def update(self, cam_x, cam_y): """update direction of traffic based on current tile""" self.x = self.x + self.speed * math.cos(math.radians(270-self.dir)) self.y = self.y + self.speed * math.sin(math.radians(270-self.dir)) if bounds.breaking(self.x, self.y) == True: self.respawn() #trigger turn when vehicle is at center of tile. if (self.turning_cooldown > 0): self.turning_cooldown = self.turning_cooldown - 1 elif (randint(0, DISPLACEMENT) == 2): if (self.x % 1000 > BOUND_MIN and self.x % 1000 < BOUND_MAX): if (self.y % 1000 > BOUND_MIN and self.y % 1000 < BOUND_MAX): self.turning() self.rotate() self.rect.topleft = self.x - cam_x, self.y - cam_y
def main(): # initializion pygame.init() clock = pygame.time.Clock() running = True font = pygame.font.Font(None, 24) screen = pygame.display.set_mode( (pygame.display.Info().current_w, pygame.display.Info().current_h), pygame.FULLSCREEN) pygame.display.set_caption('BudWatch - The Game') pygame.mouse.set_visible(False) CENTER_W = int(pygame.display.Info().current_w / 2) CENTER_H = int(pygame.display.Info().current_h / 2) # new background surface background = pygame.Surface(screen.get_size()) background = background.convert_alpha() background.fill((26, 26, 26)) # initialize game objects camera = Camera() player = Player() bound = Bound() timeout = TimeOut() lifeout = LifeOut() # create sprite groups map_s = pygame.sprite.Group() player_s = pygame.sprite.Group() autobot_s = pygame.sprite.Group() bound_s = pygame.sprite.Group() coin_s = pygame.sprite.Group() beer_s = pygame.sprite.Group() weed_s = pygame.sprite.Group() timeout_s = pygame.sprite.Group() lifeout_s = pygame.sprite.Group() for tile in map_tiles: map_files.append(load_image('landscape/{}'.format(tile), False)) for x in range(0, 10): for y in range(0, 10): map_s.add(Map(map_1[x][y], x * 1000, y * 1000, map_1_rot[x][y])) player_s.add(player) bound_s.add(bound) timeout_s.add(timeout) lifeout_s.add(lifeout) for id in xrange(0, AUTOBOT_COUNT): autobot_s.add(AutoBot(id)) for _ in xrange(0, ARTIFACT_COUNT): choice = random.choice(['coin', 'beer', 'weed']) if choice == 'coin': coin_s.add(Coin()) elif choice == 'beer': beer_s.add(Beer()) else: weed_s.add(Weed()) # enter game loop while running: # check menu/reset, (keyup event - trigger once) for event in pygame.event.get(): if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: running = False break if event.type == pygame.KEYUP: if event.key == pygame.K_q: pygame.quit() sys.exit(0) if event.key == pygame.K_p: player.reset() # check key input, (keydown event - trigger many) keys = pygame.key.get_pressed() if keys[K_LEFT]: player.steerleft() if keys[K_RIGHT]: player.steerright() if keys[K_UP]: player.accelerate() else: player.soften() if keys[K_DOWN]: player.deaccelerate() if keys[K_s]: player.smoke() if keys[K_d]: player.drink() if keys[K_t]: player.timer() # align camera view w/ player pos camera.set_pos(player.x, player.y) # render text data text_fps = font.render('FPS: {}'.format(str(int(clock.get_fps()))), 1, (224, 16, 16)) textpos_fps = text_fps.get_rect(centery=25, centerx=60) text_time = font.render( 'Time: ' + str(int((player.timeleft / 60) / 60)) + ":" + str(int((player.timeleft / 60) % 60)), 1, (224, 16, 16)) textpos_time = text_fps.get_rect(centery=45, centerx=60) text_life = font.render('Life: {}'.format(str(player.health)), 1, (224, 16, 16)) textpos_life = text_fps.get_rect(centery=65, centerx=60) text_coin = font.render('Coin: {}'.format(str(player.coin)), 1, (224, 16, 16)) textpos_coin = text_fps.get_rect(centery=85, centerx=60) text_beer = font.render('Beer: {}'.format(str(player.beer)), 1, (224, 16, 16)) textpos_beer = text_fps.get_rect(centery=105, centerx=60) text_weed = font.render('Weed: {}'.format(str(player.weed)), 1, (224, 16, 16)) textpos_weed = text_fps.get_rect(centery=125, centerx=60) text_bac = font.render('BAC: {}'.format(str(player.drunkness)), 1, (224, 16, 16)) textpos_bac = text_fps.get_rect(centery=145, centerx=60) text_thc = font.render('THC: {}'.format(str(player.stoneness)), 1, (224, 16, 16)) textpos_thc = text_fps.get_rect(centery=165, centerx=60) screen.blit(background, (0, 0)) # update sprite objects map_s.update(camera.x, camera.y) map_s.draw(screen) player.grass(screen.get_at(((int(CENTER_W - 5), int(CENTER_H - 5)))).g) player_s.update(camera.x, camera.y) player_s.draw(screen) autobot_s.update(camera.x, camera.y) autobot_s.draw(screen) coin_s.update(camera.x, camera.y) coin_s.draw(screen) beer_s.update(camera.x, camera.y) beer_s.draw(screen) weed_s.update(camera.x, camera.y) weed_s.draw(screen) # conditional events if breaking(player.x + CENTER_W, player.y + CENTER_H): bound_s.update() bound_s.draw(screen) if player.timeleft == 0: timeout_s.update() timeout_s.draw(screen) player.speed = 0 if player.health == 0: lifeout_s.update() lifeout_s.draw(screen) player.speed = 0 # check collisions if pygame.sprite.spritecollide(player, coin_s, True): player.collect('coin') if pygame.sprite.spritecollide(player, beer_s, True): player.collect('beer') if pygame.sprite.spritecollide(player, weed_s, True): player.collect('weed') if pygame.sprite.spritecollide(player, autobot_s, False): player.smacked() # blit blit screen.blit(text_fps, textpos_fps) screen.blit(text_time, textpos_time) screen.blit(text_life, textpos_life) screen.blit(text_coin, textpos_coin) screen.blit(text_beer, textpos_beer) screen.blit(text_weed, textpos_weed) screen.blit(text_bac, textpos_bac) screen.blit(text_thc, textpos_thc) # show display pygame.display.flip() clock.tick(64)
def main(): #initialize objects. clock = pygame.time.Clock() running = True font = pygame.font.Font(None, 24) car = player.Player() cam = camera.Camera() target = gamemode.Finish() bound_alert = bounds.Alert() time_alert = timeout.Alert() info = menu.Alert() pointer = direction.Tracker(int(CENTER_W * 2), int(CENTER_H * 2)) #create sprite groups. map_s = pygame.sprite.Group() player_s = pygame.sprite.Group() traffic_s = pygame.sprite.Group() tracks_s = pygame.sprite.Group() target_s = pygame.sprite.Group() pointer_s = pygame.sprite.Group() timer_alert_s = pygame.sprite.Group() bound_alert_s = pygame.sprite.Group() menu_alert_s = pygame.sprite.Group() #generate tiles for tile_num in range(0, len(maps.map_tile)): maps.map_files.append(load_image(maps.map_tile[tile_num], False)) for x in range(0, 10): for y in range(0, 10): map_s.add( maps.Map(maps.map_1[x][y], x * 1000, y * 1000, maps.map_1_rot[x][y])) #load tracks tracks.initialize() #load finish target_s.add(target) #load direction pointer_s.add(pointer) #load alerts timer_alert_s.add(time_alert) bound_alert_s.add(bound_alert) menu_alert_s.add(info) #load traffic traffic.initialize(CENTER_W, CENTER_H) for count in range(0, TRAFFIC_COUNT): traffic_s.add(traffic.Traffic()) player_s.add(car) cam.set_pos(car.x, car.y) while running: #Render loop. #Check for menu/reset, (keyup event - trigger ONCE) for event in pygame.event.get(): if event.type == pygame.KEYUP: if keys[K_m]: if (info.visibility == True): info.visibility = False else: info.visibility = True if (keys[K_p]): car.reset() target.reset() if (keys[K_q]): pygame.quit() sys.exit(0) if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: running = False break #Check for key input. (KEYDOWN, trigger often) keys = pygame.key.get_pressed() if (target.timeleft > 0): if keys[K_LEFT]: car.steerleft() if keys[K_RIGHT]: car.steerright() if keys[K_UP]: car.accelerate() else: car.soften() if keys[K_DOWN]: car.deaccelerate() cam.set_pos(car.x, car.y) #Show text data. text_fps = font.render('FPS: ' + str(int(clock.get_fps())), 1, (224, 16, 16)) textpos_fps = text_fps.get_rect(centery=25, centerx=60) text_score = font.render('Score: ' + str(target.score), 1, (224, 16, 16)) textpos_score = text_fps.get_rect(centery=45, centerx=60) text_timer = font.render( 'Timer: ' + str(int((target.timeleft / 60) / 60)) + ":" + str(int((target.timeleft / 60) % 60)), 1, (224, 16, 16)) textpos_timer = text_fps.get_rect(centery=65, centerx=60) #Render Scene. screen.blit(background, (0, 0)) #cam.set_pos(car.x, car.y) map_s.update(cam.x, cam.y) map_s.draw(screen) #Conditional renders/effects car.grass(screen.get_at(((int(CENTER_W - 5), int(CENTER_H - 5)))).g) if (car.tracks): tracks_s.add( tracks.Track(cam.x + CENTER_W, cam.y + CENTER_H, car.dir)) #Just render.. tracks_s.update(cam.x, cam.y) tracks_s.draw(screen) player_s.update(cam.x, cam.y) player_s.draw(screen) traffic_s.update(cam.x, cam.y) traffic_s.draw(screen) target_s.update(cam.x, cam.y) target_s.draw(screen) pointer_s.update(car.x + CENTER_W, car.y + CENTER_H, target.x, target.y) pointer_s.draw(screen) #Conditional renders. if (bounds.breaking(car.x + CENTER_W, car.y + CENTER_H) == True): bound_alert_s.update() bound_alert_s.draw(screen) if (target.timeleft == 0): timer_alert_s.draw(screen) car.speed = 0 text_score = font.render('Final Score: ' + str(target.score), 1, (224, 16, 16)) textpos_score = text_fps.get_rect(centery=CENTER_H + 56, centerx=CENTER_W - 20) if (info.visibility == True): menu_alert_s.draw(screen) #Blit Blit.. screen.blit(text_fps, textpos_fps) screen.blit(text_score, textpos_score) screen.blit(text_timer, textpos_timer) pygame.display.flip() #Check collision!!! if pygame.sprite.spritecollide(car, traffic_s, False): car.impact() target.car_crash() if pygame.sprite.spritecollide(car, target_s, True): target.claim_flag() target.generate_finish() target_s.add(target) clock.tick(64)
def main(id='001'): agentePontosGanho = AI_INSTANCES.Agente_Interativo( AI_CONFIG._L3_PARAMETRO_pontos, 'gte', gameControl.setVeiculosHardmode) agenteTempoGasto = AI_INSTANCES.Agente_Interativo( AI_CONFIG._L3_PARAMETRO_tempogasto, 'gte', gameControl.setExtraTimeHardmode) agenteChamadasAtendidas = AI_INSTANCES.Agente_Interativo( AI_CONFIG._L3_PARAMETRO_chamadas_atentidas, 'gte', gameControl.setPontosHardmode) agenteParadas = AI_INSTANCES.Agente_Interativo( AI_CONFIG._L3_PARAMETRO_paradas, 'gte', gameControl.setPontosHardmode) agenteEscrita = AI_INSTANCES.Agente_de_Escrita('./logs/' + id + '.txt', id, 3) agenteEscrita.escreveLog(['NOVOJOGO', str(0)]) totalChamadasAtendidas = 0 totalParadas = 0 running = True # generate tiles for tile_num in range(0, len(maps.map_tile)): maps.map_files.append(load_image(maps.map_tile[tile_num], False)) for x in range(0, 10): for y in range(0, 10): map_s.add( maps.Map(maps.map_1[x][y], x * 1000, y * 1000, maps.map_1_rot[x][y])) # load tracks tracks.initialize() # load finish target_s.add(target) # load direction pointer_s.add(pointer) # load alerts timer_alert_s.add(time_alert) bound_alert_s.add(bound_alert) celular_s.add(celular_alert) stop_s.add(stop_alert) menu_alert_s.add(info) # load traffic traffic.initialize(CENTER_W, CENTER_H) for count in range(0, gameControl.quantidadeVeiculos): traffic_s.add(traffic.Traffic()) player_s.add(car) cam.set_pos(car.x, car.y) end = False while running: # Render loop. # Check for menu/reset, (keyup event - trigger ONCE) keys = pygame.key.get_pressed() for event in pygame.event.get(): if event.type == pygame.KEYUP: if keys[K_m]: if (info.visibility == True): info.visibility = False else: info.visibility = True if (keys[K_p]): end = False car.reset() target.reset() if (keys[K_q]): agenteEscrita.escreveLog(['SAIU', '-']) pygame.quit() sys.exit(0) if (keys[K_z]): # atende ligacao celular_alert.atender = True if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: from source.menu import Menu as menu2 aux = menu2() aux.main_menu() running = False agenteEscrita.escreveLog(['SAIU', '-']) break # Check for key input. (KEYDOWN, trigger often) if (target.timeleft > 0): if keys[K_LEFT]: car.steerleft() if keys[K_RIGHT]: car.steerright() if keys[K_UP]: car.accelerate() else: car.soften() if keys[K_DOWN]: car.deaccelerate() cam.set_pos(car.x, car.y) # Show text data. text_fps = font.render('', 1, (224, 16, 16)) textpos_fps = text_fps.get_rect(centery=25, centerx=60) text_score = font.render('Pontuacao: ' + str(target.score), 1, (224, 16, 16)) textpos_score = text_fps.get_rect(centery=45, centerx=60) text_timer = font.render( 'Tempo: ' + str(int((target.timeleft / 60) / 60)) + ":" + str(int((target.timeleft / 60) % 60)), 1, (224, 16, 16)) textpos_timer = text_fps.get_rect(centery=65, centerx=60) # Render Scene. screen.blit(background, (0, 0)) # cam.set_pos(car.x, car.y) map_s.update(cam.x, cam.y) map_s.draw(screen) # Conditional renders/effects car.grass(screen.get_at(((int(CENTER_W - 5), int(CENTER_H - 5)))).g) tracks_s = [] if car.tracks: tracks_s.add( tracks.Track(cam.x + CENTER_W, cam.y + CENTER_H, car.dir)) # Just render.. tracks_s.update(cam.x, cam.y) tracks_s.draw(screen) player_s.update(cam.x, cam.y) player_s.draw(screen) traffic_s.update(cam.x, cam.y) traffic_s.draw(screen) target_s.update(cam.x, cam.y) target_s.draw(screen) pointer_s.update(car.x + CENTER_W, car.y + CENTER_H, target.x, target.y) pointer_s.draw(screen) # stop_alert.updateTimer(time.time()) # Conditional renders. if (bounds.breaking(car.x + CENTER_W, car.y + CENTER_H) == True): bound_alert_s.update() bound_alert_s.draw(screen) if (target.timeleft == 0): timer_alert_s.draw(screen) car.speed = 0 text_score = font.render('Pontuacao Final: ' + str(target.score), 1, (224, 16, 16)) textpos_score = text_fps.get_rect(centery=CENTER_H, centerx=CENTER_W - 100) if end is False: end = True gameControl.extraTimeValue = AI_CONFIG._L3_tempo_extra_facil gameControl.quantidadeVeiculos = AI_CONFIG._L3_quantidade_veiculos_facil gameControl.pontosChamadaAtendida = AI_CONFIG._L3_ponto_atender_facil gameControl.pontosPararCarro = AI_CONFIG._L3_ponto_parar_facil agenteEscrita.escreveLog(['TERMINOU', str(target.score)]) celular_alert.grass( screen.get_at(((int(CENTER_W - 5), int(CENTER_H - 5)))).g, car.speed) if (target.totalTime > 300 and int( (target.totalTime / 60) % 60) % 20 == 0): celular_alert.visibility = True celular_alert.startTimer() if (celular_alert.tocando): celular_alert.chron.run() if (target.timeleft > 0 and celular_alert.visibility is True and celular_alert.tocando is True): celular_s.draw(screen) keys = pygame.key.get_pressed() if (keys[K_c] and car.speed > 0.4): celular_alert.visibility = False celular_alert.tocando = False target.score -= 70 agenteEscrita.escreveLog(['ATENDEUERRADO', -70]) if (celular_alert.visibility is True and celular_alert.tocando is True and keys[K_c] and car.speed <= 0.4): celular_alert.visibility = False celular_alert.tocando = False target.score += gameControl.pontosChamadaAtendida agenteEscrita.escreveLog(['ATENDEU', 200]) agenteChamadasAtendidas.analizaEntrada(totalChamadasAtendidas) if (not celular_alert.cel_time()): celular_alert.visibility = False celular_alert.tocando = False target.score -= 100 agenteEscrita.escreveLog(['NAOATENDEU', -100]) stop_alert.stop_car(car.speed) if (target.totalTime != 0 and int( (target.totalTime / 60) % 60) % 15 == 0 and car.speed >= 0.1): stop_alert.visibility = True if (target.timeleft > 0 and stop_alert.visibility is True): stop_s.draw(screen) if (car.speed < 0.1): target.score += 200 stop_alert.visibility = False agenteEscrita.escreveLog(['PAROU', 200]) agenteParadas.analizaEntrada(totalParadas) else: target.score -= 1 if (info.visibility == True): menu_alert_s.draw(screen) # Blit Blit.. pygame.draw.rect(screen, (216, 216, 216), [40, 30, 200, 55]) screen.blit(text_fps, textpos_fps) screen.blit(text_score, textpos_score) screen.blit(text_timer, textpos_timer) pygame.display.flip() # Check collision!!! if pygame.sprite.spritecollide(car, traffic_s, False): car.impact() target.car_crash() target.score -= 5 agenteEscrita.escreveLog(['BATIDA', '-5']) if pygame.sprite.spritecollide(car, target_s, True): target.claim_flag(gameControl.extraTimeValue) target.score += 50 target.generate_finish() target_s.add(target) agenteEscrita.escreveLog( ['TEMPOEXTRA', gameControl.extraTimeValue]) agentePontosGanho.analizaEntrada(target.score) agenteTempoGasto.analizaEntrada(target.totalTime) clock.tick(64) # cria semaforo # Enter the mainloop. # main() # pygame.quit() # sys.exit(0)
def main(): clock = pygame.time.Clock() running = True font = pygame.font.Font(None, 24) car = player.Player() cam = camera.Camera() target = gamemode.Final() bound_alert = bounds.Alert() time_alert = timeout.Alerta() info = menu.Alerta() # se crea un sprite con los grupos game_main_sprite = pygame.sprite.Group() map_s = pygame.sprite.Group() player_s = pygame.sprite.Group() traffic_s = pygame.sprite.Group() target_s = pygame.sprite.Group() pointer_s = pygame.sprite.Group() timer_alerta_s = pygame.sprite.Group() bound_alert_s = pygame.sprite.Group() menu_alerta_s = pygame.sprite.Group() balas = pygame.sprite.Group() #Generar tiles for tile_num in range(0, len(maps.map_tile)): maps.map_files.append(load_image(maps.map_tile[tile_num], False)) for x in range(0, 10): for y in range(0, 10): map_s.add( maps.Map(maps.map_1[x][y], x * 1000, y * 1000, maps.map_1_rot[x][y])) #Se carga el final del juego game_main_sprite.add(target) target_s.add(target) #Se cargan las alertas timer_alerta_s.add(time_alert) bound_alert_s.add(bound_alert) menu_alerta_s.add(info) #Carga Trafico traffic.initialize(Centro_W, Centro_H) for count in range(0, Cantidad_trafico): game_main_sprite.add(traffic.Traffic()) traffic_s.add(traffic.Traffic()) game_main_sprite.add(car) player_s.add(car) cam.set_pos(car.x, car.y) while running: for event in pygame.event.get(): if event.type == pygame.KEYUP: if (keys[K_m]): if (info.visibilidad == True): info.visibilidad = False else: info.visibilidad = True if (keys[K_p]): car.reset() target.reset() if (keys[K_q]): pygame.quit() sys.exit(0) if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: running = False break #Check for key input. (KEYDOWN, trigger often) keys = pygame.key.get_pressed() if (target.timeleft > 0): if keys[K_LEFT]: car.dirigir_izquierda() if keys[K_RIGHT]: car.dirigir_derecha() if keys[K_UP]: car.accelerate() else: car.soften() if keys[K_DOWN]: car.deaccelerate() if keys[K_SPACE]: #Crear objeto bala bala = player.DisparoCarro() bala.rect.x = car.rect.x bala.rect.y = car.rect.y bala.dir = car.dir bala.image = pygame.transform.rotate(bala.image, bala.dir) game_main_sprite.add(bala) balas.add(bala) cam.set_pos(car.x, car.y) text_fps = font.render('FPS: ' + str(int(clock.get_fps())), 1, (224, 16, 16)) textpos_fps = text_fps.get_rect(centery=25, centerx=60) text_score = font.render('Score: ' + str(target.score), 1, (224, 16, 16)) textpos_score = text_fps.get_rect(centery=45, centerx=60) text_timer = font.render( 'Timer: ' + str(int((target.timeleft / 30) / 60)) + ":" + str(int((target.timeleft / 60) % 60)), 1, (224, 16, 16)) textpos_timer = text_fps.get_rect(centery=65, centerx=60) screen.blit(background, (0, 0)) cam.set_pos(car.x, car.y) map_s.update(cam.x, cam.y) map_s.draw(screen) player_s.update() player_s.draw(screen) traffic_s.update(cam.x, cam.y) traffic_s.draw(screen) target_s.update(cam.x, cam.y) target_s.draw(screen) pointer_s.update(car.x + Centro_W, car.y + Centro_H, target.x, target.y) pointer_s.draw(screen) balas.update() balas.draw(screen) if (bounds.breaking(car.x + Centro_W, car.y + Centro_H) == True): bound_alert_s.update() bound_alert_s.draw(screen) if (target.timeleft == 0): timer_alerta_s.draw(screen) car.speed = 0 text_score = font.render('Puntaje Final: ' + str(target.score), 1, (224, 16, 16)) textpos_score = text_fps.get_rect(centery=Centro_H + 56, centerx=Centro_W - 20) if (info.visibilidad == True): menu_alerta_s.draw(screen) screen.blit(text_score, textpos_score) screen.blit(text_timer, textpos_timer) pygame.display.flip() #Colosiones if pygame.sprite.spritecollide(car, traffic_s, False): car.impact() target.colision_carro() if pygame.sprite.spritecollide(car, target_s, True): target.Bandera() target.generar_final() target_s.add(target) clock.tick(200)
def run(self): # generate tiles for tile_num in range(0, len(maps.map_tile)): maps.map_files.append(load_image(maps.map_tile[tile_num], False)) for x in range(0, 10): for y in range(0, 10): self.map_s.add( maps.Map(maps.map_1[x][y], x * 1000, y * 1000, maps.map_1_rot[x][y])) # load tracks tracks.initialize() # load finish self.target_s.add(self.target) # load direction self.pointer_s.add(self.pointer) # load alerts self.timer_alert_s.add(self.time_alert) self.bound_alert_s.add(self.bound_alert) self.celular_s.add(self.celular_alert) self.stop_s.add(self.stop_alert) self.menu_alert_s.add(self.info) # load traffic traffic.initialize(CENTER_W, CENTER_H) for count in range(0, self.quantidadeVeiculos): self.traffic_s.add(traffic.Traffic()) self.player_s.add(self.car) self.cam.set_pos(self.car.x, self.car.y) while self.running: # Render loop. # Check for menu/reset, (keyup event - trigger ONCE) for event in pygame.event.get(): if event.type == pygame.KEYUP: if keys[K_m]: if (self.info.visibility == True): self.info.visibility = False else: self.info.visibility = True if (keys[K_p]): self.car.reset() self.target.reset() if (keys[K_q]): pygame.quit() sys.exit(0) if (keys[K_z]): # atende ligacao self.celular_alert.atender = True if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: from source.menu import Menu as menu2 aux = menu2() aux.main_menu() running = False break # Check for key input. (KEYDOWN, trigger often) keys = pygame.key.get_pressed() if (self.target.timeleft > 0): if keys[K_LEFT]: self.car.steerleft() if keys[K_RIGHT]: self.car.steerright() if keys[K_UP]: self.car.accelerate() else: self.car.soften() if keys[K_DOWN]: self.car.deaccelerate() self.cam.set_pos(self.car.x, self.car.y) # Show text data. text_fps = self.font.render('', 1, (224, 16, 16)) textpos_fps = text_fps.get_rect(centery=25, centerx=60) text_score = self.font.render( 'Pontuacao: ' + str(self.target.score), 1, (224, 16, 16)) textpos_score = text_fps.get_rect(centery=45, centerx=60) text_timer = self.font.render( 'Tempo: ' + str(int((self.target.timeleft / 60) / 60)) + ":" + str(int((self.target.timeleft / 60) % 60)), 1, (224, 16, 16)) textpos_timer = text_fps.get_rect(centery=65, centerx=60) # Render Scene. self.screen.blit(self.background, (0, 0)) # cam.set_pos(car.x, car.y) self.map_s.update(self.cam.x, self.cam.y) self.map_s.draw(self.screen) # Conditional renders/effects self.car.grass( self.screen.get_at( ((int(self.CENTER_W - 5), int(self.CENTER_H - 5)))).g) if self.car.tracks: self.tracks_s.add( tracks.Track(self.cam.x + self.CENTER_W, self.cam.y + self.CENTER_H, self.car.dir)) # Just render.. self.tracks_s.update(self.cam.x, self.cam.y) self.tracks_s.draw(self.screen) self.player_s.update(self.cam.x, self.cam.y) self.player_s.draw(self.screen) self.traffic_s.update(self.cam.x, self.cam.y) self.traffic_s.draw(self.screen) self.target_s.update(self.cam.x, self.cam.y) self.target_s.draw(self.screen) self.pointer_s.update(self.car.x + self.CENTER_W, self.car.y + self.CENTER_H, self.target.x, self.target.y) self.pointer_s.draw(self.screen) # stop_alert.updateTimer(time.time()) # Conditional renders. if (bounds.breaking(self.car.x + self.CENTER_W, self.car.y + self.CENTER_H) == True): self.bound_alert_s.update() self.bound_alert_s.draw(self.screen) if (self.target.timeleft == 0): self.timer_alert_s.draw(self.screen) self.car.speed = 0 text_score = self.font.render( 'Pontuacao Final: ' + str(self.target.score), 1, (224, 16, 16)) textpos_score = text_fps.get_rect(centery=self.CENTER_H + 56, centerx=self.CENTER_W - 20) self.celular_alert.grass( self.screen.get_at( ((int(self.CENTER_W - 5), int(self.CENTER_H - 5)))).g, self.car.speed) if (int((self.target.timeleft / 60) % 60) % 20 == 0): self.celular_alert.visibility = True self.celular_alert.startTimer() if (self.celular_alert.tocando): self.celular_alert.chron.run() if (self.target.timeleft > 0 and self.celular_alert.visibility is True): self.celular_s.draw(self.screen) keys = pygame.key.get_pressed() if (keys[K_c] and self.car.speed > 0.4): self.target.score -= 50 self.celular_alert.tocando = False self.celular_alert.visibility = False if (keys[K_c] and self.car.speed <= 0.4): self.target.score += 200 self.celular_alert.tocando = False self.celular_alert.visibility = False if (not self.celular_alert.cel_time()): self.target.score -= 100 self.celular_alert.tocando = False self.celular_alert.visibility = False self.stop_alert.stop_car(self.car.speed) if (int((self.target.timeleft / 60) % 60) % 15 == 0 and self.car.speed >= 0.1): self.stop_alert.visibility = True if (self.target.timeleft > 0 and self.stop_alert.visibility is True): self.stop_s.draw(self.screen) if (self.car.speed < 0.1): self.target.score += 200 self.stop_alert.visibility = False else: self.target.score -= 1 if (self.info.visibility == True): self.menu_alert_s.draw(self.screen) # Blit Blit.. pygame.draw.rect(self.screen, (216, 216, 216), [40, 30, 200, 55]) self.screen.blit(text_fps, textpos_fps) self.screen.blit(text_score, textpos_score) self.screen.blit(text_timer, textpos_timer) pygame.display.flip() # Check collision!!! if pygame.sprite.spritecollide(self.car, self.traffic_s, False): self.car.impact() self.target.car_crash() self.target.score -= 5 if pygame.sprite.spritecollide(self.car, self.target_s, True): self.target.claim_flag() self.target.score += 50 self.target.generate_finish() self.target_s.add(self.target) self.clock.tick(64) # cria semaforo # initialization pygame.init() print pygame.display.Info().current_w print pygame.display.Info().current_h ''' screen = pygame.display.set_mode((pygame.display.Info().current_w, pygame.display.Info().current_h), pygame.FULLSCREEN) ''' self.screen = pygame.display.set_mode((1024, 768), pygame.FULLSCREEN) pygame.display.set_caption('Race of Math.') pygame.mouse.set_visible(True) self.font = pygame.font.Font(None, 24) # CENTER_W = int(1024 / 2) # CENTER_H = int(768 / 2) ''' CENTER_W = int(pygame.display.Info().current_w /2) CENTER_H = int(pygame.display.Info().current_h /2) ''' # new background surface self.background = pygame.Surface(self.screen.get_size()) self.background = self.background.convert_alpha() self.background.fill((26, 26, 26))
def main(): #initialize objects. clock = pygame.time.Clock() running = True font = pygame.font.Font(None, 24) car = player.Player() cam = camera.Camera() target = gamemode.Finish() bound_alert = bounds.Alert() time_alert = timeout.Alert() info = menu.Alert() pointer = direction.Tracker(int(CENTER_W * 2), int(CENTER_H * 2)) #create sprite groups. map_s = pygame.sprite.Group() player_s = pygame.sprite.Group() traffic_s = pygame.sprite.Group() tracks_s = pygame.sprite.Group() target_s = pygame.sprite.Group() pointer_s = pygame.sprite.Group() timer_alert_s = pygame.sprite.Group() bound_alert_s = pygame.sprite.Group() menu_alert_s = pygame.sprite.Group() #generate tiles for tile_num in range (0, len(maps.map_tile)): maps.map_files.append(load_image(maps.map_tile[tile_num], False)) for x in range (0, 10): for y in range (0, 10): map_s.add(maps.Map(maps.map_1[x][y], x * 1000, y * 1000, maps.map_1_rot[x][y])) #load tracks tracks.initialize() #load finish target_s.add(target) #load direction pointer_s.add(pointer) #load alerts timer_alert_s.add(time_alert) bound_alert_s.add(bound_alert) menu_alert_s.add(info) #load traffic traffic.initialize(CENTER_W, CENTER_H) for count in range(0, TRAFFIC_COUNT): traffic_s.add(traffic.Traffic()) player_s.add(car) cam.set_pos(car.x, car.y) while running: #Render loop. #Check for menu/reset, (keyup event - trigger ONCE) for event in pygame.event.get(): if event.type == pygame.KEYUP: if keys[K_m]: if (info.visibility == True): info.visibility = False else: info.visibility = True if (keys[K_p]): car.reset() target.reset() if (keys[K_q]): pygame.quit() sys.exit(0) if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: running = False break #Check for key input. (KEYDOWN, trigger often) keys = pygame.key.get_pressed() if (target.timeleft > 0): if keys[K_LEFT]: car.steerleft() if keys[K_RIGHT]: car.steerright() if keys[K_UP]: car.accelerate() else: car.soften() if keys[K_DOWN]: car.deaccelerate() cam.set_pos(car.x, car.y) #Show text data. text_fps = font.render('FPS: ' + str(int(clock.get_fps())), 1, (224, 16, 16)) textpos_fps = text_fps.get_rect(centery=25, centerx=60) text_score = font.render('Score: ' + str(target.score), 1, (224, 16, 16)) textpos_score = text_fps.get_rect(centery=45, centerx=60) text_timer = font.render('Timer: ' + str(int((target.timeleft / 60)/60)) + ":" + str(int((target.timeleft / 60) % 60)), 1, (224, 16, 16)) textpos_timer = text_fps.get_rect(centery=65, centerx=60) #Render Scene. screen.blit(background, (0,0)) #cam.set_pos(car.x, car.y) map_s.update(cam.x, cam.y) map_s.draw(screen) #Conditional renders/effects car.grass(screen.get_at(((int(CENTER_W-5), int(CENTER_H-5)))).g) if (car.tracks): tracks_s.add(tracks.Track(cam.x + CENTER_W, cam.y + CENTER_H, car.dir)) #Just render.. tracks_s.update(cam.x, cam.y) tracks_s.draw(screen) player_s.update(cam.x, cam.y) player_s.draw(screen) traffic_s.update(cam.x, cam.y) traffic_s.draw(screen) target_s.update(cam.x, cam.y) target_s.draw(screen) pointer_s.update(car.x + CENTER_W, car.y + CENTER_H, target.x, target.y) pointer_s.draw(screen) #Conditional renders. if (bounds.breaking(car.x+CENTER_W, car.y+CENTER_H) == True): bound_alert_s.update() bound_alert_s.draw(screen) if (target.timeleft == 0): timer_alert_s.draw(screen) car.speed = 0 text_score = font.render('Final Score: ' + str(target.score), 1, (224, 16, 16)) textpos_score = text_fps.get_rect(centery=CENTER_H+56, centerx=CENTER_W-20) if (info.visibility == True): menu_alert_s.draw(screen) #Blit Blit.. screen.blit(text_fps, textpos_fps) screen.blit(text_score, textpos_score) screen.blit(text_timer, textpos_timer) pygame.display.flip() #Check collision!!! if pygame.sprite.spritecollide(car, traffic_s, False): car.impact() target.car_crash() if pygame.sprite.spritecollide(car, target_s, True): target.claim_flag() target.generate_finish() target_s.add(target) clock.tick(64)
def main(): #database record_switch = False text_rank = [] textpos_rank = [] #start music pygame.mixer.music.load('./media/background.wav') pygame.mixer.music.play(-1) #initialize objects. clock = pygame.time.Clock() running = True font = pygame.font.Font(None, 32) car = player.Player() cam = camera.Camera() target = gamemode.Finish() item = [] traffics = [] bound_alert = bounds.Alert() time_alert = timeout.Alert() info = menu.Alert() pointer = direction.Tracker(int(CENTER_W * 2), int(CENTER_H * 2)) #create sprite groups. map_s = pygame.sprite.Group() player_s = pygame.sprite.Group() traffic_s = pygame.sprite.Group() tracks_s = pygame.sprite.Group() target_s = pygame.sprite.Group() item_s = pygame.sprite.Group() pointer_s = pygame.sprite.Group() timer_alert_s = pygame.sprite.Group() bound_alert_s = pygame.sprite.Group() menu_alert_s = pygame.sprite.Group() #generate tiles 기본 맵 초원 for tile_num in range(0, len(maps.map_tile[0])): maps.map_files.append(load_image(maps.map_tile[0][tile_num], False)) for x in range(0, 10): for y in range(0, 10): map_s.add( maps.Map(maps.map_1[x][y], x * 1000, y * 1000, maps.map_1_rot[x][y])) #load tracks tracks.initialize() #load finish target_s.add(target) #load items items.initialize() for count in range(0, ITEM_COUNT): item.append(items.Items()) item_s.add(item[count]) #load direction pointer_s.add(pointer) #load alerts timer_alert_s.add(time_alert) bound_alert_s.add(bound_alert) menu_alert_s.add(info) #load traffic traffic.initialize(CENTER_W, CENTER_H) for count in range(0, TRAFFIC_COUNT): traffics.append(traffic.Traffic()) traffic_s.add(traffics[count]) player_s.add(car) cam.set_pos(car.x, car.y) while running: #Render loop. #Check for menu/reset, (keyup event - trigger ONCE) for event in pygame.event.get(): if event.type == pygame.KEYUP: if keys[K_m]: if (info.visibility == True): info.visibility = False else: info.visibility = True if info.visibility == True: if (keys[K_p]): car.reset() target.reset() for i in range(0, ITEM_COUNT): item[i].reset record_switch = False if (keys[K_q]): pygame.quit() sys.exit(0) if (keys[K_1]): change_map(map_s, maps, 0) car.reset() target.reset() for i in range(0, ITEM_COUNT): item[i].reset if (keys[K_2]): change_map(map_s, maps, 1) car.reset() target.reset() for i in range(0, ITEM_COUNT): item[i].reset if (keys[K_3]): change_map(map_s, maps, 2) car.reset() target.reset() for i in range(0, ITEM_COUNT): item[i].reset if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: running = False break #Check for key input. (KEYDOWN, trigger often) keys = pygame.key.get_pressed() if (target.timeleft > 0): if keys[K_LEFT]: car.steerleft() if keys[K_RIGHT]: car.steerright() if keys[K_UP]: car.accelerate() else: car.soften() if keys[K_DOWN]: car.deaccelerate() cam.set_pos(car.x, car.y) #Show text data. text_fps = font.render('FPS: ' + str(int(clock.get_fps())), 1, (224, 16, 16)) textpos_fps = text_fps.get_rect(centery=175, centerx=260) text_score = font.render('Score: ' + str(target.score), 1, (224, 16, 16)) textpos_score = text_fps.get_rect(centery=205, centerx=260) text_timer = font.render( 'Timer: ' + str(int((target.timeleft / 60) / 60)) + ":" + str(int((target.timeleft / 60) % 60)), 1, (224, 16, 16)) textpos_timer = text_fps.get_rect(centery=235, centerx=260) text_red_ball = font.render( 'Red Ball: ' + str(int(car.red_timer / 64)), 1, (224, 16, 16)) textpos_red_ball = text_fps.get_rect(centery=265, centerx=260) text_blue_ball = font.render( 'Blue Ball: ' + str(int(car.blue_timer / 64)), 1, (224, 16, 16)) textpos_blue_ball = text_fps.get_rect(centery=295, centerx=260) text_green_ball = font.render( 'Green Ball: ' + str(int(car.green_timer / 64)), 1, (224, 16, 16)) textpos_green_ball = text_fps.get_rect(centery=325, centerx=260) text_ranking = font.render('TOP 5 Ranking', 1, (16, 224, 16)) textpos_ranking = text_fps.get_rect(centery=CENTER_H, centerx=CENTER_W - 20) text_boundtimer = font.render( 'Game over After ' + str(int(bound_alert.timeleft / 64)) + ' Second.', 1, (224, 16, 16)) textpos_boundtimer = text_fps.get_rect(centery=CENTER_H + 30, centerx=CENTER_W - 100) #Render Scene. screen.blit(background, (0, 0)) #cam.set_pos(car.x, car.y) map_s.update(cam.x, cam.y) map_s.draw(screen) #Conditional renders/effects car.grass(screen.get_at(((int(CENTER_W - 5), int(CENTER_H - 5)))).g) if (car.tracks): tracks_s.add( tracks.Track(cam.x + CENTER_W, cam.y + CENTER_H, car.dir)) #Just render.. tracks_s.update(cam.x, cam.y) tracks_s.draw(screen) player_s.update(cam.x, cam.y) player_s.draw(screen) traffic_s.update(cam.x, cam.y) traffic_s.draw(screen) target_s.update(cam.x, cam.y) target_s.draw(screen) item_s.update(cam.x, cam.y) item_s.draw(screen) pointer_s.update(car.x + CENTER_W, car.y + CENTER_H, target.x, target.y) pointer_s.draw(screen) #Conditional renders. if (bounds.breaking(car.x + CENTER_W, car.y + CENTER_H) == True): bound_alert_s.update() bound_alert_s.draw(screen) bound_alert.update() screen.blit(text_boundtimer, textpos_boundtimer) if (bound_alert.timeleft == 0): target.timeleft = 0 else: bound_alert.timeleft = 640 if (target.timeleft == 0): timer_alert_s.draw(screen) car.speed = 0 text_score = font.render('Your Score: ' + str(target.score), 1, (224, 16, 16)) textpos_score = text_fps.get_rect(centery=CENTER_H - 56, centerx=CENTER_W - 20) if record_switch == False: cur.execute("SELECT * From rank ORDER BY Point DESC") dataList = [] dataList = cur.fetchall() rank = 0 if len(dataList) == 0: cur.execute("INSERT INTO rank VALUES(?,?)", (1, target.score)) elif len(dataList) < 5: for i in dataList: if i[1] < target.score: rank = i[0] break if rank != 0: cur.execute( "UPDATE rank SET Rank=Rank+1 WHERE Point < %d" % (target.score)) cur.execute("INSERT INTO rank VALUES(?,?)", (rank, target.score)) else: cur.execute("INSERT INTO rank VALUES(?,?)", (len(dataList) + 1, target.score)) elif len(dataList) >= 5: for i in dataList: if i[1] < target.score: rank = i[0] break if rank != 0: cur.execute( "UPDATE rank SET Rank=Rank+1 WHERE Point<%d" % (target.score)) cur.execute("INSERT INTO rank VALUES(?,?)", (rank, target.score)) cur.execute("DELETE FROM rank WHERE Rank > 5") con.commit() cur.execute("SELECT * From rank ORDER BY Rank ASC") dataList = cur.fetchall() cnt = 0 text_rank.clear() textpos_rank.clear() for i in dataList: cnt = cnt + 1 text_rank.append( font.render( str(i[0]) + '. ' + str(i[1]), 1, (16, 224, 16))) textpos_rank.append( text_fps.get_rect(centery=CENTER_H + 25 + cnt * 25, centerx=CENTER_W - 20)) record_switch = True if (info.visibility == True): menu_alert_s.draw(screen) #Blit Blit.. screen.blit(text_fps, textpos_fps) screen.blit(text_score, textpos_score) screen.blit(text_timer, textpos_timer) screen.blit(text_red_ball, textpos_red_ball) screen.blit(text_blue_ball, textpos_blue_ball) screen.blit(text_green_ball, textpos_green_ball) if record_switch == True: screen.blit(text_ranking, textpos_ranking) for i in range(0, cnt): screen.blit(text_rank[i], textpos_rank[i]) pygame.display.flip() #Check collision!!! #traffic 과의 충돌 확인. 블루볼 먹었을 시에는 충돌 없음 for i in range(0, TRAFFIC_COUNT): if traffics[i].collision_check(car) == True: if car.blue_ball == True: pygame.mixer.Sound.play(point_sound) traffics[i].respawn() else: car.impact() target.car_crash() if pygame.sprite.spritecollide(car, target_s, True): pygame.mixer.Sound.play(point_sound) target.claim_flag() target.generate_finish() target_s.add(target) for i in range(0, ITEM_COUNT): if item[i].collision_check(car) == True: pygame.mixer.Sound.play(point_sound) car.get_item(item[i].color) item[i].generate_items() item_s.add(item[i]) clock.tick(64)