1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
|
#! /usr/bin/env python
"""
Creates a game with maze and sprites and updates game
@license: U{http://creativecommons.org/licenses/by-sa/3.0/us/}
@var done: when game is done it will equal true
@var MAZE_SIZE: size of maze
@var MAZE_DRAW_FRAME: size of maze to be drawn
"""
from pacmanMovement import pacmanMovement
from GhostMovement import ghostMovement
from mazeSetup import mazeSetup
from questionGenerator import questionGenerator
from question import question
import random
import pygame
import sys
# GAME VARIABLES
MAZE_SIZE = 25
MAZE_DRAW_FRAME = 25
BASE_LIVES = 3
class gameMain:
def __init__(self):
"""
Constructor
"""
# everything for setting up the game
temp = 0
pygame.init()
pygame.key.set_repeat(10, 50)
# make the screen however big the maze (maze needs to 625 by 625) is
self.screen = pygame.display.set_mode((900, 700))
# if olpcgames.ACTIVITY:
# size = olpcgames.ACTIVITY.game_size
pygame.display.set_caption('PacMath')
self.screen.fill((0,0,0))
self.operation = random.sample('x+-/', 1)
self.questGen = questionGenerator( self.operation, 2, 12 )
self.lives = BASE_LIVES
self.score = 0
self.level = 1
def resetQuestion(self):
self.maze = mazeSetup(self.screen, MAZE_SIZE) # create an instance of the
# maze->call the constructor
self.QandA = question(self.screen, self.questGen.getQuestionSet())
self.ghost1 = ghostMovement((self.screen.get_rect().x, self.screen.get_rect().y), 0, self.QandA.questions[0])
self.ghost2 = ghostMovement((self.screen.get_rect().x, self.screen.get_rect().y), 1, self.QandA.questions[1])
self.ghost3 = ghostMovement((self.screen.get_rect().x, self.screen.get_rect().y), 2, self.QandA.questions[2])
self.ghost4 = ghostMovement((self.screen.get_rect().x, self.screen.get_rect().y), 3, self.QandA.questions[3])
self.pacman = pacmanMovement((self.screen.get_rect().x, self.screen.get_rect().y))
self.ghosts = [ self.ghost1, self.ghost2, self.ghost3, self.ghost4 ]
self.nextQuestion()
def nextQuestion(self):
if self.QandA.nextQuestion():
self.wrongGhosts = pygame.sprite.Group()
self.correctGhosts = pygame.sprite.Group()
for i in range(len(self.ghosts)):
if not (i == self.QandA.getAnswerIndex() ):
self.wrongGhosts.add( self.ghosts[i] )
else:
self.correctGhosts.add( self.ghosts[i] )
else:
self.resetQuestion()
def update(self, event):
"""
Updates the maze and sprites given an event
@param event: directional key
@param frame: frame where game is held
"""
alreadyCollided = False
# anything the needs to be update in the game loop
# such as the players, screen.blit, etc.
ghostMovement.update(self.ghost1, self.screen, MAZE_SIZE, self.maze)
ghostMovement.update(self.ghost2, self.screen, MAZE_SIZE, self.maze)
ghostMovement.update(self.ghost3, self.screen, MAZE_SIZE, self.maze)
ghostMovement.update(self.ghost4, self.screen, MAZE_SIZE, self.maze)
alreadyCollided = self.checkCollisions()
pacmanEvent = pacmanMovement.update(self.pacman, self.screen, event, MAZE_SIZE, self.maze)
if not alreadyCollided:
self.checkCollisions()
if pacmanEvent == 1:
self.score += 1
if self.score == 100:
self.score = 1
self.lives += 1
self.QandA.updateLives(self.screen, self.lives)
self.QandA.updateScore(self.screen, self.score)
elif pacmanEvent == 2:
self.freeze(30)
def freeze(self, time):
self.ghost1.freeze(time)
self.ghost2.freeze(time)
self.ghost3.freeze(time)
self.ghost4.freeze(time)
def checkCollisions(self):
for ghost in pygame.sprite.spritecollide(self.pacman, self.correctGhosts,False):
if self.nextQuestion() == False:
self.resetQuestion()
self.level +=1
self.QandA.updateLevel(level)
ghost.eaten()
return True
for ghost in pygame.sprite.spritecollide(self.pacman, self.wrongGhosts, False):
self.score -= 50
self.lives -= 1
if self.lives < 0:
print "GAME OVER"
else:
self.QandA.updateLives(self.screen, self.lives)
self.QandA.updateScore(self.screen, self.score)
ghost.eaten()
return True
return False
def pause(self):
"""
Places the pause overlay over the game screen
"""
self.QandA.drawPaused(self.screen)
def unpause(self):
self.QandA.drawQuestion(self.screen)
def loop(self):
done = False
paused = False
self.resetQuestion()
self.QandA.updateScore(self.screen, self.score)
self.QandA.updateLives(self.screen, self.lives)
while done == False:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
done = True
elif event.key == pygame.K_p:
if paused:
paused = False
game.unpause()
else:
paused = True
game.pause()
pygame.time.delay(150)
# slow things down
if not paused:
pygame.time.delay(150)
game.update(event)
# once we exit the game loop we exit the game
sys.exit()
############ END GAMEMAIN CLASS, STARTING CODE HERE ###########
game = gameMain()
game.loop()
sys.exit()
# GAME LOOP
|