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Capturethehoney.py
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Capturethehoney.py
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#Jerry To
#Capture the Honey Game
#Written using Python 3.3.3 and Pygame
#All art assets are free clip art from www.clker.com
#Sound is from www.soundbible.com
import os,sys, pygame, BasicSprite, loader, Level, \
Hornet, Bee, Queen, Larva, MainMenu
from pygame.locals import *
#Size for sprites
SIZE = 38
class CaptureHoney:
def __init__(self):
pygame.init()
#Height and width for game window
self.width = 520
self.height = 650
#Font for in-game text
self.font = pygame.font.Font(None, 30)
self.font2 = pygame.font.Font(None, 48)
#Variables for timer
self.timer = pygame.time.Clock()
self.frameRate = 60
self.frameCount = 0
#use for pausing game
self.paused = 0
#Initialize game level
self.level = 1
self.screen = pygame.display.set_mode((self.width, self.height))
#Game sound
self.sound = loader.load_sound('Jump-SoundBible.com-1007297584.wav')
self.menu = MainMenu.MainMenu(self.screen, ('Start', 'Quit'), self.font2)
def loadSprites(self, levelNumber):
#Used for finding centers of sprites
x_offset = SIZE / 2
y_offset = SIZE / 2
#Get game level, layout and sprites
gameLevel = Level.Level()
self.layout = gameLevel.getLevel(levelNumber)
sprites = gameLevel.returnSprites()
#Create group for multiple tree and bee sprites
self.treeSprites = pygame.sprite.Group()
self.beeSprites = pygame.sprite.Group()
#Create game levels, objects
for y in range(len(self.layout)):
for x in range(len(self.layout[y])):
#Finding center point of each sprite
center = [(x*SIZE)+x_offset,(y*SIZE+y_offset)]
if self.layout[y][x] == gameLevel.TREE:
tree = BasicSprite.Sprite(center, sprites[gameLevel.TREE-1])
self.treeSprites.add(tree)
elif self.layout[y][x] == gameLevel.HORNET:
self.hornet = Hornet.Hornet(center, sprites[gameLevel.HORNET-1])
elif self.layout[y][x] == gameLevel.HIVE:
self.hive = BasicSprite.Sprite(center, sprites[gameLevel.HIVE-1])
elif self.layout[y][x] == gameLevel.BEE:
bee = Bee.Bee(center, sprites[gameLevel.BEE-1])
self.beeSprites.add(bee)
elif self.layout[y][x] == gameLevel.QUEEN:
queen = Queen.Queen(center, sprites[gameLevel.QUEEN-1])
self.beeSprites.add(queen)
elif self.layout[y][x] == gameLevel.LARVA:
larva = Larva.Larva(center, sprites[gameLevel.LARVA-1])
self.beeSprites.add(larva)
#Rendering hornet and hive sprite
self.hornetSprite = pygame.sprite.RenderPlain((self.hornet))
self.hiveSprite = pygame.sprite.RenderPlain((self.hive))
def main(self):
#Call Menu loop
self.menu.menuLoop()
self.loadSprites(self.level)
self.background = pygame.Surface(self.screen.get_size())
self.background = self.background.convert()
self.background.fill((0,120,0))
self.treeSprites.draw(self.background)
#Main game loop
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#Handles event when player holds key down
elif event.type == KEYDOWN:
if (event.key == K_RIGHT
or event.key == K_LEFT
or event.key == K_UP
or event.key == K_DOWN):
self.hornet.keyDown(event.key)
#Only play sound when player hasn't finished level or hasn't been hit
if self.paused == 0 and self.hornet.getLevel() == 0 and self.hornet.hit == 0:
self.sound.play(-1)
#Handles event when player lets go of key
elif event.type == KEYUP:
if (event.key == K_RIGHT
or event.key == K_LEFT
or event.key == K_UP
or event.key == K_DOWN):
self.hornet.keyUp(event.key)
self.sound.stop()
#Pauses game only if level/game not completed or player is still alive
elif event.key == K_p:
if self.hornet.getLevel() == 0 and self.hornet.hit == 0:
if self.paused == 0:
self.paused = 1
elif self.paused == 1: self.paused = 0
#Calculating time for timer and formatting
totalSeconds = self.frameCount // self.frameRate
minutes = totalSeconds // 60
seconds = totalSeconds % 60
time = "TIME: {0:02}:{1:02}".format(minutes, seconds)
#Show text when game is paused
if self.paused == 1:
pausedText = self.font.render("Paused", True, (250,250,250))
pause_rect = pausedText.get_rect()
pause_x1 = self.screen.get_width() / 2 - pause_rect.width / 2
pause_y1 = self.screen.get_height() / 2 - pause_rect.height / 2
self.screen.blit(pausedText, [pause_x1, pause_y1])
#Run game while player is alive and level not complete
if self.hornet.hit == 0 and self.hornet.getLevel() == 0 and self.paused == 0 :
self.beeSprites.update(self.treeSprites, self.hive)
self.hornetSprite.update(self.treeSprites,self.beeSprites, self.hive)
self.screen.blit(self.background, (0,0))
#Shows current level number at the top of window
levelText = self.font.render('LEVEL: {0}'.format(self.level), True, (250, 250, 250))
levelTextX = levelText.get_rect(centerx = self.background.get_width() / 2)
self.screen.blit(levelText, levelTextX)
#Updating timer and displaying
timeOutput = self.font.render(time, True, (250,250,250))
self.screen.blit(timeOutput, (0,0))
self.frameCount += 1
self.timer.tick(self.frameRate)
self.hornetSprite.draw(self.screen)
self.beeSprites.draw(self.screen)
self.hiveSprite.draw(self.screen)
#If player reaches last level, show text, reset timer and restart game when player clicks mouse
elif self.hornet.getLevel() == 1 and self.level == 3:
completeText = self.font.render("GAME COMPLETE! {0} CLICK FOR MENU!".format(time), True, (250,250,250))
text_rect1 = completeText.get_rect()
text_x1 = self.screen.get_width() / 2 - text_rect1.width / 2
text_y1 = self.screen.get_height() / 2 - text_rect1.height / 2
self.screen.blit(completeText, [text_x1, text_y1])
if pygame.mouse.get_pressed()[0]:
totalSeconds = 0
self.frameCount = 0
self.screen.fill((0,120,0))
self.background.blit(self.screen, (0,0))
self.hornet.getLevel = 0
self.level -= 2
self.main()
self.treeSprites.draw(self.background)
#Else if player completes other levels, show text, reset timer and proceed to next level when player clicks mouse
elif self.hornet.getLevel() == 1:
completeText = self.font.render("LEVEL COMPLETE! {0} CLICK TO PROCEED!".format(time), True, (250,250,250))
text_rect1 = completeText.get_rect()
text_x1 = self.screen.get_width() / 2 - text_rect1.width / 2
text_y1 = self.screen.get_height() / 2 - text_rect1.height / 2
self.screen.blit(completeText, [text_x1, text_y1])
if pygame.mouse.get_pressed()[0] and (self.level+1) < 4:
totalSeconds = 0
self.frameCount = 0
self.screen.fill((0,120,0))
self.background.blit(self.screen, (0,0))
self.hornet.getLevel = 0
self.level += 1
self.loadSprites(self.level)
self.treeSprites.draw(self.background)
#If player dies, show text and reload level when player clicks mouse
elif self.hornet.hit == 1:
gameOver = self.font.render("GAME OVER. CLICK TO RESTART", True, (250,250,250))
text_rect = gameOver.get_rect()
text_x = self.screen.get_width() / 2 - text_rect.width / 2
text_y = self.screen.get_height() / 2 - text_rect.height / 2
self.screen.blit(gameOver, [text_x, text_y])
if pygame.mouse.get_pressed()[0]:
self.hornet.hit = 0
self.loadSprites(self.level)
pygame.display.flip()
if __name__ == "__main__":
MyGame = CaptureHoney()
MyGame.main()