#!/usr/bin/env python3 """ Avocados and stuff """ import os, random, sys import pygame import avocado, crystal, pingenerator, itext from pygame.locals import * from support.colors import * from interface import hud class TheGame: def __init__(self): """ Initialize the game """ pygame.init() pygame.display.set_caption('Pin Avo, the Cado!') self.clock = pygame.time.Clock() self.initializeScreen() # initialize the game canvas self.timeout = 30 self.level = 1 self.psychomode = 2 self.targetScore = 400 ############################## # Never set below 4, else we have a high # probability of losing the game due to a missing color # Alternatively, you could edit chooseRandomColor() # to only work on the first multiplier colors self.desired_fps = 60 self.screen = pygame.display.set_mode((self.WIDTH, self.HEIGHT)) self.colors = [RED, GREEN, BLUE, YELLOW, PINK] self.multiplier = len(self.colors) self.bg = pygame.image.load(os.path.join('img', 'lawyerCrystalBall.png')) self.bg.set_colorkey((255,255,255)) self.bg.set_alpha(75) self.last_colors = [] # fonts self.bigFont = pygame.font.Font(None, 90) # Set splashscreen splashScreen = pygame.image.load(os.path.join('img', 'splashScreen.png')) self.screen.blit( pygame.transform.scale( splashScreen, (self.WIDTH, self.HEIGHT) ), (0, 0) ) pygame.display.flip() pygame.time.wait(3000) try: pygame.mixer.init() pygame.mixer.music.set_volume(0.5) sound = True except: print("Y U NO sound? :(") sound = False def initializeScreen(self): # displayInfo = pygame.display.Info() # self.resize = 1.3 # self.WIDTH = int(displayInfo.current_w / self.resize) # self.HEIGHT = int(displayInfo.current_h / self.resize) # Look at the cleverness ;) self.WIDTH, self.HEIGHT = 800, 600 def mute(self,mute=False, sound=True): 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,sound=True): 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 toggle_fullscreen(self): global fullS fullS = True self.screen = pygame.display.get_surface() self.tmp = self.screen.convert() self.caption = pygame.display.get_caption() self.cursor = pygame.mouse.get_cursor() # Duoas 16-04-2007 self.w,self.h = self.screen.get_width(),self.screen.get_height() self.flags = self.screen.get_flags() self.bits = self.screen.get_bitsize() pygame.display.quit() pygame.display.init() self.screen = pygame.display.set_mode((self.w,self.h),self.flags^FULLSCREEN,self.bits) self.screen.blit(self.tmp,(0,0)) pygame.display.set_caption(*self.caption) pygame.key.set_mods(0) #HACK: work-a-round for a SDL bug?? pygame.mouse.set_cursor( *self.cursor ) # Duoas 16-04-2007 return self.screen def fadeSound(self, sound=True): if not sound: return pygame.mixer.music.fadeout(3000) def chooseRandomColor(self): selected = random.randint(0, len(self.colors) - 1) if len(self.last_colors) > 5: self.last_colors.pop(0) for i in range(0, 5): if selected in self.last_colors: selected = random.randint(0, 3) else: break self.last_colors.append(selected) return self.colors[selected] def gameOver(self): screen_width, screen_height = self.screen.get_size() gameOverImage = pygame.image.load(os.path.join('img', 'gameOver.png')) gameOverText = self.bigFont.render('GAME OVER', False, YELLOW) gameOverImage.blit(gameOverText, (screen_width/8, screen_height/7)) self.screen.blit(pygame.transform.scale(gameOverImage, self.screen.get_size()), (0, 0)) pygame.display.flip() self.fadeSound() pygame.time.wait(3000) pygame.quit() sys.exit() def keepPinned(self, avocado): self.pinned.append(avocado) def drawBackground(self): if type(self.bg) is tuple: self.screen.fill(self.bg) else: self.screen.blit( pygame.transform.scale( self.bg, self.screen.get_size() ), (0, 0) ) def resetLevel(self): self.pinnedAvocados = [] self.movingAvocados = [] self.thrownPins = [] self.timeleft = self.timeout def main(self): score = 0 boundaries = [] # We could use this list for redrawing only this part # of the screen instead of all of it self.resetLevel() # initialize the HUD class and the lawyer the_hud = hud.Hud(self.screen) crystalBall = crystal.Crystal(self.screen, self.level, self.bigFont, self.psychomode) boundaries.append(crystalBall.getBoundaries()) # Initial color indication color = self.chooseRandomColor() crystalBall.setColor(color) texts = [] container = {'font': self.bigFont, 'screen': self.screen, 'clock': self.clock} running = True while running: time_passed = self.clock.tick(self.desired_fps) fps = self.clock.get_fps() screen_width, screen_height = self.screen.get_size() # Next level? if score >= (self.targetScore * self.level): self.level += 1 levelText = itext.Text( container, 'Level ' + str(self.level), (screen_width / 3, screen_height /2), 2000 ) texts.append(levelText) self.playLevel(self.level) self.resetLevel() self.timeleft -= time_passed / 1000 self.timeleft = round(self.timeleft, 2) if self.timeleft <= 0: self.gameOver() else: displaytime = self.timeleft # Redraw the background and put our lawyer back on top self.drawBackground() crystalBall.blitme() # Check if there's any text that wants to get displayed for text in texts: text.blitme() texts[:] = [text for text in texts if not text.hasExpired() ] # Redraw the HUD the_hud.draw_hud(score, displaytime, round(fps, 2)) # Initialize a number of avocados, depending on the level avocadosInGame = len(self.movingAvocados) avocadosWanted = self.level * self.multiplier if avocadosInGame < avocadosWanted: probability = int(1.0/(avocadosWanted - avocadosInGame) * 100) if random.randint(0, probability) < 3: properties = {'color': self.chooseRandomColor(), 'size': (50,50)} # Spawn a new avocado a = avocado.Avocado( self.screen, boundaries, properties, color, self.level ) self.movingAvocados.append(a) # Remove avocados from the list of moving avocados if they no longer move # Or add them to the list of pinned avocados if they're been hit self.pinnedAvocados += [avo for avo in self.movingAvocados if avo.isPinned() ] self.movingAvocados[:] = [ avo for avo in self.movingAvocados if avo.isFalling() ] ############################## # # Late-Night-Comments: # # Can we maybe handle the pinned avocados the same way I handle "stuck" # pins? It seems to be easier.. well, the pins don't fall out of the screen # though… # ############################## # Now redraw our avocados for a in self.movingAvocados: a.setTargetColor(color) a.move() a.blitme() for a in self.pinnedAvocados: a.blitme() # And finally check if we need to redraw any pins for activePin in self.thrownPins: activePin.blitme() if not activePin.isStuck(): activePin.moveTowardsTarget() # Catch events for event in pygame.event.get(): # Collision detection if event.type == MOUSEBUTTONDOWN: mousepos = pygame.mouse.get_pos() # Throwing a new pin newPin = pingenerator.Generate(self.screen) newPin.throwAt(mousepos) self.thrownPins.append(newPin) # Check if any avocados have been hit for avo in self.movingAvocados: hit, center = avo.isHit(mousepos) if hit is None: continue if hit: score += 100 newPin.throwAt(center) color = self.chooseRandomColor() crystalBall.setColor(color) else: score -= 50 # Had enough of this? if event.type == pygame.QUIT: running = False game.gameOver() pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if pygame.key.get_pressed()[pygame.K_f] != 0: print("Toggling full screen, in the Future") #game.toggle_fullscreen() elif (pygame.key.get_pressed()[pygame.K_q] != 0) or (pygame.key.get_pressed()[pygame.K_ESCAPE] != 0): running = False game.gameOver() pygame.quit() sys.exit() pygame.display.flip() if __name__ == '__main__': game = TheGame() game.playLevel() game.main()