from scene import *
from PIL import Image
import sound
import random
GAME_READY = 0
GAME_PLAY = 1
GAME_DYING = 2
GAME_DEAD = 3
FLOOR_IMGS = ['Ear_Of_Rice', 'Herb', 'Snail', 'Spiral_Shell', 'Turtle', 'Anchor', 'Pile_Of_Poo', 'Sailboat', 'Speedboat']
BACK_IMGS = ['Blowfish', 'Dolphin', 'Fish', 'Tropical_Fish', 'Whale']
class GameEnvironment(object):
def __init__(self, x, y, w, h):
self.playfield = Rect(x, y, w, h)
self.gravity = int(h *-3.000) # 3000
self.scroll = int(h * 0.300) # 300
self.float_max = int(h * 0.300) # 300
self.float_min = int(h * 0.050) # 50
self.jump = int(h * 0.800) # 800
self.gap = int(h * 0.360) # 360
self.ground_height = int(h * 0.100) # 100
self.tower_width = int(h * 0.140) # 140
self.tower_cap = int(h * 0.065) # 65
self.tower_gap = (self.playfield.w - (self.tower_width * 2)) / 2
self.tower_min_height = self.tower_cap
self.tower_max_height = self.playfield.h - self.ground_height - self. tower_cap - self.tower_gap
self.player_width = int(h * 0.080) # 80
self.player_height = int(h * 0.080) # 80
self.player_x = int(h * 0.200) # 200
self.player_y = self.playfield.h / 2 + self.ground_height
self.bubble_min = int(h * 0.002) # 2
self.bubble_max = int(h * 0.020) # 20
self.floor_min = int(h * 0.040) # 40
self.floor_max = int(h * 0.128) # 128
self.back_min = int(h * 0.020) # 20
self.back_max = int(h * 0.040) # 40
self.text_x = w / 2
self.text_1_y = 0.9 * h
self.text_2_y = 0.6 * h
self.text_3_y = 0.4 * h
self.font_size = int(h * 0.064) # 64
self.font = 'AvenirNext-Heavy'
self.score = 0
self.best = 0
self.crash = False
self.gametime = 0
self.deadtime = 0
self.state = GAME_READY
class Bubble(object):
def __init__(self, x, y, w, h, float):
self.bounds = Rect(x, y, w, h)
self.float = float
self.alpha = random.random()
self.img = 'White_Circle'
def draw(self):
tint(1, 1, 1, self.alpha)
image(self.img, self.bounds.x, self.bounds.y, self.bounds.w, self.bounds.h)
class Player(object):
def __init__(self, x, y, w, h):
self.bounds = Rect(x, y, w, h)
img = Image.open('Octopus').transpose(Image.FLIP_LEFT_RIGHT)
self.img = load_pil_image(img)
self.velocity = 0
self.jumped = False
def draw(self):
tint(1.00, 1.00, 1.00)
image(self.img, self.bounds.x, self.bounds.y, self.bounds.w, self.bounds.h)
class FloorSprite(object):
def __init__(self, env):
self.env = env
self.set_random_bounds()
self.set_random_image()
def set_random_image(self):
img = Image.open(FLOOR_IMGS[random.randint(0, len(FLOOR_IMGS) - 1)])
if(random.random > 0.5):
img = img.transpose(Image.FLIP_LEFT_RIGHT)
self.img = load_pil_image(img)
def set_random_bounds(self):
env = self.env
size = random.randint(env.floor_min, env.floor_max)
y = random.randint(env.playfield.bottom(), env.ground_height)
x = random.randint(env.playfield.left(), env.playfield.right() + env.playfield.w)
self.bounds = Rect(x, y, size, size)
def draw(self):
tint(1,1,1)
image(self.img, self.bounds.x, self.bounds.y, self.bounds.w, self.bounds.h)
class BackgroundSprite(object):
def __init__(self, env):
self.env = env
self.velocity = env.scroll / 4
self.set_random_bounds()
self.set_random_image()
def set_random_image(self):
img = Image.open(BACK_IMGS[random.randint(0, len(BACK_IMGS) - 1)])
self.velocity = random.randint(self.env.scroll / 4, self.env.scroll / 2)
if(random.random() > 0.5):
img = img.transpose(Image.FLIP_LEFT_RIGHT)
self.velocity *= -1
self.img = load_pil_image(img)
def set_random_bounds(self):
env = self.env
size = random.randint(env.back_min, env.back_max)
y = random.randint(env.ground_height, env.playfield.top() - size)
if self.velocity < 0:
x = env.playfield.left()
else:
x = env.playfield.right()
self.bounds = Rect(x, y, size, size)
def draw(self):
tint(1,1,1)
image(self.img, self.bounds.x, self.bounds.y, self.bounds.w, self.bounds.h)
class Ground(object):
def __init__(self, x, y, w, h):
self.bounds = Rect(x, y, w, h)
def draw(self):
stroke_weight(4)
stroke(0.00, 0.00, 0.00)
fill(0.50, 0.25, 0.00)
rect(self.bounds.x, self.bounds.y, self.bounds.w, self.bounds.h)
class Tower(object):
def __init__(self, x, env):
self.x = x
self.env = env
self.create_towers_and_caps()
def set_x(self, x):
self.x = x
self.lower_tower.x = x + 6
self.lower_cap.x = x
self.upper_tower.x = x + 6
self.upper_cap.x = x
def right(self):
return self.lower_tower.right()
def left(self):
return self.lower_tower.left()
def create_towers_and_caps(self):
self.passed = False
height = random.randint(self.env.tower_min_height, self.env.tower_max_height)
self.lower_tower = Rect(self.x + 6, self.env.ground_height, self.env.tower_width - 12, height)
self.lower_cap = Rect(self.x, self.env.ground_height + height - self.env.tower_cap, self.env.tower_width, self.env.tower_cap)
self.upper_tower = Rect(self.x + 6, height + self.env.gap, self.env.tower_width - 12, self.env.playfield.h - height + self.env.gap)
self.upper_cap = Rect(self.x, height + self.env.gap, self.env.tower_width, self.env.tower_cap)
def intersects(self, r):
return self.lower_tower.intersects(r) or self.upper_tower.intersects(r)
def draw(self):
stroke_weight(4)
stroke(0.00, 0.50, 0.25)
stroke(0.20, 0.20, 0.00)
fill(0.00, 1.00, 0.00)
fill(0.50, 0.50, 0.00)
rect(self.lower_tower.x, self.lower_tower.y, self.lower_tower.w, self.lower_tower.h)
rect(self.lower_cap.x, self.lower_cap.y, self.lower_cap.w, self.lower_cap.h)
rect(self.upper_tower.x, self.upper_tower.y, self.upper_tower.w, self.upper_tower.h)
rect(self.upper_cap.x, self.upper_cap.y, self.upper_cap.w, self.upper_cap.h)
class Game(object):
def __init__(self, x, y, w, h):
self.env = GameEnvironment(x, y, w, h)
self.game_setup()
def game_setup(self):
self.env.score = 0
self.env.crash = False
self.env.state = GAME_READY
self.create_game_objects()
def create_game_objects(self):
self.player = Player(self.env.player_x, self.env.player_y, self.env.player_width, self.env.player_height)
self.ground = Ground(self.env.playfield.x, self.env.playfield.y, self.env.playfield.w, self.env.ground_height)
self.towers = []
x = self.env.playfield.w * 2
for t in range(3):
self.towers.append(Tower(x, self.env))
x += self.env.tower_width + self.env.tower_gap
self.bubbles = []
for t in range(10):
d = random.randint(0, 20)
self.bubbles.append(Bubble(random.randint(0, self.env.playfield.w), random.randint(0, self.env.playfield.h), d, d,random.randint(self.env.float_min, self.env.float_max)))
self.floor_sprites = []
for t in range(1):
self.floor_sprites.append(FloorSprite(self.env))
self.background_sprites = []
for t in range(2):
self.background_sprites.append(BackgroundSprite(self.env))
def move_player(self, dt):
if(self.env.state == GAME_DEAD):
return
elif((self.env.state == GAME_READY) and (self.player.bounds.y < (self.env.playfield.h / 2)) or self.player.jumped):
self.player.jumped = False
self.player.velocity = self.env.jump
else:
self.player.velocity = self.player.velocity + self.env.gravity * dt
self.player.bounds.y += self.player.velocity * dt
def move_towers(self, dt):
if(self.env.state == GAME_PLAY):
move = self.env.scroll * dt
for tower in self.towers:
tower.set_x(tower.x - move)
if tower.right() < self.env.playfield.x:
tower.set_x(self.env.playfield.w + self.env.tower_gap)
tower.create_towers_and_caps()
def move_bubbles(self, dt):
if(self.env.state == GAME_DEAD):
return
for bubble in self.bubbles:
if (bubble.bounds.bottom() > self.env.playfield.top()) or (bubble.bounds.left() < self.env.playfield.left()):
x = random.randint(self.env.playfield.left(), self.env.playfield.right() + self.env.playfield.w)
y = self.env.playfield.bottom() - random.randint(0, self.env.bubble_max)
d = random.randint(self.env.bubble_min, self.env.bubble_max)
bubble.bounds = Rect(x, y, d, d)
bubble.float = random.randint(self.env.float_min, self.env.float_max)
bubble.bounds.y += bubble.float * dt
if(self.env.state <> GAME_DYING):
bubble.bounds.x -= self.env.scroll * dt
def move_floor_sprites(self, dt):
if(self.env.state == GAME_READY) or (self.env.state == GAME_PLAY):
move = self.env.scroll * dt
for sprite in self.floor_sprites:
sprite.bounds.x -= move
if sprite.bounds.right() < self.env.playfield.left():
sprite.set_random_image()
sprite.set_random_bounds()
sprite.bounds.x = random.randint(self.env.playfield.right(), self.env.playfield.right() + self.env.playfield.w)
def move_background_sprites(self, dt):
if(self.env.state == GAME_READY) or (self.env.state == GAME_PLAY):
for sprite in self.background_sprites:
move = sprite.velocity * dt
sprite.bounds.x -= move
if(sprite.bounds.right() < self.env.playfield.left()) or (sprite.bounds.left() > self.env.playfield.right()):
sprite.set_random_image()
sprite.set_random_bounds()
def update_score(self):
if(self.env.state == GAME_PLAY):
for tower in self.towers:
if tower.passed == False:
if tower.left() < self.player.bounds.right():
tower.passed = True
self.env.score += 1
sound.play_effect('Coin_1')
def player_dead(self):
self.env.state = GAME_DEAD
self.env.dead_time = self.env.game_time
if self.env.score > self.env.best:
self.env.best = self.env.score
def collision_detect(self):
if(self.env.state == GAME_PLAY):
if self.player.bounds.bottom() < self.ground.bounds.top():
sound.play_effect('Crashing')
self.env.crash = True
self.player_dead()
elif(self.env.state == GAME_DYING):
if self.player.bounds.bottom() < self.ground.bounds.top():
self.player_dead()
if self.env.state == GAME_PLAY:
if self.player.bounds.bottom() > self.env.playfield.top():
self.env.crash = True
self.env.state = GAME_DYING
else:
for tower in self.towers:
if tower.intersects(self.player.bounds):
sound.play_effect('Crashing')
self.env.crash = True
self.env.state = GAME_DYING
def text_shadow(self, s, y):
tint(0, 0, 0)
text(s, self.env.font, self.env.font_size, self.env.text_x + 4, y - 4)
tint(1, 1, 1)
text(s, self.env.font, self.env.font_size, self.env.text_x, y)
def draw(self):
if(self.env.crash):
background(1, 1, 1)
self.env.crash = False
else:
background(0.00, 0.50, 0.50)
for bubble in self.bubbles:
bubble.draw()
for sprite in self.background_sprites:
sprite.draw()
self.ground.draw()
for tower in self.towers:
tower.draw()
self.player.draw()
for sprite in self.floor_sprites:
sprite.draw()
tint(0, 0, 0)
if(self.env.state == GAME_READY):
self.text_shadow("Tap to Start!", self.env.text_2_y)
elif((self.env.state == GAME_PLAY) or (self.env.state == GAME_DYING) or (self.env.state == GAME_READY)):
self.text_shadow(str(int(self.env.score)), self.env.text_1_y)
elif(self.env.state == GAME_DEAD):
self.text_shadow("Score : " + str(int(self.env.score)), self.env.text_2_y)
self.text_shadow("Best : " + str(int(self.env.best)), self.env.text_3_y)
def loop(self, dt, t):
self.env.game_time = t
self.move_player(dt)
self.move_towers(dt)
self.move_bubbles(dt)
self.move_floor_sprites(dt)
self.move_background_sprites(dt)
self.update_score()
self.collision_detect()
self.draw()
def screen_tapped(self):
if(self.env.state == GAME_READY):
self.env.state = GAME_PLAY
if(self.env.state == GAME_PLAY):
self.player.jumped = True
sound.play_effect('Boing_1')
elif(self.env.state == GAME_DEAD):
if(self.env.dead_time + 0.5 < self.env.game_time):
self.game_setup()
class MyScene (Scene):
def setup(self):
self.game = Game(self.bounds.x, self.bounds.y, self.bounds.w, self.bounds.h)
def draw(self):
self.game.loop(self.dt, self.t)
def touch_began(self, touch):
self.game.screen_tapped()
run(MyScene(), PORTRAIT)