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game_view.py
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game_view.py
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import cocos
import random
import pyglet
from cocos.director import director
from pyglet.window import mouse
moneyCount = 10000 #Displays current money
currentBet = 1000 #Current Betting Amount
doorSelect = -1 # Player selected door (1-3)
doorCorrect = 0 # Randomized Correct Door (1-3)
doorPos= [(0,0),(320,400), (640,400), (960,400)] #Locations of door, 0 is error
doubleCounter = 1 #Exponent of 2 (2^doubleCounter)
def on_newGame(self):
global doorCorrect
global doorSelect
global moneyCount
global currentBet
if moneyCount < currentBet:
currentBet = moneyCount
print("Current money is less than bet")
if moneyCount <= 0: #Lose
print("Lost")
lose_scene = cocos.scene.Scene()
menu_layer = RestartMenu()
label_layer = LoseLabel()
lose_scene.add(menu_layer)
lose_scene.add(label_layer)
return lose_scene
elif moneyCount >= 1000000: #Win
print("Win")
win_scene = cocos.scene.Scene()
menu_layer = RestartMenu()
label_layer = WinLabel()
win_scene.add(menu_layer)
win_scene.add(label_layer)
return win_scene
else:
scene = cocos.scene.Scene()
doorCorrect = random.randint(1,3)
#Debugging correct door.
# print (str(doorCorrect))
doorSelect = 0 #initializes selection
money1 = MoneyCounter()
bet1 = Bet_Button()
sprite1 = Sprite_Door(1)
sprite1.spr.position = doorPos[1]
sprite1.spr.num = 1
sprite2 = Sprite_Door(1)
sprite2.spr.position = doorPos[2]
sprite2.spr.num = 2
sprite3 = Sprite_Door(1)
sprite3.spr.position = doorPos[3]
sprite3.spr.num = 3
scene.add(sprite1)
scene.add(sprite2)
scene.add(sprite3)
scene.add(money1)
scene.add(bet1)
return scene
class MoneyCounter(cocos.layer.Layer):
def __init__(self):
super().__init__()
moneyString = "$" + str(moneyCount)
label = cocos.text.Label(moneyString, font_name ="Times New Roman", font_size=32, anchor_x ="center", anchor_y="center")
label.position = (640,200)
self.add(label)
doubleString = "Current Double-Downs: " + str(doubleCounter) + " times"
label2 = cocos.text.Label(doubleString, font_name ="Times New Roman", font_size=32, anchor_x ="center", anchor_y="center")
label2.position = (640, 100)
self.add(label2)
betString = "Bet Money: $" + str(currentBet)
label3 = cocos.text.Label(betString, font_name = "Times New Roman", font_size=32, anchor_x="center", anchor_y="center")
label3.position = (640,675)
self.add(label3)
class textConfirm(cocos.layer.Layer):
def __init__(self):
super().__init__()
confirmLabel = "One of the false doors have been removed, do you want pick the other door?"
label = cocos.text.Label(confirmLabel, font_name = "Times New Roman", font_size=16, anchor_x="center", anchor_y="center")
label.position = (650,540)
self.add(label)
class Sprite_Door(cocos.layer.Layer):
is_event_handler = True #allows for mouse operations
def __init__(self,selectable): #selectable is 1 for true, 0 for false
self.selectable = selectable
super().__init__()
self.spr = cocos.sprite.Sprite("resources/Door.png")
self.add(self.spr,0,"door")
self.num = 0
def on_mouse_press(self,x,y, button, modifiers):
global doorSelect
if button & mouse.LEFT & self.selectable == 1:
if self.get("door").contains(x,y):
print("Clicked door: " + str(self.spr.num))
doorSelect = self.spr.num
print("Selected a door")
if doorSelect == doorCorrect:
idoorList = [1,2,3]
idoorList.remove(doorCorrect)
falseDoor = random.choice(idoorList) #Randomized false door
doorList = [doorCorrect, falseDoor]
else: #picked the wrong door
doorList = [doorCorrect, doorSelect]
#Build next scene
confirm_Layer = cocos.scene.Scene()
if 1 in doorList:
sprite1 = Sprite_Door(0)
sprite1.spr.position = doorPos[1]
sprite1.spr.num = 1
confirm_Layer.add(sprite1)
if 2 in doorList:
sprite2 = Sprite_Door(0)
sprite2.spr.position = doorPos[2]
sprite2.spr.num = 2
confirm_Layer.add(sprite2)
if 3 in doorList:
sprite3 = Sprite_Door(0)
sprite3.spr.position = doorPos[3]
sprite3.spr.num = 3
confirm_Layer.add(sprite3)
sprite4 = Door_Select()
sprite4.spr.position = doorPos[doorSelect]
confirm_Layer.add(sprite4)
confirmScene = Confirmation(doorList)
textScene = textConfirm()
confirm_Layer.add(confirmScene)
confirm_Layer.add(textScene)
director.pop()
director.push(confirm_Layer)
class Confirmation(cocos.menu.Menu):
def __init__(self, dlist):
super().__init__("Confirmation Menu")
self.dlist = dlist
items = []
items.append (cocos.menu.MenuItem("Yes", self.on_yes))
items[0].y = -100
items.append (cocos.menu.MenuItem("No", self.on_no))
items[1].y = -200
self.create_menu(items, cocos.menu.shake(), cocos.menu.shake_back() )
def on_yes(self):
global doorSelect
print("yes")
self.dlist.remove(doorSelect)
doorSelect = self.dlist[0]
if doorSelect == doorCorrect:
self.correct()
else:
self.incorrect()
def on_no(self):
print("no")
if doorSelect == doorCorrect:
self.correct()
else:
self.incorrect()
def correct(self):
double_Layer = cocos.scene.Scene()
print("correct choice")
sprite1= True_Door()
sprite1.spr.position = doorPos[doorSelect]
double_Layer.add(sprite1)
DoubleMenuScene = DoubleDownMenu()
DoubleDownScene = DoubleDown()
double_Layer.add(DoubleMenuScene)
double_Layer.add(DoubleDownScene)
director.pop()
director.push(double_Layer)
def incorrect(self):
print("wrong choice")
wrong_Layer= cocos.scene.Scene()
sprite1=False_Door()
sprite1.spr.position = doorPos[doorSelect]
wrong_Layer.add(sprite1)
sprite2=Door_Select()
sprite2.spr.position= doorPos[doorSelect]
wrong_Layer.add(sprite2)
sprite3=WrongChoice()
wrong_Layer.add(sprite3)
sprite4=WrongMenu()
wrong_Layer.add(sprite4)
director.pop()
director.push(wrong_Layer)
class True_Door(cocos.layer.Layer):
def __init__(self):
super().__init__()
self.spr = cocos.sprite.Sprite("resources/TrueDoor.png")
self.spr.position = (0,0)
self.add(self.spr)
class False_Door(cocos.layer.Layer):
def __init__(self):
super().__init__()
self.spr = cocos.sprite.Sprite("resources/FalseDoor.png")
self.spr.position = (0,0)
self.add(self.spr)
class Door_Select(cocos.layer.Layer):
def __init__(self):
super().__init__()
self.spr = cocos.sprite.Sprite("resources/DoorSelect.png")
self.spr.position = (0,0)
self.add(self.spr)
class DoubleDown(cocos.layer.Layer):
def __init__(self):
super().__init__()
confirmLabel = "Would you like to double down?"
label = cocos.text.Label(confirmLabel, font_name = "Times New Roman", font_size=16, anchor_x="center", anchor_y="center")
label.position = (650,540)
self.add(label)
class DoubleDownMenu(cocos.menu.Menu):
def __init__(self):
super().__init__("Double Down Menu")
items = []
items.append (cocos.menu.MenuItem("Yes", self.on_dyes))
items[0].y = -100
items.append (cocos.menu.MenuItem("No", self.on_dno))
items[1].y = -200
self.create_menu(items, cocos.menu.shake(), cocos.menu.shake_back() )
def on_dyes(self):
global doubleCounter
doubleCounter +=1
director.pop()
director.push(on_newGame(self))
def on_dno(self):
global doubleCounter
global currentBet
global moneyCount
moneyCount += currentBet * (2 ** doubleCounter)
doubleCounter = 1 #resets counter
director.pop()
director.push(on_newGame(self))
class WrongChoice(cocos.layer.Layer):
def __init__(self):
super().__init__()
loseMoney = "You lost $" + str(currentBet) #Lose bet
label = cocos.text.Label (loseMoney, font_name="Times New Roman", font_size=16, anchor_x="center", anchor_y="center")
label.position = (650,540)
self.add(label)
class WrongMenu(cocos.menu.Menu):
def __init__(self):
super().__init__("Incorrect Choice")
items =[]
items.append (cocos.menu.MenuItem("OK", self.on_ok))
items[0].y = -200
self.create_menu(items)
def on_ok(self):
global doubleCounter
global moneyCount
moneyCount -= currentBet # Lose bet but not double downed money
doubleCounter = 1 #reset double down
director.pop()
director.push(on_newGame(self))
class BetMoney(cocos.layer.Layer):
is_event_handler = True
def __init__(self):
super().__init__()
label = cocos.text.Label("Input Betting Amount (Press Enter to continue): ", font_name="Times New Roman", font_size = 16, anchor_x="center", anchor_y="center")
label.position = (640,360)
self.add(label)
label2 = cocos.text.Label("Raw Positive Integers only!", font_name="Times New Roman", font_size = 16, anchor_x="center", anchor_y="center")
label2.position = (640, 460)
self.add(label2)
label3 = cocos.text.Label("You cannot bet more than your current amount!", font_name="Times New Roman", font_size=16, anchor_x="center", anchor_y="center")
label3.position = (640, 560)
self.add(label3)
self.text = cocos.text.Label("", x=640, y=260)
self.keys_pressed = ""
self.update_text()
self.add(self.text)
def update_text(self):
self.text.element.text = self.keys_pressed
def on_key_press(self, key,modifiers):
print(key)
global currentBet
if key == pyglet.window.key.ENTER:
print ("You Entered: {}".format(self.keys_pressed))
if(int(self.keys_pressed) <= moneyCount):
currentBet = int(self.keys_pressed)
else:
print("Invalid Entry")
currentBet = 1000
director.pop()
director.push(on_newGame(self))
else:
kk = pyglet.window.key.symbol_string(key)
if kk == "BACKSPACE":
self.keys_pressed = self.keys_pressed[:-1]
else:
kk = kk[1:] #Removes the _ from the raw input...
self.keys_pressed = self.keys_pressed + kk
self.update_text()
class Bet_Button(cocos.layer.Layer):
is_event_handler = True
def __init__(self):
super().__init__()
self.spr = cocos.sprite.Sprite("resources/BetButton.png")
self.spr.position = (640,600)
self.add(self.spr,0,"bet")
def on_mouse_press(self,x,y, button, modifiers):
if button & mouse.LEFT:
if self.get("bet").contains(x,y):
bet_scene = cocos.scene.Scene()
bet_layer= BetMoney()
bet_scene.add(bet_layer)
director.pop()
director.push(bet_scene)
class LoseLabel(cocos.layer.Layer):
def __init__(self):
super().__init__()
label = cocos.text.Label("You have lost all your money! You lose!", font_name= "Times New Roman",font_size = 32, anchor_x="center", anchor_y="center" )
label.position = 640,460
self.add(label)
class WinLabel(cocos.layer.Layer):
def __init__(self):
super().__init__()
label1 = cocos.text.Label("You are now a millionaire! You win!", font_name = "Times New Roman", font_size = 32, anchor_x="center", anchor_y="center")
label1.position = 640,460
self.add(label1)
class RestartMenu(cocos.menu.Menu):
def __init__(self):
super().__init__("Restart Menu")
items = []
items.append(cocos.menu.MenuItem("Restart", self.on_restart))
items[0].y = -100
items.append(cocos.menu.MenuItem("Quit", self.on_quit))
items[1].y = -200
self.create_menu(items, cocos.menu.shake(), cocos.menu.shake_back() )
def on_restart(self): #set global variables to default
global doubleCounter
global moneyCount
global currentBet
global doorSelect
global doorCorrect
moneyCount = 10000
currentBet = 1000
doubleCounter = 1
doorSelect = -1
doorCorrect = 0
director.pop()
director.push(on_newGame(self))
def on_quit(self):
director.window.close()