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path: root/race.py
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import random, os.path, math
import util

import pygame
import pygame.font
from pygame.locals import *
play_pos = 0
def onscreen(other_pos):
    global play_pos
    top = player_pos+600
    bottom = player_pos-50
    if other_pos > top or other_pos < bottom:
        return 0
    return 1

def gen_question():
    operator = random.randint(0,3)
    if operator == 0:
        #subtraction
        first_num = random.randint(0,100)
        second_num = random.randint(0,first_num)
        answer = first_num-second_num
        oper = "-"

    elif operator == 1:
        #addition
        first_num = random.randint(0,100)
        second_num = random.randint(0,100)
        oper = "+"
        answer = first_num+second_num
        
    elif operator == 2:
        #multiplication
        first_num = random.randint(0,12)
        second_num = random.randint(0,12)
        answer = first_num*second_num
       
        oper = "*"
    elif operator == 3:
        #division
        answer = random.randint(1,12)
        second_num = random.randint(1,12)
        first_num = answer*second_num
        oper = "/"
      

        
    return (answer,first_num,second_num,oper)      


def run():
    #Must initialize pygame before doing anything else
    pygame.init()
    random.seed()
    
    display_flags = DOUBLEBUF
    
    #XO laptop is 1200x900 resolution
    width, height = 1200, 900

    if pygame.display.mode_ok((width, height), display_flags ):
        screen = pygame.display.set_mode((width, height), display_flags)
		  
    clock = pygame.time.Clock() 
    run = 1
    pygame.display.set_caption('OLPC Math Game')

    global player_pos
    #draw grass
    #pygame.draw.rect(screen,(0,255,0),(0,0,1200,900))
    #draw water
    #pygame.draw.polygon(screen,(0,131,164),((350,0),(850,0),(900,900),(300,900),(350,0)))

                             
    #draw gradiant
   # x1 = 0
    #x2 = 1200
    #a = (0,130,165)
    ##b = (117,181,227)
    #b = (200,230,255)
    #y1 = 200
    #y2 = 900
    #h = 700
    #rate = (float((b[0]-a[0])/h),(float(b[1]-a[1])/h),(float(b[2]-a[2])/h))
    #for line in range(y1,y2):
    #    color = (min(max(a[0]+(rate[0]*line),0),255),min(max(a[1]+(rate[1]*line),0),255), min(max(a[2]+(rate[2]*line),0),255))
    #    pygame.draw.line(screen,color,(x1,line),(x2,line))
   # 
    #pygame.draw.polygon(screen,(100,255,100),((0,100),(400,100),(0,750),(0,100)))
    #pygame.draw.polygon(screen,(100,255,100),((1200,100),(800,100),(1200,750),(1200,100)))
    

    
    #draw sky
   # pygame.draw.rect(screen,(100,100,255),(0,0,1200,200))


    #redo this so we dont have to store so many, should be easy, just append each time one falls offscreen negatively
    warning_string = "This level is a work in progress, currently you hit the buttons at the top to speed up your racer (I dont have a graphic made for it yet, so its the house on the left), to try to win a race. There is no end condition yet, and a lot of the graphics arent working quite right."
    util.ok_box(warning_string,(400,400),600,300,screen)
   
    markers = []
    waves_array=[]
    for i in range(0,100000):
        y = random.randint(0,80)
        if y==0:
            x = random.randint(100,1000)
            #xh = random.sample((200,1000,500),1)
            #x = xh[0]
            waves_array.append((x,i))
        if i % 400 == 0 and i > 400:
            markers.append([i,0])
    click_button = 0        
    tick = 0
    player_pos=0
    bad_one_pos=0
    bad_one_vel=4
    player_vel=3
    start_banner = 15
    player_x = 500
    player_pos_draw = 800
    bg_image = util.load_image("lake_bg.bmp")
    player_image = util.load_image("house2_map.bmp",1)
    player = (player_image,(player_x,player_pos_draw))
    wave_image = util.load_image("wave.bmp",1)
    marker_image = util.load_image("bridge_piece3.bmp")
    wave_rect = pygame
    draw_list = []

    
    bad_one_image = util.load_image("house_map.bmp",1)
    bad_one = (bad_one_image,(700,800))

    screen.blit(bg_image,(0,0))
    #pygame.draw.line(screen,(117,184,215),(300,205),(0,800))
    pygame.draw.line(screen,(255,255,255),(200,203),(0,800))

    #800-203/1000-1200
    #-597/200

    ###questions

    #4.N.10	 Select and use appropriate operations (addition, subtraction, multiplication, and division) to solve problems, including those involving money.

    


    quest_rect = pygame.Rect(0,0,200,40)
    answer_one_rect = pygame.Rect(0,40,50,60)
    answer_two_rect = pygame.Rect(50,40,50,60)
    answer_three_rect = pygame.Rect(100,40,50,60)
    answer_four_rect = pygame.Rect(150,40,50,60)
    
    new_question = 1
    player_vel = 2
    bad_one_vel = 2

    ###

    #pygame.draw.line(screen,(117,184,215),(900,205),(1200,800))
    pygame.draw.line(screen,(255,255,255),(1000,203),(1200,800))
    pygame.display.flip()
    #print waves_array
    #change = 1
    #stone = [util.load_image("stonehedge_map.bmp",1),[0,400]]
    #draw_list.append(stone)
    while run:
        events = pygame.event.get()
        for event in events: 
            #User decides to exit program
            if event.type == QUIT:              
                run = 0 #stop running
                pygame.quit()
            click_button = 0
            if tick > 0:
                tick = tick - 1
            if tick == 0:

                if event.type == pygame.MOUSEBUTTONDOWN:
                    
                    (x, y) = pygame.mouse.get_pos()
                    if answer_one_rect.collidepoint((x,y)):
                        click_button = 1
                    if answer_two_rect.collidepoint((x,y)):
                        click_button = 2
                    if answer_three_rect.collidepoint((x,y)):
                        click_button = 3
                    if answer_four_rect.collidepoint((x,y)):
                        click_button = 4
                    tick+=20
                    #print click_button
                
                
                
                
        update_rects = []

        #figure out what we need to draw
        #first draw over the old stuff
        for i in draw_list:
            screen.blit(bg_image,i[1],pygame.Rect(i[1],i[0].get_size()))
            new_rect = pygame.Rect(i[1],i[0].get_size())
            update_rects.append(new_rect)
        


        
        #draw_list.append(stone)
        
       # if stone[1][0] == 900:
       #     change = -1
       # if stone[1][0] == 100 and change == -1:
       #     change = 1
       # stone[1][0] += change

        draw_list = []
       
        #update contestants positions

        


        player_plus_vel = 2
        bad_plus_vel = 1
        player_minus_vel = 2
        bad_minus_vel = 1
        if click_button != 0:

            #print "old vel " + str(player_vel)
            if click_button == 1:
                if question[1] + question[2] == question[0]:
                    new_question =1
                    player_vel+= player_plus_vel
                    bad_one_vel+=bad_plus_vel 
                else:
                    player_vel-=player_minus_vel
                    bad_one_vel-= bad_minus_vel
            if click_button == 2:
                if question[1] - question[2] == question[0]:
                    new_question =1
                    player_vel+= player_plus_vel
                    bad_one_vel+=bad_plus_vel 
                else:
                    player_vel-=player_minus_vel
                    bad_one_vel-= bad_minus_vel
            if click_button == 3:
                if question[1] * question[2] == question[0]:
                    new_question =1
                    player_vel+= player_plus_vel
                    bad_one_vel+=bad_plus_vel 
                else:
                    player_vel-=player_minus_vel
                    bad_one_vel-= bad_minus_vel
            if click_button == 4:
                if question[1] / question[2] == question[0]:
                    new_question =1
                    player_vel+= player_plus_vel
                    bad_one_vel+=bad_plus_vel 
                else:
                    player_vel-=player_minus_vel
                    bad_one_vel-= bad_minus_vel
            
            if player_vel < 0:
                player_vel = 0
            if bad_one_vel < 0:
                bad_one_vel = 0

            click_button = 0
           # print "new vel " + str(player_vel)
                    
        if new_question == 1:
            question = gen_question()
            question_string = "" + str(question[1]) + " " + " _ " + " " + str(question[2]) + " = " + str(question[0])
            #print question_string
            font2 = pygame.font.Font(None, 36)

            #rawr = util.render_textrect(question_string,font,quest_rect,(255,255,255),(0,0,0),1,1)
            #rawr21 = (rawr,quest_rect.topleft())
            #draw_list.append(rawr21)
            
            #draw_list.append( )
            #draw_list.append((util.render_textrect(str(question[4]),font,answer_one_rect,(255,255,255),0,1,1),answer_one_rect.topleft))
            #draw_list.append((util.render_textrect(str(question[5]),font,answer_two_rect,(255,255,255),(0,0,0),1,1),answer_two_rect.topleft))
            #draw_list.append((util.render_textrect(str(question[6]),font,answer_three_rect,(255,255,255),(0,0,0),1,1),answer_three_rect.topleft))
            #draw_list.append((util.render_textrect(str(question[7]),font,answer_four_rect,(255,255,255),(0,0,0),1,1),answer_four_rect.topleft))

            #screen.blit(util.render_textrect(question_string,font,quest_rect,(255,255,255),(0,0,0),1,1),quest_rect.topleft)
            #screen.blit(util.render_textrect(str(question[4]),font,answer_one_rect,(255,255,255),(0,0,0),1,1),answer_one_rect.topleft)
            #screen.blit(util.render_textrect(str(question[5]),font,answer_two_rect,(255,255,255),(0,0,0),1,1),answer_two_rect.topleft)
            #screen.blit(util.render_textrect(str(question[6]),font,answer_three_rect,(255,255,255),(0,0,0),1,1),answer_three_rect.topleft)
            #screen.blit(util.render_textrect(str(question[7]),font,answer_four_rect,(255,255,255),(0,0,0),1,1),answer_four_rect.topleft)

            quest_string_rect = util.render_textrect(question_string,font2,quest_rect,(255,255,255),0,1)
            font2 = pygame.font.Font(None, 72)
            add_rect = util.render_textrect("+",font2,answer_one_rect,(255,255,255),0,1,1)
            sub_rect = util.render_textrect("-",font2,answer_two_rect,(255,255,255),0,1,1)
            mult_rect = util.render_textrect("*",font2,answer_three_rect,(255,255,255),0,1,1)
            divide_rect = util.render_textrect(u"\u00F7",font2,answer_four_rect,(255,255,255),0,1,1)


            
            #quest_string_rect.set_colorkey(0)

            screen.blit(quest_string_rect,(0,0))
            screen.blit(add_rect,answer_one_rect.topleft)
            screen.blit(sub_rect,answer_two_rect.topleft)
            screen.blit(mult_rect,answer_three_rect.topleft)
            screen.blit(divide_rect,answer_four_rect.topleft)
            
            
            pygame.draw.rect(screen,(255,0,0),answer_one_rect,5)
            pygame.draw.rect(screen,(255,0,0),answer_two_rect,5)
            pygame.draw.rect(screen,(255,0,0),answer_three_rect,5)
            pygame.draw.rect(screen,(255,0,0),answer_four_rect,5)           
            

            #draw_list.append((utilx,quest_rect.topleft))
            
            #pygame.draw.line(screen,(0,0,0),(0,0),(500,10))
            #print "WTF"
            pygame.display.flip()

            #update_rects.append(quest_rect)
            #update_rects.append(answer_one_rect)
            #update_rects.append(answer_two_rect)
            #update_rects.append(answer_three_rect)
            #update_rects.append(answer_four_rect)
            new_question = 0
            
            
            #question_string += 
            
            

        
        #player_vel = 0
        #bad_one_vel = 0
        

        player_pos=player_pos+player_vel
        bad_one_pos = bad_one_pos+bad_one_vel
        if bad_one_pos - player_pos > 100:
            bad_one_vel+=1
        if bad_one_vel - player_pos < -100:
            bad_one_vel-=1
        player_pos_draw = 800-player_vel
        player = (player_image,(500,player_pos_draw))

        if onscreen(bad_one_pos):
            
            bad_one_pos_draw = 800+(player_pos-bad_one_pos)
            bad_one = (bad_one_image,(600,bad_one_pos_draw))
            draw_list.append(bad_one)

        #now draw new frame

        
        draw_list.append(player)

        k = 0
        for i in markers:
            y_pos = i[0]
            x_pos = i[1]
            if onscreen(y_pos):
                markers[k][1] += 3
                #x_1 = 300-markers[k][1]
                #print x_pos
                y_loc = 800+(player_pos-y_pos)
                font_size = 12+14*(y_loc-200)/600
                #if font_size != 8:
                #    print font_size
                font = pygame.font.Font(None, font_size)
                text_rect = pygame.Rect((300-x_pos,800+(player_pos-y_pos)),(10+font_size,10+font_size))
                text_box = util.render_textrect(str(k),font,text_rect,(255,255,255),1,1)

                x_pos = (-1*(800+(player_pos-y_pos))+800)/3-12
                #draw_list.append((marker_image,(x_pos,800+(player_pos-y_pos))))
                draw_list.append((text_box,((x_pos+2,802+(player_pos-y_pos)))))
                x_pos = (-1*(800+(player_pos-y_pos))+800)/(-3)+1200


                #draw_list.append((marker_image,(x_pos,800+(player_pos-y_pos))))


                draw_list.append((text_box,((x_pos+2,802+(player_pos-y_pos)))))
            if y_pos > player_pos+800:
                break
            k+=1
        
        for i in waves_array:
            wave_x = i[0]
            wave_y = i[1]
            if onscreen(wave_y):
                
                #pygame.draw.line(screen,(255,255,0),(wave_x,203),((wave_x-200)*3/2,800))
                #print wave_x
                if wave_x == 200 or wave_x == 600:
                    wave_x +=1

                wave_x = int(((-1*(800+(player_pos-wave_y)))-203)/((203-800)/(-wave_x+(wave_x-200)*3.0/2.0))+wave_x)
                if wave_x-500 > 0:
                    wave_x-=int(math.fabs(x-600)/400.0*150)
                elif 700-wave_x>0:
                    wave_x+=int(math.fabs(x-600)/400.0*150)
                    
                y_loc = 800+(player_pos-wave_y)
                size_scale = (y_loc-200)/600.0
                #print size_scale
                if size_scale < 0:
                    size_scale = 0
                wave_height = 10+int(28*size_scale)
                wave_width = 20+int(50*size_scale)

                wave_x-=wave_width/2

                #print wave_width
                wave_image = pygame.Surface((wave_width,wave_height))
                pygame.draw.ellipse(wave_image,(200,200,255),pygame.Rect((0,0),(wave_width,wave_height)))
                pygame.draw.ellipse(wave_image,(100,255,100),pygame.Rect((0,0),(wave_width,wave_height)),5)

                wave_image.blit(bg_image,(0,wave_height/2),pygame.Rect( (wave_x,800+(player_pos-wave_y)) ,(wave_width,3+wave_height)))
                wave_image.set_alpha(100)
                wave_image.set_colorkey(wave_image.get_at((0, 0))) 

                #wave_image_2 = scaleUp(wave_image,50+((800+(player_pos-wave_y))-203)/(900-203)*50)
                draw_list.append((wave_image,(wave_x,800+(player_pos-wave_y))))
            #if wave_x - player_pos < 600 and wave_x - player_pos > -100:
            #    draw_list.append(((wave_image),(wave_x,wave_y),(wave_image.get_size())))
            if i[1] > player_pos+800:
                break
            
        #pygame.draw.line(screen,(117,184,215),(300,205),(0,800))
        pygame.draw.line(screen,(255,255,255),(200,205),(0,800))

        #pygame.draw.line(screen,(117,184,215),(900,205),(1200,800))
        pygame.draw.line(screen,(255,255,255),(1000,205),(1200,800))
        for i in draw_list:
            screen.blit(i[0],(i[1]))
            #new_rect = pygame.Rect(b,c)
            new_rect = pygame.Rect(i[1],i[0].get_size())
            update_rects.append(new_rect)

            
            
            
        


                
        #pygame.display.flip()
        #print "updating rects"
        pygame.display.update(update_rects)
        
        clock.tick(40) #limits to 40 FPS
	
    
def main():
    run()
    
#runs main if called via other naming convention
if __name__ == '__main__': main()