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energywrangler.py
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energywrangler.py
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#!/usr/bin/env python
""" Energy wrangler
version 2 write
"""
import logging
import os
from datetime import datetime
import pygame
from pygame.locals import * #pylint:disable=wildcard-import,unused-wildcard-import
from wrang import * #pylint:disable=wildcard-import,unused-wildcard-import
SCREENRECT = Rect(0, 0, 1024, 768)
GAME_NAME = "Energy Wrangler"
def main(p_win_style=0):
"the main function"
date_time_obj = datetime(1, 1, 1)
date_time_obj = date_time_obj.today()
year = date_time_obj.year
day = date_time_obj.day
month = date_time_obj.month
hour = date_time_obj.hour
minute = date_time_obj.minute
second = date_time_obj.second
try:
os.mkdir("log")
except FileExistsError:
pass
logging.basicConfig(
level=logging.INFO,
filename="./log/{}-{}{:02d}{:02d}-{:02d}{:02d}{:02d}.log".format(
"engergywrangler",
year,
month,
day,
hour,
minute,
second,
),
format='%(asctime)s %(levelname)s %(message)s')
logging.info("e wrangler logging init")
clock = pygame.time.Clock()
instructions_sprite_group = pygame.sprite.Group()
menu_sprite_group = pygame.sprite.Group()
pipe_sprite_group = pygame.sprite.Group()
last_sprite = pygame.sprite.GroupSingle()
last_laid_pipe = pygame.sprite.GroupSingle()
s_group = pygame.sprite.RenderUpdates()
PipeTile.containers = s_group, pipe_sprite_group, last_sprite
StartGameButton.containers = s_group, menu_sprite_group
InstructionsButton.containers = s_group, menu_sprite_group
QuitButton.containers = s_group, menu_sprite_group
InstructionsSprite.containers = s_group, instructions_sprite_group
if pygame.get_sdl_version()[0] == 2:
pygame.mixer.pre_init(44100, 16, 2, 1024)
pygame.init()
if pygame.mixer and not pygame.mixer.get_init():
pygame.mixer = None
else:
pygame.mixer.init()
flow_sound = load_sound("flow.ogg")
flow_sound.set_volume(0.15)
win_style = p_win_style
best_depth = pygame.display.mode_ok(SCREENRECT.size, win_style, 32)
screen = pygame.display.set_mode(SCREENRECT.size, win_style, best_depth)
pygame.display.set_caption(GAME_NAME)
pygame.mouse.set_visible(1)
chance_for_straight = 70
level_length = 20
oozeby = 1
pipe_queue = random_level(random_watermark=chance_for_straight, level_length=level_length)
background = pygame.Surface(SCREENRECT.size)
background.fill(Color("WHITE"))
screen.blit(background, (0, 0))
pygame.display.flip()
first = True
#game states
game_menu = True
game_on = False
game_flood = False
game_win = False
game_instructions = False
pipe_slots = []
pipe_slots.append([])
pipe_slots.append([])
pipe_slots.append([])
while game_menu:
for event in pygame.event.get():
if event.type == QUIT or \
(event.type == KEYDOWN and event.key == K_ESCAPE):
game_menu = False
for sprite in pipe_sprite_group:
sprite.remove()
sprite.kill()
flow_sound.stop()
if not menu_sprite_group and not game_instructions:
for sprite in instructions_sprite_group:
sprite.remove()
sprite.kill()
StartGameButton(SCREENRECT.width/2, SCREENRECT.height/2)
InstructionsButton(SCREENRECT.width/2, SCREENRECT.height/2)
QuitButton(SCREENRECT.width/2, SCREENRECT.height/2)
if game_instructions and not instructions_sprite_group:
for sprite in menu_sprite_group:
sprite.remove()
sprite.kill()
InstructionsSprite(50, 200)
if event.type == MOUSEBUTTONDOWN and event.button == 1:
mouse = pygame.mouse.get_pos()
for sprite in menu_sprite_group:
if sprite.check_click(mouse):
if isinstance(sprite, StartGameButton):
game_on = True
elif isinstance(sprite, InstructionsButton):
game_instructions = not game_instructions
elif isinstance(sprite, QuitButton):
return
for sprite in instructions_sprite_group:
if isinstance(sprite, InstructionsSprite):
game_instructions = not game_instructions
while game_on:
if menu_sprite_group:
for sprite in menu_sprite_group:
sprite.remove()
sprite.kill()
if instructions_sprite_group:
for sprite in instructions_sprite_group:
sprite.remove()
sprite.kill()
next_pipe = None
for event in pygame.event.get():
if event.type == QUIT or \
(event.type == KEYDOWN and event.key == K_ESCAPE):
game_on = False
oozeby = 1
chance_for_straight = 70
level_length = 20
oozeby = 1
first = True
pipe_queue = random_level(random_watermark=chance_for_straight, level_length=level_length)
if event.type == KEYDOWN and (event.key == K_d):
if last_sprite:
for sprite in last_sprite:
if not sprite.placed and sprite.pipe_type != PIPE.SNSTART:
pipe_queue.append([sprite.pipe_type, sprite.rotate, sprite.max_capacity])
sprite.kill()
next_pipe = pipe_queue.pop(0)
PipeTile(next_pipe[0], next_pipe[1], next_pipe[2])
if event.type == KEYDOWN and (event.key in (K_1, K_2, K_3)):
if last_sprite:
for sprite in last_sprite:
if not sprite.placed and sprite.pipe_type != PIPE.SNSTART:
if pipe_slots[event.key - K_1]:
pipe_slots[event.key - K_1].append([sprite.pipe_type, sprite.rotate, sprite.max_capacity])
next_pipe = pipe_slots[event.key - K_1].pop(0)
elif pipe_queue:
pipe_slots[event.key - K_1].append([sprite.pipe_type, sprite.rotate, sprite.max_capacity])
next_pipe = pipe_queue.pop(0)
if next_pipe:
sprite.kill()
PipeTile(next_pipe[0], next_pipe[1], next_pipe[2])
if event.type == KEYDOWN and (event.key == K_SPACE):
oozeby = oozeby * 2
if event.type == KEYDOWN and (event.key in(K_KP_ENTER, K_RETURN)):
if pipe_queue: # if there's anything in queue
pop_next = first
if last_sprite:
for sprite in last_sprite:
if sprite.placed:
pop_next = True
if first:
first = False
if pop_next:
next_pipe = pipe_queue.pop(0)
PipeTile(next_pipe[0], next_pipe[1], next_pipe[2])
elif pipe_slots[0] or pipe_slots[1] or pipe_slots[2]: # if there's anything in the holding slots
pop_next = first
if last_sprite:
for sprite in last_sprite:
if sprite.placed:
pop_next = True
if first:
first = False
if pop_next:
if pipe_slots[0]:
next_pipe = pipe_slots[0].pop(0)
elif pipe_slots[1]:
next_pipe = pipe_slots[1].pop(0)
elif pipe_slots[2]:
next_pipe = pipe_slots[2].pop(0)
PipeTile(next_pipe[0], next_pipe[1], next_pipe[2])
else: # nothing left give them the end piece
if last_sprite:
for sprite in last_sprite:
if sprite.pipe_type != PIPE.S_N_END:
pipe_queue.append([PIPE.S_N_END, choice(list(CARDINAL)).value, 36])
next_pipe = pipe_queue.pop(0)
PipeTile(next_pipe[0], next_pipe[1], next_pipe[2])
if event.type == MOUSEBUTTONDOWN and event.button == 1:
if last_sprite:
for sprite in last_sprite:
sprite.place(last_laid_pipe, pipe_sprite_group)
if sprite.placed:
last_laid_pipe.add(sprite)
if event.type == MOUSEBUTTONDOWN and event.button == 3:
if last_sprite:
for sprite in last_sprite:
if not sprite.placed:
sprite.rotate_pipe()
for pipe in pipe_sprite_group:
if pipe.placed:
pipe.ooze(oozeby)
if not pygame.mixer.get_busy():
flow_sound.play(-1)
if pipe.fill == pipe.max_capacity:
pipe.fill = pipe.fill + 1
if pipe.next_pipe:
pipe.next_pipe.fill = 1
elif sprite.pipe_type == PIPE.S_N_END and pipe.fill == pipe.max_capacity+1:
game_win = True
else:
logging.info("Game Over")
game_on = False
game_flood = True
else:
mouse = pygame.mouse.get_pos()
pipe.rect.center = mouse
# snap on to last laid pipe edges
collision = pygame.sprite.spritecollideany(pipe, last_laid_pipe)
if collision:
if collision != pipe:
top = collision.rect.top - pipe.rect.top
left = collision.rect.left - pipe.rect.left
if top > 0 and abs(top) > abs(left):
pipe.rect.top = collision.rect.top - 36
pipe.rect.left = collision.rect.left
elif top < 0 and abs(top) > abs(left):
pipe.rect.top = collision.rect.top + 36
pipe.rect.left = collision.rect.left
elif left > 0 and abs(top) < abs(left):
pipe.rect.left = collision.rect.left - 36
pipe.rect.top = collision.rect.top
elif left < 0 and abs(top) < abs(left):
pipe.rect.left = collision.rect.left + 36
pipe.rect.top = collision.rect.top
pipe.update()
if game_win:
for sprite in pipe_sprite_group:
sprite.remove()
sprite.kill()
flow_sound.stop()
if chance_for_straight > 45:
chance_for_straight = chance_for_straight - 1
level_length = level_length + 1
oozeby = 1
first = True
pipe_queue = random_level(
random_watermark=chance_for_straight,
level_length=level_length)
game_win = False
s_group.clear(screen, background)
s_group.draw(screen)
pygame.display.flip()
clock.tick(40)
loop = 0
last_flood = 0
while game_flood:
for event in pygame.event.get():
if event.type == QUIT or \
(event.type == KEYDOWN and event.key == K_ESCAPE):
game_flood = False
background = pygame.Surface(SCREENRECT.size)
background.fill(Color("WHITE"))
center_x = None
center_y = None
if last_laid_pipe:
for sprite in last_laid_pipe:
center_x = sprite.rect.centerx
center_y = sprite.rect.centery
if center_x and center_y:
pygame.draw.rect(background, Color("YELLOW"), Rect(center_x - 20 * loop, center_y - 20 * loop, 40 * loop, 40 * loop))
if pygame.time.get_ticks() - last_flood > 250:
loop = loop +1
last_flood = pygame.time.get_ticks()
if loop * 40 > 1280:
game_flood = False
if not game_flood:
for sprite in pipe_sprite_group:
sprite.remove()
sprite.kill()
background = pygame.Surface(SCREENRECT.size)
background.fill(Color("WHITE"))
flow_sound.stop()
game_menu = True
game_on = False
game_win = False
game_instructions = False
oozeby = 1
first = True
screen.blit(background, (0, 0))
s_group.clear(screen, background)
s_group.draw(screen)
pygame.display.flip()
clock.tick(40)
s_group.clear(screen, background)
s_group.draw(screen)
pygame.display.flip()
clock.tick(40)
if __name__ == "__main__":
main()