#!/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): """ foo """ self.colors = [BLUE, GREEN, RED, YELLOW] def main(self): pygame.init() try: pygame.mixer.init() pygame.mixer.music.set_volume(0.5) noSound = False except: print("DEBUG :: Y U NO sound? :(") noSound = True pygame.display.set_caption('Pin Avo, the Cado!') clock = pygame.time.Clock() size = (800, 600) bg = pygame.image.load("img/background.png") desired_fps = 15 multiplier = 6 score = 0 time = timeleft = 30 level = 1 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) # initialize the game canvas screen = pygame.display.set_mode(size) # initialize the HUD class and the lawyer the_hud = hud.Hud(screen) fullegast = lawyer.Lawyer(screen) # Initial color color = self.chooseRandomColor() fullegast.setColor(color) avocados = [] running = True while running: time_passed = clock.tick(desired_fps) fps = clock.get_fps() screen_width, screen_height = size if type(bg) is tuple: screen.fill(bg) else: screen.blit(pygame.transform.scale(bg, (800, 600)), (0, 0)) # Next level? if score >= reachScore: score = 0 level += 1 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.blit(game_over, (screen_width/3, screen_height/2)) displaytime = 'Timed out!' pygame.display.flip() continue 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(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.setTargetColor(color) a.move() a.blitme() # Catch events for event in pygame.event.get(): # Collision detection if event.type == MOUSEBUTTONDOWN: 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.main()