avocados/avocado.py

115 lines
3.0 KiB
Python

#!/usr/bin/env python3
import pygame, random
from support import operations
class Avocado:
def __init__(self, screen, color, size, target, filename='img/AvoCado_0.png'):
# HELP please!!
# We randomly decide whether we should instanciate or not
# I'd rather just not return an instance,
# but I don't know how to do that :(
if random.randint(0,40) != 1:
self.is_still_falling = False
self.has_been_pinned = False
return None
# Set up our instance variables
self.screen = screen
self.color = color
self.target = target
self.screen_width, self.screen_height = screen.get_size()
self.w, self.y = size
# Initialize the image
self.i = pygame.image.load(filename).convert_alpha()
operations.color_surface(self.i, color)
self.image = pygame.transform.scale(self.i, (self.w, self.y))
self.rect = self.image.get_rect()
# Set the avocado's initial position and velocity
self.init_pos()
self.vx = 2
self.vy = 4
# Avocado state
self.is_still_falling = True
self.has_been_pinned = False
# Avocado sounds
self.click = self.loadClick()
def setTargetColor(self, targetColor):
self.target = targetColor
def blitme(self):
self.screen.blit(self.image, self.rect)
def init_pos(self):
self.rect.x = random.randint(0, self.screen_width)
self.rect.y = random.randint(20, 70)
def isHit(self, click):
"""
Checks whether this object collides with the given position
of a mouse-click. Return true is the correct color was hit and
false if it was the wrong one.
Just returns void if no avocado was hit
"""
mousex, mousey = click
if self.rect.left < mousex and self.rect.right > mousex and \
self.rect.top < mousey and self.rect.bottom > mousey:
self.click.play()
if self.color == self.target:
self.has_been_pinned = True
self.is_still_falling = False
return True
else:
return False
def isFalling(self):
return self.is_still_falling
def isPinned(self):
return self.has_been_pinned
def move(self):
if not self.has_been_pinned:
if self.rect.right > self.screen_width or self.rect.left < 0:
self.vx = -self.vy
if self.hasLanded():
self.destroy()
self.rect.x += self.vx
self.rect.y += self.vy
return True
def hasLanded(self):
if self.rect.bottom > self.screen_height or self.rect.top < 0:
self.is_still_falling = False
print('DEBUG :: splash!')
return True
def loadClick(self, sound=True):
if not sound:
return
return pygame.mixer.Sound("audio/click.wav")
def destroy(self):
del(self)