Created
February 12, 2014 03:25
-
-
Save BashedCrab/8949577 to your computer and use it in GitHub Desktop.
JumpyOctopus
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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) |
Hi really nice game, used it with my kids, sorry to say its broke after updates of Pythonista, attributeerrors that I do not know how to fix. Coul d you revise your code?
Source above has no functions left() right() bottom() top() replaced by w x y h , then it worked
For your convenience: the code below works on Pythonista 3.3:
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
How do I copy this git code to my iphone to execute with pythonista ??