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import pygame
import time
import os
import sys
import math
from pygame import K_ESCAPE
from pygame.locals import *
from random import randint
from tree import Tree
from ranger import Ranger
from cutter import Cutter
pygame.init()
global window_h, window_w, trees
# Background
bg_color = [255, 255, 255]
screen = pygame.display.set_mode( (0,0) )
pygame.display.set_caption("Ranger")
window_h, window_w = screen.get_size ()
if window_h > 1024:
screen = pygame.display.set_mode( (800,640) )
window_h, window_w = screen.get_size ()
# Tree
trees = []
start_time = time.time()
fps = 60
frame_time = 1.0/fps
# Ranger
# Button sensibility when planting
button_time = 30
plant_time = 30
# Speed and movement
unit = 1
ranger_speed = 10
# The ranger object
ranger = Ranger(window_h, window_w, ranger_speed)
# Cutter
cutter_time = 50
tree_cutting_time = 50
cutter_speed = 4
cutter = []
# Difficulty level
cutter_difficulty = 300
# Draw background
screen.fill(bg_color)
# Draw everything on top of that
number_trees = 80
while number_trees != 0:
trees.append(Tree((randint(0,window_h), randint(0,window_w))) )
number_trees -= 1
for arbol in trees:
arbol.sprout_time = 0
air = 0
score = 0
while True:
# Time tracking
current_time = time.time()
if current_time - start_time <= frame_time:
continue
start_time = current_time
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
ranger.input(event)
keyboard = pygame.key.get_pressed()
if keyboard[K_ESCAPE]:
exit()
if ranger.plant == True:
ranger.plant = False
if ranger.new_plant == False:
new_plant_position = ranger.position
ranger.new_plant = True
if ranger.new_plant == True:
plant_time += 1
if plant_time > button_time:
trees.append(Tree( new_plant_position ) )
plant_time = 0
ranger.new_plant = False
# Update ranger position based on events
ranger.update()
for treecutter in cutter:
treecutter.update()
# Draw background
screen.fill(bg_color)
ranger.draw(screen)
for treecutter in cutter:
treecutter.draw(screen)
# Ranger kills tree cutters and adds points
for cortador in cutter:
if ranger.collides_with(cortador):
cutter.remove(cortador)
score += 1
# Draw trees or grow them
for arbol in trees:
if arbol.sprout_time > 0:
arbol.sprout_time -= 1
arbol.draw(screen)
# Tree cutters kills trees
for arbol in trees:
for cortador in cutter:
if cortador.collides_with(arbol) and arbol.air == 1:
cortador.cut_tree = True
arbol.draw_alert(screen)
cortador.cut_time += 1
arbol.cutting_time -=1
if cortador.cut_tree == True and cortador.cut_time == 100 or arbol.cutting_time == 0:
trees.remove(arbol)
cortador.cut_time = 0
cortador.cut_tree = False
if cutter_time >= cutter_difficulty:
cutter.append( Cutter(window_h, window_w, cutter_speed, 0) )
cutter_time = 0
cutter_time += 1
## SCORE IS DRAWN AFTER EVERYTHING ELSE
# Score is equal to amount of trees
for arbol in trees:
air = air + arbol.air
# HUD text
hud_text = "Air: " + str(air) + " Score: " + str(score)
font = pygame.font.Font(None, 36)
text_hud = font.render( hud_text , 1, (0, 0, 0, 0))
screen.blit(text_hud, (0, 0))
# Difilcuty level based on score
if score >= 0:
if score <= 10:
cutter_difficulty = 200
elif score <= 20:
cutter_difficulty = 100
elif score <= 50:
cutter_difficulty = 175
elif score <= 100:
cutter_difficulty = 100
elif score <= 150:
cutter_difficulty = 50
# Speed based on air
if air > 0:
if ranger.speed > 1.0 :
ranger.speed = math.fabs(air/10)
else:
ranger.speed = 1
for cortador in cutter:
cortador.speed = ranger.speed
else:
exit()
# Score updates after being shown
air = 0
pygame.display.update()
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