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smoothie.py
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smoothie.py
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import pygame
import random
import pickle
import sys
from blender import Blender
from fruit import Fruit
from scoreLabel import ScoreLabel
from playerLabel import PlayerLabel
from fruitdata import FruitData
#main gamespace where the overarching game structure is
class GameSpace:
def __init__(self,fruitConn,playerNumber,randSeed,minFruitSpeed,maxFruitSpeed):
#reference to the connection to the server
self.fruitConn = fruitConn
self.playerNumber = playerNumber
random.seed(randSeed)
self.minSpeed = minFruitSpeed
self.maxSpeed = maxFruitSpeed
print self.minSpeed,self.maxSpeed
#list of images
self.listOfFruitImages=['images/strawberry.png','images/banana.png','images/raspberry.png','images/blueberry.png']
self.listOfVegetableImages = ['images/potato.png', 'images/onion.png','images/broccoli.png']
self.listOfFrozenFruitImages = ['images/strawberryfrozen.png','images/bananafrozen.png','images/raspberryfrozen.png','images/blueberryfrozen.png']
self.listOfFrozenVegetableImages = ['images/potatofrozen.png', 'images/frozenonion.png','images/broccolifrozen.png']
self.goldenImage = 'images/pineapple.png'
self.frozenGoldImage = 'images/pineapplefrozen.png'
#list of your fruits and opponents fruits (the ones on the right)
self.fruits = list()
self.fruitsOpp = list()
self.score = 0
self.opponentScore = 0
self.winningScore = 200
#for screen drawings
self.size = self.width, self.height = 1280,800
self.black = 0,0,0
self.white = 255,255,255
#to draw the white veritcal line down the middle
self.point1 = self.width/2,0
self.point2 = self.width/2,self.height
self.counter = 0
def main(self):
#1) basic initialization
pygame.init()
#so that key holds can be recognized.
pygame.key.set_repeat(17,17)
self.screen = pygame.display.set_mode(self.size)
pygame.display.set_caption('Smoothie Maker')
#counter of ticks
self.current_ticks = 0
#2 set up game objects
self.clock = pygame.time.Clock()
#create the blender object that represents you
self.blender = Blender(self,hspeed=7.0,playerNumber=self.playerNumber,playerType='user')
opponentPlayerNumber = 1
if self.playerNumber == 1:
opponentPlayerNumber = 2
#create the blender object that represents your opponent
self.opponent = Blender(self,hspeed=7.0,playerNumber=opponentPlayerNumber,playerType='opponent')
self.scoreLabel = ScoreLabel(self,playerType='user')
self.scoreLabelOpponent = ScoreLabel(self,playerType='opponent')
self.youLabel = PlayerLabel(self,textLabel="You",xpos=self.width/4,ypos=40,size=50)
self.oppLabel = PlayerLabel(self,textLabel="Opponent",xpos=3*self.width/4,ypos=40,size=50)
self.gameObjectsList = list()
self.gameObjectsList.append(self.blender)
self.gameObjectsList.append(self.opponent)
self.gameLabels = list()
self.gameLabels.append(self.scoreLabel)
self.gameLabels.append(self.scoreLabelOpponent)
self.gameLabels.append(self.youLabel)
self.gameLabels.append(self.oppLabel)
#will countdown to start the game as 3,2,1..
def countDown(self):
self.screen.fill(self.black)
text = "3"
message = 'You are the pink player on the left'
if self.playerNumber == 2:
message = 'You are the green player on the left'
if self.current_ticks <60:
text = "3"
elif self.current_ticks < 120:
text = "2"
elif self.current_ticks < 180:
text = "1"
else:
self.fruitConn.startGameLoop()
return 0
#handle user inputs
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.display.quit()
self.fruitConn.lc.stop()
self.fruitConn.closeConn()
return 1
self.current_ticks+=1
gameLabel = PlayerLabel(self,textLabel="Smoothie Maker",xpos=self.width/2,ypos= 100,size=50)
playerLabel = PlayerLabel(self,textLabel=message,xpos=self.width/2,ypos = self.height/2+100,size=50)
numLabel = PlayerLabel(self,textLabel=text,xpos=self.width/2,ypos=self.height/2,size=50)
self.screen.blit(numLabel.label,numLabel.rect)
self.screen.blit(playerLabel.label,playerLabel.rect)
self.screen.blit(gameLabel.label,gameLabel.rect)
pygame.display.flip()
def gameLoopIteration(self):
#if you or opponent won, stop the looping call and tell the connection which will generate a new looping call
if self.score >= self.winningScore:
self.fruitConn.lc.stop()
if self.opponentScore>= self.winningScore:
self.fruitConn.gameOver('Tie!')
else:
self.fruitConn.gameOver('You Won')
return 0
elif self.opponentScore >= self.winningScore:
self.fruitConn.lc.stop()
self.fruitConn.gameOver('Opponent Won')
return 0
#otherwise game is not over
else:
#every 1 second generate a fruit
if self.current_ticks%60 == 0:
self.foodType = 'fruit'
#10% chance of getting a gold fruit (which is worth double)
goldRandNum = random.randint(0,9)
if goldRandNum == 0:
randFruitInt = -1
else:
randFruitInt = random.randint(0,len(self.listOfFruitImages)-1)
#get random data to create a fruit
#rand fruit int will determine which image is loaded
self.randFruitInt = randFruitInt
#random position of where it will start on x axis
xpos = random.randint(0,self.width/2)
self.randXPos = xpos
#random velocity
vspeed = random.randint(self.minSpeed,self.maxSpeed)
self.randVSpeed = vspeed
#give it a unique id
self.fruitID = self.counter
self.counter+=1
#create the fruit
fruitToAdd = Fruit(self,type=self.foodType,xpos=xpos,randFruitInt=randFruitInt,vspeed=vspeed,fruitID=self.fruitID,side='left')
#create the data you want to pickle over to the other player so he has the same fruit
fruitData = FruitData(fruitInt=self.randFruitInt,xpos=self.randXPos,vspeed=self.randVSpeed,foodType=self.foodType,fruitID=self.fruitID)
#add the fruit data over to connection's queue so it can send it over to server (then to other player)
self.fruitConn.fruitQueue.put(fruitData)
self.fruits.append(fruitToAdd)
#every 1.67 seconds generate a veggie, do same thing as above
if self.current_ticks %100 == 0:
self.foodType = 'vegetable'
randFruitInt = random.randint(0,len(self.listOfVegetableImages)-1)
self.randFruitInt = randFruitInt
xpos = random.randint(0,self.width/2)
self.randXPos = xpos
vspeed = random.randint(self.minSpeed,self.maxSpeed)
self.randVSpeed = vspeed
self.fruitID = self.counter
self.counter+=1
fruitToAdd = Fruit(self,type=self.foodType,xpos=xpos,randFruitInt=randFruitInt,vspeed=vspeed,fruitID=self.fruitID,side='left')
fruitData = FruitData(fruitInt=self.randFruitInt,xpos=self.randXPos,vspeed=self.randVSpeed,foodType=self.foodType,fruitID=self.fruitID)
self.fruitConn.fruitQueue.put(fruitData)
self.fruits.append(fruitToAdd)
#handle user inputs
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
self.blender.move(event.key)
elif event.type == pygame.MOUSEBUTTONDOWN:
#get mouse click and see if it collides with a fruit on the screen
mx,my = pygame.mouse.get_pos()
self.freezeFruits(mx,my)
elif event.type == pygame.QUIT:
pygame.display.quit()
self.fruitConn.lc.stop()
self.fruitConn.closeConn()
return 1
#6 send a tick to every game object
for obj in self.gameObjectsList:
obj.tick()
for fr in self.fruits:
fr.tick()
for fr in self.fruitsOpp:
fr.tick()
for label in self.gameLabels:
label.tick()
self.scoreLabel.tick()
self.scoreLabelOpponent.tick()
self.youLabel.tick()
self.oppLabel.tick()
#7 display game objects
self.screen.fill(self.black)
for label in self.gameLabels:
self.screen.blit(self.scoreLabel.label,self.scoreLabel.rect)
self.screen.blit(self.scoreLabelOpponent.label,self.scoreLabelOpponent.rect)
self.screen.blit(self.youLabel.label,self.youLabel.rect)
self.screen.blit(self.oppLabel.label,self.oppLabel.rect)
for fr in self.fruits:
self.screen.blit(fr.image,fr.rect)
for fr in self.fruitsOpp:
self.screen.blit(fr.image,fr.rect)
for obj in self.gameObjectsList:
self.screen.blit(obj.image,obj.rect)
#draw white line down the middle
pygame.draw.line(self.screen,self.white,self.point1,self.point2)
pygame.display.flip()
self.current_ticks+=1
return 0
#will be the looping call once the game ends
def goToGameOver(self,text):
self.screen.fill(self.black)
winnerLabel = PlayerLabel(self,textLabel=text,xpos=self.width/2,ypos=self.height/2,size=50)
#handle user inputs
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.display.quit()
self.fruitConn.lc.stop()
self.fruitConn.closeConn()
return 1
self.screen.blit(winnerLabel.label,winnerLabel.rect)
pygame.display.flip()
#adds a fruit to your screen, this is a fruit sent over by your opponent which he generated
def addFruit(self,fruitInt,xpos,vspeed,foodType,iD):
xpos+=self.width/2
food = Fruit(self,type=foodType,xpos=xpos,randFruitInt=fruitInt,vspeed=vspeed,fruitID=iD,side='right')
self.fruitsOpp.append(food)
#updates the rectangle of the opponent blender on your screen
def updateOpponent(self,rect):
self.opponent.rect = rect
self.opponent.rect = self.opponent.rect.move(self.width/2,0)
self.opponent.colliderect = self.opponent.rect.inflate(-self.opponent.rect.width*.18,-self.opponent.rect.height*.9)
self.opponent.colliderect = self.opponent.colliderect.move((-self.opponent.rect.width*.18)/2,(-self.opponent.rect.height*.9)/2)
#add and subtract to your score
def addToScore(self,double=False):
self.score+=10
if double == True:
self.score+=10
if self.score > self.winningScore:
self.score = self.winningScore
def subFromScore(self):
self.score-=20
if self.score < 0:
self.score = 0
#will freeze any fruit at mx,my. called when get a click
def freezeFruits(self,mx,my):
for fruit in self.fruits:
if fruit.rect.collidepoint(mx,my):
fruit.freezeFruit()
self.fruitConn.freezeRightFruit(fruit.fruitID)
for fruit in self.fruitsOpp:
if fruit.rect.collidepoint(mx,my):
fruit.freezeFruit()
self.fruitConn.freezeLeftFruit(fruit.fruitID)
#freezes a fruit w/ given id
def freezeLeftFruitWithID(self,fruitID):
for fruit in self.fruits:
if fruit.fruitID == fruitID:
fruit.freezeFruit()
def freezeRightFruitWithID(self,fruitID):
for fruit in self.fruitsOpp:
if fruit.fruitID == fruitID:
fruit.freezeFruit()