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path: root/run.py
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#! /usr/bin/env python
"""Skeleton project file mainloop for new OLPCGames users"""
import olpcgames, pygame, logging, random, sys
from olpcgames import pausescreen
from pygame.locals import *

log = logging.getLogger( 'MathBunny run' )
log.setLevel( logging.DEBUG )

##==================================================================##
##                            MATH BUNNY	                    ##
##==================================================================##
## Based on PyGame Game Asteroides                                  ##
##                                                                  ##
## Version: 0.1 (20-08-2010)                                        ##
## Desarrollado por: Ricardo Flores S.                              ##
## Class: Constants.py					            ##
## Programa desarrollado bajo licencia Creative Commons             ##
##==================================================================##




##=========================##
##Declaracion de metodos   ##
##=========================##

#Close Game Method
def closeGame():
    pygame.quit()
    sys.exit()

#Load Image Method
def load_image(fileName):
        try: image = pygame.image.load(fileName)
        except pygame.error:
                raise SystemExit
        image = image.convert()
        return image


#Wait Player to Press Key
def waitPlayerPressKey():
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                closeGame()
            if event.type == KEYDOWN :
                if event.key == K_ESCAPE:
                    # Close game pressing escape key
                    closeGame()
                return
            if event.type == MOUSEBUTTONDOWN:
                return
            if event.type == JOYBUTTONDOWN:            
                return
            

#Bunny Eats a Carrot
def bunnyEatsCarrot(rectBunny, carrots):
    for b in carrots:
        if rectBunny.colliderect(b['rect']):
            return True
    return False


#Draw text on the screen
def drawText(text, font, surface, x, y, color):
    text = font.render(text, 1, color)
    rectText = text.get_rect()
    rectText.topleft = (x, y)
    surface.blit(text, rectText)





def main():
    """The mainloop which is specified in the activity.py file
    
    "main" is the assumed function name
    """
    size = (800,600)
    if olpcgames.ACTIVITY:
        size = olpcgames.ACTIVITY.game_size
    screen = pygame.display.set_mode(size)
    
    clock = pygame.time.Clock()

    running = True



    ##=========================##
    ##Constants:	           ##
    ##=========================##


    #Screen Size
    WINDOWWIDTH = 1200
    WINDOWHEIGHT = 900

    #Text Color
    TEXTCOLOR = (0, 0, 0)
    TITLECOLOR = (173, 255, 47)
              
    #Background Color
    BACKGROUNDCOLOR = (0, 0, 0)

    #FPS:
    FPS = 35

    #CARROT SIZE
    CARROTMINSIZE = 50
    CARROTMAXSIZE = 80

    #CARROT VELOCITY
    CARROTMINVEL= 2
    CARROTMAXVEL = 8

    #CARROT VELOCITY FRECUENCY
    CARROTVELFREC = 20

    #BUNNY MOVING VELOCITY
    BUNNYMOVEVEL = 5



    # Initialize Pygame, window and mouse pointer
    pygame.init()
    mainClock = pygame.time.Clock()
    surface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
    # Window Title
    pygame.display.set_caption('Math Bunny')
    # Mouse Visibility
    pygame.mouse.set_visible(False)



    '''
    JoyStick Functions Disabled
    #Initialize Joystick
    pygame.joystick.init()

    try:
        # Instantiate Joystick
        j = pygame.joystick.Joystick(0) 
        # Initialize Joystick 
        j.init() 
        print ('Joystick tipo: ' + j.get_name())
        print (' '+ str(j.get_numbuttons())+ ' botones')
        print (' '+ str(j.get_numhats())+ ' hats')
        print (' '+ str(j.get_numaxes())+ ' axis')
        
    except pygame.error:
            print ('Joystick not found.')

    '''


    # Sounds
    gameOverSound = pygame.mixer.Sound('./media/sounds/gameover.wav')
    #pygame.mixer.music.load('./media/sounds/background.mid')

    # Images
    bunnyImage = pygame.image.load('./media/images/bunny.gif')
    bunnyImage.get_alpha()
    rectBunny = bunnyImage.get_rect()
    carrotImage = pygame.image.load('./media/images/Carrots.png')
    carrotImage.get_alpha()

    #Fonts
    #font = pygame.font.SysFont(None, 35)
    font = pygame.font.Font("./media/fonts/space age.ttf", 25)


    # Mostrar la pantalla de Inicio
    drawText('Math Bunny', font, surface, (WINDOWWIDTH / 2.45), (WINDOWHEIGHT / 2.5), TITLECOLOR)
    drawText('Press any key', font, surface, (WINDOWWIDTH / 4.25), (WINDOWHEIGHT / 2.5) + 50, TITLECOLOR)
    pygame.display.update()
    waitPlayerPressKey()

    #Max Points
    maxScore = 0

    while running:
        screen.fill( (0,0,128))
        milliseconds = clock.tick(25) # maximum number of frames per second
        
        # Event-management loop with support for pausing after X seconds (20 here)
        events = pausescreen.get_events()
        # Now the main event-processing loop
        if events:
            for event in events:
                log.debug( "Event: %s", event )
                if event.type == pygame.QUIT:
                    running = False
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        running = False
            pygame.display.flip()

        screen = pygame.display.set_mode(  (WINDOWWIDTH,WINDOWHEIGHT) )
        background = load_image('./media/images/farm.jpg');
        screen.blit(background, (0,0) )
        #pygame.display.flip()

        # Initialize game start
        carrots = []
        score = 0
        rectBunny.topleft = (WINDOWWIDTH / 2, WINDOWHEIGHT - 50)
        moveLeft = moveRight = moveUp = moveDown = False
        #Game Cheat
        carrotsBack = carrotsSlow = carrotsQuick = False
        newCarrotCounter = 0
        #pygame.mixer.music.play(-1, 0.0)

        while True: # Score loop
            score += 1 # increase score
           
            for event in pygame.event.get():
                if event.type == QUIT:
                    closeGame()
                # KEYDOWN EVENTS 
                if event.type == KEYDOWN:
                    if event.key == ord('z'):
                        carrotsBack = True
                    if event.key == ord('x'):
                        carrotsSlow = True
                    if event.key == ord('c'):
                        carrotsQuick = True
                    if event.key == K_LEFT or event.key == ord('a') or event.key == K_KP4 or event.key== K_KP7:
                        moveRight = False
                        moveLeft = True
                    if event.key == K_RIGHT or event.key == ord('d') or event.key == K_KP6 or event.key== K_KP1:
                        moveLeft = False
                        moveRight = True
                    if event.key == K_UP or event.key == ord('w') or event.key == K_KP8 or event.key== K_KP9:
                        moveDown = False
                        moveUp = True
                    if event.key == K_DOWN or event.key == ord('s') or event.key == K_KP2 or event.key== K_KP3:
                        moveUp = False
                        moveDown = True

                # KEYUP events
                if event.type == KEYUP:
                    if event.key == ord('z'):
                        carrotsBack = False
                        score = 0
                    if event.key == ord('x'):
                        carrotsSlow = False
                        score = 0
                    if event.key == ord('c'):
                        carrotsQuick = False
                        score= 0
                    if event.key == K_ESCAPE:
                            closeGame()

                    if event.key == K_LEFT or event.key == ord('a') or event.key == K_KP4 or event.key== K_KP7:
                        moveLeft = False
                    if event.key == K_RIGHT or event.key == ord('d') or event.key == K_KP6 or event.key== K_KP1:
                        moveRight = False
                    if event.key == K_UP or event.key == ord('w') or event.key == K_KP8 or event.key== K_KP9:
                        moveUp = False
                    if event.key == K_DOWN or event.key == ord('s') or event.key == K_KP2 or event.key== K_KP3:
                        moveDown = False
                 # MOUSEMOTION events
                if event.type == MOUSEMOTION:
                    # Follow mouse pointer
                    rectBunny.move_ip(event.pos[0] - rectBunny.centerx, event.pos[1] - rectBunny.centery)
                    #rectBunny.move_ip(event.pos[0] - rectBunny.centerx, 0)


                #JOYTICK EVENTS

                if event.type == JOYAXISMOTION:
                    x1 , y1, x2, y2 = j.get_axis(0), j.get_axis(1), j.get_axis(2), j.get_axis(3)
                    print ('x1 e y1 : ' + str(x1) +' , '+ str(y1))
                    print ('x2 e y2 : ' + str(x2) +' , ' + str(y2))

                  
                   #Axis movement on JOYSTICK
                    if(j.get_axis(0)<0):
                        moveRight = False
                        moveLeft = True
                    if(j.get_axis(0)>0):
                        moveLeft = False
                        moveRight = True
                    if(j.get_axis(1)>0):
                        moveUp = False
                        moveDown = True
                    if(j.get_axis(1)<0):
                        moveDown = False
                        moveUp = True


                    if(j.get_axis(0)<0 and j.get_axis(1)<0):
                        moveRight = False
                        moveLeft = True
                        moveDown = False
                        moveUp = True
                    if(j.get_axis(0)<0 and j.get_axis(1)>0):
                        moveRight = False
                        moveLeft = True
                        moveDown = True
                        moveUp = False
                    if(j.get_axis(0)>0 and j.get_axis(1)<0):
                        moveLeft = False
                        moveRight = True
                        moveDown = False
                        moveUp = True
                    if(j.get_axis(0)>0 and j.get_axis(1)>0):
                        moveLeft = False
                        moveRight = True
                        moveDown = True
                        moveUp = False
                        
                    if(j.get_axis(0)==0):
                        moveRight = False
                        moveLeft = False                
                    if(j.get_axis(1)==0):
                        moveDown = False
                        moveUp = False
                    if(x1==0 or y1==0):
                        moveRight = False
                        moveLeft = False
                        moveDown = False
                        moveUp = False
                        


                #Joystick Directional Keys movement
                elif event.type == JOYHATMOTION:
                    print ('hat motion')
                    print(str(j.get_hat(0)))
                    if(j.get_hat(0)==(-1,0)):
                        moveRight = False
                        moveLeft = True
                    if(j.get_hat(0)==(0,1)):
                        moveDown = False
                        moveUp = True
                    if(j.get_hat(0)==(1,0)):
                        moveLeft = False
                        moveRight = True
                    if(j.get_hat(0)==(0,-1)):
                        moveUp = False
                        moveDown = True
                    if(j.get_hat(0)==(-1,1)):
                        moveUp = True
                        moveLeft = True
                    if(j.get_hat(0)==(1,1)):
                        moveRight = True
                        moveUp = True
                    if(j.get_hat(0)==(1,-1)):
                        moveRight = True
                        moveDown = True
                    if(j.get_hat(0)==(-1,-1)):
                        moveLeft = True
                        moveDown = True
                    if(j.get_hat(0)==(0,0)):
                        moveUp = False
                        moveDown = False                   
                        moveRight = False
                        moveLeft = False

                #Joystick ball movement
                elif event.type == pygame.locals.JOYBALLMOTION:
                    print ('Joystick ball movement')
                #JOYSTICKBUTTONDOWN event
                elif event.type == pygame.locals.JOYBUTTONDOWN:
                    print ('JOYSTICKBUTTONDOWN event')
                    print(' boton 0 state: '+str(j.get_button(0)))
                #Evento de Joystick de boton suelto
                elif event.type == pygame.locals.JOYBUTTONUP:
                    print ('JOYBUTTONUP event')



            # New carrots on the screen
            if not carrotsBack and not carrotsSlow and not carrotsQuick:
                newCarrotCounter += 1
            if newCarrotCounter == CARROTVELFREC:
                newCarrotCounter = 0
                carrotSize = random.randint(CARROTMINSIZE, CARROTMAXSIZE)
                newCarrot = {'rect': pygame.Rect(random.randint(0, WINDOWWIDTH-carrotSize), 0 - carrotSize, carrotSize, carrotSize),
                            'velocity': random.randint(CARROTMINVEL, CARROTMAXVEL),
                            'surface':pygame.transform.scale(carrotImage, (carrotSize, carrotSize)),
                            }

                carrots.append(newCarrot)

            # Realiza el movimiento del jugador.
            if moveLeft and rectBunny.left > 0:
                rectBunny.move_ip(-1 * BUNNYMOVEVEL, 0)
            if moveRight and rectBunny.right < WINDOWWIDTH:
                rectBunny.move_ip(BUNNYMOVEVEL, 0)
            if moveUp and rectBunny.top > 0:
                rectBunny.move_ip(0, -1 * BUNNYMOVEVEL)
            if moveDown and rectBunny.bottom < WINDOWHEIGHT:
                rectBunny.move_ip(0, BUNNYMOVEVEL)

            # Puts Bunny on the mouse pointer
            pygame.mouse.set_pos(rectBunny.centerx, rectBunny.centery)

            # Move carrots down
            for b in carrots:
                if not carrotsBack and not carrotsSlow and not carrotsQuick:
                    b['rect'].move_ip(0, b['velocity'])
                elif carrotsBack:
                    b['rect'].move_ip(0, -5)
                elif carrotsSlow:
                    b['rect'].move_ip(0, 1)
                elif carrotsQuick:
                    b['rect'].move_ip(0, 5)

             # Delete carrots when you can't see it on the screen
            for b in carrots[:]:
                if b['rect'].top > WINDOWHEIGHT:
                    carrots.remove(b)

            # Draw background on game
            screen.blit(background, (0,0) )
            #surface.fill(BACKGROUNDCOLOR)

            # Draw player rectangle
            surface.blit(bunnyImage, rectBunny)


            # Dibuja a cada enemigo
            for b in carrots:
                surface.blit(b['surface'], b['rect'])


            
           # Show score and maximum score
            drawText('Score: %s' % (score), font, surface, 10, 0, TEXTCOLOR)
            drawText('Max Score: %s' % (maxScore), font, surface, 10, 40, TEXTCOLOR)


            pygame.display.update()
        
            # Verifica si es que algun enemigo ha colisionado con el jugador.
            if bunnyEatsCarrot(rectBunny, carrots):
                if score> maxScore:
                    maxScore = score # Puts new score
                break

            mainClock.tick(FPS)

        # Stops game and shows end message
        #pygame.mixer.music.stop()
        gameOverSound.play()

        drawText('Bunny impacts a carrot', font, surface, (WINDOWWIDTH / 3.75), (WINDOWHEIGHT / 2.25), TEXTCOLOR)
        drawText('Press any key', font, surface, (WINDOWWIDTH / 3.40), (WINDOWHEIGHT / 2.25) + 50, TEXTCOLOR)
        pygame.display.update()
        waitPlayerPressKey()
        
        gameOverSound.stop()	

if __name__ == "__main__":
    logging.basicConfig()
    main()