Use flit as PEP 517 backend
This commit is contained in:
parent
b17d3d4337
commit
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# Byte-compiled / optimized / DLL files
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__pycache__/
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*.py[cod]
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*$py.class
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# C extensions
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*.so
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# Distribution / packaging
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.Python
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build/
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develop-eggs/
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dist/
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downloads/
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eggs/
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.eggs/
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lib/
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lib64/
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parts/
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sdist/
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var/
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wheels/
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*.egg-info/
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.installed.cfg
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*.egg
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MANIFEST
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build
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slacker_game.egg-info
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dist
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# PyInstaller
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# Usually these files are written by a python script from a template
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# before PyInstaller builds the exe, so as to inject date/other infos into it.
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*.manifest
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*.spec
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# Installer logs
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pip-log.txt
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pip-delete-this-directory.txt
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# Unit test / coverage reports
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htmlcov/
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.tox/
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.coverage
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.coverage.*
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.cache
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nosetests.xml
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coverage.xml
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*.cover
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.hypothesis/
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.pytest_cache/
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# Translations
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*.mo
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*.pot
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# Django stuff:
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*.log
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local_settings.py
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db.sqlite3
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# Flask stuff:
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instance/
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.webassets-cache
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# Scrapy stuff:
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.scrapy
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# Sphinx documentation
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docs/_build/
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# PyBuilder
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target/
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# Jupyter Notebook
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.ipynb_checkpoints
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# pyenv
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.python-version
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# celery beat schedule file
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celerybeat-schedule
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# SageMath parsed files
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*.sage.py
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# Environments
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.env
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.venv
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env/
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venv/
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ENV/
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env.bak/
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venv.bak/
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# Spyder project settings
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.spyderproject
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.spyproject
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# Rope project settings
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.ropeproject
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# mkdocs documentation
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/site
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# mypy
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.mypy_cache/
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include README.rst LICENSE slacker_game/OFL.txt
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@ -0,0 +1,33 @@
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[build-system]
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requires = ['flit_core >=2,<3']
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build-backend = 'flit_core.buildapi'
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[tool.flit.metadata]
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module = 'slacker_game'
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author = 'Nguyễn Gia Phong'
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author-email = 'mcsinyx@disroot.org'
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home-page = 'https://git.disroot.org/McSinyx/slacker-game'
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requires = ['pygame']
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description-file = 'README.rst'
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classifiers = [
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'Development Status :: 4 - Beta',
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'Environment :: MacOS X',
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'Environment :: Win32 (MS Windows)',
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'Environment :: X11 Applications',
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'Intended Audience :: End Users/Desktop',
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'License :: OSI Approved :: GNU General Public License v3 or later (GPLv3+)',
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'Natural Language :: English',
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'Operating System :: OS Independent',
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'Programming Language :: Python :: 3.5',
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'Programming Language :: Python :: 3.6',
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'Programming Language :: Python :: 3.7',
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'Programming Language :: Python :: 3.8',
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'Programming Language :: Python :: 3.9',
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'Programming Language :: Python :: 3 :: Only',
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'Topic :: Games/Entertainment :: Arcade']
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requires-python = '>=3.6'
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keywords = 'stacker,arcade-game,pygame'
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license = 'GPLv3+'
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[tool.flit.entrypoints.gui_scripts]
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slacker-game = 'slacker_game.slacker:main'
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33
setup.py
33
setup.py
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#!/usr/bin/env python
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# -*- coding: utf-8 -*-
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from setuptools import setup
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with open('README.rst') as f:
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long_description = f.read()
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setup(
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name='slacker-game',
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version='2.0.2',
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description='A clone of the arcade game Stacker',
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long_description=long_description,
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url='https://github.com/McSinyx/slacker-game',
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author='Clint Herron',
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maintainer='Nguyễn Gia Phong',
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maintainer_email='vn.mcsinyx@gmail.com',
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license='GPLv3+',
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classifiers=[
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'Development Status :: 4 - Beta',
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'Environment :: MacOS X',
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'Environment :: Win32 (MS Windows)',
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'Environment :: X11 Applications',
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'Intended Audience :: End Users/Desktop',
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'License :: OSI Approved :: GNU General Public License v3 or later (GPLv3+)',
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'Natural Language :: English',
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'Operating System :: OS Independent',
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'Programming Language :: Python',
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'Topic :: Games/Entertainment :: Arcade'],
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keywords='stacker arcade-game pygame-application',
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packages=['slacker_game'],
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install_requires=['pygame'],
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package_data={'slacker_game': ['VT323-Regular.ttf', 'icon.png']},
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entry_points={'gui_scripts': ['slacker-game = slacker_game:main']})
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from .slacker import Slacker, main
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# A clone of the arcade game Stacker
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# Copyright (C) 2007 Clint Herron
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# Copyright (C) 2017, 2020 Nguyễn Gia Phong
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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"""A clone of the arcade game Stacker"""
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__version__ = '2.0.2'
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__all__ = ['Slacker']
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from math import cos, pi
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from random import randrange
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import pygame
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from pkg_resources import resource_filename
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TANGO = {'Butter': ((252, 233, 79), (237, 212, 0), (196, 160, 0)),
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'Orange': ((252, 175, 62), (245, 121, 0), (206, 92, 0)),
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'Chocolate': ((233, 185, 110), (193, 125, 17), (143, 89, 2)),
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'Chameleon': ((138, 226, 52), (115, 210, 22), (78, 154, 6)),
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'Sky Blue': ((114, 159, 207), (52, 101, 164), (32, 74, 135)),
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'Plum': ((173, 127, 168), (117, 80, 123), (92, 53, 102)),
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'Scarlet Red': ((239, 41, 41), (204, 0, 0), (164, 0, 0)),
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'Aluminium': ((238, 238, 236), (211, 215, 207), (186, 189, 182),
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(136, 138, 133), (85, 87, 83), (46, 52, 54))}
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def data(resource):
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"""Return a true filesystem path for specified resource."""
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return resource_filename('slacker_game', resource)
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class SlackerTile:
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"""SlackerTile(x, y) -> SlackerTile
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Slacker object for storing tiles.
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"""
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SIZE = 40
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BG = TANGO['Aluminium'][5]
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MAJOR = 5
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def __init__(self, screen, x, y, state=1, missed_time=None):
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self.screen, self.x, self.y = screen, x, y
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if state == Slacker.LOSE:
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self.dim = 1
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elif missed_time is None:
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self.dim = 0
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else:
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self.dim = 2
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self.missed_time = missed_time
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self.wiggle = state in (Slacker.INTRO, Slacker.WIN)
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def get_xoffset(self, maxoffset, duration=820):
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"""Return the offset on x-axis to make the tile complete an cycle of
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wiggling oscillation in given duration (in milliseconds).
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"""
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if self.wiggle:
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return maxoffset * cos((pygame.time.get_ticks()/float(duration)
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+ self.y/float(Slacker.BOARD_HEIGHT)) * pi)
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return 0
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def get_yoffset(self):
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"""Return the offset on y-axis when the tile is falling."""
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if self.missed_time is None:
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return 0
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return (pygame.time.get_ticks() - self.missed_time)**2 / 25000.0
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def isfallen(self):
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"""Return if the tile has fallen off the screen."""
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return self.y + self.get_yoffset() > Slacker.BOARD_HEIGHT
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def draw(self, max_x_offset=2):
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"""Draw the tile."""
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if self.y < self.MAJOR:
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color = Slacker.COLOR_MAJOR
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else:
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color = Slacker.COLOR_MINOR
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rect = pygame.Rect((self.x+self.get_xoffset(max_x_offset)) * self.SIZE,
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(self.y+self.get_yoffset()) * self.SIZE,
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self.SIZE, self.SIZE)
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pygame.draw.rect(self.screen, color[self.dim], rect)
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pygame.draw.rect(self.screen, self.BG, rect, self.SIZE // 11)
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class Slacker:
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"""This class provides functions to run the game Slacker, a clone of
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the popular arcade game Stacker.
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"""
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BOARD_SIZE = BOARD_WIDTH, BOARD_HEIGHT = 7, 15
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SCREEN_SIZE = SCREEN_WIDTH, SCREEN_HEIGHT = 280, 600
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TILE_SIZE = 40
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COLOR_MAJOR = TANGO['Scarlet Red']
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COLOR_MINOR = TANGO['Sky Blue']
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BG_COLOR = TANGO['Aluminium'][5]
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ICON = pygame.image.load(data('icon.png'))
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MAX_WIDTH = (1,)*7 + (2,)*5 + (3,)*3
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MAX_SPEED = 70
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SPEED_DIFF = 5
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INIT_SPEED = MAX_SPEED + (BOARD_HEIGHT + 1)*SPEED_DIFF
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COLOR_CHANGE_Y = 5
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WIN_LEVEL = 15
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WIN_SPEED = 100
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INTRO, PLAYING, LOSE, WIN = range(4)
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def __init__(self, restart=False):
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pygame.init()
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pygame.display.set_icon(self.ICON)
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pygame.display.set_caption('Slacker')
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self.board = [[False]*self.BOARD_WIDTH
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for _ in range(self.BOARD_HEIGHT)]
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self.game_state = self.PLAYING if restart else self.INTRO
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self.falling_tiles = []
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self.screen = pygame.display.set_mode(self.SCREEN_SIZE)
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self.speed = self.INIT_SPEED + randrange(5)
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self.speed_ratio = 1.0
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self.width = self.MAX_WIDTH[-1]
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self.y = self.BOARD_HEIGHT - 1
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def draw_text(self, string, height):
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"""Width-fit the string in the screen on the given height."""
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font = pygame.font.Font(
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data('VT323-Regular.ttf'),
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int(self.SCREEN_WIDTH * 2.5 / (len(string) + 1)))
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text = font.render(string, False, self.COLOR_MINOR[0])
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self.screen.blit(text, ((self.SCREEN_WIDTH - text.get_width()) // 2,
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int(self.SCREEN_HEIGHT * height)))
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def intro(self):
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"""Draw the intro screen."""
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for i in [(2, 2), (3, 2), (4, 2), (1.5, 3), (4.5, 3),
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(1.5, 4), (2, 5), (3, 5), (4, 5), (4.5, 6),
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(1.5, 7), (4.5, 7), (2, 8), (3, 8), (4, 8)]:
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SlackerTile(self.screen, *i, state=self.INTRO).draw(1.5)
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if pygame.time.get_ticks() // 820 % 2:
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self.draw_text('Press Spacebar', 0.75)
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def draw_board(self):
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"""Draw the board and the tiles inside."""
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for y, row in enumerate(self.board):
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for x, block in enumerate(row):
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if block:
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SlackerTile(self.screen, x, y, self.game_state).draw()
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# Draw the falling tiles
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for ft in self.falling_tiles:
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if ft.isfallen():
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self.falling_tiles.remove(ft)
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else:
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ft.draw()
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def update_screen(self):
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"""Draw the whole screen and everything inside."""
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self.screen.fill(self.BG_COLOR)
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if self.game_state == self.INTRO:
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self.intro()
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elif self.game_state in (self.PLAYING, self.LOSE, self.WIN):
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self.draw_board()
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pygame.display.flip()
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def update_movement(self):
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"""Update the direction the blocks are moving in."""
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speed = self.speed * self.speed_ratio
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positions = self.BOARD_WIDTH + self.width - 2
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p = int(round(pygame.time.get_ticks() / speed)) % (positions * 2)
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self.x = (-p % positions if p > positions else p) - self.width + 1
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self.board[self.y] = [0 <= x - self.x < self.width
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for x in range(self.BOARD_WIDTH)]
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def key_hit(self):
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"""Process the current position of the blocks relatively to the
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ones underneath when user hit the switch, then decide if the
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user will win, lose or go to the next level of the tower.
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"""
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if self.y < self.BOARD_HEIGHT - 1:
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for x in range(max(0, self.x),
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min(self.x + self.width, self.BOARD_WIDTH)):
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# If there isn't any block underneath
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if not self.board[self.y + 1][x]:
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# Get rid of the block not standing on solid ground
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self.board[self.y][x] = False
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# Then, add that falling block to falling_tiles
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self.falling_tiles.append(SlackerTile(
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self.screen, x, self.y,
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missed_time=pygame.time.get_ticks()))
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self.width = sum(self.board[self.y])
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if not self.width:
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self.game_state = self.LOSE
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elif not self.y:
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self.game_state = self.WIN
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else:
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self.y -= 1
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self.width = min(self.width, self.MAX_WIDTH[self.y])
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self.speed = self.MAX_SPEED + self.y*self.SPEED_DIFF + randrange(5)
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def main_loop(self, loop=True):
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"""The main loop."""
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while loop:
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if self.game_state == self.INTRO:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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loop = False
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE:
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self.game_state = self.PLAYING
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elif event.key in (pygame.K_ESCAPE, pygame.K_q):
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loop = False
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elif self.game_state == self.PLAYING:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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loop = False
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE:
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self.key_hit()
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elif event.key in (pygame.K_ESCAPE, pygame.K_q):
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self.__init__()
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# Yes, this is a cheat.
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elif event.key == pygame.K_0:
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self.width += self.width < self.BOARD_WIDTH
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elif event.key in range(pygame.K_1, pygame.K_9+1):
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self.speed_ratio = (pygame.K_9-event.key+1) / 5.0
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self.update_movement()
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elif self.game_state in (self.LOSE, self.WIN):
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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loop = False
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elif event.type == pygame.KEYDOWN:
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self.__init__(restart=True)
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self.update_screen()
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import pygame
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from slacker_game import Slacker
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def main():
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pygame.init()
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slacker = Slacker()
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slacker.main_loop()
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pygame.display.quit()
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if __name__ == '__main__': main()
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@ -1,248 +0,0 @@
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#!/usr/bin/env python
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# -*- coding: utf-8 -*-
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# slacker-game - A clone of the arcade game Stacker
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#
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# This program is free software: you can redistribute it and/or modify
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||||
# it under the terms of the GNU General Public License as published by
|
||||
# the Free Software Foundation, either version 3 of the License, or
|
||||
# (at your option) any later version.
|
||||
#
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# This program is distributed in the hope that it will be useful,
|
||||
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
# GNU General Public License for more details.
|
||||
#
|
||||
# You should have received a copy of the GNU General Public License
|
||||
# along with this program. If not, see <http://www.gnu.org/licenses/>.
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#
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# Copyright (C) 2007 Clint Herron
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# Copyright (C) 2017 Nguyễn Gia Phong
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from math import cos, pi
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from random import randrange
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import pygame
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from pkg_resources import resource_filename
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TANGO = {'Butter': ((252, 233, 79), (237, 212, 0), (196, 160, 0)),
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'Orange': ((252, 175, 62), (245, 121, 0), (206, 92, 0)),
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'Chocolate': ((233, 185, 110), (193, 125, 17), (143, 89, 2)),
|
||||
'Chameleon': ((138, 226, 52), (115, 210, 22), (78, 154, 6)),
|
||||
'Sky Blue': ((114, 159, 207), (52, 101, 164), (32, 74, 135)),
|
||||
'Plum': ((173, 127, 168), (117, 80, 123), (92, 53, 102)),
|
||||
'Scarlet Red': ((239, 41, 41), (204, 0, 0), (164, 0, 0)),
|
||||
'Aluminium': ((238, 238, 236), (211, 215, 207), (186, 189, 182),
|
||||
(136, 138, 133), (85, 87, 83), (46, 52, 54))}
|
||||
|
||||
|
||||
def data(resource):
|
||||
"""Return a true filesystem path for specified resource."""
|
||||
return resource_filename('slacker_game', resource)
|
||||
|
||||
|
||||
class SlackerTile:
|
||||
"""SlackerTile(x, y) -> SlackerTile
|
||||
|
||||
Slacker object for storing tiles.
|
||||
"""
|
||||
SIZE = 40
|
||||
BG = TANGO['Aluminium'][5]
|
||||
MAJOR = 5
|
||||
|
||||
def __init__(self, screen, x, y, state=1, missed_time=None):
|
||||
self.screen, self.x, self.y = screen, x, y
|
||||
if state == Slacker.LOSE:
|
||||
self.dim = 1
|
||||
elif missed_time is None:
|
||||
self.dim = 0
|
||||
else:
|
||||
self.dim = 2
|
||||
self.missed_time = missed_time
|
||||
self.wiggle = state in (Slacker.INTRO, Slacker.WIN)
|
||||
|
||||
def get_xoffset(self, maxoffset, duration=820):
|
||||
"""Return the offset on x-axis to make the tile complete an cycle of
|
||||
wiggling oscillation in given duration (in milliseconds).
|
||||
"""
|
||||
if self.wiggle:
|
||||
return maxoffset * cos((pygame.time.get_ticks()/float(duration)
|
||||
+ self.y/float(Slacker.BOARD_HEIGHT)) * pi)
|
||||
return 0
|
||||
|
||||
def get_yoffset(self):
|
||||
"""Return the offset on y-axis when the tile is falling."""
|
||||
if self.missed_time is None:
|
||||
return 0
|
||||
return (pygame.time.get_ticks() - self.missed_time)**2 / 25000.0
|
||||
|
||||
def isfallen(self):
|
||||
"""Return if the tile has fallen off the screen."""
|
||||
return self.y + self.get_yoffset() > Slacker.BOARD_HEIGHT
|
||||
|
||||
def draw(self, max_x_offset=2):
|
||||
"""Draw the tile."""
|
||||
color = (Slacker.COLOR_MAJOR if self.y < self.MAJOR else Slacker.COLOR_MINOR)[self.dim]
|
||||
rect = pygame.Rect((self.x+self.get_xoffset(max_x_offset)) * self.SIZE,
|
||||
(self.y+self.get_yoffset()) * self.SIZE,
|
||||
self.SIZE, self.SIZE)
|
||||
pygame.draw.rect(self.screen, color, rect)
|
||||
pygame.draw.rect(self.screen, self.BG, rect, self.SIZE // 11)
|
||||
|
||||
|
||||
class Slacker:
|
||||
"""This class provides functions to run the game Slacker, a clone of
|
||||
the popular arcade game Stacker.
|
||||
"""
|
||||
BOARD_SIZE = BOARD_WIDTH, BOARD_HEIGHT = 7, 15
|
||||
SCREEN_SIZE = SCREEN_WIDTH, SCREEN_HEIGHT = 280, 600
|
||||
TILE_SIZE = 40
|
||||
|
||||
COLOR_MAJOR = TANGO['Scarlet Red']
|
||||
COLOR_MINOR = TANGO['Sky Blue']
|
||||
BG_COLOR = TANGO['Aluminium'][5]
|
||||
ICON = pygame.image.load(data('icon.png'))
|
||||
|
||||
MAX_WIDTH = (1,)*7 + (2,)*5 + (3,)*3
|
||||
MAX_SPEED = 70
|
||||
SPEED_DIFF = 5
|
||||
INIT_SPEED = MAX_SPEED + (BOARD_HEIGHT + 1)*SPEED_DIFF
|
||||
COLOR_CHANGE_Y = 5 # blocks below which are displayed in the alternate color
|
||||
WIN_LEVEL = 15
|
||||
WIN_SPEED = 100
|
||||
INTRO, PLAYING, LOSE, WIN = range(4)
|
||||
|
||||
def __init__(self, restart=False):
|
||||
pygame.init()
|
||||
pygame.display.set_icon(self.ICON)
|
||||
pygame.display.set_caption('Slacker')
|
||||
self.board = [[False] * self.BOARD_WIDTH for _ in range(self.BOARD_HEIGHT)]
|
||||
self.game_state = self.PLAYING if restart else self.INTRO
|
||||
self.falling_tiles = []
|
||||
self.screen = pygame.display.set_mode(self.SCREEN_SIZE)
|
||||
self.speed = self.INIT_SPEED + randrange(5)
|
||||
self.speed_ratio = 1.0
|
||||
self.width = self.MAX_WIDTH[-1]
|
||||
self.y = self.BOARD_HEIGHT - 1
|
||||
|
||||
def draw_text(self, string, height):
|
||||
"""Width-fit the string in the screen on the given height."""
|
||||
font = pygame.font.Font(
|
||||
data('VT323-Regular.ttf'),
|
||||
int(self.SCREEN_WIDTH * 2.5 / (len(string) + 1)))
|
||||
text = font.render(string, False, self.COLOR_MINOR[0])
|
||||
self.screen.blit(text, ((self.SCREEN_WIDTH - text.get_width()) // 2,
|
||||
int(self.SCREEN_HEIGHT * height)))
|
||||
|
||||
def intro(self):
|
||||
"""Draw the intro screen."""
|
||||
for i in [(2, 2), (3, 2), (4, 2), (1.5, 3), (4.5, 3),
|
||||
(1.5, 4), (2, 5), (3, 5), (4, 5), (4.5, 6),
|
||||
(1.5, 7), (4.5, 7), (2, 8), (3, 8), (4, 8)]:
|
||||
SlackerTile(self.screen, *i, state=self.INTRO).draw(1.5)
|
||||
if pygame.time.get_ticks() // 820 % 2:
|
||||
self.draw_text('Press Spacebar', 0.75)
|
||||
|
||||
def draw_board(self):
|
||||
"""Draw the board and the tiles inside."""
|
||||
for y, row in enumerate(self.board):
|
||||
for x, block in enumerate(row):
|
||||
if block:
|
||||
SlackerTile(self.screen, x, y, state=self.game_state).draw()
|
||||
|
||||
# Draw the falling tiles
|
||||
for ft in self.falling_tiles:
|
||||
if ft.isfallen():
|
||||
self.falling_tiles.remove(ft)
|
||||
else:
|
||||
ft.draw()
|
||||
|
||||
def update_screen(self):
|
||||
"""Draw the whole screen and everything inside."""
|
||||
self.screen.fill(self.BG_COLOR)
|
||||
if self.game_state == self.INTRO:
|
||||
self.intro()
|
||||
elif self.game_state in (self.PLAYING, self.LOSE, self.WIN):
|
||||
self.draw_board()
|
||||
pygame.display.flip()
|
||||
|
||||
def update_movement(self):
|
||||
"""Update the direction the blocks are moving in."""
|
||||
speed = self.speed * self.speed_ratio
|
||||
positions = self.BOARD_WIDTH + self.width - 2
|
||||
p = int(round(pygame.time.get_ticks() / speed)) % (positions * 2)
|
||||
self.x = (-p % positions if p > positions else p) - self.width + 1
|
||||
self.board[self.y] = [0 <= x - self.x < self.width
|
||||
for x in range(self.BOARD_WIDTH)]
|
||||
|
||||
def key_hit(self):
|
||||
"""Process the current position of the blocks relatively to the
|
||||
ones underneath when user hit the switch, then decide if the
|
||||
user will win, lose or go to the next level of the tower.
|
||||
"""
|
||||
if self.y < self.BOARD_HEIGHT - 1:
|
||||
for x in range(max(0, self.x),
|
||||
min(self.x + self.width, self.BOARD_WIDTH)):
|
||||
# If there isn't any block underneath
|
||||
if not self.board[self.y + 1][x]:
|
||||
# Get rid of the block not standing on solid ground
|
||||
self.board[self.y][x] = False
|
||||
# Then, add that falling block to falling_tiles
|
||||
self.falling_tiles.append(SlackerTile(
|
||||
self.screen, x, self.y, missed_time=pygame.time.get_ticks()))
|
||||
self.width = sum(self.board[self.y])
|
||||
if not self.width:
|
||||
self.game_state = self.LOSE
|
||||
elif not self.y:
|
||||
self.game_state = self.WIN
|
||||
else:
|
||||
self.y -= 1
|
||||
self.width = min(self.width, self.MAX_WIDTH[self.y])
|
||||
self.speed = self.MAX_SPEED + self.y*self.SPEED_DIFF + randrange(5)
|
||||
|
||||
def main_loop(self, loop=True):
|
||||
"""The main loop."""
|
||||
while loop:
|
||||
if self.game_state == self.INTRO:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
loop = False
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_SPACE:
|
||||
self.game_state = self.PLAYING
|
||||
elif event.key in (pygame.K_ESCAPE, pygame.K_q):
|
||||
loop = False
|
||||
|
||||
elif self.game_state == self.PLAYING:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
loop = False
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_SPACE:
|
||||
self.key_hit()
|
||||
elif event.key in (pygame.K_ESCAPE, pygame.K_q):
|
||||
self.__init__()
|
||||
# Yes, this is a cheat.
|
||||
elif event.key == pygame.K_0 and self.width < self.BOARD_WIDTH:
|
||||
self.width += 1
|
||||
elif event.key in range(pygame.K_1, pygame.K_9 + 1):
|
||||
self.speed_ratio = (pygame.K_9 - event.key + 1) / 5.0
|
||||
self.update_movement()
|
||||
|
||||
elif self.game_state in (self.LOSE, self.WIN):
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
loop = False
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
self.__init__(restart=True)
|
||||
self.update_screen()
|
||||
|
||||
|
||||
def main():
|
||||
pygame.init()
|
||||
slacker = Slacker()
|
||||
slacker.main_loop()
|
||||
pygame.display.quit()
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
Loading…
Reference in New Issue