ugly code to switch levels
parent
fd8cbc74d0
commit
e5a0c81056
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@ -37,7 +37,7 @@ class Avocado:
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self.has_been_pinned = False
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def updateTargetColor(self, targetColor):
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def setTargetColor(self, targetColor):
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self.target = targetColor
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@ -87,7 +87,7 @@ class Avocado:
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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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print('DEBUG :: splatsh!')
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return True
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60
game.py
60
game.py
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@ -18,14 +18,6 @@ class TheGame:
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self.colors = [BLUE, GREEN, RED, YELLOW]
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def initialize_screen(self):
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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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HEIGHT = int(displayInfo.current_h / zoom)
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return (WIDTH, HEIGHT)
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def main(self):
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pygame.init()
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try:
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@ -33,14 +25,12 @@ class TheGame:
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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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print("DEBUG :: 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 = 15
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@ -48,7 +38,9 @@ class TheGame:
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score = 0
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time = timeleft = 30
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level = 1
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font = pygame.font.Font(None, 40)
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levelChange = 0
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reachScore = 200
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font = pygame.font.Font(None, 60)
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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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@ -70,6 +62,7 @@ class TheGame:
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time_passed = clock.tick(desired_fps)
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fps = clock.get_fps()
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screen_width, screen_height = size
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if type(bg) is tuple:
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screen.fill(bg)
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@ -77,18 +70,24 @@ class TheGame:
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screen.blit(pygame.transform.scale(bg, (800, 600)), (0, 0))
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# Next level?
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if score >= 500:
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if score >= reachScore:
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score = 0
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level += 1
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print('DEBUG :: Level ' + string(level))
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levelChange = 35
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avocados = []
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print('DEBUG :: Level ' + str(level))
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# Let's add the lawyer
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fullegast.blitme()
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if levelChange > 0:
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levelText = font.render('Level ' + str(level), 0, WHITE)
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screen.blit(levelText, (screen_width / 3, screen_height / 2))
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levelChange -= 1
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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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@ -100,22 +99,23 @@ class TheGame:
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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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avocadosWanted = level * multiplier
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if avocados_in_game < avocadosWanted:
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for i in range(avocados_in_game, avocadosWanted):
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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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if levelChange == 0:
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avocados_in_game = len(avocados)
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avocadosWanted = level * multiplier
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if avocados_in_game < avocadosWanted:
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for i in range(avocados_in_game, avocadosWanted):
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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.updateTargetColor(color)
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a.move()
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a.blitme()
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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.setTargetColor(color)
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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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