def __init__(self): super(Hunting, self).__init__() self.world_surf = pg.Surface(prepare.WORLD_SIZE).convert() self.world_rect = self.world_surf.get_rect() self.background = make_background(prepare.WORLD_SIZE) self.all_sprites = pg.sprite.LayeredDirty() self.colliders = pg.sprite.Group() self.ui = pg.sprite.Group() self.noise_detector = NoiseDetector((10, 80), self.ui) self.hunter = Hunter(self.world_rect.center, 0, self.noise_detector, self.all_sprites) self.turkeys = self.add_turkeys() self.bullets = pg.sprite.Group() self.make_trees() hx, hy = self.hunter.rect.center self.ammo_crate = AmmoCrate((hx - 50, hy - 50), self.colliders, self.all_sprites) self.all_sprites.clear(self.world_surf, self.background) self.leaves = pg.sprite.Group() self.roasts = pg.sprite.Group() self.flocks = pg.sprite.Group() self.animations = pg.sprite.Group() self.rustle_sounds = [prepare.SFX["rustle{}".format(x)] for x in range(1, 21)] self.wind_gust() style = {"font_path": prepare.FONTS["pretzel"], "font_size": 24, "text_color": (58, 41, 18)} self.shell_label = Label("{}".format(self.hunter.shells), {"topleft": (50, 10)}, **style) self.roasts_label = Label("{}".format(self.hunter.roasts), {"topleft": (50, 50)}, **style) Icon((20, 3), "shell", self.ui) Icon((10, 45), "roast", self.ui) self.add_flock()
def __init__(self): super(Hunting, self).__init__() self.world_surf = pg.Surface(prepare.WORLD_SIZE).convert() self.world_rect = self.world_surf.get_rect() self.background = make_background(prepare.WORLD_SIZE) self.all_sprites = pg.sprite.LayeredDirty() self.colliders = pg.sprite.Group() self.ui = pg.sprite.Group() self.noise_detector = NoiseDetector((10, 80), self.ui) self.hunter = Hunter(self.world_rect.center, 0, self.noise_detector, self.all_sprites) self.turkeys = self.add_turkeys() self.bullets = pg.sprite.Group() self.make_trees() hx, hy = self.hunter.rect.center self.ammo_crate = AmmoCrate((hx - 50, hy - 50), self.colliders, self.all_sprites) self.all_sprites.clear(self.world_surf, self.background) self.leaves = pg.sprite.Group() self.roasts = pg.sprite.Group() self.flocks = pg.sprite.Group() self.animations = pg.sprite.Group() self.rustle_sounds = [ prepare.SFX["rustle{}".format(x)] for x in range(1, 21) ] self.wind_gust() style = { "font_path": prepare.FONTS["pretzel"], "font_size": 24, "text_color": (58, 41, 18) } self.shell_label = Label("{}".format(self.hunter.shells), {"topleft": (50, 10)}, **style) self.roasts_label = Label("{}".format(self.hunter.roasts), {"topleft": (50, 50)}, **style) Icon((20, 3), "shell", self.ui) Icon((10, 45), "roast", self.ui) self.add_flock()
def __init__(self): super(Hunting, self).__init__() map_data = MapData() map_layer = BufferedRenderer(map_data, prepare.SCREEN_SIZE) self.all_sprites = PyscrollGroup(map_layer=map_layer) self.colliders = pg.sprite.Group() self.ui = pg.sprite.Group() self.noise_detector = NoiseDetector((10, 80), self.ui) self.animations = pg.sprite.Group() self.hunter = Hunter(map_layer.map_rect.center, 0, self.noise_detector, self.all_sprites) self.leaves = pg.sprite.Group() self.roasts = pg.sprite.Group() self.flocks = pg.sprite.Group() self.turkeys = self.add_turkeys() self.bullets = pg.sprite.Group() self.make_trees() hx, hy = self.hunter.rect.center self.ammo_crate = AmmoCrate((hx - 50, hy - 50), self.colliders, self.all_sprites) self.rustle_sounds = [prepare.SFX["rustle{}".format(x)] for x in range(1, 21)] self.wind_gust() style = {"font_path": prepare.FONTS["pretzel"], "font_size": 24, "text_color": (58, 41, 18)} self.shell_label = Label("{}".format(self.hunter.shells), {"topleft": (50, 10)}, **style) self.roasts_label = Label("{}".format(self.hunter.roasts), {"topleft": (50, 50)}, **style) Icon((20, 3), "shell", self.ui) Icon((10, 45), "roast", self.ui) self.add_flock()
class Hunting(GameState): """The main game state.""" def __init__(self): super(Hunting, self).__init__() self.world_surf = pg.Surface(prepare.WORLD_SIZE).convert() self.world_rect = self.world_surf.get_rect() self.background = make_background(prepare.WORLD_SIZE) self.all_sprites = pg.sprite.LayeredDirty() self.colliders = pg.sprite.Group() self.ui = pg.sprite.Group() self.noise_detector = NoiseDetector((10, 80), self.ui) self.hunter = Hunter(self.world_rect.center, 0, self.noise_detector, self.all_sprites) self.turkeys = self.add_turkeys() self.bullets = pg.sprite.Group() self.make_trees() hx, hy = self.hunter.rect.center self.ammo_crate = AmmoCrate((hx - 50, hy - 50), self.colliders, self.all_sprites) self.all_sprites.clear(self.world_surf, self.background) self.leaves = pg.sprite.Group() self.roasts = pg.sprite.Group() self.flocks = pg.sprite.Group() self.animations = pg.sprite.Group() self.rustle_sounds = [ prepare.SFX["rustle{}".format(x)] for x in range(1, 21) ] self.wind_gust() style = { "font_path": prepare.FONTS["pretzel"], "font_size": 24, "text_color": (58, 41, 18) } self.shell_label = Label("{}".format(self.hunter.shells), {"topleft": (50, 10)}, **style) self.roasts_label = Label("{}".format(self.hunter.roasts), {"topleft": (50, 50)}, **style) Icon((20, 3), "shell", self.ui) Icon((10, 45), "roast", self.ui) self.add_flock() def wind_gust(self): """Play wind sound and set up next gust.""" prepare.SFX["wind"].play() task = Task(self.wind_gust, randint(15000, 45000)) self.animations.add(task) def add_turkeys(self): """Spawn turkeys.""" turkeys = pg.sprite.Group() w, h = prepare.WORLD_SIZE for _ in range(35): pos = randint(20, w - 20), randint(20, h - 20) Turkey(pos, turkeys, self.all_sprites) return turkeys def make_trees(self): """Spawn trees.""" self.trees = pg.sprite.Group() w, h = prepare.WORLD_SIZE for _ in range(120): while True: pos = (randint(50, w - 20), randint(20, h - 20)) tree = Tree(pos) collisions = (tree.collider.colliderect(other.collider) for other in self.colliders) if not any(collisions) and not tree.collider.colliderect( self.hunter.collider): break self.trees.add(tree) self.colliders.add(tree) self.all_sprites.add(tree) def add_flock(self): """Add a Flock of birds.""" flock = Flock((self.hunter.collider.centerx, -1500), self.animations, self.all_sprites, self.flocks) next_flock = randint(45000, 150000) #next flock in 45-150 seconds task = Task(self.add_flock, next_flock) self.animations.add(task) def update(self, dt): self.animations.update(dt) keys = pg.key.get_pressed() self.hunter.update(dt, keys, self.bullets, self.turkeys, self.colliders, self.all_sprites, self.animations) self.turkeys.update(dt, self.trees) self.bullets.update(dt) for sprite in self.all_sprites: self.all_sprites.change_layer(sprite, sprite.collider.bottom) tree_hits = pg.sprite.groupcollide(self.bullets, self.trees, True, False, footprint_collide) for bullet in tree_hits: for tree in tree_hits[bullet]: choice(self.rustle_sounds).play() num = randint(3, 9) for spot_info in sample(leaf_spots[tree.trunk], num): self.add_leaf(tree, spot_info) turkey_hits = pg.sprite.groupcollide(self.bullets, self.turkeys, True, True, footprint_collide) for t_bullet in turkey_hits: for turkey in turkey_hits[t_bullet]: Roast(turkey.pos, self.roasts, self.all_sprites) if self.hunter.shells < self.hunter.max_shells: if self.hunter.collider.colliderect( self.ammo_crate.rect.inflate(16, 16)): prepare.SFX["gunload"].play() self.hunter.shells = self.hunter.max_shells if self.hunter.state == "move": self.scare_turkeys() self.noise_detector.update(dt) self.shell_label.set_text("{}".format(self.hunter.shells)) self.roasts_label.set_text("{}".format(self.hunter.roasts)) roast_collisions = pg.sprite.spritecollide(self.hunter, self.roasts, True, footprint_collide) if roast_collisions: prepare.SFX["knifesharpener"].play() self.hunter.roasts += len(roast_collisions) self.flocks.update(self.hunter) def scare_turkeys(self): """Make turkeys flee depending on distance and the player's noise level.""" size = self.noise_detector.noise_level scare_rect = self.hunter.collider.inflate(size, size) scared_turkeys = ( t for t in self.turkeys if t.collider.colliderect(scare_rect) and t.state.name != "flee") for scared in scared_turkeys: scared.flee(self.hunter) def add_leaf(self, tree, spot_info): """Add a falling leaf.""" fall_time = randint(2000, 2500) leaf = Leaf(tree, spot_info, self.leaves, self.all_sprites) y = leaf.rect.centery + leaf.fall_distance ani = Animation(centery=y, duration=fall_time, round_values=True) ani.callback = leaf.land ani.start(leaf.rect) ani2 = Animation(centery=leaf.collider.centery + leaf.fall_distance, duration=fall_time, round_values=True) ani2.start(leaf.collider) fade = Animation(img_alpha=0, duration=3000, delay=fall_time, round_values=True) fade.callback = leaf.kill fade.update_callback = leaf.set_alpha fade.start(leaf) self.animations.add(ani, ani2, fade) def get_view_rect(self): """ Return the currently visible portion of the world map centered on the player. """ view_rect = pg.Rect((0, 0), prepare.SCREEN_SIZE) view_rect.center = self.hunter.pos view_rect.clamp_ip(self.world_rect) return view_rect def draw(self, surface): self.all_sprites.draw(self.world_surf) rect = self.get_view_rect() surf = self.world_surf.subsurface(rect) surface.blit(surf, (0, 0)) self.shell_label.draw(surface) self.roasts_label.draw(surface) self.ui.draw(surface)
class Hunting(GameState): """The main game state.""" def __init__(self): super(Hunting, self).__init__() self.world_surf = pg.Surface(prepare.WORLD_SIZE).convert() self.world_rect = self.world_surf.get_rect() self.background = make_background(prepare.WORLD_SIZE) self.all_sprites = pg.sprite.LayeredDirty() self.colliders = pg.sprite.Group() self.ui = pg.sprite.Group() self.noise_detector = NoiseDetector((10, 80), self.ui) self.hunter = Hunter(self.world_rect.center, 0, self.noise_detector, self.all_sprites) self.turkeys = self.add_turkeys() self.bullets = pg.sprite.Group() self.make_trees() hx, hy = self.hunter.rect.center self.ammo_crate = AmmoCrate((hx - 50, hy - 50), self.colliders, self.all_sprites) self.all_sprites.clear(self.world_surf, self.background) self.leaves = pg.sprite.Group() self.roasts = pg.sprite.Group() self.flocks = pg.sprite.Group() self.animations = pg.sprite.Group() self.rustle_sounds = [prepare.SFX["rustle{}".format(x)] for x in range(1, 21)] self.wind_gust() style = {"font_path": prepare.FONTS["pretzel"], "font_size": 24, "text_color": (58, 41, 18)} self.shell_label = Label("{}".format(self.hunter.shells), {"topleft": (50, 10)}, **style) self.roasts_label = Label("{}".format(self.hunter.roasts), {"topleft": (50, 50)}, **style) Icon((20, 3), "shell", self.ui) Icon((10, 45), "roast", self.ui) self.add_flock() def wind_gust(self): """Play wind sound and set up next gust.""" prepare.SFX["wind"].play() task = Task(self.wind_gust, randint(15000, 45000)) self.animations.add(task) def add_turkeys(self): """Spawn turkeys.""" turkeys = pg.sprite.Group() w, h = prepare.WORLD_SIZE for _ in range(35): pos = randint(20, w - 20), randint(20, h - 20) Turkey(pos, turkeys, self.all_sprites) return turkeys def make_trees(self): """Spawn trees.""" self.trees = pg.sprite.Group() w, h = prepare.WORLD_SIZE for _ in range(120): while True: pos = (randint(50, w - 20), randint(20, h - 20)) tree = Tree(pos) collisions = (tree.collider.colliderect(other.collider) for other in self.colliders) if not any(collisions) and not tree.collider.colliderect(self.hunter.collider): break self.trees.add(tree) self.colliders.add(tree) self.all_sprites.add(tree) def add_flock(self): """Add a Flock of birds.""" flock = Flock((self.hunter.collider.centerx, -1500), self.animations, self.all_sprites, self.flocks) next_flock = randint(45000, 150000) #next flock in 45-150 seconds task = Task(self.add_flock, next_flock) self.animations.add(task) def update(self, dt): self.animations.update(dt) keys = pg.key.get_pressed() self.hunter.update(dt, keys, self.bullets, self.turkeys, self.colliders, self.all_sprites, self.animations) self.turkeys.update(dt, self.trees) self.bullets.update(dt) for sprite in self.all_sprites: self.all_sprites.change_layer(sprite, sprite.collider.bottom) tree_hits = pg.sprite.groupcollide(self.bullets, self.trees, True, False, footprint_collide) for bullet in tree_hits: for tree in tree_hits[bullet]: choice(self.rustle_sounds).play() num = randint(3, 9) for spot_info in sample(leaf_spots[tree.trunk], num): self.add_leaf(tree, spot_info) turkey_hits = pg.sprite.groupcollide(self.bullets, self.turkeys, True, True, footprint_collide) for t_bullet in turkey_hits: for turkey in turkey_hits[t_bullet]: Roast(turkey.pos, self.roasts, self.all_sprites) if self.hunter.shells < self.hunter.max_shells: if self.hunter.collider.colliderect(self.ammo_crate.rect.inflate(16, 16)): prepare.SFX["gunload"].play() self.hunter.shells = self.hunter.max_shells if self.hunter.state == "move": self.scare_turkeys() self.noise_detector.update(dt) self.shell_label.set_text("{}".format(self.hunter.shells)) self.roasts_label.set_text("{}".format(self.hunter.roasts)) roast_collisions = pg.sprite.spritecollide(self.hunter, self.roasts, True, footprint_collide) if roast_collisions: prepare.SFX["knifesharpener"].play() self.hunter.roasts += len(roast_collisions) self.flocks.update(self.hunter) def scare_turkeys(self): """Make turkeys flee depending on distance and the player's noise level.""" size = self.noise_detector.noise_level scare_rect = self.hunter.collider.inflate(size, size) scared_turkeys = (t for t in self.turkeys if t.collider.colliderect(scare_rect) and t.state.name != "flee") for scared in scared_turkeys: scared.flee(self.hunter) def add_leaf(self, tree, spot_info): """Add a falling leaf.""" fall_time = randint(2000, 2500) leaf = Leaf(tree, spot_info, self.leaves, self.all_sprites) y = leaf.rect.centery + leaf.fall_distance ani = Animation(centery=y, duration=fall_time, round_values=True) ani.callback = leaf.land ani.start(leaf.rect) ani2 = Animation(centery=leaf.collider.centery + leaf.fall_distance, duration=fall_time, round_values=True) ani2.start(leaf.collider) fade = Animation(img_alpha=0, duration=3000, delay=fall_time, round_values=True) fade.callback = leaf.kill fade.update_callback = leaf.set_alpha fade.start(leaf) self.animations.add(ani, ani2, fade) def get_view_rect(self): """ Return the currently visible portion of the world map centered on the player. """ view_rect = pg.Rect((0, 0), prepare.SCREEN_SIZE) view_rect.center = self.hunter.pos view_rect.clamp_ip(self.world_rect) return view_rect def draw(self, surface): self.all_sprites.draw(self.world_surf) rect = self.get_view_rect() surf = self.world_surf.subsurface(rect) surface.blit(surf, (0, 0)) self.shell_label.draw(surface) self.roasts_label.draw(surface) self.ui.draw(surface)