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slot_machine.py
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slot_machine.py
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import pygame
import sys
import random
from sprite import Sprite
from segment import Segment
from text import Text
from result import Result
from game_menu import Menu
from colors import Colors
from pkg_resources import resource_filename
class Game(object):
def __init__(self):
self.clock = pygame.time.Clock()
pygame.init()
self.account = 100
self.bet = 0
pygame.display.set_caption('Jednoreki Bandyta')
self.window = pygame.display.set_mode((800, 600))
self.window.fill(Colors.BLACK.value)
segmentL = Segment(resource_filename(__name__, 'assets/img/segment.bmp'), [242, 45], Colors.BLACK.value)
segmentM = Segment(resource_filename(__name__, 'assets/img/segment.bmp'), [352, 45], Colors.BLACK.value)
segmentR = Segment(resource_filename(__name__, 'assets/img/segment.bmp'), [462, 45], Colors.BLACK.value)
machineL = Sprite(resource_filename(__name__, 'assets/img/maszynaL.bmp'), [200, 230], Colors.BLACK.value)
machineR = Sprite(resource_filename(__name__, 'assets/img/maszynaR.bmp'), [562, 230], Colors.BLACK.value)
machineB1 = Sprite(resource_filename(__name__, 'assets/img/maszynaB.bmp'), [230, 230], Colors.BLACK.value)
machineB2 = Sprite(resource_filename(__name__, 'assets/img/maszynaB.bmp'), [230, 357], Colors.BLACK.value)
self.spritesTable = [segmentL, segmentM, segmentR, machineL, machineR, machineB1, machineB2]
self.accountText = Text(str(self.account), 30, [50, 575], Colors.WHITE.value, 2, True, [0, 550, 100, 50], Colors.GREY.value)
self.betText = Text(str(self.bet), 30, [400, 400], Colors.WHITE.value, 2, True, [300, 375, 200, 50], Colors.GREY.value)
self.bankruptText = Text('BANKRUT!', 100, [400, 300], Colors.RED.value, 2, True, [50, 200, 700, 200], Colors.BLACK.value)
self.accountDescText = Text('KONTO', 25, [50, 540], Colors.WHITE.value, 2)
self.menu = Menu()
self.startTicks = 0
self.result = Result()
self.soundboard = (resource_filename(__name__, 'assets/sound/erro.mp3'),
resource_filename(__name__, 'assets/sound/money.mp3'),resource_filename(__name__, 'assets/sound//how.mp3'))
self.playSound = False
self.space = True
self.enter = False
self.setM = False
self.setR = False
self.bankrupt = False
self.load()
def game_loop(self):
while True:
self.event_handling()
self.render()
pygame.display.flip()
fps = 60
self.clock.tick(fps)
if not self.enter:
continue
time = (pygame.time.get_ticks() - self.startTicks) / 1000
if time < 3:
if self.result.get_symbol() == -1:
self.result.calculate_win(self.bet)
self.spritesTable[0].move_OY_down(fps)
self.spritesTable[1].move_OY_down(fps)
self.spritesTable[2].move_OY_down(fps)
elif 3 < time <= 5:
self.spritesTable[0].move_OY_down(int(fps/3))
self.spritesTable[1].move_OY_down(fps)
self.spritesTable[2].move_OY_down(fps)
elif 5 < time <= 7:
self.spritesTable[0].stop_at(self.result.get_symbol())
self.spritesTable[1].move_OY_down(int(fps/3))
self.spritesTable[2].move_OY_down(fps)
elif 7 < time <= 10:
if not self.setM:
if self.result.get_win():
self.spritesTable[1].stop_at(self.result.get_symbol())
else:
self.spritesTable[1].stop_at(random.randint(0, 4))
self.setM = True
self.spritesTable[2].move_OY_down(int(fps/3))
elif time > 10:
if not self.setR:
if not self.result.get_win():
stop = random.randint(0, 4)
if stop != self.result.get_symbol():
self.spritesTable[2].stop_at(stop)
self.setR = True
self.enter = False
else:
self.spritesTable[2].stop_at(self.result.get_symbol())
self.setR = True
self.enter = False
self.outcome()
def event_handling(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
self.space = not self.space
if not self.enter:
if event.key == pygame.K_RETURN:
if self.bet > 0:
self.enter = True
self.startTicks = pygame.time.get_ticks()
elif event.key == pygame.K_1:
if self.account >= 5:
self.update_values(1, -5)
elif event.key == pygame.K_2:
if self.account >= 25:
self.update_values(5, -25)
elif event.key == pygame.K_3:
if self.account >= 100:
self.update_values(20, -100)
elif event.key == pygame.K_4:
if self.account >= 250:
self.update_values(50, -250)
def load(self):
for sprite in self.spritesTable:
sprite.load()
def render(self):
self.window.fill(Colors.BLACK.value)
for sprite in self.spritesTable:
sprite.render(self.window)
if not self.enter:
pygame.draw.polygon(self.window, Colors.SILVER.value, [(600, 290), (600, 310), (650, 210), (650, 190)])
pygame.draw.circle(self.window, Colors.RED.value, [650, 200], 25)
else:
pygame.draw.polygon(self.window, Colors.SILVER.value, [(600, 290), (600, 310), (650, 430), (650, 410)])
pygame.draw.circle(self.window, Colors.RED.value, [650, 420], 25)
pygame.draw.rect(self.window, Colors.ORANGE.value, [225, 0, 355, 230])
pygame.draw.rect(self.window, Colors.ORANGE.value, [225, 371, 355, 230])
self.accountText.render(self.window)
self.accountDescText.render(self.window)
self.betText.render(self.window)
if self.space:
self.menu.render(self.window)
if self.bankrupt:
self.bankruptText.render(self.window)
if self.playSound:
pygame.mixer.music.load(self.soundboard[2])
pygame.mixer.music.play(0)
self.playSound = False
time = (pygame.time.get_ticks() - self.startTicks) / 1000
if time > 15.5:
sys.exit(0)
def update_values(self, bet, account):
self.bet += bet
self.betText.set_content(str(self.bet))
self.account += account
self.accountText.set_content(str(self.account))
def outcome(self):
if not self.enter:
if self.result.get_win():
multiplier = [2, 3, 4, 5, 10]
self.update_values(-self.bet, self.bet * 5 * multiplier[self.result.get_symbol()])
pygame.mixer.music.load(self.soundboard[1])
pygame.mixer.music.play(0)
else:
self.update_values(-self.bet, 0)
pygame.mixer.music.load(self.soundboard[0])
pygame.mixer.music.play(0)
if self.account == 0:
self.bankrupt = True
self.playSound = True
self.reset_flags()
def reset_flags(self):
self.setM = False
self.setR = False
self.result.reset()
"""
getters and setters for testing purposes
"""
def get_bet(self):
return self.bet
def get_account(self):
return self.account
def set_result(self, result: Result):
self.result = result
if __name__ == "__main__":
Game.game_loop(Game())