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code.rpy
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259 lines (195 loc) · 10.4 KB
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init:
image bg background = im.Scale("images/bucket_minigame/background.png", 1920, 1080)
python:
import random
import pygame
class Fish():
def __init__( self ):
self.image = Image( "images/bucket_minigame/water1.png" )
self.active = False
self.dimensions = [ 100, 150 ]
self.position = [ 0, 0 ]
self.speed = [ 0, 10 ]
self.maxY = 700
# __init__
def createNew( self ):
self.position[0] = random.randrange( 2, 18 ) * 100
self.position[1] = 2 - self.dimensions[1] # Start off-screen
self.speed[1] = random.randrange( 2, 10 )
self.active = True
# createNew
def update( self, deltaTime ):
if ( self.active ):
self.position[1] += self.speed[1]
if ( self.position[1] > self.maxY ):
self.active = False
# update
def isCaught( self, dogPosition, dogDimensions ):
if ( dogPosition[0] < self.position[0] + self.dimensions[0] and
dogPosition[0] + dogDimensions[0] > self.position[0] and
dogPosition[1] < self.position[1] + self.dimensions[1] and
dogPosition[1] + dogDimensions[1] > self.position[1] ):
self.active = False
return True
return False
# isCaught
def render( self, renderer, shownTimebase, animationTimebase ):
if ( self.active ):
r = renpy.render( self.image, 1600, 900, shownTimebase, animationTimebase )
renderer.blit( r, ( self.position[0], self.position[1] ) )
# render
# Fish
class Player():
def __init__( self ):
self.image = Image( "images/bucket_minigame/bucket1.png" )
self.dimensions = [ 100, 150 ]
self.position = [ 500, 750 ]
self.speed = [ 100, 10 ]
self.grabCounter = 0
self.grabCounterMax = 20
self.action = "NONE"
self.score = 0
# __init__
def handleInput( self, action ):
if ( self.grabCounter <= 0 ):
self.action = action
# handleInput
def update( self, deltaTime ):
if ( self.grabCounter > 0 ):
if ( self.grabCounter > self.grabCounterMax/2 ):
self.position[1] -= self.speed[1] * deltaTime
else:
self.position[1] += self.speed[1] * deltaTime
self.grabCounter -= 1
if ( self.grabCounter == 0 ):
self.position[1] = 750
else:
if ( self.action == "LEFT" and self.grabCounter <= 0 ):
self.position[0] -= self.speed[0] * deltaTime
elif ( self.action == "RIGHT" and self.grabCounter <= 0 ):
self.position[0] += self.speed[0] * deltaTime
elif ( self.action == "GRAB" and self.grabCounter <= 0 ):
self.grabCounter = self.grabCounterMax
# Adjust position - can't go off screen!
if ( self.position[0] < 0 ):
self.position[0] = 0
elif ( self.position[0] > 1850 - self.dimensions[0] ):
self.position[0] = 1850 - self.dimensions[0]
self.action = "NONE"
# update
def render( self, renderer, shownTimebase, animationTimebase ):
r = renpy.render( self.image, 1600, 900, shownTimebase, animationTimebase )
renderer.blit( r, ( self.position[0], self.position[1] ) )
# render
# Player
class FishCatcherGame( renpy.Displayable ):
def __init__( self ):
renpy.Displayable.__init__( self )
# Maybe I'll write a sub-class for this stuff
self.player = Player()
self.debug = []
self.counter = 0
self.fish = []
self.fishCaught = 0
self.lastStart = None
self.frameRate = 90
self.clock = pygame.time.Clock()
self.countdown = 30
self.milliseconds = 0
self.gameover = False
# __init__
def event( self, event, x, y, shownTimebase ):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
self.player.handleInput( "GRAB" )
# Up Key
if event.key == pygame.K_LEFT:
self.player.handleInput( "LEFT" )
# Left Key
if event.key == pygame.K_RIGHT:
self.player.handleInput( "RIGHT" )
# Right Key
# KEYDOWN
# event
def update( self, shownTimebase, animationTimebase ):
delta = self.getDelta( shownTimebase )
rate = 1000 / self.frameRate
speedAdjust = delta * rate
if ( self.gameover == False ):
chance = random.randrange( 0, 20 )
if ( chance == 0 and len( self.fish ) < 5 ):
fish = Fish()
fish.createNew()
self.fish.append( fish )
removalList = []
# TODO: There is probably a more Python-idiomatic way to do this
for fish in self.fish:
fish.update( 1 )
if ( fish.isCaught( self.player.position, self.player.dimensions ) ):
self.player.score += 1
if ( fish.active == False ):
removalList.append( fish )
for fish in removalList:
self.fish.remove( fish )
self.player.update( 1 )
if ( self.milliseconds > 1000 ):
self.countdown -= 1
self.milliseconds = 0
self.milliseconds += self.clock.tick_busy_loop( 60 )
if ( self.countdown <= 0 ):
self.gameover = True
# TODO: Remove
del self.debug[:]
self.debug.append( "Debug" )
self.debug.append( "Random: " + str( chance ) )
self.debug.append( "Bucket Position: " + str( self.player.position[0] ) + ", " + str( self.player.position[1] ) )
for fish in self.fish:
self.debug.append( "Water Position: " + str( fish.position[0] ) + ", " + str( fish.position[1] ) + ", Active: " + str( fish.active ) )
self.debug.append( "Delta: " + str( delta ) )
# Run while game is not over
# update
def render( self, width, height, shownTimebase, animationTimebase ):
self.update( shownTimebase, animationTimebase )
renderer = renpy.Render( width, height )
if ( self.gameover == False ):
for fish in self.fish:
fish.render( renderer, shownTimebase, animationTimebase )
self.player.render( renderer, shownTimebase, animationTimebase )
counter = 0
for debug in self.debug:
txt = Text( _( debug ), size=10 )
textRender = renpy.render( txt, 800, 600, shownTimebase, animationTimebase )
renderer.blit( textRender, ( 0, 10 * counter ) )
counter += 1
else: #Gameover
# Temporary
txt = Text( _( "Game Over" ), size=40 )
renderer.blit( renpy.render( txt, 1600, 900, shownTimebase, animationTimebase ), ( 850, 500 ) )
txtScore = Text( _( "Time : " + str( self.countdown ) ), size=20 )
renderer.blit( renpy.render( txtScore, 1600, 900, shownTimebase, animationTimebase ), ( 1820, 0 ) )
txtScore = Text( _( "Score: " + str( self.player.score ) ), size=20 )
renderer.blit( renpy.render( txtScore, 1600, 900, shownTimebase, animationTimebase ), ( 1820, 20 ) )
renpy.redraw( self, 0 )
return renderer
# render
def per_interact( self ):
renpy.timeout( 0 )
renpy.redraw( self, 0 )
# per_interact
def getDelta( self, shownTimebase ):
if self.lastStart is None:
self.lastStart = shownTimebase
delta = shownTimebase - self.lastStart
self.lastStart = shownTimebase
return delta
# updateRate
# FishCatcherGame
label fish_catcher:
window hide None
scene bg background
with fade
python:
ui.add( FishCatcherGame() )
ui.interact( suppress_overlay=True, suppress_underlay=True )
label start:
jump fish_catcher