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fruits.py
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246 lines (194 loc) · 8.4 KB
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import random, pygame, sys, math
from pygame.locals import *
white = (255, 255, 255)
green = (0, 255, 0)
class Apple(pygame.sprite.Sprite):
def __init__(self, screen):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
self.speed = .3
self.screen = screen
self.total_time = 0
self.time = 0
self.image = pygame.image.load("apple.png").convert_alpha()
self.image.set_colorkey(white)
self.image.convert_alpha()
self.rect = self.image.get_rect()
self.x = random.randint(0, self.screen.get_width()-int(self.image.get_width()/2))
self.y = self.screen.get_height()+self.image.get_width()
self.rect.centerx = self.x + (self.image.get_width()/2)
self.rect.centery = self.y + (self.image.get_height()/2)
#figure out direction to fruit to move based on spawn position (left or right)
border = screen.get_width()/2
#if starts to the left, move over right
if (self.x < border):
self.direction = 1
#if starts over on the right, move left
else:
self.direction = -1
#determine realistic trajectory angle that will clear minimum height and not exceed maximum
min_height = .6*screen.get_height()
max_height = .9*screen.get_height()
start_distance_from_border = abs(self.x - border)
distance_from_border = random.randint(0, int(start_distance_from_border))
try:
min_angle = math.atan(min_height/distance_from_border)
max_angle = math.atan(max_height/distance_from_border)
self.angle = random.randint(int(min_angle), int(max_angle))
except:
self.angle = math.pi/2
def move(self, x, y):
self.x = x
self.y = y
self.rect.centerx = x + (self.image.get_width()/2)
self.rect.centery = y + (self.image.get_height()/2)
def fall(self, time_passed):
#self.y -= self.speed*time_passed
self.total_time = self.total_time+time_passed
self.time = self.total_time/300
x_speed = random.randint(0,25)
add_x = math.sin(self.time) * x_speed
self.x += self.direction*add_x
y_speed = random.randint(120,170)
add_y = math.cos(self.time) * self.speed*y_speed
self.y -= add_y
def draw(self):
self.screen.blit(self.image, (self.x, self.y))
def checkCollision(self, other):
# returns True or False if apple has collided with other object
col = pygame.sprite.collide_rect(self, other)
return col
class Banana(pygame.sprite.Sprite):
def __init__(self, screen):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
self.speed = .3
self.screen = screen
self.total_time = 0
self.time = 0
self.image = pygame.image.load("banana.png").convert_alpha()
self.image.set_colorkey(white)
self.image.convert_alpha()
self.rect = self.image.get_rect()
self.x = random.randint(0, self.screen.get_width()-int(self.image.get_width()/2))
self.y = self.screen.get_height()+self.image.get_width()
self.rect.centerx = self.x + (self.image.get_width()/2)
self.rect.centery = self.y + (self.image.get_height()/2)
#figure out direction to fruit to move based on spawn position (left or right)
border = screen.get_width()/2
#if starts to the left, move over right
if (self.x < border):
self.direction = 1
#if starts over on the right, move left
else:
self.direction = -1
#determine realistic trajectory angle that will clear minimum height and not exceed maximum
min_height = .6*screen.get_height()
max_height = .9*screen.get_height()
start_distance_from_border = abs(self.x - border)
distance_from_border = random.randint(0, int(start_distance_from_border))
try:
min_angle = math.atan(min_height/distance_from_border)
max_angle = math.atan(max_height/distance_from_border)
self.angle = random.randint(int(min_angle), int(max_angle))
except:
self.angle = math.pi/2
def move(self, x, y):
self.x = x
self.y = y
self.rect.centerx = x + (self.image.get_width()/2)
self.rect.centery = y + (self.image.get_height()/2)
def fall(self, time_passed):
#self.y -= time_passed * self.speed
self.total_time = self.total_time+time_passed
self.time = self.total_time/300
x_speed = random.randint(0,25)
add_x = math.sin(self.time) * x_speed
self.x += self.direction*add_x
y_speed = random.randint(120,170)
add_y = math.cos(self.time) * self.speed*y_speed
self.y -= add_y
def draw(self):
# draw circle on Sprite surface
#draw_pos = self.rect.move(self.x-self.screen.get_width(), self.y - self.screen.get_height())
self.screen.blit(self.image, (self.x, self.y))
#self.screen.fill(green, self.rect)
#pygame.draw.circle(self.screen, self.color, (self.x, self.y), self.r)
def checkCollision(self, other):
# returns True or False if apple has collided with other object
col = pygame.sprite.collide_rect(self, other)
return col
class Strawberry(pygame.sprite.Sprite):
def __init__(self, screen):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
self.speed = .3
self.screen = screen
self.total_time = 0
self.time = 0
self.image = pygame.image.load("strawberry.png").convert_alpha()
self.image.set_colorkey(white)
self.image.convert_alpha()
self.rect = self.image.get_rect()
self.x = random.randint(0, self.screen.get_width()-int(self.image.get_width()/2))
self.y = self.screen.get_height()+self.image.get_width()
self.rect.centerx = self.x + (self.image.get_width()/2)
self.rect.centery = self.y + (self.image.get_height()/2)
#figure out direction to fruit to move based on spawn position (left or right)
border = screen.get_width()/2
#if starts to the left, move over right
if (self.x < border):
self.direction = 1
#if starts over on the right, move left
else:
self.direction = -1
#determine realistic trajectory angle that will clear minimum height and not exceed maximum
min_height = .6*screen.get_height()
max_height = .9*screen.get_height()
start_distance_from_border = abs(self.x - border)
distance_from_border = random.randint(0, int(start_distance_from_border))
try:
min_angle = math.atan(min_height/distance_from_border)
max_angle = math.atan(max_height/distance_from_border)
self.angle = random.randint(int(min_angle), int(max_angle))
except:
self.angle = math.pi/2
def move(self, x, y):
self.x = x
self.y = y
self.rect.centerx = x + (self.image.get_width()/2)
self.rect.centery = y + (self.image.get_height()/2)
def fall(self, time_passed):
#self.y -= time_passed * self.speed
self.total_time = self.total_time+time_passed
self.time = self.total_time/300
x_speed = random.randint(0,25)
add_x = math.sin(self.time) * x_speed
self.x += self.direction*add_x
y_speed = random.randint(120,170)
add_y = math.cos(self.time) * self.speed*y_speed
self.y -= add_y
def draw(self):
self.screen.blit(self.image, (self.x, self.y))
def checkCollision(self, other):
# returns True or False if apple has collided with other object
col = pygame.sprite.collide_rect(self, other)
return col
class Sword(pygame.sprite.Sprite):
def __init__(self, x, y, screen):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.screen = screen
self.image = pygame.image.load("sword.png")
self.rect = self.image.get_rect()
def move(self, x, y):
self.x = x
self.y = y
self.rect.centerx = x
self.rect.centery = y
def draw(self):
self.screen.blit(self.image, self.rect)
def printrect(self):
print(self.rect.centerx, ", ", self.rect.centery)