Introduced more randomness
parent
85a79e07af
commit
d954d98f2b
61
avocado.py
61
avocado.py
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@ -5,47 +5,78 @@ from support import operations
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class Avocado:
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def __init__(self, screen, color, size, filename='img/AvoCado_0.png'):
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def __init__(self, screen, color, size, select, filename='img/AvoCado_0.png'):
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# We randomly decide whether we should instanciate or not
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if random.randint(0,1) == 0:
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self.is_falling = False
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return None
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print('New avocado is ' + ','.join(str(color)))
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self.screen = screen
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self.color = color
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self.select = select
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self.screen_width, self.screen_height = screen.get_size()
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self.x = random.randint(0, self.screen_width)
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self.y = 0 # change this to start somewhere above the screen
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self.w , self.y = size
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# Initialize the image
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self.i = pygame.image.load(filename).convert_alpha()
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operations.color_surface(self.i, color)
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self.image = pygame.transform.scale(self.i, (self.w, self.y))
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self.pycard = self.image.get_rect()
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self.rect = self.image.get_rect()
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# Set the avocado's initial position and velocity
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self.init_pos()
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self.step_x = 10
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self.step_y = 10
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self.vx = 10
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self.vy = 10
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self.is_falling = True
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def blitme(self):
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self.screen.blit(self.image, self.rect)
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def init_pos(self):
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self.pycard.x = random.randint(0, self.screen_width)
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self.pycard.y = random.randint(20, 70)
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self.rect.x = random.randint(0, self.screen_width)
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self.rect.y = random.randint(20, 70)
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def collides(self, click):
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"""
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Checks whether this object collides with the given position
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in click
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"""
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#if collision and …
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if self.color == self.select:
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self.destroy()
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return True
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#if collision then self.destroy()
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def destroy(self):
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"""destroys this object"""
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del(self)
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def exists(self):
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return self.is_falling
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def move(self):
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if self.pycard.right > self.screen_width or self.pycard.left < 0:
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self.step_x = -self.step_x
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if self.pycard.bottom > self.screen_height or self.pycard.top < 0:
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print('platch')
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return False
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self.is_falling = False
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self.pycard.x += self.step_x
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self.pycard.y += self.step_y
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if self.rect.right > self.screen_width or self.rect.left < 0:
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self.vx = -self.vy
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if self.hasLanded():
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self.destroy()
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self.rect.x += self.vx
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self.rect.y += self.vy
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return True
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def hasLanded(self):
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if self.rect.bottom > self.screen_height or self.rect.top < 0:
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self.is_falling = False
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print('platch')
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return True
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23
game.py
23
game.py
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@ -28,7 +28,7 @@ def main():
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#size = initialize_screen()
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size = (800, 600)
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bg = BLACK
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desired_fps = 60
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desired_fps = 10
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font = pygame.font.Font(None, 40)
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# I don't know, should we move this text out of the way?
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@ -44,7 +44,7 @@ def main():
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# Well, we want this to select between several colors, so we need a list
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# of colors, right?
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colors = [BLUE, GREEN, RED, YELLOW]
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selected = random.randint(0,3)
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selected = random.randint(0, 3)
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color = colors[selected]
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score = 0
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@ -77,18 +77,19 @@ def main():
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the_hud.draw_hud(score, displaytime, round(fps, 2))
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# Initialize a number of avocados, depending on the level
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if len(avocados) != level:
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avocados = []
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for i in range(0, level):
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color = colors[random.randint(0,3)]
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avosize = (60,60) # should we randomize this?
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a = avocado.Avocado(screen, color, avosize)
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avocados_in_game = len(avocados)
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print(avocados_in_game)
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if avocados_in_game != level:
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for i in range(avocados_in_game, level):
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avocolor = colors[random.randint(0, 3)]
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avosize = (50, 50) # should we randomize this?
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a = avocado.Avocado(screen, avocolor, avosize, color)
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avocados.append(a)
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avocados[:] = [ x for x in avocados if x.exists() ]
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for a in avocados:
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if not a.move():
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a.init_pos()
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screen.blit(a.image, a.pycard)
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a.move()
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a.blitme()
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# Catch events
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for event in pygame.event.get():
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