Objectified the game
parent
a2e21a6be1
commit
e060f746b2
119
avocado.py
119
avocado.py
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#!/usr/bin/env python3
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import pygame, random
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from support import operations
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class Avocado:
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def __init__(self, screen, color, size, select, sound=True, filename='img/AvoCado_0.png'):
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# We randomly decide whether we should instanciate or not
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# I'd rather just not return an instance,
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# but I don't know how to do that :(
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if random.randint(0,1) == 0:
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self.is_falling = False
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self.has_been_pinned = 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.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.vx = 10
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self.vy = 10
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self.is_falling = True
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self.has_been_pinned = False
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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.rect.x = random.randint(0, self.screen_width)
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self.rect.y = random.randint(20, 70)
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def isHit(self, click):
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"""
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Checks whether this object collides with the given position
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of a mouse-click
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"""
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mousex, mousey = click
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if self.rect.left < mousex and self.rect.right > mousex and \
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self.rect.top < mousey and self.rect.bottom > mousey:
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if self.color == self.select:
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self.has_been_pinned = True
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return True
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else:
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return False
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def exists(self):
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return not self.has_been_pinned and self.is_falling
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def move(self):
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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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def mute(self,mute=False):
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if not sound:
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return
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if mute:
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pygame.mixer.music.set_volume(0.0)
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else:
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pygame.mixer.music.set_volume(0.5)
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def playLevel(self,lvl=1):
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if not sound:
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return
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if lvl == 1:
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pygame.mixer.music.load("""audio/level1.wav""")
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elif lvl == 2:
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pygame.mixer.music.load("""audio/level2.wav""")
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elif lvl == 3:
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pygame.mixer.music.load("""audio/level3.wav""")
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pygame.mixer.music.play()
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def fade(self):
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if not sound:
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return
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pygame.mixer.music.fadeout(3000)
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def loadClick(self):
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if not sound:
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return
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self.click = pygame.mixer.Sound("audio/click.wav")
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return self.click
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def destroy(self):
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del(self)
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215
game.py
215
game.py
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@ -11,119 +11,128 @@ from support.colors import *
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from interface import hud
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from interface import hud
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def initialize_screen():
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class TheGame:
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displayInfo = pygame.display.Info()
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zoom = 1.3
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WIDTH = int(displayInfo.current_w / zoom)
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def __init__(self):
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HEIGHT = int(displayInfo.current_h / zoom)
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""" foo """
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return (WIDTH, HEIGHT)
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self.colors = [BLUE, GREEN, RED, YELLOW]
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def main():
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def initialize_screen(self):
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pygame.init()
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displayInfo = pygame.display.Info()
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try:
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zoom = 1.3
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pygame.mixer.init()
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pygame.mixer.music.set_volume(0.5)
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noSound = False
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except:
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print("Setting no sound :(")
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noSound = True
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pygame.display.set_caption('Pin Avo, the Cado!')
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WIDTH = int(displayInfo.current_w / zoom)
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clock = pygame.time.Clock()
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HEIGHT = int(displayInfo.current_h / zoom)
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return (WIDTH, HEIGHT)
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# initialize_screen() won't work for dualscreen
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#size = initialize_screen()
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size = (800, 600)
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bg = pygame.image.load("img/background.png")
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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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game_over = font.render('GAME OVER', 0, RED)
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# initialize the game canvas
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screen = pygame.display.set_mode(size)
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# initialize the HUD class and the lawyer
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the_hud = hud.Hud(screen)
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fullegast = lawyer.Lawyer(screen)
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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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color = colors[selected]
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score = 0
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time = 15
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level = 5
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running = True
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timeleft = time
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avocados = []
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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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if type(bg) is tuple:
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screen.fill(bg)
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else:
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screen.blit(pygame.transform.scale(bg,(800,600)),(0,0))
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# Let's add the lawyer and have him announce a color
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def main(self):
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fullegast.setColor(color)
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pygame.init()
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fullegast.blitme()
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try:
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pygame.mixer.init()
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pygame.mixer.music.set_volume(0.5)
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noSound = False
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except:
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print("Y U NO sound? :(")
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noSound = True
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pygame.display.set_caption('Pin Avo, the Cado!')
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clock = pygame.time.Clock()
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# initialize_screen() won't work for dualscreen
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#size = initialize_screen()
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size = (800, 600)
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bg = pygame.image.load("img/background.png")
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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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game_over = font.render('GAME OVER', 0, RED)
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# initialize the game canvas
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screen = pygame.display.set_mode(size)
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# initialize the HUD class and the lawyer
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the_hud = hud.Hud(screen)
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fullegast = lawyer.Lawyer(screen)
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# Initial color
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color = self.chooseRandomColor()
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score = 0
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time = 15
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level = 5
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running = True
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timeleft = time
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avocados = []
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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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if type(bg) is tuple:
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screen.fill(bg)
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else:
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screen.blit(pygame.transform.scale(bg,(800,600)),(0,0))
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# Let's add the lawyer and have him announce a color
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fullegast.setColor(color)
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fullegast.blitme()
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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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screen_width, screen_height = size
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screen.blit(game_over, (screen_width/3, screen_height/2))
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displaytime = 'Timed out!'
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pygame.display.flip()
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continue
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else:
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displaytime = timeleft
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# Redraw the HUD
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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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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 = self.chooseRandomColor()
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avosize = (50, 50) # should we randomize this?
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a = avocado.Avocado(screen, avocolor, avosize, color, noSound)
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avocados.append(a)
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# Remove avocados from the list if they no longer exist
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# E.g. have been pinned or fallen down
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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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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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# Collision detection
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if event.type == MOUSEBUTTONDOWN:
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for avo in avocados:
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hit = avo.isHit(pygame.mouse.get_pos())
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if hit:
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score += 100
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elif hit == False:
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score -= 50
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# Had enough of this?
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if event.type == pygame.QUIT:
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running = False
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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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screen_width, screen_height = size
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screen.blit(game_over, (screen_width/3, screen_height/2))
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displaytime = 'Timed out!'
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pygame.display.flip()
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pygame.display.flip()
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continue
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else:
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displaytime = timeleft
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# Redraw the HUD
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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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def chooseRandomColor(self):
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avocados_in_game = len(avocados)
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selected = random.randint(0, 3)
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print(avocados_in_game)
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return self.colors[selected]
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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, noSound)
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avocados.append(a)
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# Remove avocados from the list if they no longer exist
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# E.g. have been pinned or fallen down
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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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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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# Collision detection
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if event.type == MOUSEBUTTONDOWN:
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for avo in avocados:
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hit = avo.isHit(pygame.mouse.get_pos())
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if hit:
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score += 100
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elif hit == False:
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score -= 50
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# Had enough of this?
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if event.type == pygame.QUIT:
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running = False
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pygame.display.flip()
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if __name__ == '__main__':
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if __name__ == '__main__':
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main()
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game = TheGame()
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game.main()
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Loading…
Reference in New Issue