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object_classes.py
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object_classes.py
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import pygame, sys, random
import numpy as np
class ScrollBar:
BarList = []
def __init__(self, img_str, x = 0, vx = 5, y = 96, standingstill = False):
self.image = pygame.image.load(img_str)
self.rect = self.image.get_rect()
self.rect.left = x
self.rect.top = y
self.vx = -vx
self.starting_vx = self.vx
self.starting_rect = self.rect
if standingstill:
pass
else:
ScrollBar.BarList.append(self)
self.image_half = self.image.subsurface(0,21,self.rect.width, 19)
def update(self):
self.rect.left += self.vx
def draw(self, screen):
screen.blit(self.image, (self.rect.left, self.rect.top))
def draw_half(self,screen):
screen.blit(self.image_half, (self.rect.left, self.rect.top + 0.5*self.rect.height + 1))
def slow_down(self, frames_dead, fish_alive):
if self.vx < 0 and frames_dead % 18 == 0 and not fish_alive:
self.vx += 1
class Fish(pygame.sprite.Sprite):
def __init__(self, x, y, down, forward, up, FPS, dead_img):
pygame.sprite.Sprite.__init__(self)
self.FPS = FPS
self.oxygentime = 15
self.oxygentime_in_seconds = self.oxygentime
self.img_down = []; self.img_forward = []; self.img_up = []
for i in range(len(down)):
self.img_down.append(pygame.image.load(down[i]))
self.img_forward.append(pygame.image.load(forward[i]))
self.img_up.append(pygame.image.load(up[i]))
self.dead_img = pygame.image.load(dead_img)
self.vy = 0
self.movetimer = 0 #Kan brukes til aa begrense brukers mulighet til aa spamtrykke...
self.imagetimer = 0
self.image_index = 0
self.image_counting_up = True
self.oxygentimer = FPS*self.oxygentime #Total amount of frames in 20 secs
self.starting_otime = self.oxygentimer
self.image = self.img_down[self.image_index]
self.rect = self.image.get_rect()
self.rect.left = x; self.rect.top = y
self.start_y = y
self.alive = True
self.time_dead = 0
self.endgame = False
def draw(self, screen):
screen.blit(self.image, (self.rect.left, self.rect.top))
def draw_oxygentime(self, screen, font, colornormal = (0,0,0), colorcritical = (255,0,0)):
if self.oxygentime_in_seconds >= self.oxygentime/3.:
label = font.render(str(self.oxygentime_in_seconds),1,colornormal)
else:
label = font.render(str(self.oxygentime_in_seconds),1,colorcritical)
screen.blit(label, (250,480))
def update(self, total_frames):
self.imagetimer += 1
if self.rect.top < 115 and self.alive: #Hvis over vannet og i live, reset timer
self.oxygentimer = self.FPS*self.oxygentime
if self.alive:
self.oxygentimer -= 1
self.oxygentime_in_seconds = int(round(self.oxygentimer/self.FPS))
if self.oxygentimer <= 0: #Hvis tom for oksygen, die
self.alive = False
elif self.oxygentimer > self.starting_otime:
self.oxygentimer = self.starting_otime
if abs(self.vy) > 2: #Bremsing
self.vy = (0.92*self.vy)
else:
self.vy = int(0.99*self.vy)
self.rect.top += self.vy
if self.rect.top < 110: #Kollisjon med vannoverflate
self.vy = 0
self.rect.top = 110
if self.rect.top > 512-self.rect.height: #Kollisjon med bunnen av skjermen
self.vy = 0
self.rect.top = 512-self.rect.height
if self.alive:
if self.imagetimer % 10 == 0: #Update sprite index every 10 frames
if self.image_index == 0:
self.image_index = 1
self.image_counting_up = True
elif self.image_index == 1 and self.image_counting_up:
self.image_index = 2
self.image_counting_up = False
elif self.image_index == 2 and not self.image_counting_up:
self.image_index = 1
elif self.image_index == 1 and not self.image_counting_up:
self.image_index = 0
if self.rect.top < 220: #Eye direction depends on y position
self.image = self.img_down[self.image_index]
elif 200 < self.rect.top < 360:
self.image = self.img_forward[self.image_index]
elif self.rect.top > 360:
self.image = self.img_up[self.image_index]
else:
self.image = self.dead_img
if self.alive:
pass
else:
self.time_dead += 1
if self.time_dead > 3*self.FPS:
self.endgame = True
self.image = pygame.transform.flip(self.image, False, True)
if self.time_dead % 3 == 0:
self.vy -= 2
def moveup(self):
if self.alive:
self.vy -= 10
else:
pass
def movedown(self):
if self.alive:
self.vy += 10
else:
pass
def restart(self, FPS): #Resets bird instance to starting position and values
self.vy = 0
self.rect.top = self.start_y
self.alive = True
self.time_dead = 0
self.movetimer = 0
self.oxygentimer = FPS*self.oxygentime
self.endgame = False
def get_collisionrect(self, scalefactor): #Inflates rectangle around center by a factor of the argument
w = round(self.rect.width*scalefactor); x = self.rect.left + round(self.rect.width*scalefactor*0.5)
h = round(self.rect.height*scalefactor); y = self.rect.top + round(self.rect.height*scalefactor*0.5)
return pygame.Rect(x, y, w, h)
class Obstacle:
ObstacleList = []
def __init__(self, speed, SCREENWIDTH, specific_obstacle = None):
"""
Obstacle types and starting y values.
cola : y = 300 +- 50. Movement: sin -> self.rect.top = self.starting_y + int(round(10*np.sin(self.random_number*2*np.pi*self.frames_existed*0.02)))
boat : y = ...
Ship : y = ...
Shark : y = ... Can track whale.
-- Insert more obstacles here --
"""
Obstacle.ObstacleList.append(self)
if specific_obstacle == None:
obstacle_types = ["cola", "boat", "shark", "ship"]
self.obst = obstacle_types[random.randint(0,1)]
else:
self.obst = specific_obstacle
self.image = pygame.image.load("images/" + self.obst + ".png")
self.rect = self.image.get_rect()
self.rect.left = SCREENWIDTH
self.vx = speed
self.frames_existed = 0
# Starting y position and other special attributes
if self.obst == "cola":
self.rect.top = 300 + random.randint(-50,50)
self.starting_y = self.rect.top
self.random_number = random.random()
elif self.obst == "boat":
self.rect.top = 72
elif self.obst == "ship":
self.rect.top = 0
elif self.obst == "shark":
self.rect.top = random.randint()
self.sharkspeed = 1
def draw(self, screen):
screen.blit(self.image, (self.rect.left, self.rect.top))
def update(self, bird_y):
self.frames_existed += 1
if self.obst == "cola":
self.rect.top = self.starting_y + int(round(10*np.sin(self.random_number*2*np.pi*self.frames_existed*0.02))) # Change y pos
self.rect.left -= self.vx
elif self.obst == "boat":
self.rect.left -= 2*self.vx
elif self.obst == "ship":
self.rect.left -= self.vx
elif self.obst == "shark":
self.rect.left -= self.vx
if self.rect.top > bird_y:
self.rect.top -= self.sharkspeed
elif self.rect.top < bird_y:
self.rect.top += self.sharkspeed
def get_collisionrect(self, scalefactor): #Inflates rectangle around center by a factor of the argument
w = round(self.rect.width*scalefactor); x = self.rect.left + round(self.rect.width*scalefactor*0.5)
h = round(self.rect.height*scalefactor); y = self.rect.top + round(self.rect.height*scalefactor*0.5)
return pygame.Rect(x, y, w, h)
def set_speed(self, speed):
self.vx = speed
class Powerup:
"""
-- Powerup ideas: --
DOUBLE POINTS
IMMUNITY + SUPER SPEED? (Inni ubaat f.eks)
SMALLER WHALE SIZE?
OXYGEN BOOST?
-- Include bad powerups? --
MOTSATT KNAPPER
STORRE HVAL
-- Include ?QUESTION MARK? powerup? --
"""
PowerupList = []
def __init__(self, SCREENWIDTH):
self.rect.left = SCREENWIDTH
self.rect.top = random.randint(250,480)
class Bubble:
BubbleList = []
def __init__(self, SCREENWIDTH, img_string = "images/bubble.png"):
self.image = pygame.image.load(img_string)
self.rect = self.image.get_rect()
self.rect.left = SCREENWIDTH
self.starting_y = random.randint(300,480)
self.rect.top = self.starting_y
self.oxygen_given = random.randint(2,5)
self.popped = False
Bubble.BubbleList.append(self)
def update(self, vx):
self.rect.left -= vx
def draw(self, screen):
if not self.popped:
screen.blit(self.image, (self.rect.left, self.rect.top))
class EndGameScreen:
def __init__(self, img_string, x = 44, y = 200):
self.image = pygame.image.load(img_string)
self.rect = self.image.get_rect()
self.rect.top = y
self.rect.left = x
self.highscore_updated = False
def draw(self, screen, showonscreen, font, score, best):
if showonscreen:
screen.blit(self.image, (self.rect.left, self.rect.top))
scorelabel = font.render("Score : " + str(score),1,(0,0,0))
screen.blit(scorelabel, (self.rect.left + 80, self.rect.top + 10))
bestlabel = font.render("Best : " + str(best),1,(0,0,0))
screen.blit(bestlabel, (self.rect.left + 80, self.rect.top + 30))
def check_if_hightscore(self, best, current, endgame, screen = None, img_str = None):
if current > best and endgame:
best = current
return best