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kaboom.bat
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kaboom.bat
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import pygame, sys, random
import time
from pygame.locals import *
from constants import *
print("began")
pygame.init()
DISPLAYSURF = pygame.display.set_mode(SCREEN_SIZE)
pygame.display.set_caption("Kaboom")
clock = pygame.time.Clock()
def resetScreen():
DISPLAYSURF.fill((120,80,80))
pygame.draw.rect(DISPLAYSURF,(0,0,255), (0,0,WIDTH, SKY_HEIGHT))
def waitForClick():
cont = False
while cont == False:
for event in pygame.event.get():
if event.type == MOUSEBUTTONUP:
cont = True
if event.type==QUIT:
pygame.quit()
print("quit")
sys.exit()
class Image:
def __init__(self, pygImg, hitbox):
self.img = pygImg
self.hitbox = hitbox
class Sprite:
def __init__(self, img, hitbox, posn):
self._img = Image(img, hitbox)
self._x = posn[0]
self._y = posn[1]
def posn(self):
return [ self._x, self._y ]
def center_of(self):
return [ self._x + self._img.hitbox[0]/2, self._y + self._img.hitbox[1]/2 ]
def set_posn(self, posn):
self._x = posn[0]
self._y = posn[1]
def set_center(self, posn):
self._x = posn[0] - self._img.hitbox[0]/2
self._y = posn[1] - self._img.hitbox[1]/2
def show(self):
DISPLAYSURF.blit(self._img.img, self.posn())
def hitbox(self):
return self._img.hitbox
def is_touching(self, obj2):
if abs(self.center_of()[0] - obj2.center_of()[0]) < (self.hitbox()[0]/2 + obj2.hitbox()[0]/2) and abs(self.center_of()[1] - obj2.center_of()[1]) < (self.hitbox()[1]/2 + obj2.hitbox()[1]/2):
return True
else:
return False
#initialize bomber
class Level:
def __init__(self): #initialize
self._level = 1
self._bomb_step = 3
self._bomber_step = 5
self._score = 0
self._length = 8000
self._level_start = pygame.time.get_ticks()
self._drop_interval = 500
self._last_drop = 0
def level_up(self): #for use after all bombs are caught
self._score = self._score + self._level * 100
self._level = self._level + 1
self._bomb_step = self._bomb_step + BOMB_STEP_INCREMENT if self._bomb_step < MAX_BOMB_STEP else self._bomb_step
self._bomber_step = self._bomber_step + BOMBER_STEP_INCREMENT if self._bomber_step < MAX_BOMBER_STEP else self._bomber_step
self._length = self._length + 4000/self._level
self._drop_interval = self._drop_interval - DROP_INTERVAL_DECREMENT
def wait_and_start(self):
waitForClick()
self._level_start = pygame.time.get_ticks()
def is_going(self): #returns false when no more bombs should be dropped
return pygame.time.get_ticks() < self._level_start + self._length
def score_up(self): #adds score -- use when bomb is caught
self._score = self._score + self._level*10
def should_drop(self):
if self._last_drop + self._drop_interval < pygame.time.get_ticks():
self._last_drop = pygame.time.get_ticks()
return True
else:
return False
def bomb_step(self):
return self._bomb_step
def bomber_step(self):
return self._bomber_step
def score(self):
return self._score
class Game:
def __init__(self):
self.bomber = Bomber()
self.bucket = Bucket()
self.level = Level()
self.bombs = []
self.lives = 3
self.lastDrop = pygame.time.get_ticks()
self.surf = DISPLAYSURF
def update(self):
resetScreen()
print(self.level.score())
self.move_all()
if self.level.is_going():
self.drop()
self.update_screen()
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
print("quit")
sys.exit()
if not(self.level.is_going()) and self.bombs == []:
resetScreen()
self.move_all()
if self.level.is_going():
self.drop()
self.update_screen()
self.level.level_up()
self.level.wait_and_start()
def update_screen(self):
pygame.display.update()
def move_all(self):
if self.level.is_going():
self.bomber.move(self.level.bomber_step())
else:
self.bomber.show()
self.bucket.move()
to_delete = []
for index, bomb in enumerate(self.bombs):
ret = bomb.move(self.level.bomb_step())
if ret == KABOOM:
self.kaboom()
elif bomb.is_touching(self.bucket):
self.level.score_up()
to_delete.append(index)
for i in to_delete:
del self.bombs[i]
def drop(self):
if self.level.should_drop():
self.bombs.append(Bomb(self.bomber.center_of()))
def kaboom(self):
print("kaboom")
self.bomber.reset()
self.lives = self.lives - 1
if self.lives == 0:
print("lost")
self.bombs = []
#change screen
self.level.wait_and_start()
#lose life and restart level
#add (drop) bomb?
#stop dropping?
#levelup
#lose a life / kaboom? -> restart level
#move them
#check for catches and drops // do in Bomb.move()
class Bomber(Sprite):
def __init__(self):
Sprite.__init__(self, pygame.image.load("img/bomber.png"), [20, 40], [int(WIDTH/2 - 32), SKY_HEIGHT - 48])
self._nextx = int(random.randrange(32,WIDTH - 32))
def reset(self):
self._x = int(WIDTH/2 - 32)
self._y = SKY_HEIGHT - 48
self._nextx = int(random.randrange(32,WIDTH - 32))
def move(self, step):
if abs(self._x - self._nextx) < step:
self._nextx = int(random.randrange(32,WIDTH - 32))
if self._x < self._nextx:
self._x = self._x + step
elif self._x > self._nextx:
self._x = self._x - step
self.show()
#bucket initialization
class Bucket(Sprite):
def __init__(self):
self._bucket_height = 16
Sprite.__init__(self, pygame.image.load("img/3buckets2.png"), [49,49], [int(WIDTH/2), HEIGHT - (5 + 4*self._bucket_height)])
self._num_buckets = 3
def move(self):
ex, z = pygame.mouse.get_pos()
self._x = ex - self._img.hitbox[0]/2
self.show()
def loseBucket(self):
self._y = self._y + self._bucket_height
self._img.hitbox[1] = self._img.hitbox[1] -self._bucket_height
#bombs initialization
class Bomb(Sprite):
def __init__(self, center):
Sprite.__init__(self, pygame.image.load("img/bomb.png"), [17,22], [center[0], center[1]] )
def move(self, stp):
self._y = self._y + stp
if self._y + self.hitbox()[1] > HEIGHT:
return KABOOM
self.show()
game = Game()
while True: #main loop
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
print("quit")
sys.exit()
game.update()
clock.tick(FPS)