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main_jump_redEnds.py
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main_jump_redEnds.py
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import pygame, sys
from pygame.locals import *
from random import randint
import time
import ctypes
def get_pair(moveNum):
pair_ini = [0,1,2,3,4]
pair_new = [0,3,4,1,2]
idx = pair_ini.index(moveNum)
return pair_new[idx]
def randomise_dir_length(dir_low,dir_high,num,len_low, len_high):
dir_arr = []
len_arr = []
N_prev = 2
dir_arr.append(N_prev)
len_arr.append(2)
for i in range(num):
N = randint(dir_low,dir_high)
if N != get_pair(N_prev) and N != N_prev:
N_len = randint(len_low,len_high)
N_prev = N
dir_arr.append(N)
len_arr.append(N_len)
elif N == 0:
if N_prev != 0:
N_len = randint(len_low,len_high)
dir_arr.append(N)
len_arr.append(1)
dir_arr.append(N_prev)
len_arr.append(N_len)
N_prev = N
return dir_arr, len_arr
class Rectangle(object):
def __init__(self,x_left,y_up,x_length,y_length):
self.x_left = x_left
self.y_up = y_up
self.x_length = x_length
self.y_length = y_length
class Circle(object):
def __init__(self,center_x,center_y,radius):
self.center_x = center_x
self.center_y = center_y
self.radius = radius
class Direction(object):
UP = 2
DOWN = 4
LEFT = 1
RIGHT = 3
JUMP = 0
class Segment(object):
def __init__(self,x_start,y_start,length,thickness,direction):
self.curr_direction = direction
self.x_start = x_start
self.y_start = y_start
self.length = length
self.thickness = thickness
if direction==Direction.UP:
self.x_end = x_start
self.y_end = y_start - length
self.line = Rectangle(x_start-int(thickness/2),self.y_end,thickness,length)
self.circle_end = Circle(x_start,self.y_end,int(thickness/2))
self.circle_begin = Circle(x_start,y_start,int(thickness/2))
self.end_point = y_start + length - thickness
elif direction==Direction.DOWN:
self.x_end = x_start
self.y_end = y_start + length
self.line = Rectangle(x_start-int(thickness/2),y_start,thickness,length)
self.circle_end = Circle(self.x_end,self.y_end,int(thickness/2))
self.circle_begin = Circle(x_start,y_start,int(thickness/2))
elif direction==Direction.LEFT:
self.x_end = x_start - length
self.y_end = y_start
self.line = Rectangle(self.x_end,y_start-int(thickness/2),length,thickness)
self.circle_end = Circle(self.x_end,self.y_end,int(thickness/2))
self.circle_begin = Circle(x_start,y_start,int(thickness/2))
self.end_point = x_start - length - thickness
elif direction==Direction.RIGHT:
self.x_end = x_start + length
self.y_end = y_start
self.line = Rectangle(x_start,y_start-int(thickness/2),length,thickness)
self.circle_end = Circle(self.x_end,self.y_end,int(thickness/2))
self.circle_begin = Circle(x_start,y_start,int(thickness/2))
elif direction==Direction.JUMP:
global prev_direction
length = 300
self.length = length
if prev_direction == Direction.UP:
self.x_end = x_start
self.y_end = y_start - length
elif prev_direction == Direction.DOWN:
self.x_end = x_start
self.y_end = y_start + length
elif prev_direction == Direction.LEFT:
self.x_end = x_start - length
self.y_end = y_start
elif prev_direction == Direction.RIGHT:
self.x_end = x_start + length
self.y_end = y_start
self.line = Rectangle(x_start,y_start-int(thickness/2),0,0)
self.circle_end = Circle(self.x_end,self.y_end,int(thickness/2))
self.circle_begin = Circle(x_start,y_start,int(thickness/2))
direction = prev_direction
self.curr_direction = Direction.JUMP
prev_direction = direction
def draw(self,game_display,X,Y,color):
game_display.draw.rect(DISPLAYSURF, color, (self.line.x_left+X, self.line.y_up+Y, self.line.x_length , self.line.y_length))
game_display.draw.circle(DISPLAYSURF, color, (self.circle_end.center_x+X, self.circle_end.center_y+Y), self.circle_end.radius, 0)
game_display.draw.circle(DISPLAYSURF, color, (self.circle_begin.center_x+X, self.circle_begin.center_y+Y), self.circle_begin.radius, 0)
def create_partial_segment(self,X,Y):
direction = self.curr_direction
thickness = self.thickness
x_start = self.x_start
y_start = self.y_start
length = self.length
partial = Segment(0,0,0,0,0)
if direction==Direction.UP:
partial.x_end = self.x_start
partial.y_end = Y
partial.line = Rectangle(x_start-int(thickness/2),partial.y_end,thickness,y_start-partial.y_end)
partial.circle_end = Circle(x_start,Y,int(thickness/2))
partial.circle_begin = Circle(x_start,y_start,int(thickness/2))
elif direction==Direction.DOWN:
partial.x_end = x_start
partial.y_end = Y
partial.line = Rectangle(x_start-int(thickness/2),y_start,thickness,partial.y_end-y_start)
partial.circle_end = Circle(partial.x_end,partial.y_end,int(thickness/2))
partial.circle_begin = Circle(x_start,y_start,int(thickness/2))
elif direction==Direction.LEFT:
partial.x_end = X
partial.y_end = y_start
partial.line = Rectangle(partial.x_end,y_start-int(thickness/2),x_start-partial.x_end,thickness)
partial.circle_end = Circle(partial.x_end,partial.y_end,int(thickness/2))
partial.circle_begin = Circle(x_start,y_start,int(thickness/2))
elif direction==Direction.RIGHT:
partial.x_end = X
partial.y_end = y_start
partial.line = Rectangle(x_start,y_start-int(thickness/2),partial.x_end-x_start,thickness)
partial.circle_end = Circle(partial.x_end,partial.y_end,int(thickness/2))
partial.circle_begin = Circle(x_start,y_start,int(thickness/2))
elif direction==Direction.JUMP:
partial.x_end = x_start + length
partial.y_end = y_start
partial.line = Rectangle(x_start,y_start-int(thickness/2),0,thickness)
partial.circle_end = Circle(self.x_end,self.y_end,0)
partial.circle_begin = Circle(x_start,y_start,int(thickness/2))
return partial
class PATHWAY(object):
def __init__(self,path_dirs,path_lengths,x_start,y_start,thickness):
n_dirs = len(path_dirs)
n_lengths = len(path_lengths)
n_segs = min(n_dirs,n_lengths)
self.path = []
x = x_start
y = y_start
for n in range(0,n_segs):
curr_segment = Segment(x,y,path_lengths[n]*100,thickness,path_dirs[n])
x = curr_segment.x_end
y = curr_segment.y_end
self.path.append(curr_segment)
def draw(self,game_display,X,Y,color):
n_segs = len(self.path)
for n in range(0,n_segs):
self.path[n].draw(game_display,X,Y,color)
def draw_range(self,game_display,X,Y,color,min_segment,max_segment):
n_segs = len(self.path)
for n in range(max(0,min_segment),min(n_segs,max_segment)):
self.path[n].draw(game_display,X,Y,color)
def draw_partial(self,game_display,X,Y,X_pos,Y_pos,curr_seg,color):
for n in range(0,curr_seg):
self.path[n].draw(game_display,X,Y,color)
partial_seg = self.path[curr_seg].create_partial_segment(X_pos,Y_pos)
partial_seg.draw(game_display,X,Y,color)
def draw_partial_range(self,game_display,X,Y,X_pos,Y_pos,min_segment,curr_seg,color):
for n in range(max(0,min_segment),curr_seg):
self.path[n].draw(game_display,X,Y,color)
partial_seg = self.path[curr_seg].create_partial_segment(X_pos,Y_pos)
partial_seg.draw(game_display,X,Y,color)
if(max(0,min_segment)==0):
circle_begin = self.path[0].circle_begin
game_display.draw.circle(DISPLAYSURF, RED, (circle_begin.center_x+X, circle_begin.center_y+Y), circle_begin.radius, 0)
pygame.init()
BLUE = (150, 255, 255)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
#RED = (155,20,20)
RED = (245,151,69) #orage actually
#DARK_BLUE = (40, 140, 140)
DARK_BLUE = (7,99,13) #dark green actually
DISPLAYSURF = pygame.display.set_mode((800, 600))
bg_image = pygame.image.load('grassLand.jpg')
DISPLAYSURF.blit(bg_image,(0,0))
pygame.key.set_repeat (500, 30)
#path_directions = [Direction.UP, Direction.LEFT,Direction.UP,Direction.RIGHT,Direction.RIGHT,Direction.DOWN]
#path_lengths = [7,7,7,7,7,7]
global prev_direction
prev_direction = 1
path_directions,path_lengths = randomise_dir_length(0,4,8,6,9)
print(path_directions)
print(path_lengths)
x_start = 400
y_start = 300
thickness = 200
curr_path = PATHWAY(path_directions,path_lengths,x_start,y_start,thickness)
obj_image = pygame.image.load('Football.png')
newSize = 180
obj_image = pygame.transform.scale(obj_image,(newSize,newSize))
speed = 10
curr_segment = 0
n_segment = len(curr_path.path)
X = x_start
Y = y_start
game_finished = 0
pygame.display.set_caption('Football Dribbler')
flag_activate = True
flag_left = False
flag_right = False
flag_up = False
flag_down = False
flag_jump = False
while True: # main game loop
if flag_activate == True:
DISPLAYSURF.blit(bg_image, (0,0))
#pygame.draw.rect(DISPLAYSURF, WHITE, (A.line.x_left+X, A.line.y_up+Y, A.line.x_length , A.line.y_length))
#pygame.draw.circle(DISPLAYSURF, WHITE, (A.circle_end.center_x+X, A.circle_end.center_y+Y), A.circle_end.radius, 0)
#pygame.draw.rect(DISPLAYSURF, WHITE, (200+X, -50+Y, 300, 100))
#A.draw(pygame,X,Y,WHITE)
#B.draw(pygame,X,Y,BLACK)
curr_path.draw_range(pygame,-(X-x_start),-(Y-y_start),WHITE,curr_segment-2,curr_segment+3)
#DISPLAYSURF.blit(obj_image,(x_start-int(thickness/2),y_start-200))
if curr_segment < n_segment:
curr_path.draw_partial_range(pygame,-(X-x_start),-(Y-y_start),X,Y,curr_segment-2,curr_segment,DARK_BLUE)
DISPLAYSURF.blit(obj_image, (x_start-int(200/2),y_start-int(200/2)))
if game_finished == 0:
curr_segment_direction = curr_path.path[curr_segment].curr_direction
if flag_left == True and curr_segment_direction == Direction.LEFT:
X -= speed
if X<=curr_path.path[curr_segment].x_end:
X = curr_path.path[curr_segment].x_end
curr_segment+=1
if curr_segment >= n_segment:
curr_segment -=1
game_finished = 1
#break
if flag_right == True and curr_segment_direction == Direction.RIGHT:
X += speed
if X>=curr_path.path[curr_segment].x_end:
X = curr_path.path[curr_segment].x_end
curr_segment+=1
if curr_segment >= n_segment:
curr_segment -=1
game_finished = 1
#-break
if flag_up == True and curr_segment_direction == Direction.UP:
print flag_up
Y -= speed
if Y<=curr_path.path[curr_segment].y_end:
Y = curr_path.path[curr_segment].y_end
curr_segment+=1
if curr_segment >= n_segment:
curr_segment -=1
game_finished = 1
#break
if flag_down == True and curr_segment_direction == Direction.DOWN:
Y += speed
if Y>=curr_path.path[curr_segment].y_end:
Y = curr_path.path[curr_segment].y_end
curr_segment+=1
if curr_segment >= n_segment:
curr_segment -=1
game_finished = 1
#break
if flag_jump == True and curr_segment_direction == Direction.JUMP:
Y = curr_path.path[curr_segment].y_end
X = curr_path.path[curr_segment].x_end
curr_segment+=1
if curr_segment >= n_segment:
curr_segment -=1
game_finished = 1
#break
if game_finished:
#ctypes.windll.user32.MessageBoxW(0, "Well done", "Message", 1)
time.sleep(1)
pygame.quit()
sys.exit()
pygame.display.update()
import glob, os
files = [file for file in glob.glob("*.txt")]
#print files
if len(files) > 0:
files.sort()
#print files
try:
for f in files:
with open(f, 'r') as new:
instructions = new.read()
# execute instruction
inst = instructions[1:-1].split(', ')
print "INSTRUCTIONS:", inst
flag_activate = inst[0] # JolaOP_switch
flag_activate = flag_activate == 'True'
flag_left = inst[1] # JolaOP_left
flag_left = flag_left == 'True'
flag_right = inst[2] # JolaOP_right
flag_right = flag_right == 'True'
flag_up = inst[3] # JolaOP_up
flag_up = flag_up == 'True'
flag_down = inst[4] # JolaOP_down
flag_down = flag_down == 'True'
flag_jump = inst[5] # JolaOP_down
flag_jump = flag_jump == 'True'
#pygame.display.update()
#time.sleep(1)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
# delete instruction
os.remove(f)
except:
pass
#flag_up = True
"""flag_activate = False
flag_activate = True#JolaOP_switch
flag_left = False#JolaOP_left
flag_right = False#JolaOP_right
flag_up = True#JolaOP_up
flag_down = False#JolaOP_down
flag_jump = False#JolaOP_jump
pygame.display.update()
if game_finished:
ctypes.windll.user32.MessageBoxW(0, "Well done", "Message", 1)
pygame.quit()
sys.exit()
time.sleep(1)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()"""