ugly code to switch levels

master
David Raison 2014-08-30 23:03:51 +02:00
parent fd8cbc74d0
commit e5a0c81056
2 changed files with 32 additions and 32 deletions

View File

@ -37,7 +37,7 @@ class Avocado:
self.has_been_pinned = False
def updateTargetColor(self, targetColor):
def setTargetColor(self, targetColor):
self.target = targetColor
@ -87,7 +87,7 @@ class Avocado:
def hasLanded(self):
if self.rect.bottom > self.screen_height or self.rect.top < 0:
self.is_falling = False
print('platch')
print('DEBUG :: splatsh!')
return True

60
game.py
View File

@ -18,14 +18,6 @@ class TheGame:
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(self):
pygame.init()
try:
@ -33,14 +25,12 @@ class TheGame:
pygame.mixer.music.set_volume(0.5)
noSound = False
except:
print("Y U NO sound? :(")
print("DEBUG :: 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 = 15
@ -48,7 +38,9 @@ class TheGame:
score = 0
time = timeleft = 30
level = 1
font = pygame.font.Font(None, 40)
levelChange = 0
reachScore = 200
font = pygame.font.Font(None, 60)
# I don't know, should we move this text out of the way?
game_over = font.render('GAME OVER', 0, RED)
@ -70,6 +62,7 @@ class TheGame:
time_passed = clock.tick(desired_fps)
fps = clock.get_fps()
screen_width, screen_height = size
if type(bg) is tuple:
screen.fill(bg)
@ -77,18 +70,24 @@ class TheGame:
screen.blit(pygame.transform.scale(bg, (800, 600)), (0, 0))
# Next level?
if score >= 500:
if score >= reachScore:
score = 0
level += 1
print('DEBUG :: Level ' + string(level))
levelChange = 35
avocados = []
print('DEBUG :: Level ' + str(level))
# Let's add the lawyer
fullegast.blitme()
if levelChange > 0:
levelText = font.render('Level ' + str(level), 0, WHITE)
screen.blit(levelText, (screen_width / 3, screen_height / 2))
levelChange -= 1
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()
@ -100,22 +99,23 @@ class TheGame:
the_hud.draw_hud(score, displaytime, round(fps, 2))
# Initialize a number of avocados, depending on the level
avocados_in_game = len(avocados)
avocadosWanted = level * multiplier
if avocados_in_game < avocadosWanted:
for i in range(avocados_in_game, avocadosWanted):
avocolor = self.chooseRandomColor()
avosize = (50, 50) # should we randomize this?
a = avocado.Avocado(screen, avocolor, avosize, color, noSound)
avocados.append(a)
if levelChange == 0:
avocados_in_game = len(avocados)
avocadosWanted = level * multiplier
if avocados_in_game < avocadosWanted:
for i in range(avocados_in_game, avocadosWanted):
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.updateTargetColor(color)
a.move()
a.blitme()
# 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.setTargetColor(color)
a.move()
a.blitme()
# Catch events
for event in pygame.event.get():