- no changes are good changes?

master
Steve Clement 2014-08-30 22:41:26 +02:00
commit b02e5db10c
2 changed files with 124 additions and 117 deletions

View File

@ -5,7 +5,9 @@ from support import operations
class Avocado:
def __init__(self, screen, color, size, select, sound=True, filename='img/AvoCado_0.png'):
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 :(
@ -14,13 +16,11 @@ class Avocado:
self.has_been_pinned = False
return None
print('New avocado is ' + ','.join(str(color)))
# Set up our instance variables
self.screen = screen
self.color = color
self.select = select
self.target = target
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, self.y = size
# Initialize the image
@ -36,6 +36,9 @@ class Avocado:
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)
@ -49,13 +52,15 @@ class Avocado:
def isHit(self, click):
"""
Checks whether this object collides with the given position
of a mouse-click
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.select:
if self.color == self.target:
self.has_been_pinned = True
return True
else:
@ -93,6 +98,7 @@ class Avocado:
else:
pygame.mixer.music.set_volume(0.5)
def playLevel(self,lvl=1):
if not sound:
return
@ -104,11 +110,13 @@ class Avocado:
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

59
game.py
View File

@ -3,7 +3,7 @@
Avocados and stuff
"""
import os, random, sys
import os, random
import pygame
import avocado, lawyer
from pygame.locals import *
@ -11,23 +11,29 @@ from support.colors import *
from interface import hud
def initialize_screen():
class TheGame:
def __init__(self):
""" foo """
self.colors = [BLUE, GREEN, RED, YELLOW]
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)
def main():
def main(self):
pygame.init()
try:
pygame.mixer.init()
pygame.mixer.music.set_volume(0.5)
noSound = False
except:
print("Setting no sound :(")
print("Y U NO sound? :(")
noSound = True
pygame.display.set_caption('Pin Avo, the Cado!')
@ -50,20 +56,18 @@ def main():
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]
# 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:
@ -71,24 +75,16 @@ def main():
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
timeleft = round(timeleft, 2)
if timeleft <= 0:
screen_width, screen_height = size
screen.blit(game_over, (screen_width/3, screen_height/2))
displaytime = 'Timed out!'
# Redraw the HUD
the_hud.draw_hud(score, displaytime, round(fps, 2))
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
continue
else:
displaytime = timeleft
@ -98,10 +94,9 @@ def main():
# 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 = colors[random.randint(0, 3)]
avocolor = self.chooseRandomColor()
avosize = (50, 50) # should we randomize this?
a = avocado.Avocado(screen, avocolor, avosize, color, noSound)
avocados.append(a)
@ -110,6 +105,7 @@ def main():
# 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()
@ -121,20 +117,23 @@ def main():
hit = avo.isHit(pygame.mouse.get_pos())
if hit:
score += 100
color = self.chooseRandomColor()
fullegast.setColor(color)
elif hit == False:
score -= 50
if event.type == MOUSEMOTION:
# implement pin who follows mouse here
pass
# Had enough of this?
if event.type == pygame.QUIT:
running = False
pygame.quit()
sys.exit()
pygame.display.flip()
def chooseRandomColor(self):
selected = random.randint(0, 3)
return self.colors[selected]
if __name__ == '__main__':
main()
game = TheGame()
game.main()