/
game.py
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game.py
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""" Gameplay logic
"""
import copy
import pygame
from actors import Wall
from params import SCREEN_HEIGTH
from utils import (
rgb,
get_block_size,
load_level,
play_sound,
draw_grid,
)
from levels import LEVELS, LEVEL_TIMER
from scene import SceneBase, TransitionScene, WinScene
class GameScene(SceneBase):
""" Gameplay """
def __init__(self, screen, level):
SceneBase.__init__(self, screen)
self.level = level
self.labyrinth = LEVELS[level]
self.max_time = LEVEL_TIMER[level]
self.start_ticks = pygame.time.get_ticks() # starter tick
self.seconds = 0
self.seconds_win = None
self.seconds_left = int(self.max_time - self.seconds)
self.beep_at_seconds_left = 5
self.walls, self.end_rect, self.blocks = load_level(self.labyrinth)
self.blocks.sort(key=lambda x: x.number_id)
# old_blocks will store the previous position of blocks before moving
# so we can know which parts of the screen render we want to refresh
self.old_blocks = copy.deepcopy(self.blocks)
self.selected_block = 0 # Which is block number 1
self.block_size = get_block_size(self.labyrinth)
self.rendered_once = False
### Asset preloading
self.number_font = pygame.font.Font("resources/fonts/Retro.ttf", 35)
self.timer_font = pygame.font.Font("resources/fonts/Retro.ttf", 40)
self.end_image = pygame.image.load("resources/images/end_block2.png").convert()
self.end_image = pygame.transform.scale(self.end_image, (self.block_size))
self.wall_image = pygame.image.load("resources/images/wall_neon.png").convert()
self.wall_image = pygame.transform.scale(self.wall_image, (self.block_size))
# UserBlock selected
self.block_standing = pygame.image.load(
"resources/images/block_selected_static.png"
).convert()
self.block_standing = pygame.transform.scale(
self.block_standing, (self.block_size)
)
self.block_moving = pygame.image.load(
"resources/images/block_selected_direction.png"
).convert()
self.block_up = pygame.transform.scale(self.block_moving, (self.block_size))
self.block_left = pygame.transform.rotate(self.block_moving, 90)
self.block_left = pygame.transform.scale(self.block_left, (self.block_size))
self.block_down = pygame.transform.rotate(self.block_moving, 180)
self.block_down = pygame.transform.scale(self.block_down, (self.block_size))
self.block_right = pygame.transform.rotate(self.block_moving, 270)
self.block_right = pygame.transform.scale(self.block_right, (self.block_size))
# UserBlock unselected
self.block_unselected_standing = pygame.image.load(
"resources/images/block_unselected_static.png"
).convert()
self.block_unselected_standing = pygame.transform.scale(
self.block_unselected_standing, (self.block_size)
)
self.block_unselected_moving = pygame.image.load(
"resources/images/block_unselected_direction.png"
).convert()
self.block_unselected_up = pygame.transform.scale(
self.block_unselected_moving, (self.block_size)
)
self.block_unselected_left = pygame.transform.rotate(
self.block_unselected_moving, 90
)
self.block_unselected_left = pygame.transform.scale(
self.block_unselected_left, (self.block_size)
)
self.block_unselected_down = pygame.transform.rotate(
self.block_unselected_moving, 180
)
self.block_unselected_down = pygame.transform.scale(
self.block_unselected_down, (self.block_size)
)
self.block_unselected_right = pygame.transform.rotate(
self.block_unselected_moving, 270
)
self.block_unselected_right = pygame.transform.scale(
self.block_unselected_right, (self.block_size)
)
###
def process_input(self, events, pressed_keys):
if pressed_keys[pygame.K_r]:
self.switch_to_scene(TransitionScene(self.screen, self.level))
if pressed_keys[pygame.K_1]:
self.selected_block = 0
elif pressed_keys[pygame.K_2] and len(self.blocks) > 1:
self.selected_block = 1
elif pressed_keys[pygame.K_3] and len(self.blocks) > 2:
self.selected_block = 2
if pressed_keys[pygame.K_LEFT]:
self.blocks[self.selected_block].new_direction = "left"
elif pressed_keys[pygame.K_RIGHT]:
self.blocks[self.selected_block].new_direction = "right"
elif pressed_keys[pygame.K_UP]:
self.blocks[self.selected_block].new_direction = "up"
elif pressed_keys[pygame.K_DOWN]:
self.blocks[self.selected_block].new_direction = "down"
def update(self):
# make a copy of the list and its objects before moving
self.old_blocks = copy.deepcopy(self.blocks)
for block in self.blocks:
block.move(self.blocks, self.walls)
if block.rect.colliderect(self.end_rect):
# Wait a bit before switching to new level
# just to make the collision with the end blockless rude
if self.seconds_win is None:
self.seconds_win = pygame.time.get_ticks() # starter tick
else:
if (pygame.time.get_ticks() - self.seconds_win) / 1000 > 0.2:
if len(LEVELS) > self.level + 1:
self.switch_to_scene(
TransitionScene(self.screen, self.level + 1)
)
else:
self.switch_to_scene(WinScene(self.screen))
# raise SystemExit("You have passed all levels!")
# calculate how many seconds have passed since the scene started
self.seconds = (pygame.time.get_ticks() - self.start_ticks) / 1000
if self.seconds > self.max_time:
# if time runs out, reset to the same level
self.switch_to_scene(TransitionScene(self.screen, self.level))
self.seconds_left = int(self.max_time - self.seconds)
if self.seconds_left == self.beep_at_seconds_left:
play_sound("resources/sounds/beep.wav")
self.beep_at_seconds_left -= 1
def render_once(self):
self.screen.fill(rgb("black"))
for wall in self.walls:
self.screen.blit(self.wall_image, wall.rect)
self.screen.blit(self.end_image, self.end_rect)
draw_grid(self.screen, len(self.labyrinth[0]), len(self.labyrinth), "darkgray")
pygame.display.update()
def render(self):
if not self.rendered_once:
self.render_once()
self.rendered_once = True
rects_to_draw = []
for block in self.old_blocks:
rects_to_draw.append(
pygame.draw.rect(self.screen, rgb("black"), block.rect)
)
draw_grid(self.screen, len(self.labyrinth[0]), len(self.labyrinth), "darkgray")
for i, block in enumerate(self.blocks):
if i == self.selected_block:
if block.new_direction == "left":
selected_rect = self.screen.blit(self.block_left, block.rect)
elif block.new_direction == "right":
selected_rect = self.screen.blit(self.block_right, block.rect)
elif block.new_direction == "down":
selected_rect = self.screen.blit(self.block_down, block.rect)
elif block.new_direction == "up":
selected_rect = self.screen.blit(self.block_up, block.rect)
else:
selected_rect = self.screen.blit(self.block_standing, block.rect)
else:
if block.new_direction == "left":
selected_rect = self.screen.blit(
self.block_unselected_left, block.rect
)
elif block.new_direction == "right":
selected_rect = self.screen.blit(
self.block_unselected_right, block.rect
)
elif block.new_direction == "down":
selected_rect = self.screen.blit(
self.block_unselected_down, block.rect
)
elif block.new_direction == "up":
selected_rect = self.screen.blit(
self.block_unselected_up, block.rect
)
else:
selected_rect = self.screen.blit(
self.block_unselected_standing, block.rect
)
rects_to_draw.append(selected_rect)
number = self.number_font.render(str(block.number_id), 0, rgb("lightgreen"))
# This rect should be inside the Userblock rect
# so there is no need to put it in the rects to draw
self.screen.blit(
number,
(
block.rect.x + (self.block_size[0] / 2 - number.get_width() / 2),
block.rect.y + (self.block_size[1] / 2 - number.get_height() / 2),
),
)
bottom_left_wall = Wall(
(0, SCREEN_HEIGTH - self.block_size[1]),
self.block_size[0],
self.block_size[1],
)
rects_to_draw.append(self.screen.blit(self.wall_image, bottom_left_wall.rect))
timer = self.timer_font.render(str(self.seconds_left), 0, rgb("yellow"))
rects_to_draw.append(
self.screen.blit(
timer,
(
self.block_size[0] / 2 - (timer.get_width() / 2),
SCREEN_HEIGTH - self.block_size[1] + timer.get_height() / 2,
),
)
)
pygame.display.update(rects_to_draw)