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path: root/dev/pacmath.activity/gameMain.py
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#! /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 gameOver(self):
        self.level = 1
        self.lives = BASE_LIVES
        self.score = 0
        self.screen.fill((0,0,0))
	self.operation = random.sample('x+-/', 1)
        self.questGen = questionGenerator( self.operation, 2, 12 ) 
        self.QandA.updateLives(self.screen, self.lives)
        self.QandA.updateScore(self.screen, self.score)
        self.QandA.updateLevel(self.screen, self.level)
        self.resetQuestion()

    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.level += 1
            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):
            self.nextQuestion()
            self.QandA.updateLevel(self.screen, self.level)
            ghost.eaten()
            return True

        for ghost in pygame.sprite.spritecollide(self.pacman, self.wrongGhosts, False):
            self.lives -= 1
            if self.lives < 0:
                self.gameOver()
            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)
        self.QandA.updateLevel(self.screen, self.level)
        
        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