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Main.py
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Main.py
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"""
Authors: Kelvin, Nathan, Tino
Date: 6/19/2023
Description: a Pygamezero project inspired by the ios mobile game "Knockout". A 2-player versus game consisting of realistic
physics. The goal of the game is to knock the opponents pieces off the board.
"""
import os
os.environ['SDL_VIDEO_CENTERED'] = '1'
import pgzrun
from pgzhelper import *
from random import *
import math
#Read-only Variables
TITLE = "Pastry Pummel"
WIDTH = 1200
HEIGHT = 1000
cx = WIDTH // 2 #x coord of centre of screen
cy = HEIGHT // 2 # y coord of centre of screen
uk = 0.01 #coefficient of friction
max_arr_len = 200 #max length of the line
powa = 0.05 #power multiplier for line vectors
scenes = ["title","tutorial","game"] #possible game screens
class Driver():
'''
Handles all game events and overall game manager
Attributes:
-----------
actors: List
Stores a list of unit actors
players: List
Stores a list of players in the game
raccoons: List
Stores a list of raccoon actors
status: List
Stores the game's current turn status (who's turn it is, etc)
cycle: Int
Stores an integer that cycles through a turn (related to status)
turns: Int
Stores the game's number of turns
board: String / Object
Initialized as a string but eventually stores a Board object
scene: String
Stores the current screen that the game is displaying
checking_key: Boolean
A key in a dictionary the represents the units collided with
draw_lines: Boolean
represents whether or not to draw the line vectors
launch: Boolean
launch conditional check
terminate_game: Boolean
Whether the game is done or not
'''
def __init__(self):
self.actors = []
self.players = []
self.raccoons= []
self.eyes = []
self.status = [0]
self.cycle = 0
self.turns = 1
self.board = ""
self.scene = 'title' #starting screen
self.checking_key = False
self.draw_lines = False
self.launch = False
self.terminate_game = False
def setupPlayers(self):
'''
Creates the actors and the positions of them
'''
starting_pos = 100
for i in range(1,3): #two players
p = Player(f"p{i}")
p.make_team(4,starting_pos) #creates 4 units
self.players.append(p)
self.status.append(0)
starting_pos = WIDTH - starting_pos
#creates the list of all players actors
self.setupActors()
def setupActors(self):
"""
creates a list of all actors of all units
"""
for i in range(len(self.players[0].units)): #creates a list of actors of the 2nd team
self.actors.append(self.players[0].units[i])
for i in range(len(self.players[1].units)): #creates a list of actors of the 2nd team
self.actors.append(self.players[1].units[i])
def setupBoard(self,shrink_rate):
"""
creates the gameboard
"""
self.board = Board(800,800,shrink_rate)
def start_launch(self):
"""
Sets all unit initial velocities and progresses the "turn"
"""
self.launch = True
self.draw_lines = False
for player in self.players:
for unit in player.units:
unit.launch_power()
def end_turn(self):
'''
Checks if all units are stopped moving
Returns
---------
returns True if all units are stopped
returns False otherwise
'''
for player in self.players:
for unit in player.units:
if not unit.stopped:
return False
return True
def next_turn(self):
'''
Resets attributes for next turn
'''
self.cycle = 0
self.launch = False
self.turns += 1
admin.status = [1, 0, 0]
for player in self.players:
player.ready_launch = False
for unit in player.units:
unit.line_vect = (0, 0)
unit.mag_line_vect = 0
unit.active_arrow = False
unit.linex = unit.x
unit.liney = unit.y
#spawns in eyes from 1 to 10 secs, random amount of times
for i in range(randint(0,6)):
clock.schedule(self.create_eyes,randint(1,10))
def shrink(self):
"""
Shrinks the playing area, and all units relative to their position on the board
"""
self.board.shrink_board()
self.shrink_playerpos()
def detect_collision(self):
"""
Detects which units are colliding with which, as well as calculates thier vector components
"""
colliders = self.actors.copy() #a list of units of both teams
colliders.pop(0) # removes the first item in the list to prevent collidng with itself
collactors = [] # list of actors of those units
#creates actors list from the unit list
for unit in colliders:
collactors.append(unit.actor)
for units in self.actors:
#cricle_collidepoints -> cricular hitbox that prevents vibrating and glitching however still overlap
index = units.actor.collidelist_pixel(collactors) #returns the index of the collider #actor
if index != -1: # -1 means not colliding 0 - onwards is just index of list
units.collision_calc(colliders[index]) # passes the second unit collided into the collision calc
#removes items as to prevent collisions with itself
if len(colliders) != 0:
colliders.pop(0)
collactors.pop(0)
#
def inc_collided_count(self):
'''
increases the count of each unit that the unit has recently collided with
to create a cooldown
'''
for unit in self.actors:
remove = []
for key in unit.collided:
unit.collided[key] += 1
if unit.collided[key] >= 5: #5 frame cooldown seems to be the best (used to be 9)
remove.append(key) #the keys to remove are appended to a list
#and then removed after because you can't do it
#while the dict is being iterated through.
for item in remove:
unit.collided.pop(item)
def shrink_playerpos(self):
"""
Moves the units position relative to the size of the game board
"""
for player in self.players:
for unit in player.units:
unit.x = cx - (cx-unit.x)*self.board.shrink_rate #
unit.y = cy - (cy-unit.y)*self.board.shrink_rate
#shifts units while not launching
unit.actor.x = unit.x
unit.actor.y = unit.y
def create_raccoon(self,x,y,pastry):
"""
Creates a raccoon at the fallen unit position
"""
r = Raccoon(x,y) #creates a raccoon
r.set_images(pastry) #sets the animation set
self.raccoons.append(r) #appends to list of raccoon objects
def create_eyes(self):
"""
creates a eye object and set a random coord to it
"""
e = Eyes()
e.actor.x = choice([randint(0,200),randint(1000,1200)])
e.actor.y = randint(0,1000)
self.eyes.append(e)
def units_fall(self):
"""
Handles when units fall of the edge of the board
Returns
--------
returns False when units aren't falling
returns True otherwise
"""
#center = cx,cy
#Left edge = cx - board.width/2 , right edge = cx + board.width/2
#top edge = cy + board.width/2 , bottom edge = cy - board.width/2
for player in self.players:
for unit in player.units:
#Horiztontal border
if unit.x < (cx-self.board.width/2) or unit.x > (cx+self.board.width/2):
if admin.status.count(0) != len(admin.status):
#spawn raccoons
self.create_raccoon(unit.x,unit.y,unit.pastry)
#deletes unit from existence
player.units.remove(unit)
del unit
else:
return False
#Verticle border
elif unit.y > (cy+self.board.width/2) or unit.y < (cy-self.board.width/2):
if admin.status.count(0) != len(admin.status):
#spawn raccoons
self.create_raccoon(unit.x,unit.y,unit.pastry)
#deletes unit from existence
player.units.remove(unit)
del unit
else:
return False
return True
def data_transfer(self):
'''
turn, positions, velocities, whos turn it is
'''
data = [self.turns]
for player in self.players:
data.append(len(player.units))
for unit in player.units:
data.append((unit.x,unit.y))
def game_over(self, player):
'''
Check if a player has lost
'''
if player.units == []:
return True
return False
def reset(self):
self.scene = "gameover"
#resets the win condition
self.terminate_game = False
#resets all variables
self.players = []
self.actors = []
self.launch = False
self.status = [0]
self.draw_lines = False
self.checking_key = False
self.cycle = 0
self.turns = 1
self.setupPlayers()
self.setupBoard(0.9)
#return to game
self.scene = "game"
class Player():
"""The player class which handles individual team events
Attributes
-------------
team: Str
that represents which team the player is on
units: List
that represents every unit that belongs to the player
ready_launch: boolean
representing if the player's turn is done
loser: boolean
representing whether or not all the players units are gone
"""
def __init__(self,team):
self.team = team #team eg player 1 or 2
self.units = []
self.ready_launch = False
self.loser = False
def make_team(self, units,starting_pos):
"""takes the # of units and their starting positions and creates a team of units"""
pastries = ["cookie","c_roll","donut","eggtart","penguinoes"]
xpos = starting_pos
ypos = 200
for i in range(units):
self.units.append(Unit(xpos, ypos, 40, pastries[i],f"{self.team}{pastries[i]}{i}"))
ypos += 150
def commit(self):
'''
Detects to see if the line vector magnitude is greater than zero and if the player is ready to launch
'''
for unit in self.units:
if unit.mag_line_vect < unit.radius: #Set a proper boundary in the future
self.ready_launch = False
return self.ready_launch
if keyboard.SPACE and admin.status[int(self.team[1])-1] == 1 and not self.ready_launch: #Change to a button in the future - keyboard.SPACE is temporary
self.ready_launch = True
admin.status[int(self.team[1]) - 1] = 2
class Unit():
'''The individual pastry class, which handles all events of the pastries
Attributes
----------
name: Str
name of the unit , includes the team its on
pastry: Str
name of the pastry the unit is using as it image
x: Int
value that represents the x position of the unit
y: Int
value that represents the y position of the unit
mass: Int
values that represents the mass of the unit
actor: Class
Stores the Actor class of the unit
actor.x: Int
x position of the actor
actor.y: Int
y position of the actor
vx: Int
value that represents the x speed of the unit
vy: Int
value that represents the y speed of the unit
radius: Int
value that is the radius of the unit (in pixels)
linex: Int
the x position of the units launch line
liney: Int
the y position of the units launch line
line_vect: Tuple
Stores the vector components of the line relative to the unit's position
mag_line_vect: Int
Stores the magnitude of the line vector
active_arrow: Boolean
Whether if the units arrow is active
stopped: Boolean
Whether the unit has stopped all movement
collided: dictionary
which stores the units that were recntly collided with (as the key)
and the amount of frames since that collision as the value
'''
def __init__(self, x, y, mass, actor,name):
self.name = name
self.pastry = actor
self.x = x
self.y = y
self.mass = mass
self.actor = Actor(actor)
self.actor.x = self.x
self.actor.y = self.y
self.vx = 0
self.vy = 0
self.radius = 27
self.linex = x
self.liney = y
self.line_vect = (0, 0)
self.mag_line_vect = 0
self.active_arrow = False
self.stopped = True
self.collided = {}
def __repr__(self):
"""returns the name when called"""
return self.name
def update_line(self):
'''
Variables
---------
linex,liney:
the x and y position of the launch line (gets updated in on_mouse_move())
line_vect:
Stores the vector components of the line relative to the unit's position
mag_line_vect:
Stores the magnitude of the line vector
'''
self.line_vect = (self.linex - self.x), (self.liney - self.y)
self.mag_line_vect = math.sqrt(self.line_vect[0]**2 + self.line_vect[1]**2)
#angle relative to x axis
if self.line_vect[0] != 0: # prevents division by zero error
self.line_angle = abs((math.atan(self.line_vect[1]/self.line_vect[0]))) #Radians
else:
self.line_angle = math.pi/2 #sets angle to pi/2 (90 deg) when vx = 0
def launch_power(self):
"""
sets the unitial velocity/power of the units depending on the length of the line vector
"""
#takes the ratio of radius/magnitude of line vector multiplied by power and the line vector to change the velocities
if self.mag_line_vect != 0:
ratio = self.radius / self.mag_line_vect
x = self.line_vect[0] * (1-ratio) * powa
y = self.line_vect[1] * (1-ratio) * powa
self.update_v(x,y)
def move(self):
'''
moves the units and their actors coordinates by its current x and y velocities
'''
self.x += self.vx
self.y += self.vy
self.actor.x = self.x
self.actor.y = self.y
def update_v(self, vx, vy):
'''
Sets the x and y velocities of the unit to the given values,
then finds the launch angle. It then makes a list which stores if the initial
x and y launch velocities are positive or negative
Parameters
----------
vx: float
the x velocity to set
vy: float
the y velocity to set
'''
self.vx = vx
self.vy = vy
self.stopped = False
if self.vx != 0: # prevents division by zero error
self.angle = abs((math.atan(self.vy/self.vx))) #Radians
else:
self.angle = math.pi/2 #sets angle to pi/2 (90 deg) when vx = 0
self.launch_dir = ['',''] #[xdirection, ydirection]
if self.vx > 0:
self.launch_dir[0] = '+'
elif self.vx < 0:
self.launch_dir[0] = '-'
if self.vy > 0:
self.launch_dir[1] = '+'
elif self.vy < 0:
self.launch_dir[1] = '-'
def collision_calc(self, m2):
'''
takes in a another unit object which the unit is colliding with and
calculates their resultant velocities. It then updates the velocity
attributes of the units.
Parameters
----------
m2: unit object
the unit that is being collided with
'''
if m2 not in self.collided and admin.launch == True: #only collides if it wasn't recently collided with
self.collided[m2] = 0
m1mass = self.mass
m2mass = m2.mass
#x direction
v1ix = self.vx
v2ix = m2.vx
#set m2 frame of reference
v1ix -= v2ix
v2ix = 0
v1fx = v1ix*((m1mass-m2mass)/(m1mass+m2mass))
v2fx = (2*m1mass*v1ix)/(m1mass+m2mass)
#set back to global f.o.r
v1fx += m2.vx
v2fx += m2.vx
#y direction
v1iy = self.vy
v2iy = m2.vy
#set m2 frame of reference
v1iy -= v2iy
v2iy = 0
v1fy = v1iy*((m1mass-m2mass)/(m1mass+m2mass))
v2fy = (2*m1mass*v1iy)/(m1mass+m2mass)
#set back to global f.o.r
v1fy += m2.vy
v2fy += m2.vy
self.update_v(v1fx,v1fy)
m2.update_v(v2fx,v2fy)
def acceleration(self):
'''
calculates the magnitude of acceleration and calculates the x and y
components. It then adds or subtracts the x and y acceleration components
to bring the x and y velocity components down to 0.
'''
#fnet = ma, -Ff = ma, -ukFn = ma, -ukFg = ma, -ukmg = ma, -ukg = a
acc = uk * 9.8
accx = acc * math.cos(self.angle) #calculates components
accy = acc * math.sin(self.angle)
if self.vx > 0: #if vx is positive
if self.launch_dir[0] == '+': # is true if vx should be positive
self.vx -= accx
else:
self.vx = 0 # makes it stay at 0 once it reaches it
elif self.vx < 0: #if vx is negative
if self.launch_dir[0] == '-': # is true if vx should be negative
self.vx += accx
else:
self.vx = 0 # makes it stay at 0 once it reaches it
if self.vy > 0: #if vy is positive
if self.launch_dir[1] == '+': # is true if vy should be positive
self.vy -= accy
else:
self.vy = 0 # makes it stay at 0 once it reaches it
elif self.vy < 0: #if vy is negative
if self.launch_dir[1] == '-': # is true if vy should be negative
self.vy += accy
else:
self.vy = 0 # makes it stay at 0 once it reaches it
if self.vx == 0 and self.vy == 0:
self.stopped = True
class Board():
"""the game board
Board that shrinks every round
"""
def __init__(self,width,height,shrink_rate):
self.topx = 0
self.topy = 0
self.width = width
self.area = self.width*2
self.shrink_rate = shrink_rate
self.board = None
self.actor = Actor("square",(WIDTH//2,HEIGHT//2))
def shrink_board(self):
"""
Shrinks the area of the board by the a certain percentage
"""
#800 - the side length = the coordinate of the top left corner
if self.actor.scale >= 0.1:
#scales down the board by the rate
self.actor.scale *= self.shrink_rate
#updates the area of the board
self.area *= self.shrink_rate
self.width = self.area*0.5
#top left coord
self.topx = 800-(self.area**0.5)
self.topy = self.topx
class Raccoon():
"""Raccoon object
Spawns when a unit falls off the edge of the board
Attributes
----------
actor: Class
a actor object that represents the raccoon
actor.fps: Int
value that is the frame rate of the animations
actor.x: Int
value that represents the x position of the actor
actor.y: Int
value that represents the y position of the actor
"""
def __init__(self,x,y):
self.actor = Actor("000")
self.actor.fps = 6 #8fps is much smoother
self.actor.x = x
self.actor.y = y
def set_images(self,pastry):
"""Changes the animation set depending on which pastry has fallen off"""
if pastry == "cookie":
self.actor.images = ['000', '001', '002', 'rc003', 'rc004', 'rc005', 'rc006', '007', '008', '009', '010']
elif pastry == "c_roll":
self.actor.images = ['000', '001', '002', 'rcr003', 'rcr004', 'rcr005', 'rcr006', '007', '008', '009', '010']
elif pastry == "donut":
self.actor.images = ['000', '001', '002', 'rd003', 'rd004', 'rd005', 'rd006', '007', '008', '009', '010']
elif pastry == "eggtart":
self.actor.images = ['000', '001', '002', 'ret003', 'ret004', 'ret005', 'ret006', '007', '008', '009', '010']
def consume(self):
"""Cycles through the animation sets to animate the raccoon"""
self.actor.animate()
class Eyes():
"""
Eyes that periodically appear on the screen
Attributes
-----------
actor: Class
Actor object used for visuals
actor.images: List
all animations frames
actor.fps: Int
Framerate of the animation
"""
def __init__(self):
self.actor = Actor('e014')
self.actor.images = ['e000', 'e001', 'e002', 'e003', 'e004', 'e005', 'e006', 'e007', 'e008', 'e009', 'e010', 'e011', 'e012', 'e013', 'e014','e015','e016']
self.actor.fps = 8
def spawn_eyes(self):
"""animates the actors"""
self.actor.animate()
def on_mouse_down(pos):
"Turns active_arrow True if mouse is held down and if mouse position is colliding with unit"
#closes tutorial popup
if admin.scene == "tutorial":
admin.scene = "title"
#open tutorial popup
if admin.scene == "title" and (425 < pos[0] < 725) and (720 < pos[1] < 820):
admin.scene = "tutorial"
#runs only when in game
if admin.scene == "game":
for player in admin.players:
for unit in player.units:
if unit.actor.collidepoint(pos):
unit.active_arrow = True
if rect_q.collidepoint(pos):
preset(1, [[500, 250], [350, 400], [350, HEIGHT - 400], [500, HEIGHT - 250]])
if rect_w.collidepoint(pos):
preset(1, [[400, 250], [400, 400], [400, HEIGHT - 400], [400, HEIGHT - 250]])
if rect_e.collidepoint(pos):
preset(1, [[350, 250], [500, 400], [500, HEIGHT - 400], [350, HEIGHT - 250]])
if rect_p.collidepoint(pos):
preset(2, [[700, 250], [850, 400], [850, HEIGHT - 400], [700, HEIGHT - 250]])
if rect_o.collidepoint(pos):
preset(2, [[800, 250], [800, 400], [800, HEIGHT - 400], [800, HEIGHT - 250]])
if rect_i.collidepoint(pos):
preset(2, [[850, 250], [700, 400], [700, HEIGHT - 400], [850, HEIGHT - 250]])
def on_mouse_up(pos, button):
"Turns active_arrow False if mouse is lifted up"
for player in admin.players:
for unit in player.units:
unit.active_arrow = False
def on_mouse_move(pos, rel, buttons):
"Changes position of line vector if left click + active_arrow is True"
for player in admin.players:
if not player.ready_launch:
for unit in player.units:
if admin.status.count(0) != len(admin.status):
mag_mouse_vect = math.sqrt((pos[0] - unit.x)**2 + (pos[1] - unit.y)**2) #Stores magnitude of theoretical line between unit and cursor
if mag_mouse_vect > max_arr_len:
factor = max_arr_len / mag_mouse_vect #Create a multiplying factor if the line exceeds the maximum length
else:
factor = 1
if mouse.LEFT in buttons and unit.active_arrow and admin.status[int(player.team[1])-1] == 1:
unit.linex = unit.x + ((pos[0] - unit.x) * factor) #Use similar triangles to develop an equation to readjust the position of the line
unit.liney = unit.y + ((pos[1] - unit.y) * factor)
elif unit.active_arrow: #NOTE: unit.active_arrow now also represents a bool that determines if a unit is being dragged
unit.actor.x = pos[0]
unit.x = unit.actor.x
unit.actor.y = pos[1]
unit.y = unit.actor.y
unit.linex = unit.actor.x
unit.liney = unit.actor.y
#various rectangles
#pre game screen
rect_q = Rect((200, 800), (100, 100))
rect_w = Rect((300, 800), (100, 100))
rect_e = Rect((400, 800), (100, 100))
rect_p = Rect((WIDTH - 200 - 100, 800), (100, 100))
rect_o = Rect((WIDTH - 300 - 100, 800), (100, 100))
rect_i = Rect((WIDTH - 400 - 100, 800), (100, 100))
#title screen
rect_tutorial = Rect((425,720), (300,100))
def draw():
screen.clear()
"""TITLE SCREEN"""
if admin.scene == "title":
screen.blit("title",(0,0))
screen.draw.filled_rect(rect_tutorial,("RED"))
screen.draw.text("How To Play",(450,750),color = "white",fontsize = 60)
"""TUTORIAL SCREEN"""
if admin.scene == "tutorial":
screen.blit("title",(0,0))
screen.blit("tutorial_popup",(200,300))
"""GAME SCREEN"""
if admin.scene == "game":
screen.fill((29, 29, 31)) #grey ish was (50,100,150)
#Draws the game board
admin.board.actor.draw()
#informative text for Positioning units
if admin.status.count(0) == len(admin.status):
screen.draw.text("Position Your Characters!", centerx = WIDTH/2, centery = HEIGHT/2, fontsize = 50, color = (64, 0, 255))
screen.draw.text("Press SPACE To Start Once Positioned", centerx = WIDTH/2, centery = HEIGHT/1.5, fontsize = 40, color = (64, 0, 255))
#Player 1
screen.draw.filled_rect(rect_q, (150, 50, 25))
screen.blit("c_line", (200, 800))
screen.draw.filled_rect(rect_w, (200, 100, 50))
screen.blit("straight_line", (300, 800))
screen.draw.filled_rect(rect_e, (250, 150, 75))
screen.blit("d_line", (400, 800))
#Player 2
screen.draw.filled_rect(rect_p, (25, 50, 150))
screen.blit("d_line", (WIDTH - 200 - 100, 800))
screen.draw.filled_rect(rect_o, (50, 100, 200))
screen.blit("straight_line", (WIDTH - 300 - 100, 800))
screen.draw.filled_rect(rect_i, (75, 150, 250))
screen.blit("c_line", (WIDTH - 400 - 100, 800))
#updates vector line visual, as well as unit highlight indicators
for players in admin.players:
for unit in players.units:
#Draw line if player is making their turn
if admin.status[int(players.team[1])-1] == 1 or admin.draw_lines:
"""Draws an arrowhead on the tip of the line"""
a = Actor("arrow")
a.x = unit.linex #arrow heads pos
a.y = unit.liney
dx = (unit.linex - unit.actor.x) #change in x position from center of unit to tip of line
dy = (unit.liney - unit.actor.y) #change in y position
if dx != 0:
a.angle = -1* math.degrees(math.atan(dy/dx)) #right side of unit
if dx < 0:
a.angle += 180 #left side of unit
elif dx == 0:
if dy > 0:
a.angle = -90 #down
elif dy < 0:
a.angle = 90 #top
#vector line
screen.draw.line((unit.actor.x, unit.actor.y), (unit.linex, unit.liney), (50, 50, 50))
#arrow
a.draw()
if unit.mag_line_vect > unit.radius:
screen.draw.text("Press SPACE to commit turn once ready", centerx = WIDTH/2, centery = HEIGHT - 50)
#highlights players
if players.team == "p1":
screen.draw.filled_circle((unit.x,unit.y),27,(255,0,0))
elif players.team == "p2":
screen.draw.filled_circle((unit.x,unit.y),27,(0,0,255))
unit.actor.draw()
#Informative text that represents the current players turn
for i in range(len(admin.status)):
if admin.status[i] == 1:
if i+1 == 1:
screen.draw.text("@Player 2, Look Away!", centerx = WIDTH/2, centery = 80)
screen.draw.text(f"Player {i+1}'s turn", centerx = WIDTH/2, centery = 40,fontsize = 80, color = (255, 0, 0))
else:
screen.draw.text(f"Player {i+1}'s turn", centerx = WIDTH/2, centery = 40,fontsize = 80, color = (0, 0, 255))
if admin.status.count(2) == len(admin.status): #Check if all indexes are 2 (aka if they're mid launching)
if admin.end_turn() and not admin.terminate_game and not admin.draw_lines:
screen.draw.text("Click R to continue", centerx = WIDTH/2, centery = HEIGHT/2, color = (64, 0, 255))
#Progresses to next turn
if keyboard.r and admin.status.count(2) == len(admin.status):
admin.shrink()
admin.next_turn()
admin.data_transfer()
#turn indicator text
screen.draw.text(f"TURN {admin.turns}", centerx = 100, centery = 40,fontsize = 50)
#replaying the game stuff
if admin.terminate_game:
screen.draw.text("PRESS R TO PLAY AGAIN", centerx = WIDTH/2, centery = HEIGHT/2+150, color = (255, 255, 255), fontsize = 50)
if keyboard.r:
admin.reset()
#decides who is the winner
for i in range(len(admin.players)):
if admin.players[0].loser and admin.players[1].loser:
screen.draw.text("Everybody Loses :), The Raccoons Win", centerx = WIDTH/2, centery = HEIGHT/2, fontsize = 50, color = (255,255,255))
admin.terminate_game = True
elif admin.players[0].loser:
screen.draw.text("Player 2 Wins!", centerx = WIDTH/2, centery = HEIGHT/2, fontsize = 50, color = (64, 0, 255))
admin.terminate_game = True
elif admin.players[1].loser:
screen.draw.text("Player 1 Wins!", centerx = WIDTH/2, centery = HEIGHT/2, fontsize = 50, color = (255, 0, 64))
admin.terminate_game = True
#draws all the raccoons who eat the fallen pieces
for raccoon in admin.raccoons:
if raccoon.actor.image != "010" or admin.terminate_game:
raccoon.actor.draw()
raccoon.consume()
#draws all the eyes
for eye in admin.eyes:
eye.actor.draw()
eye.spawn_eyes()
#removes after animation is done
if eye.actor.image == "e016":
admin.eyes.remove(eye)
def change_key():
'''
Called through a clock.schedule to prevent multiple registrations of a key
'''
global checking_key
checking_key = False
def update_status():
'''
Called in update and runs through all the conditions required to update admin.status
'''
if keyboard.SPACE and admin.status.count(1) != len(admin.status) and not admin.checking_key and admin.units_fall():
#Update status on if player is not gone, going, or ready
admin.status[admin.cycle] = 1
admin.cycle += 1
admin.checking_key = True
clock.schedule_unique(change_key, 1)
if admin.status.count(2) == len(admin.status) - 1:
admin.status[-1] = 2
admin.draw_lines = True
clock.schedule_unique(admin.start_launch, 2) #Delay launch by 2 seconds
for i in range(len(admin.status), 0, -1):
if admin.status[i - 1] == 2 and admin.status[i-1] != admin.status[-1]: #If an index is 2, change the next index to 1 (aka passing the turn)
admin.status[i] = 1
break
def preset(p, mylist):
'''
Creates new set positions for a player's starting position
'''
i = 0
for unit in admin.players[p - 1].units:
unit.actor.x = mylist[i][0]
unit.actor.y = mylist[i][1]
unit.x = unit.actor.x
unit.y = unit.actor.y
unit.linex = unit.actor.x
unit.liney = unit.actor.y
i += 1
def update():
#Start Game
"""TITLE SCENE"""
if admin.scene == "title":
if keyboard.SPACE:
admin.scene = "game"
"""TUTORIAL"""
#in on_mouse_down
"""GAME SCENE"""
if admin.scene == "game":
"""updates units depending on player interaction"""
for player in admin.players:
player.commit()
player.loser = admin.game_over(player)
for unit in player.units:
unit.update_line()
if admin.launch:
unit.move()
unit.acceleration()
admin.detect_collision()
admin.inc_collided_count()
if admin.status.count(0) != len(admin.status):
admin.units_fall()
update_status()
'''represent the keyboard buttons that dont work and shouldnt be here
if keyboard.q:
preset(1, [[350, 250], [500, 400], [500, HEIGHT - 400], [350, HEIGHT - 250]])
if keyboard.w:
preset(1, [[500, 250], [350, 400], [350, HEIGHT - 400], [500, HEIGHT - 250]])
if keyboard.e:
preset(1, [[400, 250], [400, 400], [400, HEIGHT - 400], [400, HEIGHT - 250]])
if keyboard.p:
preset(2, [[850, 250], [700, 400], [700, HEIGHT - 400], [850, HEIGHT - 250]])
if keyboard.o:
preset(2, [[700, 250], [850, 400], [850, HEIGHT - 400], [700, HEIGHT - 250]])
if keyboard.i:
preset(2, [[800, 250], [800, 400], [800, HEIGHT - 400], [800, HEIGHT - 250]])
'''
def main():
"""Initializes the game objects"""
global admin
admin = Driver()
admin.setupPlayers()
admin.setupBoard(0.9)
pgzrun.go()
main()