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book_chapter3.example01.py
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book_chapter3.example01.py
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import time
import random
import pygame
import pygame.constants as c
score = 0
screenDimensions = pygame.Rect((0,0,400,60))
sprites = pygame.sprite.Group()
black = (0,0,0)
white = (255,255,255)
blue = (0,0,255)
red = (255,0,0)
class Monkey(pygame.sprite.Sprite):
def __init__(self):
self.stunTimeout = None
self.origVelocity = 2
self.velocity = 2
super(Monkey, self).__init__()
self.image = pygame.Surface((60,60))
self.rect = self.image.get_rect()
self.render(blue)
def render(self, color):
'''draw onto self.image the face of a monkey in the specified color'''
self.image.fill(color)
pygame.draw.circle(self.image, white, (10,10), 10, 2)
pygame.draw.circle(self.image, white, (50,10), 10, 2)
pygame.draw.circle(self.image, white, (30,60), 20, 2)
def attempt_punch(self, pos):
'''If the given position (pos) is inside the monkey's rect, the monkey
has been "punched". A successful punch will stun the monkey and increment
the global score. The monkey cannot be punched if he is already stunned
'''
if self.stunTimeout:
return # already stunned
if self.rect.collidepoint(pos):
# Argh! The punch intersected with my face!
self.stunTimeout = time.time() + 2 # 2 seconds from now
global score
score += 1
self.render(red)
def adjust_speed(self, multiplier):
if self.velocity > 0:
self.velocity = multiplier * self.origVelocity
if self.velocity < 0:
self.velocity = multiplier * -self.origVelocity
def update(self):
if self.stunTimeout:
# If stunned, the monkey doesn't move
if time.time() > self.stunTimeout:
self.stunTimeout = None
self.render(blue)
else:
# Move the monkey
self.rect.x += self.velocity
# Don't let the monkey run past the edge of the viewable area
if (self.rect.right > screenDimensions.right or
self.rect.left < screenDimensions.left):
self.velocity = -self.velocity
def init():
# Necessary Pygame set-up...
pygame.init()
clock = pygame.time.Clock()
displayImg = pygame.display.set_mode(screenDimensions.size)
monkey = Monkey()
sprites.add(monkey)
return (clock, displayImg)
def get_opponent_score():
time.sleep(random.random())
return score # just for pretend
def handle_events(clock):
monkeys = []
for sprite in sprites:
if isinstance(sprite, Monkey):
monkeys.append(sprite)
for event in pygame.event.get():
if event.type == c.QUIT:
return False
elif event.type == c.MOUSEBUTTONDOWN:
for monkey in monkeys:
monkey.attempt_punch(event.pos)
opponentScore = get_opponent_score()
difference = opponentScore - score
if difference > 0:
multiplier = 1.0 + difference/10.0
else:
multiplier = 1.0
for monkey in monkeys:
monkey.adjust_speed(multiplier)
clock.tick(60) # aim for 60 frames per second
for sprite in sprites:
sprite.update()
return True
def draw_to_display(displayImg):
displayImg.fill(black)
for sprite in sprites:
displayImg.blit(sprite.image, sprite.rect)
pygame.display.flip()
def main():
clock, displayImg = init()
keepGoing = True
while keepGoing:
keepGoing = handle_events(clock)
draw_to_display(displayImg)
if __name__ == '__main__':
main()