avocados/game.py

251 lines
8.1 KiB
Python
Executable File

#!/usr/bin/env python3
"""
Avocados and stuff
"""
import os, random, sys
import pygame
import avocado, crystal, pingenerator
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!')
displayInfo = pygame.display.Info()
self.resize = 1.3
self.WIDTH = int(displayInfo.current_w / self.resize)
self.HEIGHT = int(displayInfo.current_h / self.resize)
self.WIDTH, self.HEIGHT = 800, 600
# initialize the game canvas
self.size = (self.WIDTH, self.HEIGHT)
self.screen = pygame.display.set_mode(self.size)
self.colors = [BLUE, GREEN, RED, YELLOW]
self.bg = pygame.image.load(os.path.join('img', 'lawyerCrystalBall.png'))
# fonts
self.bigFont = pygame.font.Font(None, 90)
# 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 fadeSound(self, sound=True):
if not sound:
return
pygame.mixer.music.fadeout(3000)
def chooseRandomColor(self):
selected = random.randint(0, 3)
return self.colors[selected]
def gameOver(self):
screen_width, screen_height = self.size
gameOverImage = pygame.image.load("img/gameOver.png")
gameOverText = self.bigFont.render('GAME OVER', 0, YELLOW)
gameOverImage.blit(gameOverText, (screen_width/8, screen_height/7))
self.screen.blit(pygame.transform.scale(gameOverImage, self.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.size), (0, 0))
def main(self):
clock = pygame.time.Clock()
desired_fps = 60
# 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
multiplier = 4
time = timeleft = 30
level = 1
levelChange = 0
score = 0
targetScore = 400
# We could use this list for redrawing only this part
# of the screen install of all of it
pinnedAvocados = []
movingAvocados = []
thrownPins = []
# initialize the HUD class and the lawyer
the_hud = hud.Hud(self.screen)
crystalBall = crystal.Crystal(self.screen)
# Initial color indication
color = self.chooseRandomColor()
crystalBall.setColor(color)
running = True
while running:
time_passed = clock.tick(desired_fps)
fps = clock.get_fps()
screen_width, screen_height = self.size
# Redraw the background and put our lawyer back on top
self.drawBackground()
crystalBall.blitme()
# Next level?
if score >= (targetScore * level):
level += 1
levelChange = 70
timeleft = time
print('DEBUG :: Score: ' + str(score))
print('DEBUG :: Level ' + str(level))
self.playLevel(level)
pinnedAvocados = []
movingAvocados = []
thrownPins = []
if levelChange > 0:
levelText = self.bigFont.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))
# If we're not currently in between levels…
if levelChange == 0:
# Initialize a number of avocados, depending on the level
avocadosInGame = len(movingAvocados)
avocadosWanted = level * multiplier
if avocadosInGame < avocadosWanted:
probability = int(1.0/(avocadosWanted - avocadosInGame) * 100)
if random.randint(0, probability) < 3:
avocolor = self.chooseRandomColor()
avosize = (50, 50) # should we randomize this?
a = avocado.Avocado(self.screen, avocolor, avosize, color, level)
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
pinnedAvocados += [avo for avo in movingAvocados if avo.isPinned() ]
movingAvocados[:] = [ avo for avo in 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 movingAvocados:
a.setTargetColor(color)
a.move()
a.blitme()
for a in pinnedAvocados:
a.blitme()
# And finally check if we need to redraw any pins
for activePin in 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()
# Throw a pin here
newPin = pingenerator.Generate(self.screen)
newPin.throwAt(mousepos)
thrownPins.append(newPin)
# Check if any avocados have been hit
for avo in movingAvocados:
hit = avo.isHit(mousepos)
if hit:
score += 100
color = self.chooseRandomColor()
crystalBall.setColor(color)
elif hit == False:
score -= 50
# Had enough of this?
if event.type == pygame.QUIT:
running = False
game.gameOver()
pygame.quit()
sys.exit()
pygame.display.flip()
if __name__ == '__main__':
game = TheGame()
game.playLevel()
game.main()