Created
October 11, 2015 21:33
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aquarium6.py
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from scene import * | |
from random import uniform | |
import sound | |
import speech | |
bounds = None | |
class SeaCreature: | |
upper_limit = 500 | |
def __init__(self, image_name, direction, size, speed_x, y): | |
self.image_name = image_name | |
self.direction = direction | |
self.size = size | |
self.speed_x = speed_x | |
if self.direction == 'move_right': | |
self.x = -self.size/2 | |
else: | |
self.x = bounds.w +self.size/2 | |
self.y = y | |
self.alive = True | |
self.super_fish = False | |
self.y_direction = uniform(-1, 1) | |
def change_direction(self): | |
self.y_direction = uniform(-1, 1) | |
def update_state(self): | |
if self.direction == 'move_right': | |
self.x += self.speed_x | |
if self.x >= bounds.w + self.size/2: | |
self.x = -self.size/2 | |
else: | |
self.x -= self.speed_x | |
if self.x <= -self.size/2: | |
self.x = bounds.w + self.size/2 | |
self.y += self.y_direction | |
if self.y >= self.upper_limit: | |
self.y = self.upper_limit | |
if self.super_fish: | |
tint(1.00, 0.00, 0.00) | |
else: | |
tint(1,1,1) | |
if self.alive: | |
image(self.image_name, self.x - self.size/2, self.y-self.size/2, self.size, self.size) | |
class MyScene (Scene): | |
ticks = 0 | |
def setup(self): | |
# This will be called before the first frame is drawn | |
global bounds | |
bounds = self.bounds | |
self.min_fish_size = 20 | |
self.max_fish_size = 200 | |
# self.fish1 = SeaCreature('Tropical_Fish', 'move_left', 150, 2, 200) | |
# self.snail = SeaCreature('Snail', 'move_right', 64, 1, 10) | |
# self.octopus = SeaCreature('Octopus', 'move_right', 200, 2, 400) | |
self.fish_school1 = [] | |
for i in range(10): | |
self.fish_school1.append(SeaCreature('Tropical_Fish', 'move_left', uniform(50, 170), uniform(2,4), uniform(200, self.bounds.h - 200))) | |
# self.octopus_school = [] | |
# for i in range(10): | |
# self.octopus_school.append(SeaCreature('Octopus', 'move_right', uniform(50, 200), uniform(1, 4), uniform(50, 700))) | |
self.play_background_sound() | |
self.root_layer = Layer(self.bounds) | |
bottom_center = Point(self.bounds.w/2, 0) | |
self.cannon_size = 128 | |
self.layer = Layer(Rect(bottom_center.x - self.cannon_size/2, bottom_center.y, self.cannon_size, self.cannon_size)) | |
self.layer.image = '_cannon' | |
self.root_layer.add_layer(self.layer) | |
self.angle = 90 | |
self.direction = 'counter_clock_wise' | |
self.cannon_balls = [] | |
self.ball_size = 50 | |
self.ball_speed = 8 | |
self.layer2 = Layer(Rect(bottom_center.x - self.cannon_size/2, self.bounds.h - self.cannon_size, self.cannon_size, self.cannon_size)) | |
self.layer2.image = '_cannon' | |
self.root_layer.add_layer(self.layer2) | |
self.cannon_balls2 = [] | |
self.ball_size2= 50 | |
self.ball_speed2 = 8 | |
self.button_radius = 50 | |
self.bottom_button_center = Point(650, self.button_radius) | |
self.top_button_center = Point(375, self.bounds.h-self.button_radius) | |
self.balls_left = 100 | |
self.food_left = 100 | |
self.bottom_player_score = 0 | |
self.top_player_score = 0 | |
def play_background_sound(self): | |
sound.play_effect('Drums_08') | |
self.delay(0.5, self.play_background_sound) | |
def collide(self, fish, ball ): | |
fish_center = Point(fish.x, fish.y) | |
ball_center = ball['position'] | |
d = fish_center.distance(ball_center) | |
if d <= fish.size/2 + self.ball_size/2: | |
return True | |
else: | |
return False | |
def draw(self): | |
self.ticks += 1 | |
# This will be called for every frame (typically 60 times per second). | |
background(0.00, 1.00, 1.00) | |
fill(1.00, 0.80, 0.40) | |
rect(0, 0, self.bounds.w, 50) | |
for fish in self.fish_school1: | |
for ball in self.cannon_balls: | |
if ball['alive'] and fish.alive and fish.super_fish == False and self.collide(fish, ball): | |
self.bottom_player_score += 10 | |
if self.bottom_player_score > 0 and self.bottom_player_score % 100 == 0: | |
self.balls_left += 10 | |
speech.say('you got ten free cannon balls') | |
sound.play_effect('Explosion_5') | |
ball['alive'] = False | |
fish.size -= 10 | |
if fish.size <= self.min_fish_size: | |
fish.size = self.min_fish_size | |
if fish.size == self.min_fish_size: | |
fish.alive = False | |
self.bottom_player_score += 100 | |
for ball in self.cannon_balls2: | |
if self.collide(fish, ball) and ball['alive'] and fish.alive and not fish.super_fish : | |
self.top_player_score += 10 | |
if self.top_player_score >0 and self.top_player_score % 100 == 0: | |
self.food_left += 10 | |
speech.say('you got ten free food pieces', ) | |
sound.play_effect('Laser_3') | |
ball['alive'] = False | |
fish.size += 10 | |
if fish.size >= self.max_fish_size: | |
fish.size = self.max_fish_size | |
if fish.size == self.max_fish_size: | |
fish.super_fish = True | |
self.top_player_score += 100 | |
# self.snail.update_state() | |
# self.fish1.update_state() | |
# self.octopus.update_state() | |
for fish in self.fish_school1: | |
fish.update_state() | |
if self.ticks % 120 == 0: | |
fish.change_direction() | |
# for o in self.octopus_school: | |
# o.update_state() | |
if self.angle > 180: | |
self.direction = 'clock_wise' | |
if self.angle < 0: | |
self.direction = 'counter_clock_wise' | |
if self.direction == 'counter_clock_wise': | |
self.angle += 1 | |
else: | |
self.angle -= 1 | |
self.layer.animate('rotation', self.angle, 1/60) | |
self.layer2.animate('rotation', -self.angle, 1/60) | |
self.root_layer.update(self.dt) | |
self.root_layer.draw() | |
for c in self.cannon_balls: | |
if c['alive'] == True: | |
image('Billiards', c['position'].x - self.ball_size/2, c['position'].y - self.ball_size/2, self.ball_size, self.ball_size) | |
c['position'].x += self.ball_speed*math.cos(math.radians(c['angle'])) | |
c['position'].y += self.ball_speed*math.sin(math.radians(c['angle'])) | |
for c in self.cannon_balls2: | |
if c['alive'] == True: | |
image('Cookie', c['position'].x - self.ball_size2/2, c['position'].y - self.ball_size2/2, self.ball_size2, self.ball_size2) | |
c['position'].x += self.ball_speed2*math.cos(math.radians(c['angle'])) | |
c['position'].y -= self.ball_speed2*math.sin(math.radians(c['angle'])) | |
image('Red_Circle', self.bottom_button_center.x - self.button_radius, self.bottom_button_center.y - self.button_radius, self.button_radius*2, self.button_radius*2) | |
text('Fire', 'ChalkboardSE-Bold', 20, self.bottom_button_center.x, self.bottom_button_center.y) | |
image('Blue_Circle', self.top_button_center.x - self.button_radius, self.bounds.h-self.button_radius*2, self.button_radius*2, self.button_radius*2) | |
text('Feed', 'ChalkboardSE-Bold', 20, 375, 700) | |
text('Balls Left: ' + str(self.balls_left), 'AvenirNext-Heavy', 20, 800, 30) | |
text('Food Left: ' + str(self.food_left), 'AvenirNext-Heavy', 20, 800, 720) | |
text('Score: ' + str(self.bottom_player_score), 'MarkerFelt-Wide', 20, 200, 30) | |
text('Score: ' + str(self.top_player_score), 'MarkerFelt-Wide', 20, 200, 720) | |
def bottom_button_touched(self, touch): | |
if touch.location.distance(self.bottom_button_center) < self.button_radius: | |
return True | |
else: | |
return False | |
def top_button_touched(self, touch): | |
if touch.location.distance(self.top_button_center) < self.button_radius: | |
return True | |
else: | |
return False | |
def touch_began(self, touch): | |
if self.bottom_button_touched(touch) and self.balls_left >= 1: | |
self.balls_left -= 1 | |
sound.play_effect('Shot') | |
new_cannon_ball = {'position': Point(self.bounds.w/2 + self.cannon_size/1.5*math.cos(math.radians(self.angle)), self.cannon_size/2 + self.cannon_size/1.5*math.sin(math.radians(self.angle))), | |
'angle': self.angle, | |
'alive' : True | |
} | |
self.cannon_balls.append(new_cannon_ball) | |
if self.top_button_touched(touch) and self.food_left >= 1: | |
self.food_left -= 1 | |
sound.play_effect('Boing_1') | |
new_cannon_ball = {'position': Point(self.bounds.w/2 + self.cannon_size/1.5*math.cos(math.radians(self.angle)), self.bounds.h - (self.cannon_size/2 + self.cannon_size/1.5*math.sin(math.radians(self.angle)))), | |
'angle': self.angle, | |
'alive': True | |
} | |
self.cannon_balls2.append(new_cannon_ball) | |
def touch_moved(self, touch): | |
pass | |
def touch_ended(self, touch): | |
pass | |
run(MyScene()) |
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