Objectified the game
parent
a2e21a6be1
commit
e060f746b2
119
avocado.py
119
avocado.py
|
@ -1,119 +0,0 @@
|
|||
#!/usr/bin/env python3
|
||||
|
||||
import pygame, random
|
||||
from support import operations
|
||||
|
||||
class Avocado:
|
||||
|
||||
def __init__(self, screen, color, size, select, sound=True, filename='img/AvoCado_0.png'):
|
||||
# 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 :(
|
||||
if random.randint(0,1) == 0:
|
||||
self.is_falling = False
|
||||
self.has_been_pinned = False
|
||||
return None
|
||||
|
||||
print('New avocado is ' + ','.join(str(color)))
|
||||
self.screen = screen
|
||||
self.color = color
|
||||
self.select = select
|
||||
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
|
||||
self.i = pygame.image.load(filename).convert_alpha()
|
||||
operations.color_surface(self.i, color)
|
||||
self.image = pygame.transform.scale(self.i, (self.w, self.y))
|
||||
self.rect = self.image.get_rect()
|
||||
|
||||
# Set the avocado's initial position and velocity
|
||||
self.init_pos()
|
||||
self.vx = 10
|
||||
self.vy = 10
|
||||
self.is_falling = True
|
||||
self.has_been_pinned = False
|
||||
|
||||
|
||||
def blitme(self):
|
||||
self.screen.blit(self.image, self.rect)
|
||||
|
||||
|
||||
def init_pos(self):
|
||||
self.rect.x = random.randint(0, self.screen_width)
|
||||
self.rect.y = random.randint(20, 70)
|
||||
|
||||
|
||||
def isHit(self, click):
|
||||
"""
|
||||
Checks whether this object collides with the given position
|
||||
of a mouse-click
|
||||
"""
|
||||
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:
|
||||
self.has_been_pinned = True
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
|
||||
|
||||
def exists(self):
|
||||
return not self.has_been_pinned and self.is_falling
|
||||
|
||||
|
||||
def move(self):
|
||||
if self.rect.right > self.screen_width or self.rect.left < 0:
|
||||
self.vx = -self.vy
|
||||
|
||||
if self.hasLanded():
|
||||
self.destroy()
|
||||
|
||||
self.rect.x += self.vx
|
||||
self.rect.y += self.vy
|
||||
return True
|
||||
|
||||
|
||||
def hasLanded(self):
|
||||
if self.rect.bottom > self.screen_height or self.rect.top < 0:
|
||||
self.is_falling = False
|
||||
print('platch')
|
||||
return True
|
||||
|
||||
|
||||
def mute(self,mute=False):
|
||||
if not sound:
|
||||
return
|
||||
if mute:
|
||||
pygame.mixer.music.set_volume(0.0)
|
||||
else:
|
||||
pygame.mixer.music.set_volume(0.5)
|
||||
|
||||
def playLevel(self,lvl=1):
|
||||
if not sound:
|
||||
return
|
||||
if lvl == 1:
|
||||
pygame.mixer.music.load("""audio/level1.wav""")
|
||||
elif lvl == 2:
|
||||
pygame.mixer.music.load("""audio/level2.wav""")
|
||||
elif lvl == 3:
|
||||
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
|
||||
self.click = pygame.mixer.Sound("audio/click.wav")
|
||||
return self.click
|
||||
|
||||
def destroy(self):
|
||||
del(self)
|
215
game.py
215
game.py
|
@ -11,119 +11,128 @@ from support.colors import *
|
|||
from interface import hud
|
||||
|
||||
|
||||
def initialize_screen():
|
||||
displayInfo = pygame.display.Info()
|
||||
zoom = 1.3
|
||||
class TheGame:
|
||||
|
||||
WIDTH = int(displayInfo.current_w / zoom)
|
||||
HEIGHT = int(displayInfo.current_h / zoom)
|
||||
return (WIDTH, HEIGHT)
|
||||
def __init__(self):
|
||||
""" foo """
|
||||
self.colors = [BLUE, GREEN, RED, YELLOW]
|
||||
|
||||
|
||||
def main():
|
||||
pygame.init()
|
||||
try:
|
||||
pygame.mixer.init()
|
||||
pygame.mixer.music.set_volume(0.5)
|
||||
noSound = False
|
||||
except:
|
||||
print("Setting no sound :(")
|
||||
noSound = True
|
||||
def initialize_screen(self):
|
||||
displayInfo = pygame.display.Info()
|
||||
zoom = 1.3
|
||||
|
||||
pygame.display.set_caption('Pin Avo, the Cado!')
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
# initialize_screen() won't work for dualscreen
|
||||
#size = initialize_screen()
|
||||
size = (800, 600)
|
||||
bg = pygame.image.load("img/background.png")
|
||||
desired_fps = 10
|
||||
font = pygame.font.Font(None, 40)
|
||||
|
||||
# I don't know, should we move this text out of the way?
|
||||
game_over = font.render('GAME OVER', 0, RED)
|
||||
|
||||
# initialize the game canvas
|
||||
screen = pygame.display.set_mode(size)
|
||||
|
||||
# initialize the HUD class and the lawyer
|
||||
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]
|
||||
|
||||
score = 0
|
||||
time = 15
|
||||
level = 5
|
||||
|
||||
running = True
|
||||
timeleft = time
|
||||
avocados = []
|
||||
while running:
|
||||
time_passed = clock.tick(desired_fps)
|
||||
fps = clock.get_fps()
|
||||
if type(bg) is tuple:
|
||||
screen.fill(bg)
|
||||
else:
|
||||
screen.blit(pygame.transform.scale(bg,(800,600)),(0,0))
|
||||
WIDTH = int(displayInfo.current_w / zoom)
|
||||
HEIGHT = int(displayInfo.current_h / zoom)
|
||||
return (WIDTH, HEIGHT)
|
||||
|
||||
|
||||
# Let's add the lawyer and have him announce a color
|
||||
fullegast.setColor(color)
|
||||
fullegast.blitme()
|
||||
def main(self):
|
||||
pygame.init()
|
||||
try:
|
||||
pygame.mixer.init()
|
||||
pygame.mixer.music.set_volume(0.5)
|
||||
noSound = False
|
||||
except:
|
||||
print("Y U NO sound? :(")
|
||||
noSound = True
|
||||
|
||||
pygame.display.set_caption('Pin Avo, the Cado!')
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
# initialize_screen() won't work for dualscreen
|
||||
#size = initialize_screen()
|
||||
size = (800, 600)
|
||||
bg = pygame.image.load("img/background.png")
|
||||
desired_fps = 10
|
||||
font = pygame.font.Font(None, 40)
|
||||
|
||||
# I don't know, should we move this text out of the way?
|
||||
game_over = font.render('GAME OVER', 0, RED)
|
||||
|
||||
# initialize the game canvas
|
||||
screen = pygame.display.set_mode(size)
|
||||
|
||||
# initialize the HUD class and the lawyer
|
||||
the_hud = hud.Hud(screen)
|
||||
fullegast = lawyer.Lawyer(screen)
|
||||
|
||||
# Initial color
|
||||
color = self.chooseRandomColor()
|
||||
|
||||
score = 0
|
||||
time = 15
|
||||
level = 5
|
||||
|
||||
running = True
|
||||
timeleft = time
|
||||
avocados = []
|
||||
while running:
|
||||
time_passed = clock.tick(desired_fps)
|
||||
fps = clock.get_fps()
|
||||
if type(bg) is tuple:
|
||||
screen.fill(bg)
|
||||
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)
|
||||
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!'
|
||||
pygame.display.flip()
|
||||
continue
|
||||
else:
|
||||
displaytime = timeleft
|
||||
|
||||
# Redraw the HUD
|
||||
the_hud.draw_hud(score, displaytime, round(fps, 2))
|
||||
|
||||
# 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 = self.chooseRandomColor()
|
||||
avosize = (50, 50) # should we randomize this?
|
||||
a = avocado.Avocado(screen, avocolor, avosize, color, noSound)
|
||||
avocados.append(a)
|
||||
|
||||
# Remove avocados from the list if they no longer exist
|
||||
# E.g. have been pinned or fallen down
|
||||
avocados[:] = [ x for x in avocados if x.exists() ]
|
||||
for a in avocados:
|
||||
a.move()
|
||||
a.blitme()
|
||||
|
||||
# Catch events
|
||||
for event in pygame.event.get():
|
||||
# Collision detection
|
||||
if event.type == MOUSEBUTTONDOWN:
|
||||
for avo in avocados:
|
||||
hit = avo.isHit(pygame.mouse.get_pos())
|
||||
if hit:
|
||||
score += 100
|
||||
elif hit == False:
|
||||
score -= 50
|
||||
|
||||
# Had enough of this?
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
|
||||
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!'
|
||||
pygame.display.flip()
|
||||
continue
|
||||
else:
|
||||
displaytime = timeleft
|
||||
|
||||
# Redraw the HUD
|
||||
the_hud.draw_hud(score, displaytime, round(fps, 2))
|
||||
|
||||
# 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)]
|
||||
avosize = (50, 50) # should we randomize this?
|
||||
a = avocado.Avocado(screen, avocolor, avosize, color, noSound)
|
||||
avocados.append(a)
|
||||
|
||||
# Remove avocados from the list if they no longer exist
|
||||
# E.g. have been pinned or fallen down
|
||||
avocados[:] = [ x for x in avocados if x.exists() ]
|
||||
for a in avocados:
|
||||
a.move()
|
||||
a.blitme()
|
||||
|
||||
# Catch events
|
||||
for event in pygame.event.get():
|
||||
# Collision detection
|
||||
if event.type == MOUSEBUTTONDOWN:
|
||||
for avo in avocados:
|
||||
hit = avo.isHit(pygame.mouse.get_pos())
|
||||
if hit:
|
||||
score += 100
|
||||
elif hit == False:
|
||||
score -= 50
|
||||
|
||||
# Had enough of this?
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
|
||||
pygame.display.flip()
|
||||
def chooseRandomColor(self):
|
||||
selected = random.randint(0, 3)
|
||||
return self.colors[selected]
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
||||
game = TheGame()
|
||||
game.main()
|
||||
|
|
Loading…
Reference in New Issue