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N-asteroids(temp).py
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#-------------------------------------------------------------------------------
# Name: N-asteroids
# Purpose:
#
# Author: Gabriel
#
# Created: 12/07/2014
# Copyright: (c) Gabriel 2014
# Licence: <your licence>
#-------------------------------------------------------------------------------
import os
import sys
import random
import math
import csv
import datetime
import pygame
from pygame.locals import *
pygame.init()
WIDTH = 1200
HEIGHT = 850
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
# cria o clock
clock = pygame.time.Clock()
# inicializa screen
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("N-asteroids")
# carrega imagens
SPRITESHEET = {}
SPRITESHEET["normal"] = {"logo": pygame.image.load(os.path.join("image", "logo.png")),
"background": pygame.image.load(os.path.join("image", "background.png")),
"infobar": pygame.image.load(os.path.join("image", "infobar.png")),
"asteroid": pygame.image.load(os.path.join("image", "asteroid.png")),
"item": pygame.image.load(os.path.join("image", "item.png")),
"ship": pygame.image.load(os.path.join("image", "ship.png")),
"explosion": pygame.image.load(os.path.join("image", "explosion.png"))}
SPRITESHEET["vintage"] = {"logo": pygame.image.load(os.path.join("image", "logo_vin.png")),
"background": pygame.image.load(os.path.join("image", "background.png")),
"infobar": pygame.image.load(os.path.join("image", "infobar_vin.png")),
"asteroid": pygame.image.load(os.path.join("image", "asteroid_vin.png")),
"item": pygame.image.load(os.path.join("image", "item_vin.png")),
"ship": pygame.image.load(os.path.join("image", "ship_vin.png")),
"explosion": pygame.image.load(os.path.join("image", "explosion_vin.png"))}
# carrega fontes
small_font = pygame.font.Font("font/HANGAR_flat.ttf", 20)
large_font = pygame.font.Font("font/HANGAR_flat.ttf", 40)
super_large_font = pygame.font.Font("font/HANGAR_flat.ttf", 60)
def play_sound(sound, loops=-1):
pygame.mixer.music.stop()
pygame.mixer.music.load("sound/{}".format(sound))
pygame.mixer.music.play(loops)
class Zone(pygame.sprite.Group):
"""
row [int]: numero da linha onde esta a zona
dimension [tuple]: dimensoes em tiles da zone
level [int]: numero do nivel de risco
level_info: asteroid density, item density, score, level name
finishing [bool]: indica se a zona pode ser deletada
"""
sprite_size = (50, 50) # TODO: remover esse atributo e talvez colocar como global
level_info = ((0.07, 0.05, 100, "very_low"),
(0.12, 0.05, 200, "low"),
(0.16, 0.05, 300, "moderate"),
(0.18, 0.05, 400, "high"),
(0.22, 0.05, 500, "very_high"))
def __init__(self, style, row, dimension, level):
super(self.__class__, self).__init__()
self.dimension = dimension
self.level = level
self.asteroid_density = Zone.level_info[level][0]
self.item_density = Zone.level_info[level][1]
self.score = Zone.level_info[level][2]
self.level_name = Zone.level_info[level][3]
pos = (WIDTH, row * self.dimension[1] * self.sprite_size[1])
dim = (dimension[0] * self.sprite_size[0], dimension[1] * self.sprite_size[1])
self.rect = Rect(pos, dim)
self.fill(style)
def fill(self, style):
asteroid_num = int(self.asteroid_density * self.dimension[0] * self.dimension[1])
item_num = int(self.item_density * self.dimension[0] * self.dimension[1])
assert item_num > 0, "item_num == 0. Redefinir densidade de itens."
pos_set = set()
while len(pos_set) < asteroid_num + item_num:
pos_set.add((random.randrange(0, self.dimension[0]),
random.randrange(0, self.dimension[1])))
for i in range(asteroid_num):
tile_pos = pos_set.pop()
pos = (self.rect.x + tile_pos[0] * self.sprite_size[0],
self.rect.y + tile_pos[1] * self.sprite_size[1])
self.add(Object(style, "asteroid", pos))
for i in range(item_num):
tile_pos = pos_set.pop()
pos = (self.rect.x + tile_pos[0] * self.sprite_size[0],
self.rect.y + tile_pos[1] * self.sprite_size[1])
self.add(Object(style, "item", pos, self.level))
#TODO: remover esse metodo (SOMENTE PARA DEBUG)
def draw(self, surface, debug=False):
## super(self.__class__, self).draw(surface)
for sprite in self.sprites():
sprite.draw(surface, debug)
if debug:
pygame.draw.rect(surface, (255,0,0), self.rect, 1)
def update(self, speed, deltat):
self.rect.move_ip(speed * deltat, 0)
super(self.__class__, self).update(speed, deltat)
class Object(pygame.sprite.Sprite):
size = (50, 50)
def __init__(self, style, kind, pos, current_sprite=0):
pygame.sprite.Sprite.__init__(self)
self.kind = kind
self.rect = Rect(pos, self.size)
self.sheet = SPRITESHEET[style][kind]
self.image = pygame.Surface(self.size, pygame.SRCALPHA, 32).convert_alpha()
self.sprites_num = self.sheet.get_width() // self.size[0]
if kind == "asteroid":
self.current_sprite = random.randrange(0, self.sprites_num)
else:
self.current_sprite = current_sprite
self.image.blit(self.sheet, (0, 0), (self.size[0] * self.current_sprite,
0, self.size[0], self.size[1]))
self.radius = 28
def draw(self, surface, debug=False):
surface.blit(self.image, self.rect.topleft)
if debug:
pygame.draw.circle(surface, (255,0,255), self.rect.center, self.radius, 1)
def update(self, speed, deltat):
self.rect.move_ip(speed * deltat, 0)
class Spaceship(pygame.sprite.Sprite):
size = (50, 30)
def __init__(self, style, pos, current_sprite=0):
pygame.sprite.Sprite.__init__(self)
self.rect = Rect(pos, self.size)
self.current_sprite = current_sprite
self.sheet = SPRITESHEET[style]["ship"]
self.image = pygame.Surface(self.size, pygame.SRCALPHA, 32).convert_alpha()
self.sprites_num = self.sheet.get_width() // self.size[0]
self.image.blit(self.sheet, (0, 0), (self.size[0] * self.current_sprite,
0, self.size[0], self.size[1]))
self.radius = 20
self.destiny = self.rect.centery
self.set_move_func(0, 0)
def set_move_func(self, t0, increment):
self.destiny += increment * 50
self.move = lambda t: self.rect.centery + \
int((self.destiny-self.rect.centery) * \
(1.0-round(math.exp(-4*(t-t0)), 1)))
def draw(self, surface, debug=False):
self.image = pygame.Surface(self.size, pygame.SRCALPHA, 32).convert_alpha()
self.image.blit(self.sheet, (0, 0), (self.size[0] * self.current_sprite,
0, self.size[0], self.size[1]))
surface.blit(self.image, self.rect.topleft)
if debug:
pygame.draw.circle(surface, (0,255,0), self.rect.center, self.radius, 1)
def update(self, playtime):
self.rect.centery = self.move(playtime)
class Explosion(pygame.sprite.Sprite):
size = (50, 50)
def __init__(self, style, pos, timeframe=0.1, current_sprite=0):
pygame.sprite.Sprite.__init__(self)
self.rect = Rect(pos, self.size)
self.timeframe = timeframe #tempo por frame
self.current_sprite = current_sprite
self.time_counter = 0
self.sheet = SPRITESHEET[style]["explosion"]
self.image = pygame.Surface(self.size, pygame.SRCALPHA, 32).convert_alpha()
self.sprites_num = self.sheet.get_width() // self.size[0]
def draw(self, surface):
surface.blit(self.image, self.rect.topleft)
def update(self, speed, deltat):
if self.time_counter > self.timeframe:
self.current_sprite += 1
self.time_counter = 0
self.image = pygame.Surface(self.size, pygame.SRCALPHA, 32).convert_alpha()
self.image.blit(self.sheet, (0, 0), (self.size[0] * self.current_sprite,
0, self.size[0], self.size[1]))
if self.current_sprite >= self.sprites_num:
self.kill() #nesse caso mata o sprite, mas poderia ciclar a animacao
self.time_counter += deltat
self.rect.move_ip(speed * deltat, 0)
class Game():
"""
0 modo contagem (5 segundos)
1 modo tutorial;
2 modo jogo;
"""
FPS = 50 # maximo frames por segundo
INITIAL_SPEED = -200 #velocidade inicial
WAIT_TIME = 300 #tempo de repouso)
TUTORIAL_TIME = 60 #tempo de jogo para tutorial
GAME_TIME = 60 # tempo de jogo (duas densidades)
SPEED_INTERVAL = 15 # intervalo para nova velocidade
def __init__(self):
self.style = "vintage"
self.set_images()
self.game_mode = 0
self.zones = []
self.spaceship = Spaceship(self.style, (150, 10+300))
self.explosions = pygame.sprite.Group()
##self.stars = pygame.sprite.Group() #background
self.background_pos = 0
self.zone_dim = (16, 16)
self.rows = 1
try:
os.mkdir("experiments")
except:
pass
# modifica as imagens base do jogo
def set_images(self):
self.logo = SPRITESHEET[self.style]["logo"]
self.background = SPRITESHEET[self.style]["background"]
self.infobar = SPRITESHEET[self.style]["infobar"]
# adiciona e remove zonas
def manage_zones(self):
rows = self.rows
if len(self.zones) == 0 or self.zones[-1][0].rect.right <= WIDTH:
self.zones.append([Zone(self.style, row, self.zone_dim, row) for row in range(rows)])
if self.zones[0][0].rect.right < 0:
self.zones.pop(0)
# verifica qual zona a nave esta
def detect_zone(self):
for zone in [row for column in self.zones[:2] for row in column]:
if zone.rect.collidepoint(self.spaceship.rect.center):
return zone
# desenha o fundo
def manage_background(self, surface, deltat):
self.background_pos += (self.INITIAL_SPEED/2) * deltat
if self.background_pos < - WIDTH:
self.background_pos = 0
surface.blit(background, (self.background_pos, 0))
surface.blit(background, (WIDTH + self.background_pos, 0))
# detecta colisao por regioes circulares
def spaceship_collision(self, current_zone):
for sprite in current_zone:
if pygame.sprite.collide_circle(self.spaceship, sprite):
return sprite
# reseta parametros
def reset(self):
self.playtime = 0 # tempo jogado por partida
self.second = 1 # contador de segundos (regressivo)
self.penalty = False # estado de penalidade
self.penaltytime = 0 # contador de tempo da penalidade (3 segundos)
self.total_score = 0 # pontuacao total
def start(self, DEBUG=False):
directory = os.path.join("experiments",
"{:%Y-%b-%d %H-%M-%S}".format(datetime.datetime.now()))
os.mkdir(directory)
log_tutorial = open("{}/tutorial.csv".format(directory), "w")
tutorial_writer = csv.writer(log_tutorial)
tutorial_writer.writerow(["time", "risklevel", "score", "speed"])
log_game = open("{}/game.csv".format(directory), "w")
game_writer = csv.writer(log_game)
game_writer.writerow(["time", "risklevel", "score", "speed"])
self.playtime = 0 # tempo jogado por partida
self.second = 1 # contador de segundos (regressivo)
self.penalty = False # estado de penalidade
self.penaltytime = 0 # contador de tempo da penalidade (3 segundos)
self.total_score = 0 # pontuacao total
cursor = 0 # cursor de selecao
while True:
milliseconds = clock.tick(self.FPS) # milisegundos passados desde ultimo frame
deltat = milliseconds/1000.0 # delta de tempo em segundos
screen.fill(BLACK)
for event in pygame.event.get():
if event.type == QUIT:
log_tutorial.close()
log_game.close()
pygame.quit()
if event.type == KEYDOWN:
ship_tile = int(self.spaceship.rect.centery/50)
#self.rows*self.zone_dim[1]-1:
if event.key == K_UP:
if self.game_mode == 0 and cursor > 0:
cursor -= 1
self.style = "vintage"
self.set_images()
if (self.game_mode == 3 or self.game_mode == 5) and \
ship_tile > 0:
self.spaceship.set_move_func(self.playtime, -1)
if event.key == K_DOWN:
if self.game_mode == 0 and cursor < 1:
cursor += 1
self.style = "normal"
self.set_images()
if (self.game_mode == 3 or self.game_mode == 5) and \
ship_tile < self.rows*self.zone_dim[1]-1:
self.spaceship.set_move_func(self.playtime, 1)
if event.key == K_RETURN or event.key == K_KP_ENTER:
if self.game_mode == 0:
self.game_mode += 1
self.playtime = 0
self.set_images()
self.spaceship = Spaceship(self.style, (150, 10+300))
#-----------------------------------------------------------------------
# GERENCIA OS MODOS DE JOGO
#-----------------------------------------------------------------------
# MODO 0: tela inicial (selecao do estilo)
if self.game_mode == 0:
##self.manage_background(screen, deltat)
screen.blit(self.logo, (WIDTH/2 - self.logo.get_width()/2 + 30 , 300))
text = small_font.render("vintage", True, WHITE)
screen.blit(text, (WIDTH/2 - text.get_width()/2, HEIGHT/2 + 100))
text = small_font.render("normal", True, WHITE)
screen.blit(text, (WIDTH/2 - text.get_width()/2, HEIGHT/2 + 150))
text = large_font.render("Pressione [ENTER]", True, WHITE)
screen.blit(text, (WIDTH/2 - text.get_width()/2, HEIGHT/2 + 300))
pygame.draw.circle(screen, (255,0,0), (WIDTH/2 - 40, HEIGHT/2 + 110 + cursor*50), 5)
self.playtime += deltat
# TODO: colocar a selecao em si na secao de eventos (usar exemplo do flapy mario)
# usar set_images para setar as novas imagens !!!
# MODO 1: repouso inicial
if self.game_mode == 1:
pygame.draw.line(screen, WHITE, (WIDTH/2, HEIGHT/2 - 50),
(WIDTH/2, HEIGHT/2 + 50), 4)
pygame.draw.line(screen, WHITE, (WIDTH/2 - 50, HEIGHT/2),
(WIDTH/2 + 50, HEIGHT/2), 4)
if self.playtime >= 1: # TODO: alterar para self.WAIT_TIME:
self.playtime = 0
self.game_mode += 1
self.playtime += deltat
# MODO 2: contagem regressiva
if self.game_mode == 2:
##self.manage_background(screen, 0)
self.spaceship.draw(screen, DEBUG)
pygame.draw.circle(screen, WHITE,(WIDTH/2, HEIGHT/2-35), 40, 2)
if self.second >= 1:
play_sound("beep-pre.ogg", 0)
self.second = 0
if self.playtime <= 5:
text = super_large_font.render(str(5 - int(self.playtime)), True, WHITE)
screen.blit(text, (WIDTH/2 - text.get_width()/2, HEIGHT/2 - 60))
else:
self.playtime = 0
self.second = 1
self.game_mode += 1
self.playtime += deltat
self.second += deltat
# TODO: ajsutar entrada no arquivo de log da velocidade atual
# MODO 3: calibracao
if self.game_mode == 3:
##self.manage_background(screen, deltat)
speed = self.INITIAL_SPEED - 100 * (self.playtime//self.SPEED_INTERVAL)
screen.blit(self.infobar, (0, HEIGHT - 50))
self.spaceship.draw(screen, DEBUG)
self.spaceship.update(self.playtime)
for column in self.zones:
for zone in column:
zone.update(speed, deltat)
zone.draw(screen, DEBUG)
self.explosions.draw(screen)
self.explosions.update(speed, deltat)
text = small_font.render("score: "+ str(self.total_score), True, WHITE)
screen.blit(text, (WIDTH/2 + text.get_width(), HEIGHT - 30))
text = small_font.render("time: {}".format(self.TUTORIAL_TIME - int(self.playtime)),
True, WHITE)
screen.blit(text, (WIDTH/2 - text.get_width(), HEIGHT - 30))
text = small_font.render("FPS: "+ str(int(clock.get_fps())), True, WHITE)
screen.blit(text, (WIDTH - text.get_width() - 15, HEIGHT - 30))
self.manage_zones()
current_zone = self.detect_zone()
score = 0
if current_zone:
if self.penalty:
self.penaltytime += deltat
log_row = [round(self.playtime, 4), current_zone.level, score, abs(speed)]
if self.penaltytime > 4:
self.penaltytime = 0
self.penalty = False
self.spaceship.current_sprite = 0
else:
sprite = self.spaceship_collision(current_zone)
if sprite:
sprite.kill() #apaga o sprite dos grupos
if sprite.kind == "asteroid":
score = -current_zone.score
self.penalty = True
self.explosions.add(Explosion(self.style, sprite.rect.topleft))
play_sound("DeathFlash.ogg", 0)
self.spaceship.current_sprite = 1
else: #if "item"
score = current_zone.score
play_sound("pickup_item.ogg", 0)
log_row = [round(self.playtime, 4), current_zone.level, score, abs(speed)]
else:
log_row = [round(self.playtime, 4), -1, score, abs(speed)]
self.total_score += score
tutorial_writer.writerow(log_row)
if self.playtime >= 60:##self.TUTORIAL_TIME:
self.playtime = 0
self.second = 1
self.penalty = False
self.penaltytime = 0
self.total_score = 0
self.game_mode += 1
self.zones = []
self.spaceship = Spaceship(self.style, (150, 10+300))
self.zone_dim = (8, 8)
self.rows = 2
self.playtime += deltat
# MODO 4: contagem regressiva
if self.game_mode == 4:
##self.manage_background(screen, 0)
self.spaceship.draw(screen, DEBUG)
pygame.draw.circle(screen, WHITE,(WIDTH/2, HEIGHT/2-35), 40, 2)
if self.second >= 1:
play_sound("beep-pre.ogg", 0)
self.second = 0
if self.playtime <= 5:
text = super_large_font.render(str(5 - int(self.playtime)), True, WHITE)
screen.blit(text, (WIDTH/2 - text.get_width()/2, HEIGHT/2 - 60))
else:
self.playtime = 0
self.second = 1
self.game_mode += 1
self.playtime += deltat
self.second += deltat
# MODO 5: jogo com duas densidades
if self.game_mode == 5:
##self.manage_background(screen, deltat)
speed = self.INITIAL_SPEED - 100 * (self.playtime//self.SPEED_INTERVAL)
screen.blit(self.infobar, (0, HEIGHT - 50))
self.spaceship.draw(screen, DEBUG)
self.spaceship.update(self.playtime)
for column in self.zones:
for zone in column:
zone.update(speed, deltat)
zone.draw(screen, DEBUG)
self.explosions.draw(screen)
self.explosions.update(speed, deltat)
text = small_font.render("score: "+ str(self.total_score), True, WHITE)
screen.blit(text, (WIDTH/2 + text.get_width(), HEIGHT - 30))
text = small_font.render("time: {}".format(self.GAME_TIME - int(self.playtime)),
True, WHITE)
screen.blit(text, (WIDTH/2 - text.get_width(), HEIGHT - 30))
text = small_font.render("FPS: "+ str(int(clock.get_fps())), True, WHITE)
screen.blit(text, (WIDTH - text.get_width() - 15, HEIGHT - 30))
self.manage_zones()
current_zone = self.detect_zone()
score = 0
if current_zone:
if self.penalty:
self.penaltytime += deltat
log_row = [round(self.playtime, 4), current_zone.level, score, abs(speed)]
if self.penaltytime > 4:
self.penaltytime = 0
self.penalty = False
self.spaceship.current_sprite = 0
else:
sprite = self.spaceship_collision(current_zone)
if sprite:
sprite.kill() #apaga o sprite dos grupos
if sprite.kind == "asteroid":
score = -current_zone.score
self.penalty = True
self.explosions.add(Explosion(self.style, sprite.rect.topleft))
play_sound("DeathFlash.ogg", 0)
self.spaceship.current_sprite = 1
else: #if "item"
score = current_zone.score
play_sound("pickup_item.ogg", 0)
log_row = [round(self.playtime, 4), current_zone.level, score, abs(speed)]
else:
log_row = [round(self.playtime, 4), -1, score, abs(speed)]
self.total_score += score
game_writer.writerow(log_row)
if self.playtime >= 60:#self.GAME_TIME:
self.playtime = 0
self.game_mode += 1
play_sound("Well Done.ogg", 0)
self.playtime += deltat
#MODO 6: mostra pontuacao total e agradecimento
if self.game_mode == 6:
if self.playtime < 5:
text = large_font.render("Pontuacao", True, WHITE)
screen.blit(text, (WIDTH/2 - text.get_width()/2, HEIGHT/2 - 60))
text = large_font.render(str(self.total_score), True, WHITE)
screen.blit(text, (WIDTH/2 - text.get_width()/2, HEIGHT/2 - 20))
if 5 < self.playtime < 10:
text = large_font.render("OBRIGADO!", True, WHITE)
screen.blit(text, (WIDTH/2 - text.get_width()/2, HEIGHT/2 - 60))
if self.playtime > 10:
pygame.event.post(pygame.event.Event(QUIT))
self.playtime += deltat
pygame.display.update()
if __name__ == "__main__":
game = Game()
game.start(True)