145 lines
4.1 KiB
Python
145 lines
4.1 KiB
Python
#!/usr/bin/env python3
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import pygame, random
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from support import operations
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class Avocado:
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def __init__(self, screen, boundaries, properties, target, level, filename='img/AvoCado_0.png'):
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# Set up our instance variables
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self.screen = screen
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self.screen_width, self.screen_height = screen.get_size()
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self.color = properties['color']
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self.w, self.y = properties['size']
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self.target = target
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self.boundaries = boundaries
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self.checkObstacle = True
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# Initialize the image
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self.i = pygame.image.load(filename).convert_alpha()
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operations.color_surface(self.i, self.color)
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self.image = pygame.transform.scale(self.i, (self.w, self.y))
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self.rect = self.image.get_rect()
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# Set the avocado's initial position and velocity
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self.init_pos()
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self.vx = 2
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self.vy = 4 * (level * 0.5)
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# Avocado state
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self.is_still_falling = True
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self.has_been_pinned = False
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# Avocado sounds
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self.click = self.loadClick()
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self.clickFail = self.loadFailClick()
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def setTargetColor(self, targetColor):
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self.target = targetColor
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def blitme(self):
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self.screen.blit(self.image, self.rect)
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def init_pos(self):
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self.rect.x = random.randint(0, self.screen_width)
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self.rect.y = random.randint(20, 70)
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def isHit(self, click):
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"""
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Checks whether this object collides with the given position
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of a mouse-click. Return true is the correct color was hit and
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false if it was the wrong one.
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Just returns void if no avocado was hit
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"""
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mousex, mousey = click
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if self.rect.left < mousex and self.rect.right > mousex and \
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self.rect.top < mousey and self.rect.bottom > mousey:
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if self.color == self.target:
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self.has_been_pinned = True
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self.is_still_falling = False
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self.click.play()
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return True, self.rect.center
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else:
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self.clickFail.play()
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return False, (0, 0)
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return None, (0, 0)
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# BUG - isHit is called 4 times upon click which makes it return the
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# first time but fail the consecutive times
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#else:
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# self.clickFail.play()
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def isFalling(self):
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return self.is_still_falling
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def isPinned(self):
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return self.has_been_pinned
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def checkBoundaries(self):
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# Checking screen boundaries
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if self.rect.right > self.screen_width or self.rect.left < 0:
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self.checkObstacle = True
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self.vx = -self.vx
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# Checking for obstacle collisions
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for obstacle in self.boundaries:
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left, top, width, height = obstacle
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right = left + width
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bottom = top + height
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if self.checkObstacle \
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and (self.rect.right < right and self.rect.left > left):
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self.checkObstacle = False
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# print(self.rect.bottom, top)
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# if self.rect.bottom > top:
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# self.vy = -self.vy
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if self.checkObstacle \
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and ((self.rect.right > right and self.rect.left < right) \
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or (self.rect.left < left and self.rect.right > left)):
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if self.rect.bottom > top:
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self.vx = -self.vx
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def move(self):
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if not self.has_been_pinned:
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self.checkBoundaries()
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if self.hasLanded():
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self.destroy()
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self.rect.x += self.vx
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self.rect.y += self.vy
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return True
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def hasLanded(self):
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if self.rect.top > self.screen_height:
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self.is_still_falling = False
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print('DEBUG :: splatch!')
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return True
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def loadClick(self, sound=True):
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if not sound:
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return
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return pygame.mixer.Sound("audio/click.wav")
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def loadFailClick(self, sound=True):
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if not sound:
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return
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return pygame.mixer.Sound("audio/poop.wav")
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def destroy(self):
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del(self)
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