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sprites.py
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sprites.py
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"""
The sprites module
==================
Use it to import the different elements of the game.
Available classes
-----------------
Player
Mob
Block
|-> Ground
|-> Platform
Ribosome
Amino_acid
Features_panels
Background
"""
from settings import *
import pygame as pg
from collections import deque
from pygame import mixer
vec = pg.math.Vector2
class Player(pg.sprite.Sprite):
"""
Use it to create the character controlled by the player.
"""
d = {
"jump": pg.transform.scale(pg.image.load("images/playjump.PNG"), (27, 50)),
"stand": pg.transform.scale(pg.image.load("images/playstand.PNG"), (27, 50)),
"run_right": [
pg.transform.scale(pg.image.load("images/playrun1.PNG"), (34, 50)),
pg.transform.scale(pg.image.load("images/playrun2.PNG"), (34, 50)),
],
"run_left": [
pg.transform.scale(
pg.transform.flip(pg.image.load("images/playrun1.PNG"), True, False),
(37, 50),
),
pg.transform.scale(
pg.transform.flip(pg.image.load("images/playrun2.PNG"), True, False),
(37, 50),
),
],
}
def __init__(self, game):
"""
This is the character builder.
:type game: Game
"""
self.game = game
pg.sprite.Sprite.__init__(self)
self.image = Player.d["stand"]
self.rect = self.image.get_rect()
self.pos = vec(WIDTH / 2, HEIGHT / 2)
self.rect.center = self.pos
self.vel = vec(0, 0)
self.acc = vec(0, 0)
self.tmp_son = 1
self.walking = False
self.jumping = False
self.last_update = 0
self.current_frame = 0
def jump(self):
"""
This is the jump method of the character.
If and only if the feet of the character are on a platform then it can jump.
"""
self.rect.x += 1
hits = pg.sprite.spritecollide(self, self.game.platforms, False)
self.rect.x -= 1
if hits:
self.vel.y = -20
def update(self):
"""
overridden method from pygame.sprite.Sprite
update the movements of the character
"""
self.animate()
self.acc = vec(0, PLAYER_GRAV)
keys = pg.key.get_pressed()
if keys[pg.K_q]:
self.acc.x = -PLAYER_ACC
if keys[pg.K_d]:
self.acc.x = PLAYER_ACC
self.acc.x += self.vel.x * PLAYER_FRICTION
self.vel += self.acc
if abs(self.vel.x) < 0.5:
self.vel.x = 0
self.pos += self.vel + 0.5 * self.acc
if self.pos.x < 0:
self.pos.x = 0
if self.pos.y > HEIGHT + 2000:
self.game.playing = False
if self.tmp_son and self.pos.y > HEIGHT:
self.son()
self.tmp_son = 0
self.rect.bottomleft = self.pos
def son(self):
"""this method loads the wilhelm cry that is played when the character falls from the ARNm sequence.
"""
mixer.init()
mixer.music.load("sounds/cri.mp3")
mixer.music.play()
def animate(self):
"""
This is the animate method of the character.
Update the sprite sheet of the character.
"""
now = pg.time.get_ticks()
if self.acc.x != 0:
self.walking = True
else:
self.walking = False
if self.walking:
if now - self.last_update > 200:
self.last_update = now
self.current_frame = (self.current_frame + 1) % 2
if self.vel.x > 0:
self.image = Player.d["run_right"][self.current_frame]
else:
self.image = Player.d["run_left"][self.current_frame]
bottomleft = self.rect.bottomleft
self.rect = self.image.get_rect()
self.rect.bottomleft = bottomleft
else:
self.image = Player.d["stand"]
bottomleft = self.rect.bottomleft
self.rect = self.image.get_rect()
self.rect.bottomleft = bottomleft
class Mob(pg.sprite.Sprite):
"""
Use it to create a character controlled by the computer.
"""
def __init__(self, x, y):
"""
This is the character builder.
:param x: starting abscissa of the high left corner of the character
:param y: starting ordinate of the high left corner of the character
:type x: int
:type y: int
"""
pg.sprite.Sprite.__init__(self)
self.image = pg.image.load("images/mob.PNG")
self.image = pg.transform.scale(self.image, (30, 50))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.pos = vec(x, y)
def update(self):
"""
overridden method from pygame.sprite.Sprite
update the movements of the character
"""
self.pos.x -= 0
self.pos.y += 10
self.rect.bottomleft = self.pos
class Block(pg.sprite.Sprite):
"""
This is the mother class of blocks used in game.
"""
def __init__(self, x, y, w, h, c):
"""
This is the Block builder.
:param x: abscissa of the high left corner of the object
:param y: ordinate of the high left corner of the object
:param w: width of the object
:param h: height of the object
:param c: image of the object
:type x: int
:type y: int
:type w: int
:type h: int
:type c: Surface
"""
pg.sprite.Sprite.__init__(self)
self.image = c
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Platform(Block):
"""
Use it to create the platforms used in game.
"""
d = {
150: pg.image.load("images/150.PNG"),
105: pg.image.load("images/105.PNG"),
60: pg.image.load("images/60.PNG"),
}
def __init__(self, x, y, w, h, t):
"""
This is the Platform builder.
:param x: abscissa of the high left corner of the platform
:param y: ordinate of the high left corner of the platform
:param w: width of the platform
:param h: height of the platform
:param t: type of platform
:type x: int
:type y: int
:type w: int
:type h: int
:type t: int {150, 105, 60}
"""
self.image = pg.transform.scale(Platform.d[t], (t, 35))
Block.__init__(self, x, y, w, h, self.image)
class Ground(Block):
"""
Use it to create to create the ground of the game.
Each platform is a nucleotid.
"""
d_sp = {
"A_up": pg.image.load("images/A1.png"),
"A_down": pg.image.load("images/A2.png"),
"U_up": pg.image.load("images/U1.png"),
"U_down": pg.image.load("images/U2.png"),
"C_up": pg.image.load("images/C1.png"),
"C_down": pg.image.load("images/C2.png"),
"G_up": pg.image.load("images/G1.png"),
"G_down": pg.image.load("images/G2.png"),
}
d = {"A": RED, "U": GREEN, "C": BLUE, "G": YELLOW}
count = 0
def __init__(self, x, y, w, h, nuc):
"""
This is the Ground builder.
:param x: abscissa of the high left corner of the nucleotid
:param y: ordinate of the high left corner of the nucleotid
:param w: width of the nucleotid
:param h: height of the nucleotid
:param nuc: type of nucleotid
:type x: int
:type y: int
:type w: int
:type h: int
:type nuc: str
"""
if Ground.count % 2:
self.image = Ground.d_sp[nuc + "_up"]
else:
self.image = Ground.d_sp[nuc + "_down"]
self.image = pg.transform.scale(self.image, (15, 54))
Block.__init__(self, x, y, w, h, self.image)
self.nuc = nuc
Ground.last_g = self
Ground.count += 1
self.state = Ground.count
class Ribosome(pg.sprite.Sprite):
"""
Use it to create a ribosome in the game.
"""
def __init__(self, x, y):
"""
This is the Ribosome builder
:param x: abscissa of mid-bottom of the ribosome
:param y: ordinate of mid-bottom of the ribosome
:type x: int
:type y: int
"""
pg.sprite.Sprite.__init__(self)
self.image = pg.image.load("images/ribosome.png")
self.image = pg.transform.scale(self.image, (300, 340))
self.radius = 100
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.pos = vec(x, y)
self.vitesse = 0
self.prot = deque([])
self.state = 0
def update(self):
"""
Overridden method from pygame.sprite.Sprite.
Update the movements of the ribosome and
the protein being synthesized.
"""
self.pos.x += self.vitesse
self.pos.y += 0
self.rect.midbottom = self.pos
if self.rect.right > 40:
self.state = 1
if self.rect.right < 40 and self.state:
self.pos.x = 40 - (300 / 2)
if self.rect.left > (WIDTH + 100):
self.state = 0
self.pos.x = -500
for i in range(len(self.prot)):
self.prot[i].x = int(self.pos[0]) + (20 if i % 2 else 0)
def add_aa(self, aa):
"""
This method is used to add an amino acid to the protein
being synthesized.
:param aa: amino acid
:type aa: Amino_acid
"""
if len(self.prot) > 8:
self.prot.pop()
self.prot.appendleft(aa)
else:
self.prot.appendleft(aa)
for i in range(len(self.prot)):
self.prot[i].x = self.rect.center[0] + (20 if i % 2 else 0)
self.prot[i].y = 340 - 50 * i
class Amino_acid:
"""
Use it to create an amino acid.
"""
def __init__(self, radius, text, game):
"""
This is the Amino_acid builder
:param radius: radius of the circle
:param text: label of the circle
:type radius: int
:type text: str
:type game: Game
"""
self.x = None
self.y = None
self.col = (140, 179, 217)
self.radius = radius
self.text = text
self.game = game
def draw(self, screen):
"""
This method is used to draw an amino acid in the game.
:type screen: Screen
"""
pg.draw.circle(screen, self.col, (self.x, self.y), self.radius)
self.game.write_text_on_screen(self.text, 10, BLACK, self.x, self.y - 10)
class Features_panels(pg.sprite.Sprite):
"""
Use it to add panels in the game.
"""
d = {
"cds_5utr": pg.image.load("images/CDS_5_utr_panneau.png"),
"codon_start": pg.image.load("images/start_panneau.png"),
"codon_stop": pg.image.load("images/stop_3_utr_panneau.png"),
}
d_dim = {
"cds_5utr": (275, 275),
"codon_start": (275, 275),
"codon_stop": (165, 165),
}
def __init__(self, x, y, i):
"""
This is the Features_panels builder
:param x: abscissa of the high left corner of the panel
:param y: ordinate of the high left corner of the panel
:param i: type of panel
:type x: int
:type y: int
:type i: str {"cds_5utr", "codon_start", "codon_stop"}
"""
pg.sprite.Sprite.__init__(self)
self.image = pg.transform.scale(Features_panels.d[i], Features_panels.d_dim[i])
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Background(pg.sprite.Sprite):
"""
Use it to add background in the game.
"""
image = pg.image.load("images/background.png")
def __init__(self, x, y):
"""
This is the Background builder
:param x: abscissa of the high left corner of the background
:param y: ordinate of the high left corner of the background
:type x: int
:type y: int
"""
pg.sprite.Sprite.__init__(self)
self.rect = Background.image.get_rect()
self.rect.x = x
self.rect.y = y
Background.last_back = self