Introduced self-drawing text
parent
9a6954ac8a
commit
a6b3359856
144
game.py
144
game.py
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@ -5,7 +5,7 @@ Avocados and stuff
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import os, random, sys
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import pygame
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import avocado, crystal, pingenerator
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import avocado, crystal, pingenerator, itext
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from pygame.locals import *
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from support.colors import *
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from interface import hud
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@ -17,18 +17,14 @@ class TheGame:
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""" Initialize the game """
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pygame.init()
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pygame.display.set_caption('Pin Avo, the Cado!')
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displayInfo = pygame.display.Info()
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self.resize = 1.3
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self.WIDTH = int(displayInfo.current_w / self.resize)
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self.HEIGHT = int(displayInfo.current_h / self.resize)
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self.WIDTH, self.HEIGHT = 800, 600
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self.clock = pygame.time.Clock()
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self.initializeScreen()
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# initialize the game canvas
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self.size = (self.WIDTH, self.HEIGHT)
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self.screen = pygame.display.set_mode(self.size)
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self.timeout = 30
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self.level = 1
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self.targetScore = 400
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self.screen = pygame.display.set_mode((self.WIDTH, self.HEIGHT))
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self.colors = [BLUE, GREEN, RED, YELLOW]
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self.bg = pygame.image.load(os.path.join('img', 'lawyerCrystalBall.png'))
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@ -37,7 +33,13 @@ class TheGame:
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# Set splashscreen
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splashScreen = pygame.image.load("img/splashScreen.png")
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self.screen.blit(pygame.transform.scale(splashScreen, self.size), (0, 0))
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self.screen.blit(
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pygame.transform.scale(
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splashScreen, (self.WIDTH, self.HEIGHT)
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),
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(0, 0)
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)
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pygame.display.flip()
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pygame.time.wait(3000)
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@ -50,6 +52,17 @@ class TheGame:
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sound = False
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def initializeScreen(self):
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# displayInfo = pygame.display.Info()
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# self.resize = 1.3
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# self.WIDTH = int(displayInfo.current_w / self.resize)
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# self.HEIGHT = int(displayInfo.current_h / self.resize)
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# Look at the cleverness ;)
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self.WIDTH, self.HEIGHT = 800, 600
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def mute(self,mute=False, sound=True):
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if not sound:
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return
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@ -82,7 +95,7 @@ class TheGame:
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def gameOver(self):
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screen_width, screen_height = self.size
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screen_width, screen_height = self.screen.get_size
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gameOverImage = pygame.image.load("img/gameOver.png")
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gameOverText = self.bigFont.render('GAME OVER', 0, YELLOW)
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gameOverImage.blit(gameOverText, (screen_width/8, screen_height/7))
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@ -102,28 +115,35 @@ class TheGame:
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if type(self.bg) is tuple:
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self.screen.fill(self.bg)
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else:
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self.screen.blit(pygame.transform.scale(self.bg, self.size), (0, 0))
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self.screen.blit(
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pygame.transform.scale(
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self.bg, self.screen.get_size()
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),
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(0, 0)
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)
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def resetLevel(self):
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self.pinnedAvocados = []
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self.movingAvocados = []
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self.thrownPins = []
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self.timeleft = self.timeout
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def main(self):
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clock = pygame.time.Clock()
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desired_fps = 60
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##############################
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# Never set below 4, else we have a high
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# probability of losing the game due to a missing color
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# Alternatively, you could edit chooseRandomColor()
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# to only work on the first multiplier colors
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multiplier = 4
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time = timeleft = 30
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level = 1
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levelChange = 0
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score = 0
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targetScore = 400
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# We could use this list for redrawing only this part
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# of the screen install of all of it
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pinnedAvocados = []
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movingAvocados = []
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thrownPins = []
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self.resetLevel()
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# initialize the HUD class and the lawyer
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the_hud = hud.Hud(self.screen)
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@ -133,60 +153,70 @@ class TheGame:
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color = self.chooseRandomColor()
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crystalBall.setColor(color)
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texts = []
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container = {'font': self.bigFont, 'screen': self.screen, 'clock': self.clock}
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# onetext = itext.Text(container, 'Huhu', 2000)
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# texts.append(onetext)
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running = True
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while running:
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time_passed = clock.tick(desired_fps)
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fps = clock.get_fps()
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screen_width, screen_height = self.size
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time_passed = self.clock.tick(desired_fps)
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fps = self.clock.get_fps()
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screen_width, screen_height = self.screen.get_size()
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# Redraw the background and put our lawyer back on top
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self.drawBackground()
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crystalBall.blitme()
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# Next level?
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if score >= (targetScore * level):
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level += 1
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levelChange = 70
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timeleft = time
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print('DEBUG :: Score: ' + str(score))
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print('DEBUG :: Level ' + str(level))
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self.playLevel(level)
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pinnedAvocados = []
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movingAvocados = []
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thrownPins = []
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if score >= (self.targetScore * self.level):
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self.level += 1
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levelText = itext.Text(
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container,
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'Level ' + str(self.level),
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(screen_width / 3, screen_height /2),
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2000
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)
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texts.append(levelText)
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# self.screen.blit(levelText, (screen_width / 3, screen_height / 2))
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self.playLevel(self.level)
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self.resetLevel()
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if levelChange > 0:
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levelText = self.bigFont.render('Level ' + str(level), 0, WHITE)
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self.screen.blit(levelText, (screen_width / 3, screen_height / 2))
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levelChange -= 1
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timeleft -= time_passed / 1000
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timeleft = round(timeleft, 2)
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if timeleft <= 0:
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self.timeleft -= time_passed / 1000
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self.timeleft = round(self.timeleft, 2)
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if self.timeleft <= 0:
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self.gameOver()
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else:
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displaytime = timeleft
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displaytime = self.timeleft
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# Check if there's any text that wants to get displayed
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for text in texts:
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text.blitme()
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texts[:] = [text for text in texts if not text.hasExpired() ]
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# Redraw the HUD
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the_hud.draw_hud(score, displaytime, round(fps, 2))
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# If we're not currently in between levels…
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if levelChange == 0:
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# Initialize a number of avocados, depending on the level
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avocadosInGame = len(movingAvocados)
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avocadosWanted = level * multiplier
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avocadosInGame = len(self.movingAvocados)
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avocadosWanted = self.level * multiplier
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if avocadosInGame < avocadosWanted:
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probability = int(1.0/(avocadosWanted - avocadosInGame) * 100)
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if random.randint(0, probability) < 3:
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avocolor = self.chooseRandomColor()
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avosize = (50, 50) # should we randomize this?
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a = avocado.Avocado(self.screen, avocolor, avosize, color, level)
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movingAvocados.append(a)
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# Spawn a new avocado
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a = avocado.Avocado(self.screen, avocolor, avosize, color, self.level)
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self.movingAvocados.append(a)
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# Remove avocados from the list of moving avocados if they no longer move
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# Or add them to the list of pinned avocados if they're been hit
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pinnedAvocados += [avo for avo in movingAvocados if avo.isPinned() ]
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movingAvocados[:] = [ avo for avo in movingAvocados if avo.isFalling() ]
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self.pinnedAvocados += [avo for avo in self.movingAvocados if avo.isPinned() ]
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self.movingAvocados[:] = [ avo for avo in self.movingAvocados if avo.isFalling() ]
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##############################
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#
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@ -199,16 +229,16 @@ class TheGame:
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##############################
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# Now redraw our avocados
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for a in movingAvocados:
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for a in self.movingAvocados:
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a.setTargetColor(color)
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a.move()
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a.blitme()
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for a in pinnedAvocados:
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for a in self.pinnedAvocados:
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a.blitme()
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# And finally check if we need to redraw any pins
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for activePin in thrownPins:
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for activePin in self.thrownPins:
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activePin.blitme()
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if not activePin.isStuck():
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activePin.moveTowardsTarget()
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@ -219,13 +249,13 @@ class TheGame:
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if event.type == MOUSEBUTTONDOWN:
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mousepos = pygame.mouse.get_pos()
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# Throw a pin here
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# Throwing a new pin
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newPin = pingenerator.Generate(self.screen)
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newPin.throwAt(mousepos)
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thrownPins.append(newPin)
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self.thrownPins.append(newPin)
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# Check if any avocados have been hit
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for avo in movingAvocados:
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for avo in self.movingAvocados:
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hit = avo.isHit(mousepos)
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if hit:
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score += 100
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@ -22,7 +22,7 @@ class Generate:
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def isStuck(self):
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if self.pos == self.target:
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print('Pin stuck!')
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# print('Pin stuck!')
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return True
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@ -70,9 +70,9 @@ class Generate:
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newy = y + ystep
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print('DEBUG :: pin target: ' + str(tx) + ',' + str(ty))
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print('DEBUG :: pin position: ' + str(newx) + ',' + str(newy))
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print('DEBUG :: pin distance: ' + str(xToCover) + ',' + str(yToCover))
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print('DEBUG :: pin speed: ' + str(self.vx) + ',' + str(self.vy))
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print('')
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# print('DEBUG :: pin target: ' + str(tx) + ',' + str(ty))
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# print('DEBUG :: pin position: ' + str(newx) + ',' + str(newy))
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# print('DEBUG :: pin distance: ' + str(xToCover) + ',' + str(yToCover))
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# print('DEBUG :: pin speed: ' + str(self.vx) + ',' + str(self.vy))
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# print('')
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self.pos = (newx, newy)
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