#!/usr/bin/env python3 """ Avocados and stuff """ import os, random, sys import pygame import avocado, lawyer 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!') # initialize the game canvas self.size = (800, 600) self.screen = pygame.display.set_mode(self.size) self.colors = [BLUE, GREEN, RED, YELLOW] # fonts self.big = pygame.font.Font(None, 90) self.pinned = [] # Set splashscreen splashScreen = pygame.image.load("img/splashScreen.png") self.screen.blit(pygame.transform.scale(splashScreen, self.size), (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 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 fade(self, sound=True): if not sound: return pygame.mixer.music.fadeout(3000) def loadClick(self, sound=True): if not sound: return self.click = pygame.mixer.Sound("audio/click.wav") return self.click def gameOver(self): screen_width, screen_height = self.size gameOverImage = pygame.image.load("img/gameOver.png") gameOverText = self.big.render('GAME OVER', 0, YELLOW) gameOverImage.blit(gameOverText, (screen_width/8, screen_height/6)) self.screen.blit(pygame.transform.scale(gameOverImage, self.size), (0, 0)) pygame.display.flip() self.fade() pygame.time.wait(3000) pygame.quit() sys.exit() def keepPinned(self, avocado): self.pinned.append(avocado) def main(self): clock = pygame.time.Clock() bg = pygame.image.load("img/lawyerCrystalBall.png") desired_fps = 60 multiplier = 3 score = 0 time = timeleft = 30 level = 1 levelChange = 0 reachScore = 200 avoClick = self.loadClick() # initialize the HUD class and the lawyer the_hud = hud.Hud(self.screen) fullegast = lawyer.Lawyer(self.screen) # Initial color indication color = self.chooseRandomColor() fullegast.setColor(color) avocados = [] # We could use this for redrawing only this part running = True while running: time_passed = clock.tick(desired_fps) fps = clock.get_fps() screen_width, screen_height = self.size if type(bg) is tuple: self.screen.fill(bg) else: self.screen.blit(pygame.transform.scale(bg, self.size), (0, 0)) # Next level? if score >= reachScore: score = 0 level += 1 levelChange = 35 timeleft = time avocados = [] self.pinned = [] print('DEBUG :: Level ' + str(level)) game.playLevel(level) # Let's add the lawyer fullegast.blitme() if levelChange > 0: levelText = self.big.render('Level ' + str(level), 0, WHITE) self.screen.blit(levelText, (screen_width / 3, screen_height / 2)) levelChange -= 1 timeleft -= time_passed / 1000 timeleft = round(timeleft, 2) if timeleft <= 0: self.gameOver() else: displaytime = timeleft # Redraw the HUD the_hud.draw_hud(score, displaytime, round(fps, 2)) # Initialize a number of avocados, depending on the level 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(self.screen, avocolor, avosize, color) avocados.append(a) # Remove avocados from the list if they no longer exist # E.g. have been pinned or fallen down self.pinned += [avo for avo in avocados if avo.has_been_pinned] avocados[:] = [ x for x in avocados if x.exists() ] for a in avocados: a.setTargetColor(color) a.move() a.blitme() for a in self.pinned: a.blitme() # Catch events for event in pygame.event.get(): # Collision detection if event.type == MOUSEBUTTONDOWN: avoClick.play() for avo in avocados: hit = avo.isHit(pygame.mouse.get_pos()) if hit: score += 100 color = self.chooseRandomColor() fullegast.setColor(color) elif hit == False: score -= 50 # Had enough of this? if event.type == pygame.QUIT: running = False pygame.quit() sys.exit() pygame.display.flip() def chooseRandomColor(self): selected = random.randint(0, 3) return self.colors[selected] if __name__ == '__main__': game = TheGame() game.playLevel() game.main()