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game.py
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game.py
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import os
import sys
import VRF
import math
import pygame
import random
import warnings
import pygame_gui
from dotenv import load_dotenv
from pygame.math import Vector2
load_dotenv()
warnings.filterwarnings("ignore", category=DeprecationWarning)
pygame.init()
ORIGIN_FONT = os.environ["ORIGIN_FONT"]
POLYGON = (123, 63, 228) # Color de la mitad izquierda
AVALANCHE = (232, 65, 66) # Color de la mitad derecha
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GRAY = (82, 80, 89)
BLUE = (76, 109, 243)
GREEN = (35, 177, 77)
WIDTH, HEIGHT = 900, 900
title_font = pygame.font.Font(ORIGIN_FONT, 50)
small_font = pygame.font.Font(ORIGIN_FONT, 25)
input_font = pygame.font.Font(ORIGIN_FONT, 10)
screen = pygame.display.set_mode((WIDTH, HEIGHT))
manager = pygame_gui.UIManager((WIDTH, HEIGHT))
pygame.display.set_caption("GuayabitaWeb3Game")
clock = pygame.time.Clock()
html_text = 0
polygon_radius = int(WIDTH // 5)
dice_size = int(WIDTH // 5)
num_sides = 16
dice_value = random.randint(1, 6)
pygame.draw.rect(screen, POLYGON, (0, 0, WIDTH // 2, HEIGHT))
pygame.draw.rect(screen, AVALANCHE, (WIDTH // 2, 0, WIDTH // 2, HEIGHT))
imagen = pygame.image.load('img/logo.png')
imagen = pygame.transform.scale(imagen, (200, 200))
text_box_1 = pygame_gui.elements.UITextEntryLine(relative_rect=pygame.Rect((200, HEIGHT - 70), (200, 50)),
manager=manager)
button_rect = pygame.Rect((WIDTH // 2 - 50, HEIGHT - 70), (90, 50))
button = pygame_gui.elements.UIButton(relative_rect=button_rect,
text='play!',
manager=manager)
show_lose_text = False
lose_text_position = Vector2(title_font.size(f'house wins! {str(text_box_1.text)}')[0] + 10, 60)
show_win_text = False
win_text_position = Vector2(WIDTH - title_font.size('you win!')[0] + 20, 60)
def draw_text(text, x, y, color=WHITE):
"""
this funtion draw simple text
:param text: str, text to render
:param x: int, x position
:param y: int, y position
:param color: tuple, color
:return:
"""
text_surface = title_font.render(text, True, color)
screen.blit(text_surface, (x, y))
def draw_text_small(text, x, y, color=WHITE):
"""
this funtion draw small text
:param text: str, text to render
:param x: int, x position
:param y: int, y position
:param color: tuple, color
:return:
"""
text_surface = small_font.render(text, True, color)
screen.blit(text_surface, (x, y))
def draw_square(surface, value, x, y):
"""
this function draw dice
:param surface:
:param value:
:param x:
:param y:
:return:
"""
pygame.draw.rect(surface, GRAY, (x, y, dice_size, dice_size)) # Dado
text = title_font.render("", True, WHITE)
surface.blit(text, (x + dice_size // 4, y + dice_size // 4))
def draw_polygon(surface, color, n_sides, radius, center, border=0):
"""
this funtion create a polygon round dice
:param surface:
:param color:
:param n_sides: int, polygon sides
:param radius: int, radius polygon
:param center: int, center polygon
:param border: int, fill polygon
:return:
"""
points = []
for i in range(n_sides):
angle = 2 * math.pi * i / n_sides
x = int(center[0] + radius * math.cos(angle))
y = int(center[1] + radius * math.sin(angle))
points.append((x, y))
pygame.draw.polygon(surface, color, points, width=border)
def draw_dice_anim(side: int, radius: int = 20, border_height: int = 50):
"""
this funtion crea dice animation
:param side: int, side
:param radius: int, radius dice
:param border_height: int
:return:
"""
if side in {1, 3, 5}:
pygame.draw.circle(screen, BLACK, (WIDTH // 2, HEIGHT // 2), radius)
if side in {2, 3, 4, 5, 6}:
pygame.draw.circle(screen, BLACK, (WIDTH // 2 - border_height, HEIGHT // 2 - border_height), radius)
pygame.draw.circle(screen, BLACK, (WIDTH // 2 + border_height, HEIGHT // 2 + border_height), radius)
if side in {4, 5, 6}:
pygame.draw.circle(screen, BLACK, (WIDTH // 2 - border_height, HEIGHT // 2 + border_height), radius)
pygame.draw.circle(screen, BLACK, (WIDTH // 2 + border_height, HEIGHT // 2 - border_height), radius)
if side == 6:
pygame.draw.circle(screen, BLACK, (WIDTH // 2 - border_height, HEIGHT // 2), radius)
pygame.draw.circle(screen, BLACK, (WIDTH // 2 + border_height, HEIGHT // 2), radius)
pygame.display.flip()
# create random seed with
random_seed = VRF.oracle_random_number()
random.seed(random_seed)
# Bucle principal del juego
while True:
time_delta = clock.tick(60) / 1000.0
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
dice_value = random.randint(1, 6)
html_text = random.randint(10, 28)
show_lose_text = (dice_value == 1)
show_win_text = (dice_value == 6)
manager.process_events(event)
ui_events = pygame.event.get(pygame.USEREVENT)
for event in ui_events:
if event.user_type == pygame_gui.UI_BUTTON_PRESSED:
if event.ui_element == button:
dice_value = random.randint(1, 6)
html_text = random.randint(10, 28)
show_lose_text = (dice_value == 1)
show_win_text = (dice_value == 6)
text_box_2 = pygame_gui.elements.UITextBox(str(html_text),
relative_rect=pygame.Rect((WIDTH - 410, HEIGHT - 70),
(200, 50)))
manager.update(time_delta)
if show_win_text:
win_text_position.x -= 50 * time_delta # Velocidad del desplazamiento
pygame.draw.rect(screen, POLYGON, (0, 0, WIDTH // 2, HEIGHT))
pygame.draw.rect(screen, AVALANCHE, (WIDTH // 2, 0, WIDTH // 2, HEIGHT))
screen.blit(imagen, ((WIDTH - imagen.get_width()) + 10, (HEIGHT - imagen.get_height()) - 10))
if show_lose_text:
lose_text_position.x += 50 * time_delta # Velocidad del desplazamiento
pygame.draw.rect(screen, POLYGON, (0, 0, WIDTH // 2, HEIGHT))
pygame.draw.rect(screen, AVALANCHE, (WIDTH // 2, 0, WIDTH // 2, HEIGHT))
screen.blit(imagen, ((WIDTH - imagen.get_width()) + 10, (HEIGHT - imagen.get_height()) - 10))
draw_polygon(screen, WHITE, num_sides, polygon_radius, (WIDTH // 2, HEIGHT // 2), 0)
draw_polygon(screen, GRAY, num_sides, polygon_radius, (WIDTH // 2, HEIGHT // 2), 14)
draw_square(screen, dice_value, WIDTH // 2 - dice_size // 2, HEIGHT // 2 - dice_size // 2)
draw_dice_anim(side=dice_value)
draw_text('You', 80, 10, AVALANCHE)
draw_text('Machine', WIDTH - title_font.size('Avalanch')[0] - 100, 10, POLYGON)
# draw_text('Pool: ', WIDTH // 2 - title_font.size('Pool')[0], 100, GRAY)
# draw_text_small(f'random seed {random_seed}', 80, 700, WHITE)
screen.blit(imagen, ((WIDTH - imagen.get_width()) + 10, (HEIGHT - imagen.get_height()) - 10))
if show_win_text:
win_text_position.x -= 50 * time_delta # Reducir la velocidad de desplazamiento
draw_text(f'You win! {html_text}', int(win_text_position.x), int(win_text_position.y), GREEN)
if win_text_position.x < title_font.size('You win!')[0]:
html_text = 0
win_text_position = Vector2(WIDTH - title_font.size('you win!')[0] + 20, 60)
show_win_text = False
pygame.draw.rect(screen, POLYGON, (0, 0, WIDTH // 2, HEIGHT))
pygame.draw.rect(screen, AVALANCHE, (WIDTH // 2, 0, WIDTH // 2, HEIGHT))
if show_lose_text:
lose_text_position.x += 50 * time_delta # Reducir la velocidad de desplazamiento
draw_text(f'house wins! {str(text_box_1.text)}', int(lose_text_position.x), int(lose_text_position.y), BLUE)
if lose_text_position.x > WIDTH - title_font.size(f'house wins! {str(text_box_1.text)}')[0]:
text_box_1.set_text('0')
lose_text_position = Vector2(title_font.size(f'house wins! {str(text_box_1.text)}')[0] + 10, 60)
show_lose_text = False
pygame.draw.rect(screen, POLYGON, (0, 0, WIDTH // 2, HEIGHT))
pygame.draw.rect(screen, AVALANCHE, (WIDTH // 2, 0, WIDTH // 2, HEIGHT))
manager.draw_ui(screen)
pygame.display.update()