avocados/game.py

213 lines
6.3 KiB
Python
Executable File

#!/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]
pygame.init()
self.pinned = []
try:
pygame.mixer.init()
pygame.mixer.music.set_volume(0.5)
noSound = False
except:
print("Y U NO sound? :(")
noSound = True
pygame.display.set_caption('Pin Avo, the Cado!')
def initialize_screen(self):
displayInfo = pygame.display.Info()
zoom = 1.3
WIDTH = int(displayInfo.current_w / zoom)
HEIGHT = int(displayInfo.current_h / zoom)
return (WIDTH, HEIGHT)
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,gameOverImage):
screen.blit(pygame.transform.scale(gameOverImage, (800, 600)), (0, 0))
pygame.display.flip()
self.fade()
pygame.time.wait(3000)
def keepPinned(self, avocado):
self.pinned.append(avocado)
def main(self):
clock = pygame.time.Clock()
size = (800, 600)
bg = pygame.image.load("img/background.png")
desired_fps = 60
multiplier = 3
score = 0
time = timeleft = 30
level = 1
levelChange = 0
reachScore = 200
font = pygame.font.Font(None, 60)
avoClick = game.loadClick()
# I don't know, should we move this text out of the way?
game_over = font.render('GAME OVER', 0, RED)
gameOverImage = pygame.image.load("img/gameOver.png")
# 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
timeleft = time
avocados = []
self.pinned = []
print('DEBUG :: Level ' + str(level))
game.playLevel(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()
game.gameOver(screen,gameOverImage)
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)
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
game.gameOver(screen,gameOverImage)
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()