#!/usr/bin/env python3 import pygame, random from support import operations class Avocado: def __init__(self, screen, color, size, target, filename='img/AvoCado_0.png'): # HELP please!! # 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 # Set up our instance variables self.screen = screen self.color = color self.target = target self.screen_width, self.screen_height = screen.get_size() 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 = 2 self.vy = 4 self.is_falling = True self.has_been_pinned = False def setTargetColor(self, targetColor): self.target = targetColor 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. Return true is the correct color was hit and false if it was the wrong one. Just returns void if no avocado was hit """ 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.target: 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 not self.has_been_pinned: 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('DEBUG :: splatsh!') return True def destroy(self): del(self)