diff --git a/background.py b/background.py index 097a092..51c25ea 100644 --- a/background.py +++ b/background.py @@ -1,11 +1,14 @@ import pygame + + class Background: def __init__(self): self.sprite = pygame.image.load('data/gfx/bg.png') self.position = 0 - self.uncoloredSprite = pygame.image.load('data/gfx/bg.png') - def setSprite(self, tint): + self.uncoloredSprite = pygame.image.load('data/gfx/bg.png') + + def setSprite(self, tint): copy = self.uncoloredSprite.copy() - color = colorsys.hsv_to_rgb(tint,1,1) - copy.fill((color[0]*255, color[1]*255, color[2]*255), special_flags=pygame.BLEND_ADD) - self.sprite = copy \ No newline at end of file + color = colorsys.hsv_to_rgb(tint, 1, 1) + copy.fill((color[0] * 255, color[1] * 255, color[2] * 255), special_flags=pygame.BLEND_ADD) + self.sprite = copy diff --git a/bean.py b/bean.py index 5b212bb..ce81135 100644 --- a/bean.py +++ b/bean.py @@ -1,6 +1,8 @@ import pygame -class Bean: + + +class Bean: def __init__(self): self.sprite = pygame.image.load('data/gfx/bean.png') self.position = pygame.Vector2() - self.position.xy \ No newline at end of file + self.position.xy diff --git a/button.py b/button.py index ef92dfb..b89e471 100644 --- a/button.py +++ b/button.py @@ -1,7 +1,10 @@ import pygame + + class Button: def __init__(self): self.price = 3 - self.level = 1 + self.level = 1 + sprite = pygame.image.load('data/gfx/button.png') typeIndicatorSprite = pygame.image.load('data/gfx/null_indicator.png') diff --git a/main.py b/main.py index a4256fa..14678a2 100644 --- a/main.py +++ b/main.py @@ -1,18 +1,23 @@ -import pygame, sys, time, random, colorsys, math -from pygame.math import Vector2 +import colorsys +import math +import pygame +import random +import sys +import time from pygame.locals import * -from .player import Player -from .background import Background -from .button import Button -from .bean import Bean -from .utils import clamp -from .utils import checkCollisions + +from background import Background +from bean import Bean +from button import Button +from player import Player +from utils import checkCollisions +from utils import clamp def main(): pygame.init() # set the display - DISPLAY=pygame.display.set_mode((640,480),0,32) + DISPLAY = pygame.display.set_mode((640, 480), 0, 32) pygame.display.set_caption('Flappuccino') pygame.display.set_icon(Bean().sprite) # get fonts @@ -33,7 +38,7 @@ def main(): beanfx = pygame.mixer.Sound("data/sfx/bean.wav") deadfx = pygame.mixer.Sound("data/sfx/dead.wav") # colors - WHITE=(255,255,255) # constant + WHITE = (255, 255, 255) # constant # variables rotOffset = -5 # creating a new object player @@ -41,19 +46,22 @@ def main(): beans = [] buttons = [] # adding three buttons - for i in range(3): buttons.append(Button()) + for i in range(3): + buttons.append(Button()) # now simply loading images based off of indexes in the list buttons[0].typeIndicatorSprite = pygame.image.load('data/gfx/flap_indicator.png') - buttons[0].price = 5 + buttons[0].price = 5 buttons[1].typeIndicatorSprite = pygame.image.load('data/gfx/speed_indicator.png') - buttons[1].price = 5 + buttons[1].price = 5 buttons[2].typeIndicatorSprite = pygame.image.load('data/gfx/beanup_indicator.png') buttons[2].price = 30 # getting 5 beans - for i in range(5): beans.append(Bean()) + for i in range(5): + beans.append(Bean()) # now looping through the beans list for bean in beans: - bean.position.xy = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()), beans.index(bean)*-200 - player.position.y + bean.position.xy = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()), beans.index( + bean) * -200 - player.position.y # creating a list of backgrounds, with each index being an object bg = [Background(), Background(), Background()] # some variables that we need @@ -68,7 +76,7 @@ def main(): framerate = 60 last_time = time.time() splashScreenTimer = 0 - #splash screen + # splash screen # playing a sound pygame.mixer.Sound.play(flapfx) while splashScreenTimer < 100: @@ -80,20 +88,21 @@ def main(): for event in pygame.event.get(): # if the user clicks the button - if event.type==QUIT: + if event.type == QUIT: pygame.quit() sys.exit() DISPLAY.fill((231, 205, 183)) # fill the start message on the top of the game startMessage = font_small.render("POLYMARS", True, (171, 145, 123)) - DISPLAY.blit(startMessage, (DISPLAY.get_width()/2 - startMessage.get_width()/2, DISPLAY.get_height()/2 - startMessage.get_height()/2)) - + DISPLAY.blit(startMessage, (DISPLAY.get_width() / 2 - startMessage.get_width() / 2, + DISPLAY.get_height() / 2 - startMessage.get_height() / 2)) + # update display pygame.display.update() # wait for 10 seconds pygame.time.delay(10) - + titleScreen = True # title screen pygame.mixer.Sound.play(flapfx) @@ -102,7 +111,7 @@ def main(): dt *= 60 last_time = time.time() # get the position of the mouse - mouseX,mouseY = pygame.mouse.get_pos() + mouseX, mouseY = pygame.mouse.get_pos() # getting the keys pressed clicked = False keys = pygame.key.get_pressed() @@ -111,22 +120,24 @@ def main(): if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: clicked = True # if the player quits - if event.type==QUIT: + if event.type == QUIT: pygame.quit() sys.exit() # so the user clicked, and by any change the mouse's position was on the buttons - if (clicked and checkCollisions(mouseX, mouseY, 3, 3, DISPLAY.get_width()/2 - retry_button.get_width()/2, 288, retry_button.get_width(), retry_button.get_height())): + if (clicked and checkCollisions(mouseX, mouseY, 3, 3, DISPLAY.get_width() / 2 - retry_button.get_width() / 2, + 288, retry_button.get_width(), retry_button.get_height())): clicked = False pygame.mixer.Sound.play(upgradefx) titleScreen = False DISPLAY.fill(WHITE) - DISPLAY.blit(title_bg, (0,0)) - DISPLAY.blit(shadow, (0,0)) - DISPLAY.blit(logo, (DISPLAY.get_width()/2 - logo.get_width()/2, DISPLAY.get_height()/2 - logo.get_height()/2 + math.sin(time.time()*5)*5 - 25)) - DISPLAY.blit(retry_button, (DISPLAY.get_width()/2 - retry_button.get_width()/2, 288)) + DISPLAY.blit(title_bg, (0, 0)) + DISPLAY.blit(shadow, (0, 0)) + DISPLAY.blit(logo, (DISPLAY.get_width() / 2 - logo.get_width() / 2, + DISPLAY.get_height() / 2 - logo.get_height() / 2 + math.sin(time.time() * 5) * 5 - 25)) + DISPLAY.blit(retry_button, (DISPLAY.get_width() / 2 - retry_button.get_width() / 2, 288)) startMessage = font_small.render("START", True, (0, 0, 0)) - DISPLAY.blit(startMessage, (DISPLAY.get_width()/2 - startMessage.get_width()/2, 292)) + DISPLAY.blit(startMessage, (DISPLAY.get_width() / 2 - startMessage.get_width() / 2, 292)) pygame.display.update() pygame.time.delay(10) @@ -137,59 +148,62 @@ def main(): dt *= 60 last_time = time.time() # again, get the position - mouseX,mouseY = pygame.mouse.get_pos() + mouseX, mouseY = pygame.mouse.get_pos() jump = False clicked = False keys = pygame.key.get_pressed() # get events for event in pygame.event.get(): - if event.type==pygame.KEYDOWN and event.key==K_SPACE: + if event.type == pygame.KEYDOWN and event.key == K_SPACE: jump = True if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: clicked = True if clicked and mouseY < DISPLAY.get_height() - 90: jump = True - if event.type==QUIT: + if event.type == QUIT: pygame.quit() sys.exit() - - camOffset = -player.position.y + DISPLAY.get_height()/2 - player.currentSprite.get_size()[1]/2 - + + camOffset = -player.position.y + DISPLAY.get_height() / 2 - player.currentSprite.get_size()[1] / 2 + DISPLAY.fill(WHITE) for o in bg: - o.setSprite(((player.position.y/50) % 100) / 100) + o.setSprite(((player.position.y / 50) % 100) / 100) DISPLAY.blit(o.sprite, (0, o.position)) - color = colorsys.hsv_to_rgb(((player.position.y/50) % 100) / 100,0.5,0.5) - currentHeightMarker = font.render(str(height), True, (color[0]*255, color[1]*255, color[2]*255, 50 )) - DISPLAY.blit(currentHeightMarker, (DISPLAY.get_width()/2 - currentHeightMarker.get_width()/2, camOffset + round((player.position.y - startingHeight)/DISPLAY.get_height())*DISPLAY.get_height() + player.currentSprite.get_height() - 40)) - + color = colorsys.hsv_to_rgb(((player.position.y / 50) % 100) / 100, 0.5, 0.5) + currentHeightMarker = font.render(str(height), True, (color[0] * 255, color[1] * 255, color[2] * 255, 50)) + DISPLAY.blit(currentHeightMarker, (DISPLAY.get_width() / 2 - currentHeightMarker.get_width() / 2, + camOffset + round(( + player.position.y - startingHeight) / DISPLAY.get_height()) * DISPLAY.get_height() + player.currentSprite.get_height() - 40)) + for bean in beans: DISPLAY.blit(bean.sprite, (bean.position.x, bean.position.y + camOffset)) - - DISPLAY.blit(pygame.transform.rotate(player.currentSprite, clamp(player.velocity.y, -10, 5)*rotOffset), (player.position.x,player.position.y + camOffset)) + + DISPLAY.blit(pygame.transform.rotate(player.currentSprite, clamp(player.velocity.y, -10, 5) * rotOffset), + (player.position.x, player.position.y + camOffset)) DISPLAY.blit(shop_bg, (0, 0)) - pygame.draw.rect(DISPLAY,(81,48,20),(21,437,150*(health/100),25)) + pygame.draw.rect(DISPLAY, (81, 48, 20), (21, 437, 150 * (health / 100), 25)) DISPLAY.blit(shop, (0, 0)) - + for button in buttons: - DISPLAY.blit(button.sprite, (220 + (buttons.index(button)*125), 393)) - priceDisplay = font_small.render(str(button.price), True, (0,0,0)) - DISPLAY.blit(priceDisplay, (262 + (buttons.index(button)*125), 408)) - levelDisplay = font_20.render('Lvl. ' + str(button.level), True, (200,200,200)) - DISPLAY.blit(levelDisplay, (234 + (buttons.index(button)*125), 441)) - DISPLAY.blit(button.typeIndicatorSprite, (202 + (buttons.index(button)*125), 377)) - beanCountDisplay = font_small.render(str(beanCount).zfill(7), True, (0,0,0)) + DISPLAY.blit(button.sprite, (220 + (buttons.index(button) * 125), 393)) + priceDisplay = font_small.render(str(button.price), True, (0, 0, 0)) + DISPLAY.blit(priceDisplay, (262 + (buttons.index(button) * 125), 408)) + levelDisplay = font_20.render('Lvl. ' + str(button.level), True, (200, 200, 200)) + DISPLAY.blit(levelDisplay, (234 + (buttons.index(button) * 125), 441)) + DISPLAY.blit(button.typeIndicatorSprite, (202 + (buttons.index(button) * 125), 377)) + beanCountDisplay = font_small.render(str(beanCount).zfill(7), True, (0, 0, 0)) DISPLAY.blit(beanCountDisplay, (72, 394)) if dead: DISPLAY.blit(retry_button, (4, 4)) deathMessage = font_small.render("RETRY", True, (0, 0, 0)) DISPLAY.blit(deathMessage, (24, 8)) - - height = round(-(player.position.y - startingHeight)/DISPLAY.get_height()) - - player.position.x += player.velocity.x*dt + + height = round(-(player.position.y - startingHeight) / DISPLAY.get_height()) + + player.position.x += player.velocity.x * dt if player.position.x + player.currentSprite.get_size()[0] > 640: player.velocity.x = -abs(player.velocity.x) player.currentSprite = player.leftSprite @@ -201,20 +215,21 @@ def main(): if jump and not dead: player.velocity.y = -flapForce pygame.mixer.Sound.play(flapfx) - player.position.y += player.velocity.y*dt - player.velocity.y = clamp(player.velocity.y + player.acceleration*dt, -99999999999, 50) + player.position.y += player.velocity.y * dt + player.velocity.y = clamp(player.velocity.y + player.acceleration * dt, -99999999999, 50) - health -= 0.2*dt + health -= 0.2 * dt if health <= 0 and not dead: dead = True pygame.mixer.Sound.play(deadfx) - for bean in beans: if bean.position.y + camOffset + 90 > DISPLAY.get_height(): - bean.position.y -= DISPLAY.get_height()*2 + bean.position.y -= DISPLAY.get_height() * 2 bean.position.x = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()) - if (checkCollisions(player.position.x, player.position.y, player.currentSprite.get_width(), player.currentSprite.get_height(), bean.position.x, bean.position.y, bean.sprite.get_width(), bean.sprite.get_height())): + if (checkCollisions(player.position.x, player.position.y, player.currentSprite.get_width(), + player.currentSprite.get_height(), bean.position.x, bean.position.y, + bean.sprite.get_width(), bean.sprite.get_height())): dead = False pygame.mixer.Sound.play(beanfx) beanCount += 1 @@ -223,13 +238,14 @@ def main(): bean.position.x = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()) for button in buttons: - buttonX,buttonY = 220 + (buttons.index(button)*125), 393 - if clicked and not dead and checkCollisions(mouseX, mouseY, 3, 3, buttonX, buttonY, button.sprite.get_width(), button.sprite.get_height()): + buttonX, buttonY = 220 + (buttons.index(button) * 125), 393 + if clicked and not dead and checkCollisions(mouseX, mouseY, 3, 3, buttonX, buttonY, + button.sprite.get_width(), button.sprite.get_height()): if (beanCount >= button.price): pygame.mixer.Sound.play(upgradefx) button.level += 1 beanCount -= button.price - button.price = round(button.price*2.5) + button.price = round(button.price * 2.5) if (buttons.index(button) == 0): flapForce *= 1.5 if (buttons.index(button) == 1): @@ -239,9 +255,12 @@ def main(): beanMultiplier += 10 for i in range(beanMultiplier): beans.append(Bean()) - beans[-1].position.xy = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()), player.position.y - DISPLAY.get_height() - random.randrange(0, 200) - - if dead and clicked and checkCollisions(mouseX, mouseY, 3, 3, 4, 4, retry_button.get_width(), retry_button.get_height()): + beans[-1].position.xy = random.randrange(0, + DISPLAY.get_width() - bean.sprite.get_width()), \ + player.position.y - DISPLAY.get_height() - random.randrange(0, 200) + + if dead and clicked and checkCollisions(mouseX, mouseY, 3, 3, 4, 4, retry_button.get_width(), + retry_button.get_height()): health = 100 player.velocity.xy = 3, 0 player.position.xy = 295, 100 @@ -251,27 +270,30 @@ def main(): flapForce = 3 beanMultiplier = 5 buttons = [] - for i in range(3): buttons.append(Button()) + for i in range(3): + buttons.append(Button()) buttons[0].typeIndicatorSprite = pygame.image.load('data/gfx/flap_indicator.png') - buttons[0].price = 5 + buttons[0].price = 5 buttons[1].typeIndicatorSprite = pygame.image.load('data/gfx/speed_indicator.png') - buttons[1].price = 5 + buttons[1].price = 5 buttons[2].typeIndicatorSprite = pygame.image.load('data/gfx/beanup_indicator.png') buttons[2].price = 30 beans = [] - for i in range(5): beans.append(Bean()) + for i in range(5): + beans.append(Bean()) for bean in beans: - bean.position.xy = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()), beans.index(bean)*-200 - player.position.y + bean.position.xy = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()), beans.index( + bean) * -200 - player.position.y pygame.mixer.Sound.play(upgradefx) - dead = False + dead = False - - bg[0].position = camOffset + round(player.position.y/DISPLAY.get_height())*DISPLAY.get_height() - bg[1].position = bg[0].position + DISPLAY.get_height() + bg[0].position = camOffset + round(player.position.y / DISPLAY.get_height()) * DISPLAY.get_height() + bg[1].position = bg[0].position + DISPLAY.get_height() bg[2].position = bg[0].position - DISPLAY.get_height() - + pygame.display.update() pygame.time.delay(10) + if __name__ == "__main__": main() diff --git a/player.py b/player.py index 3f4f819..591290a 100644 --- a/player.py +++ b/player.py @@ -1,5 +1,6 @@ import pygame + class Player: position = pygame.Vector2() position.xy = 295, 100 @@ -8,4 +9,4 @@ class Player: acceleration = 0.1 rightSprite = pygame.image.load('data/gfx/player.png') leftSprite = pygame.transform.flip(rightSprite, True, False) - currentSprite = rightSprite \ No newline at end of file + currentSprite = rightSprite diff --git a/utils.py b/utils.py index dad03a7..90348af 100644 --- a/utils.py +++ b/utils.py @@ -5,5 +5,6 @@ def clamp(value, min, max): return max return value + def checkCollisions(a_x, a_y, a_width, a_height, b_x, b_y, b_width, b_height): return (a_x + a_width > b_x) and (a_x < b_x + b_width) and (a_y + a_height > b_y) and (a_y < b_y + b_height)