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Game.py
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Game.py
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import pygame as pg
import pymunk.pygame_util
from Fruit import create_fruit
class GameBoard(object):
def __init__(self, create_time, gravity):
self.RES = self.WIDTH, self.HEIGHT = 400, 800
self.FPS = 50
self.balls = []
self.fruits = []
self.reset()
self.init_y = int(0.15 * self.HEIGHT)
self.init_x = int(self.WIDTH / 2)
pg.init()
self.surface = pg.display.set_mode(self.RES)
self.clock = pg.time.Clock()
self.draw_options = pymunk.pygame_util.DrawOptions(self.surface)
self.space = pymunk.Space()
self.space.gravity = gravity
self.create_time = create_time
def reset(self):
for ball in self.balls:
self.space.remove(ball, ball.body)
del self.fruits
del self.balls
self.fruits = []
self.balls = []
self.score = 0
self.last_score = 0
self.count = 1
self.lock = False
self.waiting = False
self.current_fruit = None
self.i = None
self.fail_count = 0
self.alive = True
def init_segment(self):
B1, B2, B3, B4 = (0, 0), (0, self.HEIGHT), (self.WIDTH,
self.HEIGHT), (self.WIDTH, 0)
borders = (B1, B2), (B2, B3), (B3, B4)
for border in borders:
self.create_segment(*border, 20, self.space, 'darkslategray')
def setup_collision_handler(self):
def post_solve_bird_line(arbiter, space, data):
if not self.lock:
self.lock = True
b1, b2 = None, None
i = arbiter.shapes[0].collision_type + 1
x1, y1 = arbiter.shapes[0].body.position
x2, y2 = arbiter.shapes[1].body.position
if y1 > y2:
x, y = x1, y1
else:
x, y = x2, y2
if arbiter.shapes[0] in self.balls:
b1 = self.balls.index(arbiter.shapes[0])
space.remove(arbiter.shapes[0], arbiter.shapes[0].body)
self.balls.remove(arbiter.shapes[0])
fruit1 = self.fruits[b1]
self.fruits.remove(fruit1)
if arbiter.shapes[1] in self.balls:
b2 = self.balls.index(arbiter.shapes[1])
space.remove(arbiter.shapes[1], arbiter.shapes[1].body)
self.balls.remove(arbiter.shapes[1])
fruit2 = self.fruits[b2]
self.fruits.remove(fruit2)
fruit = create_fruit(i, x, self.init_y)
self.fruits.append(fruit)
ball = self.create_ball(
self.space, x, y, m=fruit.r//10, r=fruit.r-1, i=i)
self.balls.append(ball)
if i < 11:
self.last_score = self.score
self.score += i
elif i == 11:
self.last_score = self.score
self.score += 100
self.lock = False
for i in range(1, 11):
self.space.add_collision_handler(
i, i).post_solve = post_solve_bird_line
def create_ball(self, space, x, y, m=1, r=7, i=1):
ball_moment = pymunk.moment_for_circle(m, 0, r)
ball_body = pymunk.Body(m, ball_moment)
ball_body.position = x, y
ball_shape = pymunk.Circle(ball_body, r)
ball_shape.elasticity = 0.3
ball_shape.friction = 0.6
ball_shape.collision_type = i
space.add(ball_body, ball_shape)
return ball_shape
def create_segment(self, from_, to_, thickness, space, color):
segment_shape = pymunk.Segment(
space.static_body, from_, to_, thickness)
segment_shape.color = pg.color.THECOLORS[color]
segment_shape.friction = 0.6
space.add(segment_shape)
def show_score(self):
score_font = pg.font.Font(None, 36)
score_text = score_font.render(
'score: {}'.format(str(self.score)), True, (255, 165, 0))
text_rect = score_text.get_rect()
text_rect.topleft = [10, 10]
self.surface.blit(score_text, text_rect)
def check_fail(self):
exist = False
if len(self.balls):
for i, ball in enumerate(self.balls[:-1]):
if ball:
if int(ball.body.position[1]) < self.init_y:
self.fail_count += 1
exist = True
break
if exist:
if self.fail_count > self.FPS*self.create_time:
self.alive = False
return True
return False
else:
self.fail_count = 0
return False
def run(self):
pass