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simulate.py
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simulate.py
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#-------------------------------------------------------------------------------
# Name: simulate
# Purpose:
#
# Author: maleonv
#
# Created: 07/10/2015
# Copyright: (c) maleonv 2015
# Licence: <your licence>
#-------------------------------------------------------------------------------
import random, sys, time, pygame
from pygame.locals import *
FPS = 30
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
FLASHSPEED = 500 #ms
FLASHDELAY = 200 #ms
BUTTONSIZE = 200
BUTTONGAPSIZE = 20
TIMEOUT = 4 # seconds before game over if not button is pushed.
# R G B
WHITE = (255, 255, 255)
BLACK = ( 0, 0, 0)
BRIGHTRED = (255, 0, 0)
RED = (155, 0, 0)
BRIGHTGREEN = ( 0, 255, 0)
GREEN = ( 0, 155, 0)
BRIGHTBLUE = ( 0, 0, 255)
BLUE = ( 0, 0, 155)
BRIGHTYELLOW = (255, 255, 0)
YELLOW = (155, 155, 0)
DARKGEY = ( 40, 40, 40)
bgColor = BLACK
XMARGIN = int((WINDOWWIDTH - (2 * BUTTONSIZE) - BUTTONGAPSIZE) / 2)
YMARGIN = int((WINDOWHEIGHT - (2 * BUTTONSIZE) - BUTTONGAPSIZE) / 2)
YELLOWRECT = pygame.Rect(XMARGIN, YMARGIN, BUTTONSIZE, BUTTONSIZE)
BLUERECT = pygame.Rect(XMARGIN + BUTTONSIZE + BUTTONGAPSIZE, YMARGIN, BUTTONSIZE, \
BUTTONSIZE)
REDRECT = pygame.Rect(XMARGIN, YMARGIN + BUTTONSIZE + BUTTONGAPSIZE, BUTTONSIZE, \
BUTTONSIZE)
GREENRECT = pygame.Rect(XMARGIN + BUTTONSIZE + BUTTONGAPSIZE, YMARGIN + BUTTONSIZE \
+ BUTTONGAPSIZE, BUTTONSIZE, BUTTONSIZE)
def main():
global FPSCLOCK, DISPLAYSURF, BASICFONT, BEEP1, BEEP2, BEEP3, BEEP4
pygame.init()
FPSCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Simulate')
BASICFONT = pygame.font.Font('freesansbold.ttf', 16)
infoSurf = BASICFONT.render('Match the pattern by clicking on the button or using \
the Q, W, A, S keys.', 1, DARKGEY)
infoRect = infoSurf.get_rect()
infoRect.topleft = (10, WINDOWHEIGHT - 25)
# load the sound files
BEEP1 = pygame.mixer.Sound('beep1.ogg')
BEEP2 = pygame.mixer.Sound('beep2.ogg')
BEEP3 = pygame.mixer.Sound('beep3.ogg')
BEEP4 = pygame.mixer.Sound('beep4.ogg')
# initialize some variables for a new game
pattern = []
currentStep = 0
lastClickTime = 0
score = 0
# when False, the pattern is playing. when True, waiting for the player to click
waitingForInput = False
#
while True:
clickedButton = None
DISPLAYSURF.fill(bgColor)
drawButtons()
#
scoreSurf = BASICFONT.render('Score:' + str(score), 1, WHITE)
scoreRect = scoreSurf.get_rect()
scoreRect.topleft = (WINDOWWIDTH - 100, 10)
DISPLAYSURF.blit(scoreSurf, scoreRect)
#
DISPLAYSURF.blit(infoSurf, infoRect)
#
checkForQuit()
for event in pygame.event.get():
if event.type == MOUSEBUTTONUP:
mousex, mousey = event.pos
clickedButton = getButtonClicked(mousex, mousey)
elif event.type == KEYDOWN:
if event.key == K_q:
clickedButton = YELLOW
elif event.key == K_w:
clickedButton = BLUE
elif event.key == K_a:
clickedButton = RED
elif event.key == K_s:
clickedButton = GREEN
if not waitingForInput:
#play the pattern
pygame.display.update()
pygame.time.wait(1000)
pattern.append(random.choice((YELLOW, BLUE, RED, GREEN)))
for button in pattern:
flashButtonAnimation(button)
pygame.time.wait(FLASHDELAY)
waitingForInput = True
else:
# wait for the player to enter buttons
if clickedButton and clickedButton == pattern[currentStep]:
# pushed the correct button
flashButtonAnimation(clickedButton)
currentStep += 1
lastClickTime = time.time()
#
if currentStep == len(pattern):
changeBackgroundAnimation()
score += 1
waitingForInput = False
currentStep = 0
elif (clickedButton and clickedButton != pattern[currentStep]) or \
(currentStep !=0 and time.time() - TIMEOUT > lastClickTime):
# pushed the incorrect button, or has timed out
gameOverAnimation()
# reset the variables for a new game:
pattern = []
currentStep = 0
waitingForInput = False
score = 0
pygame.time.wait(1000)
changeBackgroundAnimation()
pygame.display.update()
FPSCLOCK.tick(FPS)
def terminate():
pygame.quit()
sys.exit()
def checkForQuit():
for event in pygame.event.get(QUIT):
terminate()
for event in pygame.event.get(KEYUP):
if event.key == K_ESCAPE:
terminate()
pygame.event.post(event)
def flashButtonAnimation(color, animationSpeed=50):
if color == YELLOW:
sound = BEEP1
flashColor = BRIGHTYELLOW
rectangle = YELLOWRECT
elif color == BLUE:
sound = BEEP2
flashColor = BRIGHTBLUE
rectangle = BLUERECT
elif color == RED:
sound = BEEP3
flashColor = BRIGHTRED
rectangle = REDRECT
elif color == GREEN:
sound = BEEP4
flashColor = BRIGHTGREEN
rectangle = GREENRECT
#
origSurf = DISPLAYSURF.copy()
flashSurf = pygame.Surface((BUTTONSIZE, BUTTONSIZE))
flashSurf = flashSurf.convert_alpha()
r, g, b = flashColor
sound.play()
for start, end, step in ((0, 255, 1), (255, 0, -1)):
for alpha in range(start, end, animationSpeed * step):
checkForQuit()
DISPLAYSURF.blit(origSurf, (0, 0))
flashSurf.fill((r, g, b, alpha))
DISPLAYSURF.blit(flashSurf, rectangle.topleft)
pygame.display.update()
FPSCLOCK.tick(FPS)
DISPLAYSURF.blit(origSurf, (0, 0))
def drawButtons():
pygame.draw.rect(DISPLAYSURF, YELLOW, YELLOWRECT)
pygame.draw.rect(DISPLAYSURF, BLUE, BLUERECT)
pygame.draw.rect(DISPLAYSURF, RED, REDRECT)
pygame.draw.rect(DISPLAYSURF, GREEN, GREENRECT)
def changeBackgroundAnimation(animationSpeed=40):
global bgColor
newBgColor = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
#
newBgSurf = pygame.Surface((WINDOWWIDTH, WINDOWHEIGHT))
newBgSurf = newBgSurf.convert_alpha()
r, g, b = newBgColor
for alpha in range(0, 255, animationSpeed):
checkForQuit()
DISPLAYSURF.fill(bgColor)
#
newBgSurf.fill((r, g, b, alpha))
DISPLAYSURF.blit(newBgSurf, (0, 0))
#
drawButtons()
#
pygame.display.update()
FPSCLOCK.tick(FPS)
bgColor = newBgColor
def gameOverAnimation(color=WHITE, animationSpeed=50):
#
origSurf = DISPLAYSURF.copy()
flashSurf = pygame.Surface(DISPLAYSURF.get_size())
flashSurf = flashSurf.convert_alpha()
BEEP1.play()
BEEP2.play()
BEEP3.play()
BEEP4.play()
r, g, b = color
for i in range(3): # do te flash 3 times
for start, end, step in ((0, 255, 1), (255, 0, -1)):
# the first iteration in this loop sets the following for loop
# to go from 0 to 255, the second from 255 to 0.
for alpha in range(start, end, animationSpeed * step):
# animation loop
#alpha means transparecny. 255 is opaque, 0 is invisible
checkForQuit()
flashSurf.fill((r, g, b, alpha))
DISPLAYSURF.blit(origSurf, (0, 0))
DISPLAYSURF.blit(flashSurf, (0, 0))
drawButtons()
pygame.display.update()
FPSCLOCK.tick(FPS)
def getButtonClicked(x, y):
if YELLOWRECT.collidepoint((x, y)):
return YELLOW
elif BLUERECT.collidepoint((x, y)):
return BLUE
elif REDRECT.collidepoint((x, y)):
return RED
elif GREENRECT.collidepoint((x, y)):
return GREEN
#
return None
if __name__ == '__main__':
main()