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main.py
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main.py
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# Term project
# Daniel Wen (lanhaow)
# 15-112 Section L
import pygame
from pygamegame import PygameGame
from ball import Ball
from texttools import drawText, Menu
from maps import Maps
from terrain import Terrain
from progress import Progress
from stopwatch import Stopwatch
class Struct(object):
pass
class Game(PygameGame):
def __init__(self):
width = 800
height = 500
fps = 40
fullCh = 255
bgColor = (fullCh, fullCh, fullCh)
title = "Bouncy Bouncy Revamped"
super().__init__(width, height, fps, title, bgColor)
def initStyles(self):
assert(pygame.font.get_init())
assert(pygame.image.get_extended())
self.font = Struct()
textSize = 16
self.font.text = pygame.font.SysFont("Arial", textSize)
titleSize = 30
self.font.title = pygame.font.SysFont("Arial", titleSize)
self.font.titleEmph = pygame.font.SysFont("Arial", titleSize,
bold=True, italic=True)
self.margin = 10
def initMaps(self):
self.maps = Maps(self.margin + 100, self.margin,
self.width - 2*self.margin, self.height - 2*self.margin)
self.progress = Progress(self.maps.levels, self)
def initMainMenu(self):
top = 130
left = 80
entries = ["Play", "Level select", "Instructions"]
actions = [self.playLevel, self.doLevelMenu, self.doHelp]
self.mainMenu = Menu(left, top, entries, actions)
def initLevelMenu(self):
top = 60
left = 130
entries = []
actions = []
for i, level in enumerate(self.maps.levels):
prevLevel = self.maps.levels[i - 1]
if i > 0 and self.progress[prevLevel]["score"] == None:
entries.append("Level %s Locked" % level)
actions.append(None)
continue
elif self.progress[level]["score"] == None:
entries.append("Level %s Unlocked" % level)
else:
entries.append("Level %s Highscore: %d Best time: %s" %
(level, self.progress[level]["score"],
Stopwatch.secToMin(self.progress[level]["time"])))
# Locally scope level
actions.append(lambda level=level: self.playLevel(level))
entries += ["Return to main menu", "Clear progress"]
actions += [self.doMainMenu, self.progress.clear]
self.levelMenu = Menu(left, top, entries, actions)
def initPauseMenu(self):
def play():
self.mode = "play"
top = 200
left = 300
width = 140
height = 80
entries = ["Continue", "Main menu", "Turn sound off"]
actions = [play,
self.doMainMenu,
self.toggleSound]
self.pauseMenu = Menu(left, top, entries, actions)
background = pygame.Surface((width + self.margin, height + self.margin))
background.fill(self.bgColor)
pygame.draw.rect(background, (0, 0, 0), background.get_rect(), 2)
self.pauseMenu.background = background
def initMenus(self):
self.initMainMenu()
self.initLevelMenu()
self.initPauseMenu()
def init(self):
self.initStyles()
self.initMaps()
Terrain.initImages()
Terrain.initSounds()
self.initMenus()
self.stopwatch = Stopwatch()
self.initHelp()
self.mode = "menu"
self.menu = self.mainMenu
def loadLevel(self):
terrain, self.startpos = self.maps.load(self.level)
self.terrain = pygame.sprite.Group(*terrain)
self.ball = Ball(*self.startpos)
self.score = 0
self.stopwatch.restart()
if self.level != "test":
highscore = self.progress[self.level]["score"]
bestTime = self.progress[self.level]["time"]
else:
highscore, bestTime = None, None
self.highscoreText = str(highscore) if highscore != None else "---"
if bestTime != None:
self.bestTimeText = Stopwatch.secToMin(bestTime)
else:
self.bestTimeText = "---"
def nextLevel(self):
# Update and save progress
saved = self.progress[self.level]
if saved["score"] == None or self.score > saved["score"]:
saved["score"] = self.score
duration = self.stopwatch.getSeconds()
if saved["time"] == None or duration < saved["time"]:
saved["time"] = duration
self.progress.save()
# Load next level
Terrain.playSound("happy")
index = self.maps.levels.index(self.level) + 1
if index >= len(self.maps.levels):
self.mode = "win"
else:
self.level = self.maps.levels[index]
self.loadLevel()
def initGame(self, level):
self.level = level
self.loadLevel()
def killBall(self):
Terrain.playSound("sad")
self.loadLevel()
def keyPressed(self, keyCode, modifier):
#print(keyCode)
if self.mode == "menu":
self.menu.key(keyCode)
elif self.mode == "play":
if keyCode == 27:
self.mode = "pause"
self.menu = self.pauseMenu
elif self.mode == "pause":
self.menu.key(keyCode)
if keyCode == 27:
self.mode = "play"
elif self.mode == "levelMenu":
self.menu.key(keyCode)
if keyCode == 27:
self.mode = "menu"
self.menu = self.mainMenu
elif self.mode == "win":
if keyCode == 13:
self.mode = "menu"
self.menu = self.mainMenu
elif self.mode == "help":
if keyCode == 27:
self.mode = "menu"
def ballFly(self, ball, cannon):
ball.flying = True
ball.vy = 0
ball.vx = cannon.direction*ball.flyvx
# Reposition the ball
ball.y = cannon.y + ball.realR
if cannon.direction > 0:
ball.x = cannon.x + cannon.width + ball.realR
else:
ball.x = cannon.x - ball.realR
def timerFiredPlay(self):
if (self.ball.x < self.maps.left
or self.ball.x > self.maps.left + self.maps.width or
self.ball.y < self.maps.top
or self.ball.y > self.maps.top + self.maps.height):
# Ball off map
self.killBall()
collided = pygame.sprite.spritecollide(self.ball, self.terrain, False,
Terrain.collidedFn)
if len(collided) > 0:
elements = Terrain.manageCollision(self.ball, collided)
for element, direction in elements:
result = element.interactFromDir(self.ball, direction)
if result == "score":
self.score += element.points
elif result == "win":
self.nextLevel()
elif result == "fly":
self.ballFly(self.ball, element)
elif result == "kill":
self.killBall()
self.ball.update(self.isKeyPressed)
def timerFired(self, dt):
if self.mode == "play":
self.timerFiredPlay()
self.stopwatch.tick(dt)
def drawMenu(self, screen):
titleTop = 70
titleLeft = 60
x = drawText(screen, titleLeft, titleTop,
text="Bouncy Bouncy ", font=self.font.title, anchor="nw")
space = 8
drawText(screen, x + space, titleTop, text="Revamped",
font=self.font.titleEmph, anchor="nw")
self.mainMenu.draw(screen, self.font.text)
def drawGame(self, screen):
self.terrain.draw(screen)
self.ball.draw(screen)
pos = 30
drawText(screen, self.margin, pos,
text="Level %s" % self.level, font=self.font.text, anchor="nw")
pos = 80
drawText(screen, self.margin, pos,
text="Score: %d" % self.score, font=self.font.text, anchor="nw")
pos = 110
drawText(screen, self.margin, pos, text="Highscore:",
font=self.font.text, anchor="nw")
pos = 130
drawText(screen, self.margin, pos, text=self.highscoreText,
font=self.font.text, anchor="nw")
self.drawGameTime(screen)
def drawGameTime(self, screen):
pos = 180
drawText(screen, self.margin, pos,
text=str(self.stopwatch), font=self.font.text, anchor="nw")
pos = 210
drawText(screen, self.margin, pos, text="Best time:",
font=self.font.text, anchor="nw")
pos = 230
drawText(screen, self.margin, pos, text=self.bestTimeText,
font=self.font.text, anchor="nw")
def drawPause(self, screen):
screen.blit(self.pauseMenu.background,
(self.pauseMenu.x - self.margin, self.pauseMenu.y - self.margin))
self.pauseMenu.draw(screen, self.font.text)
def drawLevelMenu(self, screen):
titleTop = 60
titleLeft = 30
drawText(screen, titleLeft, titleTop,
text="Level select", font=self.font.text, anchor="nw")
self.levelMenu.draw(screen, self.font.text)
def drawWin(self, screen):
space = 24
screen.blit(self.pauseMenu.background,
(self.pauseMenu.x - self.margin, self.pauseMenu.y - self.margin))
drawText(screen, self.pauseMenu.x, self.pauseMenu.y,
text="Congratulations!", font=self.font.text, anchor="nw")
drawText(screen, self.pauseMenu.x, self.pauseMenu.y + space,
text="Press Enter...", font=self.font.text, anchor="nw")
def drawHelp(self, screen):
top = 50
left = 40
drawText(screen, left, top,
text="Instructions", font=self.font.text, anchor="nw")
top = 80
lineHeight = 24
for line, text in enumerate(self.helpText):
drawText(screen, left, top + line*lineHeight,
text=text, font=self.font.text, anchor="nw")
top = 350
drawText(screen, left, top, text="Press Escape now for the main menu",
font=self.font.text, anchor="nw")
def redrawAll(self, screen):
if self.mode == "menu":
self.drawMenu(screen)
elif self.mode == "play":
self.drawGame(screen)
elif self.mode == "pause":
self.drawGame(screen)
self.drawPause(screen)
elif self.mode == "levelMenu":
self.drawLevelMenu(screen)
elif self.mode == "win":
self.drawGame(screen)
self.drawWin(screen)
elif self.mode == "help":
self.drawHelp(screen)
def playLevel(self, level="1"):
self.mode = "play"
self.initGame(level)
def doMainMenu(self):
self.mode = "menu"
self.menu = self.mainMenu
def doLevelMenu(self):
self.mode = "levelMenu"
self.initLevelMenu()
self.menu = self.levelMenu
def doHelp(self):
self.mode = "help"
def toggleSound(self):
if Terrain.soundsOn:
Terrain.soundsOn = False
return "sound off"
else:
Terrain.soundsOn = True
return "sound on"
def initHelp(self):
self.helpText = ["Use Left/Right arrow keys to move.",
"Avoid pits and spikes.",
"Hold both Left/Right arrow keys to wall jump!",
"Cannons make you fly. Hit the opposite arrow key to stop flying.",
"Press Escape in game to pause or change settings."]
Game().run()