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SalmonRun.py
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SalmonRun.py
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import sys
import sdl2.ext
import random
import time
# Custom Modules:
import game
import globals
import sprite_classes
import music
import fonts
# Create a resource container:
RESOURCES = sdl2.ext.Resources(__file__, "resources")
# Z-LAYERING DEPTHS:
# 0 - HIDE (HOME/GAMEOVER OFF)
# 1 - RIVER, RIVERBANKS
# 2 - SALMON
# 3 - ENEMIES, TREES
# 4 - HUD PANE
# 5 - HUD ELEMENTS (SCORE, SKULLS, ENERGY)
# 6 - SHOW (HOME/GAMEOVER ON)
# 7 - HOME/GAMEOVER TTF'S
class SalmonRun(game.Game):
def __init__(self, name, winx, winy):
super(SalmonRun, self).__init__(name, winx, winy)
# Init sprites:
self.sp_blank = self.factory.from_image(RESOURCES.get_path('blank.bmp'))
self.sp_dashboard = self.factory.from_image(RESOURCES.get_path('dashboard.bmp'))
# Init HUD sprites:
self.sp_energy = self.factory.from_color((0,255,0,0),(155,30))
self.energy = sprite_classes.Inert(self.world, self.sp_energy,625,10)
self.energy.setDepth(5)
# Init sprite class instances: (except for the special salmon...)
self.blank = sprite_classes.Inert(self.world, self.sp_blank, 0, 0)
self.dashboard = sprite_classes.Inert(self.world, self.sp_dashboard,0, 0)
# Init enemy sizes array:
self.esizes = [x for x in range(0,15)]
def add_image_sprite(self, filename, s_type, x, y, depth):
self.sp_new_sprite = self.factory.from_image(RESOURCES.get_path(filename))
if s_type == 'inert':
self.new_sprite = sprite_classes.Inert(self.world, self.sp_new_sprite, x, y)
elif s_type == 'player':
self.new_sprite = sprite_classes.Player(self.world, self.sp_new_sprite, x, y)
elif s_type == 'enemy':
self.new_sprite = sprite_classes.Enemy(self.world, self.sp_new_sprite, x, y)
self.new_sprite.setDepth(depth)
def delete(self, object):
entity = self.world.get_entities(object.sprite)[0]
entity.delete()
def render_home(self):
music.play_sample('Bubbles.wav', True)
self.sp_title = self.factory.from_text('SALMON RUN',fontmanager=fonts.make_font('Title'))
self.title = sprite_classes.Inert(self.world, self.sp_title,66,110)
self.title.setDepth(7)
self.sp_play = self.factory.from_text('PRESS "P" TO PLAY',fontmanager=fonts.make_font('Play'))
self.play = sprite_classes.Inert(self.world, self.sp_play,150,330)
self.play.setDepth(7)
self.blank.setDepth(6)
# Display size guide:
x = 110
y = 450
size_guide_sprites = []
for i in range(15):
self.add_image_sprite('enemy'+str(i)+'.bmp', 'inert', x, y, 7)
size_guide_sprites.append(self.new_sprite)
if i < 5:
x += 30
elif i < 10:
x += 40
else:
x += 50
# Wait for user-input:
while globals.home_lock == True:
events = sdl2.ext.get_events()
for event in events:
self.handleEvent(event)
self.world.process()
# Clean up:
self.blank.setDepth(0)
for sprite in size_guide_sprites:
self.delete(sprite)
self.delete(self.title)
self.delete(self.play)
def render_play(self):
music.play_music('Chiptune.wav',-1) # Play background music
music.play_sample('Bubbles.wav', True)
self.init_salmon(450,550)
self.init_energy_bar()
# Init river & riverbanks then bring up the HUD:
self.sp_river = self.factory.from_image(RESOURCES.get_path('river.bmp'))
self.river = sprite_classes.Inert(self.world, self.sp_river, 0, 50)
self.river.setDepth(1)
self.sp_river_top = self.factory.from_image(RESOURCES.get_path('top.bmp'))
self.sp_river_bottom = self.factory.from_image(RESOURCES.get_path('bottom.bmp'))
self.river_top = sprite_classes.Enemy(self.world, self.sp_river_top, (0,1), 0, -550, False)
self.river_bottom = sprite_classes.Enemy(self.world, self.sp_river_bottom, (0,1), 0, 50, False)
self.river_top.setDepth(2)
self.river_bottom.setDepth(2)
self.dashboard.setDepth(4)
self.world.process()
def add_text_sprite(self, text, font_type, x, y, depth):
self.sp_new_text = self.factory.from_text(text, fontmanager=fonts.make_font(font_type))
self.new_text = sprite_classes.Inert(self.world, self.sp_new_text, x, y)
self.new_text.setDepth(depth)
def render_game_over(self):
self.blank.setDepth(6)
text_sprites = []
self.add_text_sprite('GAME OVER', 'GameOver', 112, 110, 7)
text_sprites.append(self.new_text)
# Print scores to screen:
self.add_text_sprite('Your Score: '+str(self.score), 'GameOverScore', 300, 240, 7)
text_sprites.append(self.new_text)
self.add_text_sprite('Top Scores:', 'GameOverScore', 300, 300, 7)
text_sprites.append(self.new_text)
top_scores_f = open('top_scores.txt', 'r')
top_scores = top_scores_f.readlines()
to_print = len(top_scores)
while True:
self.add_text_sprite('1: '+top_scores[0][:-1:], 'GameOverScore', 350, 360, 7)
text_sprites.append(self.new_text)
if to_print == 1:
break
self.add_text_sprite('2: '+top_scores[1][:-1:], 'GameOverScore', 350, 400, 7)
text_sprites.append(self.new_text)
if to_print == 2:
break
self.add_text_sprite('3: '+top_scores[2][:-1:], 'GameOverScore', 350, 440, 7)
text_sprites.append(self.new_text)
if to_print == 3:
break
self.add_text_sprite('4: '+top_scores[3][:-1:], 'GameOverScore', 350, 480, 7)
text_sprites.append(self.new_text)
if to_print == 4:
break
self.add_text_sprite('5: '+top_scores[4][:-1:], 'GameOverScore', 350, 520, 7)
text_sprites.append(self.new_text)
break
self.add_text_sprite('Press "p" to retry...', 'GameOverScore', 300, 580, 7)
text_sprites.append(self.new_text)
# Wait for user-input
while globals.game_over_lock == True:
events = sdl2.ext.get_events()
for event in events:
self.handleEvent(event)
self.world.process()
# Clean up:
self.score = 0 # Reset the score
self.blank.setDepth(0)
for sprite in text_sprites:
self.delete(sprite)
globals.clear_meals = False
globals.grow_salmon = False
def render_meals(self):
self.sp_skull = self.factory.from_image(RESOURCES.get_path('skull.bmp'))
self.skulls = [sprite_classes.Inert(self.world, self.sp_skull)] * self.salmon.meals.meals
x = 340
y = 15
for skull in self.skulls:
skull.setPos(x,y)
skull.setDepth(5)
x += 30
def render_score(self):
self.sp_score = self.factory.from_text(str(self.score),fontmanager=fonts.make_font('Score'))
self.score_obj = sprite_classes.Inert(self.world, self.sp_score,84,18)
self.score_obj.setDepth(5)
self.score += 1
def init_salmon(self, x, y, size=0, meals=0, velocity=(0,0), energy=155):
self.sp_salmon = self.factory.from_image(RESOURCES.get_path('salmon' + str(size) + '.bmp'))
self.salmon = sprite_classes.Player(self.world, self.sp_salmon, x, y, size+1, meals, velocity, energy)
self.salmon.setDepth(2)
self.collision.salmon = self.salmon
self.movement.salmon = self.salmon
self.aicontroller.target = self.salmon
def grow_salmon(self):
x,y = self.salmon.sprite.position
size = self.salmon.size.size
if size < 14:
meals = self.salmon.meals.meals
velocity = self.salmon.velocity.get_velocity()
energy = self.salmon.energy.energy
self.delete(self.salmon) # Delete old salmon
self.init_salmon(x,y,size-1,meals,velocity,energy) # Init new salmon
globals.grow_salmon = False
def init_energy_bar(self):
self.render_energy(155)
self.sp_energybar_border = self.factory.from_image(RESOURCES.get_path('energy_bar_border.bmp'))
self.energybar_border = sprite_classes.Inert(self.world, self.sp_energybar_border,623,8)
self.energybar_border.setDepth(5)
def decrement_energy(self):
self.salmon.energy.energy -= 4
if self.salmon.energy.energy <= 0:
globals.death = True
def render_energy(self,w):
if self.salmon.energy.energy > 103:
color = (0,255,0,0)
elif self.salmon.energy.energy > 51:
color = (237,239,0,0)
else:
color = (255,0,0,0)
if w > 155:
w = 155
self.salmon.energy.energy = 155
self.sp_energy = self.factory.from_color(color,(w,30))
self.energy_bar = sprite_classes.Inert(self.world,self.sp_energy,625,10)
self.energy_bar.setDepth(5)
def manage_spawn(self, delta_t):
num = random.randint(1,3)
ai_flag = True if num == 1 else False # Give 1/3 of enemies ai
esize_lbound = self.salmon.size.size - 2 if self.salmon.size.size - 2 > 0 else 0
esize_ubound = self.salmon.size.size + 3 if self.salmon.size.size + 3 <= 14 else 14
if self.salmon.energy.energy < 52: # If energy in red zone, spawn smaller enemies
esize_index = random.randint(esize_lbound,esize_ubound-1)
else:
esize_index = random.randint(esize_lbound,esize_ubound)
esize = self.esizes[esize_index]
if esize < self.salmon.size.size:
ai_flag = False
enemy_str = 'enemy' + str(esize) + '.bmp'
self.spawn(enemy_str, esize, 3, ai_flag)
# End game easter egg:
if self.salmon.size.size == 16 and globals.evil_fish == False:
sp_evil_fish = self.factory.from_image(RESOURCES.get_path('evil_fish.bmp'))
self.evil_fish = sprite_classes.Enemy(self.world, sp_evil_fish, (0,1), 100, -720, False)
self.evil_fish.size.size = 101
self.evil_fish.setDepth(3)
globals.evil_fish = True
def spawn(self, path, size, depth, ai_flag):
v = random.randint(1,10)
x = random.randint(90,610)
sp_enemy = self.factory.from_image(RESOURCES.get_path(path))
self.enemy = sprite_classes.Enemy(self.world, sp_enemy, (0,v), x, 0, ai_flag)
self.enemy.size.size = size
self.enemy.setDepth(depth)
def spawn_tree(self,side):
if side == 'left':
xL = random.randint(5,70)
sp_treeL = self.factory.from_image(RESOURCES.get_path('tree.bmp'))
self.treeL = sprite_classes.Enemy(self.world, sp_treeL, (0,1), xL, 50, False)
self.treeL.setDepth(3)
elif side == 'right':
xR = random.randint(715,775)
sp_treeR = self.factory.from_image(RESOURCES.get_path('tree.bmp'))
self.treeR = sprite_classes.Enemy(self.world, sp_treeR, (0,1), xR, 70, False)
self.treeR.setDepth(3)
def spawn_rock(self):
x = random.randint(90,610)
sp_rock = self.factory.from_image(RESOURCES.get_path('small_rock.bmp'))
self.rock = sprite_classes.Enemy(self.world, sp_rock, (0,1), x, 50, False)
self.rock.setDepth(3)
self.rock.size.size = 99
def spawn_whirlpool(self):
x = random.randint(90,610)
sp_whirlpool = self.factory.from_image(RESOURCES.get_path('whirlpool.bmp'))
self.whirlpool = sprite_classes.Enemy(self.world, sp_whirlpool, (0,1), x, 50, False)
self.whirlpool.setDepth(3)
self.whirlpool.size.size = 50
def save_score(self,score):
top_scores = open('top_scores.txt', 'a+')
top_scores.seek(0,0)
lines = top_scores.readlines()
if not lines:
lines.append(str(score))
else:
counter = 0
for line in lines:
if score > int(line.strip()):
break
counter += 1
lines.insert(counter,str(score))
if len(lines) > 5:
del lines[-1]
top_scores.seek(0,0)
top_scores.truncate()
for line in lines:
top_scores.write(line.strip()+'\n')
top_scores.close()
def handleEvent(self, event):
# Handle home screen events:
if globals.home_lock == True:
if event.type == sdl2.SDL_QUIT:
globals.home_lock = False
globals.running = False
if event.type == sdl2.SDL_KEYDOWN:
if event.key.keysym.sym == sdl2.SDLK_p:
globals.home_lock = False
self.render_play() # Render game play screen
elif globals.game_over_lock == True:
if event.type == sdl2.SDL_QUIT:
globals.game_over_lock = False
globals.running = False
if event.type == sdl2.SDL_KEYDOWN:
if event.key.keysym.sym == sdl2.SDLK_p:
globals.game_over_lock = False
# Handle game play events:
else:
if event.type == sdl2.SDL_QUIT:
globals.running = False
if event.type == sdl2.SDL_KEYDOWN:
if event.key.keysym.sym == sdl2.SDLK_LEFT:
self.salmon.velocity.vx = -6
elif event.key.keysym.sym == sdl2.SDLK_RIGHT:
self.salmon.velocity.vx = 6
elif event.key.keysym.sym == sdl2.SDLK_UP:
self.salmon.velocity.vy = -3
elif event.key.keysym.sym == sdl2.SDLK_DOWN:
self.salmon.velocity.vy = 6
elif event.key.keysym.sym == sdl2.SDLK_ESCAPE:
globals.running = False
elif event.key.keysym.sym == sdl2.SDLK_SPACE:
if globals.pause == False:
globals.pause = True
self.sp_pauseL = self.factory.from_color((255, 255, 255, 0), (50, 100))
self.pause_barL = sprite_classes.Inert(self.world, self.sp_pauseL, 300, 300)
self.pause_barL.setDepth(5)
self.sp_pauseR = self.factory.from_color((255, 255, 255, 0), (50, 100))
self.pause_barR = sprite_classes.Inert(self.world, self.sp_pauseR, 370, 300)
self.pause_barR.setDepth(5)
elif globals.pause == True:
globals.pause = False
elif event.type == sdl2.SDL_KEYUP:
if event.key.keysym.sym in (sdl2.SDLK_LEFT, sdl2.SDLK_RIGHT, sdl2.SDLK_UP, sdl2.SDLK_DOWN):
self.salmon.velocity.vx -= 1
self.salmon.velocity.vy -= 1
def run(self):
music.init_audio()
self.render_home() # Render home screen
globals.running = True
while globals.running: # Begin event loop
if globals.pause == False:
self.render_score() # Display the score
self.render_meals() # Display meals
delta_t = int(time.time()-self.start_t)
# Spawn Enemies:
if delta_t != self.old_t:
self.manage_spawn(delta_t) # Spawn enemies
self.decrement_energy()
if self.old_t % 3 == 0:
if self.salmon.velocity.vy < 0:
self.spawn_tree('left')
elif self.old_t % 3 == 1:
if self.salmon.velocity.vy < 0:
self.spawn_tree('right')
elif self.old_t % 4 == 0: # Spawn rocks
self.spawn_rock()
if self.old_t % 12 == 0: # Spawn whirlpools
self.spawn_whirlpool()
# Process SDL events:
events = sdl2.ext.get_events()
for event in events:
self.handleEvent(event)
# Grow salmon sprite every five meals:
if globals.grow_salmon:
self.grow_salmon()
# Death process:
if globals.death == True:
self.save_score(self.score)
globals.game_over_lock = True
self.render_game_over() # Render Game Over screen & delete sprites
globals.death = False
globals.home_lock = True
globals.evil_fish = False
self.render_home() # Render home screen
self.old_t = delta_t
sdl2.SDL_Delay(15)
self.world.process()
self.render_energy(self.salmon.energy.energy)
while globals.pause:
events = sdl2.ext.get_events()
for event in events:
self.handleEvent(event)
sdl2.ext.quit()
return 0
def main():
sr = SalmonRun("Salmon Run",800,650)
sr.run()
if __name__ == "__main__":
main()