Merge branch 'master' of github.com:lvl2/avocados

master
Raphaël Vinot 2014-08-31 11:49:06 +02:00
commit 85386092c8
4 changed files with 60 additions and 32 deletions

View File

@ -5,14 +5,16 @@ from support import operations
class Avocado: class Avocado:
def __init__(self, screen, color, size, target, level, filename='img/AvoCado_0.png'): def __init__(self, screen, boundaries, properties, target, level, filename='img/AvoCado_0.png'):
# Set up our instance variables # Set up our instance variables
self.screen = screen self.screen = screen
self.color = color
self.target = target
self.screen_width, self.screen_height = screen.get_size() self.screen_width, self.screen_height = screen.get_size()
self.w, self.y = size color = properties['color']
self.w, self.y = properties['size']
self.target = target
self.boundaries = boundaries
self.checkObstacle = True
# Initialize the image # Initialize the image
self.i = pygame.image.load(filename).convert_alpha() self.i = pygame.image.load(filename).convert_alpha()
@ -82,9 +84,26 @@ class Avocado:
def checkBoundaries(self): def checkBoundaries(self):
# Checking screen boundaries
if self.rect.right > self.screen_width or self.rect.left < 0: if self.rect.right > self.screen_width or self.rect.left < 0:
self.checkObstacle = True
self.vx = -self.vx self.vx = -self.vx
# Checking for obstacle collisions
for obstacle in self.boundaries:
left, top, width, height = obstacle
right = left + width
bottom = top + height
if self.checkObstacle \
and (self.rect.right < right and self.rect.left > left):
self.checkObstacle = False
if self.checkObstacle \
and ((self.rect.right > right and self.rect.left < right) \
or (self.rect.left < left and self.rect.right > left)):
self.vx = -self.vx
def move(self): def move(self):
if not self.has_been_pinned: if not self.has_been_pinned:
@ -99,9 +118,9 @@ class Avocado:
def hasLanded(self): def hasLanded(self):
if self.rect.bottom > self.screen_height or self.rect.top < 0: if self.rect.top > self.screen_height:
self.is_still_falling = False self.is_still_falling = False
print('DEBUG :: splash!') print('DEBUG :: splatch!')
return True return True

View File

@ -12,11 +12,18 @@ class Crystal:
def __init__(self, screen): def __init__(self, screen):
self.screen = screen self.screen = screen
screen_width, screen_height = screen.get_size() screen_width, screen_height = screen.get_size()
self.imageCenterX = self.screen.get_rect().centerx self.rect = self.screen.get_rect()
self.imageCenterY = self.screen.get_rect().centery self.imageCenterX = self.rect.centerx
self.imageCenterY = self.rect.centery
self.pos = (self.imageCenterX-100,self.imageCenterY-5,200,183)
def getBoundaries(self):
return self.pos
def blitme(self): def blitme(self):
pygame.draw.ellipse(self.screen, self.color, (self.imageCenterX-100,self.imageCenterY-5,200,183), 0) pygame.draw.ellipse(self.screen, self.color, self.pos, 0)
def setColor(self, color): def setColor(self, color):
self.color = color self.color = color

46
game.py
View File

@ -24,6 +24,13 @@ class TheGame:
self.timeout = 30 self.timeout = 30
self.level = 1 self.level = 1
self.targetScore = 400 self.targetScore = 400
##############################
# Never set below 4, else we have a high
# probability of losing the game due to a missing color
# Alternatively, you could edit chooseRandomColor()
# to only work on the first multiplier colors
self.multiplier = 4
self.desired_fps = 60
self.screen = pygame.display.set_mode((self.WIDTH, self.HEIGHT)) self.screen = pygame.display.set_mode((self.WIDTH, self.HEIGHT))
self.colors = [BLUE, GREEN, RED, YELLOW] self.colors = [BLUE, GREEN, RED, YELLOW]
self.bg = pygame.image.load(os.path.join('img', 'lawyerCrystalBall.png')) self.bg = pygame.image.load(os.path.join('img', 'lawyerCrystalBall.png'))
@ -142,23 +149,17 @@ class TheGame:
def main(self): def main(self):
desired_fps = 60
##############################
# Never set below 4, else we have a high
# probability of losing the game due to a missing color
# Alternatively, you could edit chooseRandomColor()
# to only work on the first multiplier colors
multiplier = 4
score = 0 score = 0
boundaries = []
# We could use this list for redrawing only this part # We could use this list for redrawing only this part
# of the screen install of all of it # of the screen instead of all of it
self.resetLevel() self.resetLevel()
# initialize the HUD class and the lawyer # initialize the HUD class and the lawyer
the_hud = hud.Hud(self.screen) the_hud = hud.Hud(self.screen)
crystalBall = crystal.Crystal(self.screen) crystalBall = crystal.Crystal(self.screen)
boundaries.append(crystalBall.getBoundaries())
# Initial color indication # Initial color indication
color = self.chooseRandomColor() color = self.chooseRandomColor()
@ -166,19 +167,13 @@ class TheGame:
texts = [] texts = []
container = {'font': self.bigFont, 'screen': self.screen, 'clock': self.clock} container = {'font': self.bigFont, 'screen': self.screen, 'clock': self.clock}
# onetext = itext.Text(container, 'Huhu', 2000)
# texts.append(onetext)
running = True running = True
while running: while running:
time_passed = self.clock.tick(desired_fps) time_passed = self.clock.tick(self.desired_fps)
fps = self.clock.get_fps() fps = self.clock.get_fps()
screen_width, screen_height = self.screen.get_size() screen_width, screen_height = self.screen.get_size()
# Redraw the background and put our lawyer back on top
self.drawBackground()
crystalBall.blitme()
# Next level? # Next level?
if score >= (self.targetScore * self.level): if score >= (self.targetScore * self.level):
self.level += 1 self.level += 1
@ -189,7 +184,6 @@ class TheGame:
2000 2000
) )
texts.append(levelText) texts.append(levelText)
# self.screen.blit(levelText, (screen_width / 3, screen_height / 2))
self.playLevel(self.level) self.playLevel(self.level)
self.resetLevel() self.resetLevel()
@ -202,26 +196,34 @@ class TheGame:
displaytime = self.timeleft displaytime = self.timeleft
# Redraw the background and put our lawyer back on top
self.drawBackground()
crystalBall.blitme()
# Check if there's any text that wants to get displayed # Check if there's any text that wants to get displayed
for text in texts: for text in texts:
text.blitme() text.blitme()
texts[:] = [text for text in texts if not text.hasExpired() ] texts[:] = [text for text in texts if not text.hasExpired() ]
# Redraw the HUD # Redraw the HUD
the_hud.draw_hud(score, displaytime, round(fps, 2)) the_hud.draw_hud(score, displaytime, round(fps, 2))
# Initialize a number of avocados, depending on the level # Initialize a number of avocados, depending on the level
avocadosInGame = len(self.movingAvocados) avocadosInGame = len(self.movingAvocados)
avocadosWanted = self.level * multiplier avocadosWanted = self.level * self.multiplier
if avocadosInGame < avocadosWanted: if avocadosInGame < avocadosWanted:
probability = int(1.0/(avocadosWanted - avocadosInGame) * 100) probability = int(1.0/(avocadosWanted - avocadosInGame) * 100)
if random.randint(0, probability) < 3: if random.randint(0, probability) < 3:
avocolor = self.chooseRandomColor() properties = {'color': self.chooseRandomColor(), 'size': (50,50)}
avosize = (50, 50) # should we randomize this?
# Spawn a new avocado # Spawn a new avocado
a = avocado.Avocado(self.screen, avocolor, avosize, color, self.level) a = avocado.Avocado(
self.screen,
boundaries,
properties,
color,
self.level
)
self.movingAvocados.append(a) self.movingAvocados.append(a)
# Remove avocados from the list of moving avocados if they no longer move # Remove avocados from the list of moving avocados if they no longer move

View File

@ -19,7 +19,7 @@ class Hud:
self.hud.blit(self.draw_timeleft(timeleft), (self.screen_width / 2, 0)) self.hud.blit(self.draw_timeleft(timeleft), (self.screen_width / 2, 0))
thefps = self.draw_fps(fps) thefps = self.draw_fps(fps)
fps_rect = thefps.get_rect() fps_rect = thefps.get_rect()
self.hud.blit(thefps, (self.screen_width - fps_rect.w, 0)) self.hud.blit(thefps, (self.screen_width - (fps_rect.w + 5), 0))
self.blitme() self.blitme()
def draw_score(self, score): def draw_score(self, score):