playLevel(level)
|
||||
self.playLevel(level)
|
||||
|
||||
if levelChange > 0:
|
||||
levelText = self.big.render('Level ' + str(level), 0, WHITE)
|
||||
levelText = self.bigFont.render('Level ' + str(level), 0, WHITE)
|
||||
self.screen.blit(levelText, (screen_width / 3, screen_height / 2))
|
||||
levelChange -= 1
|
||||
|
||||
|
@ -159,10 +159,10 @@ class TheGame:
|
|||
|
||||
# Redraw the HUD
|
||||
the_hud.draw_hud(score, displaytime, round(fps, 2))
|
||||
crystalBall.setColor(color)
|
||||
|
||||
# Initialize a number of avocados, depending on the level
|
||||
# If we're not currently in between levels…
|
||||
if levelChange == 0:
|
||||
# Initialize a number of avocados, depending on the level
|
||||
avocados_in_game = len(avocados)
|
||||
avocadosWanted = level * multiplier
|
||||
if avocados_in_game < avocadosWanted:
|
||||
|
@ -174,22 +174,23 @@ class TheGame:
|
|||
|
||||
# Remove avocados from the list if they no longer exist
|
||||
# E.g. have been pinned or fallen down
|
||||
self.pinned += [avo for avo in avocados if avo.has_been_pinned]
|
||||
avocados[:] = [ x for x in avocados if x.exists() ]
|
||||
for a in avocados:
|
||||
a.setTargetColor(color)
|
||||
a.move()
|
||||
a.blitme()
|
||||
for a in self.pinned:
|
||||
if not a.isPinned():
|
||||
a.move()
|
||||
a.blitme()
|
||||
|
||||
# Catch events
|
||||
for event in pygame.event.get():
|
||||
# Collision detection
|
||||
if event.type == MOUSEBUTTONDOWN:
|
||||
avoClick.play()
|
||||
mousepos = pygame.mouse.get_pos()
|
||||
# Throw a pin here
|
||||
# pin.throwAt(mousepos)
|
||||
# Yep, above here
|
||||
for avo in avocados:
|
||||
hit = avo.isHit(pygame.mouse.get_pos())
|
||||
hit = avo.isHit(mousepos)
|
||||
if hit:
|
||||
score += 100
|
||||
color = self.chooseRandomColor()
|
||||
|
@ -206,11 +207,6 @@ class TheGame:
|
|||
pygame.display.flip()
|
||||
|
||||
|
||||
def chooseRandomColor(self):
|
||||
selected = random.randint(0, 3)
|
||||
return self.colors[selected]
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
game = TheGame()
|
||||
game.playLevel()
|
||||
|
|
Loading…
Reference in New Issue