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GS_Game.py
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GS_Game.py
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import pygame
import RoboPy
import os
import math
from pygame.locals import *
from Maze import *
from Monster import *
class GS_Game(RoboPy.GameState):
def __init__(self, kernel, gsm):
RoboPy.GameState.__init__(self, "Game", kernel, gsm)
self.mMazeSize = (27, 39)
self.mMaze = None
self.mMonster = None
# Scoring Stuff
self.mScore = 0
self.mLevel = 1
self.mMoves = 0
self.mMarkedScore = 0
# Other Stuff
self.mHoverTile = (0, 0)
#images
self.mScoreImage = None
self.mMovesImage = None
self.mLevelImage = None
self.mScoreRect = None
self.mMovesRect = None
self.mLevelRect = None
self.mFont = None
self.mCountDown = 0
def Initialize(self):
# Build maze
self.mMaze = Maze(self.mKernel)
self.mMaze.SetOffset((10, 10))
self.mMaze.Generate(self.mMazeSize)
#maze.Load(os.path.join("Data", "tutorial1.maze"))
self.mMaze.BuildWalls()
# Make Monster --- ahhh
self.mMonster = Monster(self.mKernel)
self.mMonster.SetOffset((10, 10))
self.mMonster.SetPath(self.mMaze.Solve((0, 0)))
self.mMonster.SetCage(self.mMaze.GetCage())
self.mScoreImage = pygame.image.load(os.path.join("Data", "scoreText.bmp")).convert()
self.mScoreImage.set_colorkey((0, 144, 247))
self.mScoreRect = self.mScoreImage.get_rect()
self.mScoreRect.topleft = (150, 570)
self.mLosses = 0
self.mMovesImage = pygame.image.load(os.path.join("Data", "movesText.bmp")).convert()
self.mMovesImage.set_colorkey((0, 144, 247))
self.mMovesRect = self.mMovesImage.get_rect()
self.mMovesRect.topleft = (350, 570)
self.mLevelImage = pygame.image.load(os.path.join("Data", "levelText.bmp")).convert()
self.mLevelImage.set_colorkey((0, 144, 247))
self.mLevelRect = self.mLevelImage.get_rect()
self.mLevelRect.topleft = (550, 570)
self.mLevelCompleteImage = pygame.image.load(os.path.join("Data", "levelComplete.bmp")).convert()
self.mLevelCompleteRect = self.mLevelCompleteImage.get_rect()
self.mLevelCompleteRect.topleft = (220, 150)
self.mGameOverImage = pygame.image.load(os.path.join("Data", "gameOver.bmp")).convert()
self.mGameOverRect = self.mLevelCompleteImage.get_rect()
self.mGameOverRect.topleft = (220, 150)
self.mMutedImage = pygame.image.load(os.path.join("Data", "mute.bmp")).convert()
self.mUnmutedImage = pygame.image.load(os.path.join("Data", "unmute.bmp")).convert()
self.mVolumeImage = self.mUnmutedImage
self.mVolumeRect = self.mVolumeImage.get_rect()
self.mVolumeRect.topleft = (10, 570)
self.mVolumeState = 1
self.mFont = pygame.font.SysFont('Arial', 18, True)
return RoboPy.GameState.Initialize(self)
def Destroy(self):
return RoboPy.GameState.Destroy(self)
def Pause(self):
return RoboPy.GameState.Pause(self)
def Unpause(self):
return RoboPy.GameState.Unpause(self)
def CalcScore(self):
difficulty = self.mLevel * 10
moves = self.mMoves
if moves == 0:
moves = 1
score = int(math.floor(difficulty * (100 * (1.0 / moves))))
return score
def HandleEvent(self, event):
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEMOTION:
self.mHoverTile = (int(math.floor((event.pos[1] - 10) / 20)), int(math.floor((event.pos[0] - 10) / 20)))
elif event.type == MOUSEBUTTONDOWN:
if (self.mVolumeRect.collidepoint(event.pos)):
if (self.mVolumeState == 1):
self.mVolumeImage = self.mMutedImage
self.mVolumeState = 0
self.mMaze.Mute()
else:
self.mVolumeImage = self.mUnmutedImage
self.mVolumeState = 1
self.mMaze.Unmute()
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
self.mGameStateManager.SwitchState("MainMenu")
if event.key == K_w:
self.mMoves += self.mMaze.MoveWall(self.mHoverTile, "N")
self.mMonster.SetPath(self.mMaze.Solve(self.mMonster.CurrentTile()))
elif event.key == K_s:
self.mMoves += self.mMaze.MoveWall(self.mHoverTile, "S")
self.mMonster.SetPath(self.mMaze.Solve(self.mMonster.CurrentTile()))
elif event.key == K_a:
self.mMoves += self.mMaze.MoveWall(self.mHoverTile, "W")
self.mMonster.SetPath(self.mMaze.Solve(self.mMonster.CurrentTile()))
elif event.key == K_d:
self.mMoves += self.mMaze.MoveWall(self.mHoverTile, "E")
self.mMonster.SetPath(self.mMaze.Solve(self.mMonster.CurrentTile()))
elif event.key == K_SPACE and self.mLosses >= 3:
self.mGameStateManager.SwitchState("MainMenu")
self.Destroy()
elif event.key == K_SPACE and self.mMarkedScore == 1:
self.mMarkedScore = 0
self.mMoves = 0
self.mLevel += 1
self.mLosses = 0
self.mMaze.Generate(self.mMazeSize)
self.mMaze.BuildWalls()
self.mMonster.Reset()
self.mMonster.SetCage(self.mMaze.GetCage())
self.mMonster.SetSpeed(self.mLevel)
self.mMonster.SetPath(self.mMaze.Solve(self.mMonster.CurrentTile()))
return RoboPy.GameState.HandleEvent(self, event)
def Update(self, delta):
self.mMonster.Update(delta)
#check score
if self.mMonster.IsCaught() and self.mMarkedScore == 0:
self.mScore = self.mScore + self.CalcScore()
self.mMonster.SetPath([])
self.mMarkedScore = 1
self.mKernel.DisplaySurface().fill(Colors.BLACK)
scoreSurf = self.mFont.render(str(self.mScore), True, (0, 0, 0))
scoreRect = scoreSurf.get_rect()
scoreRect.topleft = self.mScoreRect.topleft
scoreRect.left = scoreRect.left + self.mScoreRect.width + 10
if (self.mMonster.IsFinished()):
self.mMarkedScore = 0
self.mMoves = 0
self.mLosses += 1
if (self.mLosses <= 3):
self.mScore = max(self.mScore - 100, 0)
if (self.mLosses <= 2):
self.mMaze.Generate(self.mMazeSize)
self.mMaze.BuildWalls()
self.mMonster.Reset()
self.mMonster.SetCage(self.mMaze.GetCage())
self.mMonster.SetPath(self.mMaze.Solve(self.mMonster.CurrentTile()))
if (self.mMarkedScore):
self.mMaze.Draw((0, 0))
pygame.draw.rect(self.mKernel.DisplaySurface(), (0, 0, 0), pygame.Rect(210, 140, 360, 260))
self.mKernel.DisplaySurface().blit(self.mLevelCompleteImage, self.mLevelCompleteRect)
self.mKernel.DisplaySurface().blit(scoreSurf, pygame.Rect(380 - int(math.floor(scoreRect.width / 2)), 300, scoreRect.width, scoreRect.height))
elif (self.mLosses >= 3):
self.mMaze.Draw((0, 0))
self.mMonster.Draw()
pygame.draw.rect(self.mKernel.DisplaySurface(), (0, 0, 0), pygame.Rect(210, 140, 380, 280))
self.mKernel.DisplaySurface().blit(self.mGameOverImage, self.mGameOverRect)
self.mKernel.DisplaySurface().blit(scoreSurf, pygame.Rect(380 - int(math.floor(scoreRect.width / 2)), 300, scoreRect.width, scoreRect.height))
else:
self.mMaze.Draw(self.mHoverTile)
self.mMonster.Draw()
pygame.draw.rect(self.mKernel.DisplaySurface(), Colors.BLUE, pygame.Rect(0, 560, 800, 40))
self.mKernel.DisplaySurface().blit(self.mScoreImage, self.mScoreRect)
self.mKernel.DisplaySurface().blit(self.mMovesImage, self.mMovesRect)
self.mKernel.DisplaySurface().blit(self.mLevelImage, self.mLevelRect)
self.mKernel.DisplaySurface().blit(scoreSurf, scoreRect)
moveSurf = self.mFont.render(str(self.mMoves), True, (0, 0, 0))
moveRect = moveSurf.get_rect()
moveRect.topleft = self.mMovesRect.topleft
moveRect.left = moveRect.left + self.mMovesRect.width + 10
self.mKernel.DisplaySurface().blit(moveSurf, moveRect)
levelSurf = self.mFont.render(str(self.mLevel), True, (0, 0, 0))
levelRect = levelSurf.get_rect()
levelRect.topleft = self.mLevelRect.topleft
levelRect.left = levelRect.left + self.mLevelRect.width + 10
self.mKernel.DisplaySurface().blit(levelSurf, levelRect)
self.mKernel.DisplaySurface().blit(self.mVolumeImage, self.mVolumeRect)
return RoboPy.GameState.Update(self, delta)