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prototype.py
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prototype.py
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import pygame
import json
import random
"""
Global constants
"""
# Colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (124, 252, 0)
RED = (255, 0, 0)
# Screen dimensions
SCREEN_WIDTH = 600
SCREEN_HEIGHT = 600
pygame.init()
# Create an 800x600 sized screen
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
background_image = pygame.image.load("background.png").convert()
# Set the title of the window
pygame.display.set_caption('Maze Runner Challenge')
class SpriteSheet():
#points to sprite sheet image
sprite_sheet=None
def __init__(self, sprite_file):
#file name is passed as a parameter
self.sprite_sheet = pygame.image.load(sprite_file).convert()
def get_image(self, x, y, width, height):
#x and y is image start coordinate, width and length defines size of the sprite
image = pygame.Surface([width, height]).convert()
image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))
image.set_colorkey(BLACK)
return image
# This class represents the bar at the bottom that the player controls
class Player(pygame.sprite.Sprite):
""" This class represents the bar at the bottom that the player controls. """
# Set speed vector
change_x = 0
change_y = 0
#list to hold images for moving left/right
walking_frames_l = []
walking_frames_r = []
walking_frames_u = []
walking_frames_d = []
#direction sprites facing
direction = "R"
# Constructor function
def __init__(self, start_y, start_x):
# Call the parent's constructor
pygame.sprite.Sprite.__init__(self)
sprite_sheet = SpriteSheet("sprite_sheet.png")
#load sprites to right list
image = sprite_sheet.get_image(33, 1, 19, 30)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(33, 30, 19, 36)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(33, 62, 19, 29)
self.walking_frames_r.append(image)
#load sprites to left direction list
image = sprite_sheet.get_image(88, 1, 18, 30)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(88, 30, 18, 36)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(88, 60, 18, 29)
self.walking_frames_l.append(image)
#load sprites to up direction list
image = sprite_sheet.get_image(56, 1, 24, 30)
self.walking_frames_u.append(image)
image = sprite_sheet.get_image(56, 30, 24, 36)
self.walking_frames_u.append(image)
image = sprite_sheet.get_image(56, 62, 24, 29)
self.walking_frames_u.append(image)
#load sprites to down direction list
image = sprite_sheet.get_image(0, 1, 28, 30)
self.walking_frames_d.append(image)
image = sprite_sheet.get_image(0, 30, 28, 32)
self.walking_frames_d.append(image)
image = sprite_sheet.get_image(0, 62, 28, 29)
self.walking_frames_d.append(image)
#this sets the start facing direction
self.image = self.walking_frames_r[0]
self.reset_position_y = start_y
self.reset_position_x = start_x
# Set height, width
#self.image = pygame.Surface([15, 15])
#self.image.fill(RED)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = self.reset_position_y
self.rect.x = self.reset_position_x
self.deaths = 0
self.answered = 0
def changespeed(self, x, y):
""" Change the speed of the player. """
self.change_x += x
self.change_y += y
def update(self):
""" Update the player position. """
# Move left/right
self.rect.x += self.change_x
pos = self.rect.x
if self.direction == "R":
frame = (pos//60) % len(self.walking_frames_r)
self.image = self.walking_frames_r[frame]
elif self.direction == "U":
frame = (pos//60) % len(self.walking_frames_u)
self.image = self.walking_frames_u[frame]
elif self.direction == "D":
frame = (pos//60) % len(self.walking_frames_d)
self.image = self.walking_frames_d[frame]
else:
frame = (pos//60) % len(self.walking_frames_l)
self.image = self.walking_frames_l[frame]
# Did this update cause us to hit a wall?
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
self.deaths += 1
self.rect.y = self.reset_position_y
self.rect.x = self.reset_position_x
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
self.deaths += 1
self.rect.y = self.reset_position_y
self.rect.x = self.reset_position_x
if pygame.sprite.spritecollide(self, self.end_zone_answer, False):
self.answered += 1
self.rect.y = self.reset_position_y
self.rect.x = self.reset_position_x
global current_room_no
if current_room_no == len(questions): #Make this dynamic to the total amount of questions.
current_room_no = 0
else:
current_room_no += 1
global current_question_no
current_question_no += 1
#these methods change what direction the sprite is facing
def go_left(self):
self.direction = "L"
def go_right(self):
self.direction = "R"
def go_up(self):
self.direction = "U"
def go_down(self):
self.direction = "D"
def death_counter(self):
font = pygame.font.Font(None, 20)
text = font.render("deaths: "+str(self.deaths), 1, WHITE)
textpos = (500, 110)
screen.blit(text, textpos)
def questions_answered(self):
font = pygame.font.Font(None, 20)
text = font.render("Answered: "+str(self.answered), 1, WHITE)
textpos = (500, 90)
screen.blit(text, textpos)
class Wall(pygame.sprite.Sprite):
""" Wall the player can run into. """
def __init__(self, x, y, width, height, color):
""" Constructor for the wall that the player can run into.
:rtype : object
"""
# Call the parent's constructor
pygame.sprite.Sprite.__init__(self)
# Make a blue wall, of the size specified in the parameters
self.image = pygame.Surface([width, height])
self.image.fill(color)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
class EndZone(pygame.sprite.Sprite):
def __init__(self, x, y, letter, question):
pygame.sprite.Sprite.__init__(self)
""" Constructor for the Endzone """
self.letter = letter
# Call the parent's constructor
if self.letter == "a":
self.image = pygame.image.load("a.png").convert_alpha()
elif self.letter == "b":
self.image = pygame.image.load("b.png").convert_alpha()
elif self.letter == "c":
self.image = pygame.image.load("c.png").convert_alpha()
elif self.letter == "d":
self.image = pygame.image.load("d.png").convert_alpha()
# Make a green box
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
self.type = question
def draw(self, screen):
screen.blit(self.image, self.rect)
class Question:
def __init__(self, number):
self.answer_letter = ""
self.question_list = []
self.number = number
with open('questions.json') as f:
questions = json.load(f)
q = questions[self.number] # 0 For getting first question answer set
self.question_text = q["question"]
self.answer_text = q["answer"]
self.fake_one = q["fake1"]
self.fake_two = q["fake2"]
self.fake_three = q["fake3"]
f.close()
self.position = {"a": (30, 50), "b": (30, 70), "c": (30, 90), "d": (30, 110)}
self.list_fake_questions = [self.fake_one, self.fake_two, self.fake_three]
self.font = pygame.font.Font(None, 20)
self.position_question()
self.letters = ["a", "b", "c", "d"]
self.make_answer()
for i in range(3):
self.make_fake(i)
def position_text(self, letter, render_text):
text = self.font.render(letter.upper()+": " + render_text, 1, WHITE)
textpos = text.get_rect()
textpos.topleft = (self.position[letter])
self.question_list.append([text, textpos])
def position_question(self):
text = self.font.render(self.question_text, 1, WHITE)
textpos = text.get_rect()
textpos.centerx = screen.get_rect().centerx
textpos.centery = 30
self.question_list.append([text, textpos])
def print_question(self):
for i in self.question_list:
screen.blit(i[0], i[1])
def make_answer(self):
letter = self.letters.pop(random.randint(0, len(self.letters)-1)) # Get a random letter and remove it
self.position_text(letter, self.answer_text) # Give it to position text to store in the list
self.answer_letter = letter
def get_answer(self):
return self.answer_letter
def make_fake(self, number):
letter = self.letters.pop(random.randint(0, len(self.letters)-1))
self.position_text(letter, self.list_fake_questions[number])
def get_question_number(self):
return self.number
class Map():
wall_list = None
def __init__(self, walls, endzones, question):
self.wall_list = pygame.sprite.Group()
self.walls_to_make = walls[:] # Split the walls up
self.endzones = endzones[:] # Split the endzones up
self.question = question # Question Number
four_sides = [(0, 150, 10, 600, BLUE),
(10, 150, 580, 10, BLUE), #The standard walls
(0, 590, 600, 10, BLUE),
(590, 150, 10, 600, BLUE)
]
for item in four_sides:
wall = Wall(item[0], item[1], item[2], item[3], item[4]) # Make standard walls
self.wall_list.add(wall)
for item in self.walls_to_make:
wall = Wall(item[0], item[1], item[2], item[3], item[4]) # Make specific walls
self.wall_list.add(wall)
self.letters = ["a", "b", "c", "d"]
self.answer_letter = questions[self.question].get_answer() # Get the questions
self.letters.pop(self.letters.index(self.answer_letter)) # remove the answer question from list of letters
random.shuffle(self.letters) # shuffle the remaining
self.fake1 = self.letters.pop()
self.fake2 = self.letters.pop() # Get fakes
self.fake3 = self.letters.pop()
self.possible_endzones = self.endzones # Endzones for this map
random.shuffle(self.possible_endzones) # shuffle them
one = self.possible_endzones.pop()
two = self.possible_endzones.pop()
three = self.possible_endzones.pop()
four = self.possible_endzones.pop()
EndZone_to_make = [(one[0], one[1], self.fake1, self.question), (two[0], two[1], self.fake2, self.question), (three[0], three[1], self.fake3, self.question)]
answer_zone = EndZone(four[0], four[1], self.answer_letter, self.question)
end_zone_answer.add(answer_zone) # here it's adding them all to it. Not one at a time.
for i in range(len(EndZone_to_make)):
end_zone = EndZone(*EndZone_to_make[i])
self.wall_list.add(end_zone)
# currently made all the maps into one. Now add a question variable.
# Then create the loop to make the endzone
# Make sure they are displaying
#Map1
map1_walls = [(10, 250, 450, 10, WHITE),
(150, 350, 10, 175, WHITE),
(300, 350, 10, 175, WHITE),
(450, 350, 10, 175, WHITE),
(600, 350, 10, 175, WHITE),
]
map1_endzones = [(70, 450), (220, 450), (370, 450), (520, 450)]
#Map2
map2_walls = [(140, 250, 450, 10, WHITE),
(140, 250, 10, 200, WHITE),
(140, 450, 300, 10, WHITE),
(200, 350, 10, 100, WHITE),
(90, 320, 50, 10, WHITE),
(90, 380, 50, 10, WHITE),
(200, 350, 50, 10, WHITE),
(250, 350, 10, 50, WHITE),
(500, 450, 50, 10, WHITE),
(500, 400, 10, 50, WHITE),
(320, 400, 180, 10, WHITE),
(320, 400, 10, 50, WHITE),
(520, 520, 10, 70, WHITE),
(300, 250, 10, 50, WHITE),
(350, 300, 10, 50, WHITE),
(400, 320, 10, 80, WHITE),
(450, 250, 10, 50, WHITE),
(450, 350, 10, 50, WHITE)]
map2_endzones = [(100, 335), (162, 400), (215, 375), (550, 550)]
#Map3
map3_walls = [(150, 350, 10, 240, WHITE),
(300, 350, 10, 240, WHITE),
(450, 350, 10, 240, WHITE),
(600, 350, 10, 240, WHITE),
(100, 200, 10, 50, WHITE),
(40, 250, 60, 10, WHITE),
(40, 200, 10, 50, WHITE),
(100, 250, 400, 10, WHITE),
(200, 160, 10, 40, WHITE),
(250, 210, 10, 40, WHITE),
(300, 160, 10, 40, WHITE),
(350, 210, 10, 40, WHITE),
(400, 160, 10, 40, WHITE),
(450, 220, 80, 10, WHITE),
(10, 300, 490, 10, WHITE),
(530, 250, 10, 50, WHITE)]
map3_endzones = [(70, 550), (220, 550), (370, 550), (520, 550)]
# accross down width height
map4_walls = [(130, 160, 10, 250, WHITE),
(110, 465, 10, 70, WHITE),
(10, 465, 230, 10, WHITE),
(230, 210, 10, 320, WHITE),
(330, 210, 10, 380, WHITE),
(330, 210, 210, 10, WHITE),
(530, 220, 10, 50, WHITE),
(400, 330, 190, 10, WHITE),
(400, 330, 10, 70, WHITE),
(330, 460, 210, 10, WHITE)
]
map4_endzones = [(50, 500), (170, 500), (480, 240), (370, 500)]
map5_walls = [(230, 160, 10, 250, WHITE),
(110, 465, 10, 130, WHITE),
(110, 465, 130, 10, WHITE),
(230, 465, 10, 80, WHITE),
(330, 210, 10, 380, WHITE),
(330, 210, 210, 10, WHITE),
(530, 220, 10, 50, WHITE),
(400, 330, 190, 10, WHITE),
(400, 330, 10, 70, WHITE),
(330, 460, 210, 10, WHITE)
]
map5_endzones = [(170, 500), (430, 360), (480, 240), (370, 500)]
map6_walls = [(10, 200, 10, 250, WHITE),
(10, 260, 10, 10, WHITE),
(30, 260, 10, 10, WHITE),
(50, 260, 10, 10, WHITE),
(70, 260, 10, 10, WHITE),
(90, 260, 10, 10, WHITE),
(110, 260, 10, 10, WHITE),
(130, 260, 10, 10, WHITE),
(150, 260, 10, 10, WHITE),
(170, 260, 10, 10, WHITE),
(190, 260, 10, 10, WHITE),
(210, 260, 10, 10, WHITE),
(20, 270, 10, 10, WHITE),
(40, 270, 10, 10, WHITE),
(60, 270, 10, 10, WHITE),
(80, 270, 10, 10, WHITE),
(100, 270, 10, 10, WHITE),
(120, 270, 10, 10, WHITE),
(140, 270, 10, 10, WHITE),
(160, 270, 10, 10, WHITE),
(180, 270, 10, 10, WHITE),
(200, 270, 10, 10, WHITE),
(220, 270, 10, 10, WHITE),
(10, 280, 10, 10, WHITE),
(30, 280, 10, 10, WHITE),
(50, 280, 10, 10, WHITE),
(70, 280, 10, 10, WHITE),
(90, 280, 10, 10, WHITE),
(110, 280, 10, 10, WHITE),
(130, 280, 10, 10, WHITE),
(150, 280, 10, 10, WHITE),
(170, 280, 10, 10, WHITE),
(190, 280, 10, 10, WHITE),
(210, 280, 10, 10, WHITE),
(20, 290, 10, 10, WHITE),
(40, 290, 10, 10, WHITE),
(60, 290, 10, 10, WHITE),
(80, 290, 10, 10, WHITE),
(100, 290, 10, 10, WHITE),
(120, 290, 10, 10, WHITE),
(140, 290, 10, 10, WHITE),
(160, 290, 10, 10, WHITE),
(180, 290, 10, 10, WHITE),
(200, 290, 10, 10, WHITE),
(220, 290, 10, 10, WHITE),
(10, 300, 10, 10, WHITE),
(30, 300, 10, 10, WHITE),
(50, 300, 10, 10, WHITE),
(70, 300, 10, 10, WHITE),
(90, 300, 10, 10, WHITE),
(110, 300, 10, 10, WHITE),
(130, 300, 10, 10, WHITE),
(150, 300, 10, 10, WHITE),
(170, 300, 10, 10, WHITE),
(190, 300, 10, 10, WHITE),
(210, 300, 10, 10, WHITE),
(20, 310, 10, 10, WHITE),
(40, 310, 10, 10, WHITE),
(60, 310, 10, 10, WHITE),
(80, 310, 10, 10, WHITE),
(100, 310, 10, 10, WHITE),
(120, 310, 10, 10, WHITE),
(140, 310, 10, 10, WHITE),
(160, 310, 10, 10, WHITE),
(180, 310, 10, 10, WHITE),
(200, 310, 10, 10, WHITE),
(220, 310, 10, 10, WHITE),
(10, 320, 10, 10, WHITE),
(30, 320, 10, 10, WHITE),
(50, 320, 10, 10, WHITE),
(70, 320, 10, 10, WHITE),
(90, 320, 10, 10, WHITE),
(110, 320, 10, 10, WHITE),
(130, 320, 10, 10, WHITE),
(150, 320, 10, 10, WHITE),
(170, 320, 10, 10, WHITE),
(190, 320, 10, 10, WHITE),
(210, 320, 10, 10, WHITE),
(20, 330, 10, 10, WHITE),
(40, 330, 10, 10, WHITE),
(60, 330, 10, 10, WHITE),
(80, 330, 10, 10, WHITE),
(100, 330, 10, 10, WHITE),
(120, 330, 10, 10, WHITE),
(140, 330, 10, 10, WHITE),
(160, 330, 10, 10, WHITE),
(180, 330, 10, 10, WHITE),
(200, 330, 10, 10, WHITE),
(220, 330, 10, 10, WHITE),
(250, 270, 10, 50, WHITE),
(250, 270, 30, 10, WHITE),
(250, 320, 30, 10, WHITE),
(250, 295, 30, 10, WHITE),
(280, 280, 10, 15, WHITE),
(280, 300, 10, 25, WHITE),
(310, 270, 20, 10, WHITE),
(300, 280, 10, 40, WHITE),
(310, 320, 20, 10, WHITE),
(330, 280, 10, 40, WHITE),
(350, 270, 10, 50, WHITE),
(350, 270, 30, 10, WHITE),
(350, 320, 30, 10, WHITE),
(350, 295, 30, 10, WHITE),
(380, 280, 10, 15, WHITE),
(380, 300, 10, 25, WHITE)]
map6_endzones = [(70, 450), (220, 450), (370, 450), (520, 450)]
# Call this function so the Py game library can initialize itself
# List to hold all the sprites
all_sprite_list = pygame.sprite.Group()
player_list = pygame.sprite.Group()
end_zone_list = pygame.sprite.Group()
end_zone_answer = pygame.sprite.Group()
current_end_zone_answer = pygame.sprite.Group()
global questions
questions = []
question = Question(0)
questions.append(question)
question = Question(1)
questions.append(question)
question = Question(2)
questions.append(question)
question = Question(3)
questions.append(question)
question = Question(4)
questions.append(question)
question = Question(5)
questions.append(question)
question = Question(6)
questions.append(question)
question = Question(7)
questions.append(question)
question = Question(8)
questions.append(question)
current_question_no = 0
rooms = []
rooms.append(Map(map1_walls, map1_endzones, 0))
rooms.append(Map(map2_walls, map2_endzones, 1))
rooms.append(Map(map3_walls, map3_endzones, 2))
rooms.append(Map(map4_walls, map4_endzones, 3))
rooms.append(Map(map5_walls, map5_endzones, 4))
rooms.append(Map(map6_walls, map6_endzones, 5))
rooms.append(Map(map1_walls, map1_endzones, 6))
rooms.append(Map(map2_walls, map2_endzones, 7))
rooms.append(Map(map3_walls, map3_endzones, 8))
current_room_no = 0
current_room = rooms[current_room_no]
#set current endzone to answer
# Create the player paddle object
player = Player(200, 70)
player.walls = current_room.wall_list
player.end_zone_answer = current_end_zone_answer
player_list.add(player)
clock = pygame.time.Clock()
speed = 5
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.changespeed(-speed, 0)
player.go_left()
elif event.key == pygame.K_RIGHT:
player.changespeed(speed, 0)
player.go_right()
elif event.key == pygame.K_UP:
player.changespeed(0, -speed)
player.go_up()
elif event.key == pygame.K_DOWN:
player.changespeed(0, speed)
player.go_down()
elif event.key == pygame.K_ESCAPE:
pygame.quit()
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(speed, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(-speed, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, speed)
elif event.key == pygame.K_DOWN:
player.changespeed(0, -speed)
screen.blit(background_image, [0, 0])
questions[current_question_no].print_question()
player.death_counter()
player.questions_answered()
player_list.update()
player_list.draw(screen)
try:
rooms[current_room_no].wall_list.update()
rooms[current_room_no].wall_list.draw(screen)
except IndexError:
print("Out of questions")
print("Game will not exit")
pygame.quit()
for i in end_zone_answer:
if i.type == current_question_no:
i.draw(screen)
current_end_zone_answer.empty()
current_end_zone_answer.add(i)
player.end_zone_answer = current_end_zone_answer
player.walls = rooms[current_room_no].wall_list
pygame.display.flip()
pygame.display.update()
clock.tick(60)
pygame.quit()