Esempio n. 1
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def run_game():
    pygame.init()
    pygame.mixer.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
    pygame.mixer.music.load('sounds/bg_music2.mp3')
    pygame.mixer.music.play()
    pygame.mixer.music.set_volume(0.5)
    pygame.display.set_caption("Perestroika")

    bracing = Bracing(screen)
    GlobalState()
    blocks = Group()
    tower = Tower()
    trucks = Group()
    record = None
    for r in Record.filter(user="******"):
        record = r
    if record is None:
        record = Record(user="******", score=0)
        record.save()
    GlobalState().record = record
    builder = Builder(screen)
    block = Block(bracing)
    block.make_static()
    button = Button(screen)
    while True:
        gf.check_events(bracing, blocks, tower, builder, block, trucks, button)
        builder.update()
        bracing.update()
        blocks.update(bracing)
        block.update(bracing)
        trucks.update()
        gf.update_screen(screen, bracing, blocks, builder, block, trucks, button)
        GlobalState().ticks += 1
Esempio n. 2
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def check_collisions(blocks):
    sprite_list = blocks.sprites()
    inv_sprite_list = sprite_list
    if len(sprite_list) == 0:
        return
    if len(sprite_list) == 1:
        if sprite_list[0].rect.bottom >= Settings().screen_height:
            sprite_list[0].stop = True
            sprite_list[0].rect.bottom = Settings().screen_height
            GlobalState().falling = False
    else:
        top_block = sprite_list[-1]
        width = top_block.rect.right - top_block.rect.left
        pre_top_block = sprite_list[-2]
        offset = abs(top_block.rect.left - pre_top_block.rect.left)
        inv_sprite_list.reverse()
        for i in range(1, len(sprite_list)):
            new_off = abs(inv_sprite_list[i].rect.left - top_block.rect.left)
            if new_off < width:
                offset = new_off
                pre_top_block = inv_sprite_list[i]
                break
        if offset > width:
            if top_block.rect.bottom >= Settings().screen_height:
                top_block.stop = True
                top_block.rect.bottom = Settings().screen_height
                GlobalState().falling = False
        elif top_block.rect.bottom >= pre_top_block.rect.top:
            top_block.stop = True
            top_block.rect.bottom = pre_top_block.rect.top
            GlobalState().falling = False
Esempio n. 3
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def check_keyup_events(event, bracing, builder):
    if event.key == pygame.K_RIGHT and not GlobalState().over:
        bracing.moving_right = False
        builder.right = False
        builder.anim_queue.append("from_right")
    elif event.key == pygame.K_LEFT and not GlobalState().over:
        bracing.moving_left = False
        builder.left = False
        builder.anim_queue.append("from_left")
Esempio n. 4
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def check_game(bracing, blocks, tower, builder, block):
    if GlobalState().over and not GlobalState().falling:  # resetting
        bracing.moving_left = False
        bracing.moving_right = False
        builder.reset()
        for i in range(tower.size):
            tower.pop()
            blocks.remove(blocks.sprites()[0])
        GlobalState().blocked = False
        # GlobalState().falling = False
        block.make_static()
Esempio n. 5
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 def update(self):
     if self.moving_left and self.rect.left > self.screen_rect.left:
         self.center -= GlobalState().bracing_speed
     if self.moving_right and self.rect.right < self.screen_rect.right - 200:
         self.center += GlobalState().bracing_speed
     self.rect.centerx = self.center
     if self.moving_left or self.moving_right:
         self.shaker *= -1
         self.rect.top += self.shaker
     else:
         self.rect.top = self.screen_rect.top + 170
Esempio n. 6
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 def wrapper_func(bracing, blocks, tower, builder, block):
     function_to_decorate(bracing, blocks, tower, builder, block)
     if GlobalState().over and not GlobalState(
     ).falling and GlobalState().score > GlobalState().record.score:
         GlobalState().record.score = GlobalState().score
         GlobalState().record.save()
         GlobalState().score = 0
Esempio n. 7
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def check_limit(blocks, tower):
    if len(tower) >= GlobalState().limit:
        if blocks.sprites()[-1].stop:
            for i in range(1):
                tower.pop()
                blocks.remove(blocks.sprites()[0])
            normalize_tower(blocks)
Esempio n. 8
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def check_events(bracing, blocks, tower, builder, block, trucks, button):
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event, bracing, blocks, tower, builder, block)
        elif event.type == pygame.KEYUP:
            check_keyup_events(event, bracing, builder)
        elif event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x, mouse_y = pygame.mouse.get_pos()
            check_start_button(button, mouse_x, mouse_y)
    spawn_trucks(trucks, bracing.screen)
    check_collisions(blocks)
    check_limit(blocks, tower)
    if not tower.sustainable:
        GlobalState().blocked = True
        GlobalState().over = True
    check_limit(blocks, tower)
    check_game(bracing, blocks, tower, builder, block)
Esempio n. 9
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def update_screen(screen, bracing, blocks, builder, block, trucks, button):
    screen.blit(Settings().bg_pic, (0, 0))
    trucks.draw(screen)
    blocks.draw(screen)
    bracing.blitme()
    builder.blitme()

    block.blitme()
    if GlobalState().over:
        button.draw_button()
    pygame.display.flip()
Esempio n. 10
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 def __init__(self, bracing):
     super().__init__()
     self.screen = bracing.screen
     self.image = pygame.image.load("images/block.jpg")
     self.trans = pygame.image.load("images/transparent.png")
     self.rect = self.image.get_rect()
     self.rect.centerx = bracing.center
     self.rect.top = GlobalState().y0
     self.release_time = time.time()
     self.stop = False
     self.state = 'default'
     self.dir_set = 'none'
Esempio n. 11
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    def sustainable(self):
        tower_height = len(self)
        if GlobalState().falling or tower_height < 2:
            return True

        width = self._blocks[0].rect.right - self._blocks[0].rect.left
        counter = 1
        sum_center = self._blocks[-1].rect.centerx
        for i in range(tower_height - 2, -1, -1):  # up -> down
            block_x = self._blocks[i].rect.centerx
            if abs(block_x - sum_center) > width / 2:
                return False

            sum_center = (block_x + counter * sum_center) / (counter + 1)
            counter += 1
        return True
Esempio n. 12
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 def update(self, bracing):
     if GlobalState().over:
         self.rect.centerx = -100
         return
     if self.state == 'default':
         if not self.stop:
             current_time = time.time()
             t = current_time - self.release_time
             self.rect.top = GlobalState(
             ).y0 + GlobalState().acceleration * t**2
             if self.dir_set == 'none':
                 if bracing.moving_right:
                     self.dir_set = 'right'
                 elif bracing.moving_left:
                     self.dir_set = 'left'
                 else:
                     self.dir_set = 'center'
             if self.dir_set == 'right':
                 self.rect.centerx += GlobalState().bracing_speed - 2
             elif self.dir_set == 'left':
                 self.rect.centerx -= GlobalState().bracing_speed - 2
     elif self.state == 'static':
         width = self.rect.right - self.rect.left
         interval = True if random.random() > 0.5 else False
         left_edge = 10
         right_edge = Settings().screen_width - 350
         left = bracing.rect.centerx - int(width * 1.5)
         right = bracing.rect.centerx + int(width * 0.5)
         if left < left_edge:
             self.rect.left = random.randint(right, right_edge)
         elif right > right_edge:
             self.rect.left = random.randint(left_edge, left)
         else:
             if interval:
                 self.rect.left = random.randint(left_edge, left)
             else:
                 self.rect.left = random.randint(right, right_edge)
         self.state = 'waiting'
     elif self.state == 'waiting':
         GlobalState().blocked = True
         if abs(bracing.rect.centerx - self.rect.centerx) < 5:
             self.state = 'hooked'
     elif self.state == 'hooked':
         GlobalState().blocked = False
         self.rect.centerx = bracing.rect.centerx
Esempio n. 13
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def check_keydown_events(event, bracing, blocks, tower, builder, block):
    if event.key == pygame.K_RIGHT and not GlobalState().over:
        bracing.moving_right = True
        builder.anim_queue.append("to_right")
        builder.right = True
    elif event.key == pygame.K_LEFT and not GlobalState().over:
        bracing.moving_left = True
        builder.anim_queue.append("to_left")
        builder.left = True
    elif event.key == pygame.K_SPACE and not GlobalState().blocked and not GlobalState().falling:
        new_block = Block(bracing)
        blocks.add(new_block)
        tower.push(new_block)
        GlobalState().falling = True
        block.state = 'static'
        GlobalState().played = False
    elif event.key == pygame.K_p:
        mods = pygame.key.get_mods()
        if mods & pygame.KMOD_CTRL:
            GlobalState().score += 50
Esempio n. 14
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def check_start_button(button, mouse_x, mouse_y):
    if button.rect.collidepoint(mouse_x, mouse_y) and GlobalState().over:
        GlobalState().over = False
Esempio n. 15
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def spawn_trucks(trucks, screen):
    if GlobalState().ticks >= 400:
        trucks.add(Truck(screen))
        GlobalState().ticks = 0
Esempio n. 16
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 def push(self, value):
     self._blocks.append(value)
     GlobalState().score += 1