Exemple #1
0
class GameLocation(Location):
    
    gravitation = 0.2
    mouse_enabled = True
    transparent_walls = True
    
    def __init__(self, parent, name):
        Location.__init__(self, parent)
        pygame.key.set_repeat(10)
        pygame.mouse.set_visible(0)
        self.doodle = Doodle(name)
        self.doodle.name = name
        self.allsprites = pygame.sprite.Group()
        self.allsprites.add(self.doodle)
        for i in range(0, 12):
            self.allsprites.add(self.randomPlatform(False))
        self.score_sprite = TextSprite(50,25,self.doodle.name, 45, (0,0,0))
        self.allsprites.add(self.score_sprite)
        self.header = Rectangle(480, 50, (0,191,255,128))
        self.window.blit(self.background, (0, 0))
    
    
    def randomPlatform(self,top = True):
        x = randint(-20, 450)
        bad_y = []
        for spr in self.allsprites:
            bad_y.append((spr.y-20, spr.y+20))
    
        good = 0
        while good == 0:
            if top:
                y = randint(-50, 50)
            else:
                y = randint(0, 640)
            good = 1
            for bad_y_item in bad_y:
                if bad_y_item[0] <= y <= bad_y_item[1]:
                    good = 0
                    break
            
    
        dig = randint(0, 100)
        if dig < 35:
            return MovingPlatform(x,y)
        elif dig >= 35 and dig < 50:
            return CrashingPlatform(x,y)
        else:
            return Platform(x,y)
    
    def draw(self):
        if self.doodle.alive == 1:
            self.allsprites.clear(self.window, self.background)
            # doodler jumps
            mousePos = pygame.mouse.get_pos()
            self.doodle.incYSpeed(-self.gravitation)
            if self.mouse_enabled:
                self.doodle.setX(mousePos[0])
            else:
                if self.transparent_walls:
                    if self.doodle.x < 0:
                        self.doodle.setX(480)
                    elif self.doodle.x > 480:
                        self.doodle.setX(0)
            self.doodle.moveY(-self.doodle.ySpeed)
            for spr in self.allsprites:
                # if platform under legs
                if isinstance(spr, Platform) and self.doodle.getLegsRect().colliderect(spr.getSurfaceRect()) and self.doodle.ySpeed <= 0:
                    if isinstance(spr,CrashingPlatform):
                        spr.crash()
                        break
                    self.doodle.ySpeed = 10
            
                if isinstance(spr, Platform):
                    # renew platforms
                    if spr.y >= 640:
                        self.allsprites.remove(spr)
                        self.allsprites.add(self.randomPlatform())
                        #spr.renew()

                
                # move blue and crashed platforms
                if isinstance(spr,MovingPlatform) or (isinstance(spr,CrashingPlatform) and spr.crashed == 1):
                    spr.move()
            
            # moving whole world    
            if self.doodle.y < 300:
                self.doodle.incScore(self.doodle.ySpeed)
                for spr in self.allsprites:
                    if not isinstance(spr, TextSprite):
                        spr.moveY(self.doodle.ySpeed)
            
            
            #draw all on canvas
            self.allsprites.draw(self.window) 
            self.score_sprite.setText("               %s,    %s" % (self.doodle.name, int(self.doodle.score/10)))
            self.window.blit(self.header, (0,0))
        else:
            #if dead - load exit location
            self.parent.location = GameLocation(self.parent,self.doodle.name)

    def event(self,event):
        if event.type == KEYDOWN:
            if event.key == K_LEFT:
                self.doodle.setX(self.doodle.x - 10)
            elif event.key == K_RIGHT:
                self.doodle.setX(self.doodle.x + 10)
Exemple #2
0
class GameLocation(Location):
    
    gravitation = 0.2
    
    def __init__(self, parent, name):
        Location.__init__(self, parent)
        pygame.mouse.set_visible(0)
        self.doodle = Doodle(name)
        self.doodle.name = name
        self.allsprites = pygame.sprite.Group()
        self.allsprites.add(self.doodle)
        for i in range(0, 8):
            self.allsprites.add(self.randomPlatform(randint(-100, 450), randint(0, 640)))
        self.score_sprite = TextSprite(50,25,self.doodle.name, 45, (0,0,0))
        self.allsprites.add(self.score_sprite)
        self.header = Header()
    
    
    def randomPlatform(self, x , y):
        dig = randint(0, 100)
        if dig < 35:
            return MovingPlatform(x,y)
        elif dig >= 35 and dig < 50:
            return CrashingPlatform(x,y)
        else:
            return Platform(x,y)
    
    def draw(self):
        self.window.blit(self.background, (0, 0))
        if self.doodle.alive == 1:

            # doodler jumps
            mousePos = pygame.mouse.get_pos()
            self.doodle.incYSpeed(-self.gravitation)
            self.doodle.setX(mousePos[0])
            self.doodle.moveY(-self.doodle.ySpeed)
            for spr in self.allsprites:
                # if platform under legs
                if isinstance(spr, Platform) and self.doodle.getLegsRect().colliderect(spr.getSurfaceRect()) and self.doodle.ySpeed <= 0:
                    if isinstance(spr,CrashingPlatform):
                        spr.crash()
                        break
                    self.doodle.ySpeed = 10
            
                if isinstance(spr, Platform):
                    # renew platforms
                    if spr.y >= 640:
                        spr.renew()

                
                # move blue and crashed platforms
                if isinstance(spr,MovingPlatform) or (isinstance(spr,CrashingPlatform) and spr.crashed == 1):
                    spr.move()
            
            # moving whole world    
            if self.doodle.y < 300:
                self.doodle.incScore(self.doodle.ySpeed)
                for spr in self.allsprites:
                    if not isinstance(spr, TextSprite):
                        spr.moveY(self.doodle.ySpeed)
            
            
            #draw all on canvas
            self.allsprites.draw(self.window) 
            self.score_sprite.setText("               %s,    %s" % (self.doodle.name, int(self.doodle.score/10)))
            self.window.blit(self.header, (0,0))
        else:
            #if dead - load exit location
            self.parent.location = GameLocation(self.parent,self.doodle.name)

    def event(self,event):
        if event.type == KEYDOWN:
            print event.key