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Marioscii2.py
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Marioscii2.py
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"""
Created on Sun Mar 2 11:37 2015
@author: Patrick Huston
@author: Bill Wong
"""
import pygame
import random
from AudioSampler import AudioSampler
from Motion_Tracker import Motion_Tracker
import numpy as np
import time
import pygcurse
from pygame.locals import *
# Screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
# Colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
BLUE = ( 0, 0, 255)
RED = ( 255, 0, 0)
GREEN = ( 0, 255, 0)
# Define global events
NEXTLEVEL = pygame.USEREVENT + 1
next_level_event = pygame.event.Event(NEXTLEVEL, message="Next Level!")
QUIT = pygame.USEREVENT + 2
quit_event = pygame.event.Event(QUIT, message="Quit.")
# Define global tiled level arrays
level0 = np.array(
[(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1),
(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1),
(1, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1),
(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1),
(1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1),
(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1),
(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1),
(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1),
(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1),
(1, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1),
(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)])
level1 = np.array(
[(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0),
(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0),
(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0),
(0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0),
(0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0),
(0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0),
(0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0),
(0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0),
(0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0),
(1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0),
(1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2),
(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)])
level2 = np.array(
[(2, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
(1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
(1, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0),
(1, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
(1, 0, 0, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1),
(1, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
(1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0),
(1, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
(1, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0),
(1, 1, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0),
(1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1),
(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)])
level3 = np.array(
[(1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1),
(1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1),
(1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1),
(1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1),
(1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1),
(1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1),
(1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1),
(1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1),
(1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1),
(1, 1, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1),
(1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 0, 2, 1),
(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)])
all_levels = [level0, level1, level2, level3]
class MariosciiModel():
""" Represents game state of Marioscii game """
def __init__(self, width, height):
# Define model components - levels, character, motion tracker, audio sampler
self.levels = all_levels
self.current_level = 0
self.width = width
self.height = height
self.tiles = pygame.sprite.Group()
self.level = Level(self.levels[self.current_level])
self.mario = Mario(400,300,self.level.tiles)
self.motion_track = Motion_Tracker()
self.audio_sample = AudioSampler(10000)
def update(self, delta_t):
""" Updates the model and its constituent parts """
self.mario.update(delta_t)
def advance(self):
"""Advances to next level when target tile reached"""
self.current_level += 1
self.level = Level(self.levels[self.current_level])
self.mario.tiles = self.level.tiles
class MariosciiView():
""" Representents view state of Marioscii game """
def __init__(self, model, width, height):
""" Initialize view for Marioscii """
pygame.init()
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
self.model = model
def draw(self):
""" Redraw the full game window """
self.screen.fill((0,0,0)) #Set background to black
self.model.mario.draw(self.screen)
self.model.level.draw(self.screen)
pygame.display.update()
class Marioscii():
""" The main Marioscii class that runs the game """
def __init__(self):
self.model = MariosciiModel(SCREEN_WIDTH, SCREEN_HEIGHT)
self.view = MariosciiView(self.model, SCREEN_WIDTH, SCREEN_HEIGHT)
self.controller = PygameController(self.model)
self.clock = pygame.time.Clock()
def run(self):
""" Runs the game """
last_ticks = 0.0
done = False
while not done:
t = pygame.time.get_ticks() # Get current time
dt = (t - last_ticks) / 1000.0 # Get change in time
last_ticks = t
done = self.controller.process_events() # Process all events
self.model.update(dt) # Update model based on events
self.view.draw() # Draw view
self.clock.tick(25) # Change in time
class Mario(pygame.sprite.Sprite):
def __init__(self,pos_x,pos_y,tiles):
""" Initialize a mario at the specified position
pos_x, pos_y """
pygame.sprite.Sprite.__init__(self)
# Set relevant state variables
self.pos_x = pos_x
self.pos_y = pos_y
self.x_vel = 0
self.y_vel = 0
self.acc_x = 0
self.acc_y = 600
self.tiles = tiles
self.onGround = False
self.image = pygame.image.load('img/mario.png')
self.rect = self.image.get_rect()
self.rect = self.rect.move(pos_x,pos_y)
def draw(self, screen):
# Draw mario with transparent background - convert_alpha
screen.blit(self.image.convert_alpha(), self.rect)
def update(self, dt):
""" update mario due to passage of time """
# If mario not on ground - jumping - initiate gravity effect
if not self.onGround:
self.y_vel += self.acc_y*dt
# x-axis updates and collisions
self.rect.x += self.x_vel*dt
self.collide(self.x_vel, 0)
self.x_vel = 0
# y-axis updates and collisions
self.rect.y += self.y_vel*dt
self.onGround = False
self.collide(0, self.y_vel)
def collide(self, x_vel, y_vel):
""" Handle collisions between character and tiles """
for tile in self.tiles:
# If character in collision with block
if pygame.sprite.collide_rect(self, tile):
# Post advance to next level if collided tile is an exit tile
if isinstance(tile, ExitTile):
pygame.event.post(next_level_event)
# If character is moving right, set right of character to left of tile
if x_vel > 0: self.rect.right = tile.rect.left
# If character moving left, set left of character to right of tile
if x_vel < 0: self.rect.left = tile.rect.right
# If character falling when collides
if y_vel > 0:
self.rect.bottom = tile.rect.top
self.onGround = True
self.y_vel = 0
# If character moving upward when collides
if y_vel < 0:
self.rect.top = tile.rect.bottom
def go_left(self):
self.x_vel = -200
def go_right(self):
self.x_vel = 200
def jump(self):
if self.onGround:
self.y_vel = -350
def stop(self):
self.x_vel = 0
class Level(pygame.sprite.Sprite):
""" Represents a level """
def __init__(self, map):
pygame.sprite.Sprite.__init__(self)
self.map = map
self.tiles = pygame.sprite.Group()
# Creates map of tiles from inputted np array
for row in xrange(len(self.map)):
for x in range(len(self.map[row])):
# For each element in array, create relevant tile
if self.map[row][x] == 1:
tile = Tile(x*50, row*50)
self.tiles.add(tile)
if self.map[row][x] == 2:
tile = ExitTile(x*50, row*50)
self.tiles.add(tile)
if self.map[row][x] == 3:
tile = TitleTile(x*50, row*50)
self.tiles.add(tile)
if self.map[row][x] == 4:
tile = DirectionsTile(x*50, row*50)
self.tiles.add(tile)
def draw(self, screen):
for tile in self.tiles:
tile.draw(screen)
class Tile(pygame.sprite.Sprite):
""" Represents tile """
def __init__(self, x_pos, y_pos):
pygame.sprite.Sprite.__init__(self)
self.x_pos = x_pos
self.y_pos = y_pos
"audio/filename.wav"
self.image = pygame.image.load('img/groundTile.png')
self.rect = self.image.get_rect()
self.rect = self.rect.move(self.x_pos, self.y_pos)
def draw(self, screen):
screen.blit(self.image.convert_alpha(), self.rect)
class ExitTile(Tile):
""" Child of tile class representing exit tile """
def __init__(self, x_pos, y_pos):
Tile.__init__(self, x_pos, y_pos)
self.image = pygame.image.load('img/exitTile.png')
self.rect = self.image.get_rect()
self.rect = self.rect.move(self.x_pos, self.y_pos)
class TitleTile(Tile):
""" Child of tile class representing title tile on menu """
def __init__(self, x_pos, y_pos):
Tile.__init__(self, x_pos, y_pos)
self.image = pygame.image.load('img/title.png')
self.rect = self.image.get_rect()
self.rect = self.rect.move(self.x_pos, self.y_pos)
class DirectionsTile(Tile):
""" Child of tile class representing directions tile on menu """
def __init__(self, x_pos, y_pos):
Tile.__init__(self, x_pos, y_pos)
self.image = pygame.image.load('img/directions.png')
self.rect = self.image.get_rect()
self.rect = self.rect.move(self.x_pos, self.y_pos)
class PygameController():
""" Represents controller for Marioscii game """
def __init__(self, model):
self.model = model
def process_events(self):
done = False
pygame.event.pump
for event in pygame.event.get():
# If event type calls for level advancement
if event.type == NEXTLEVEL:
self.model.advance()
if event.type == QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.model.mario.go_left()
if event.key == pygame.K_RIGHT:
self.model.mario.go_right()
if event.key == pygame.K_SPACE:
self.model.mario.jump()
if event.key == pygame.K_q:
pygame.event.post(quit_event)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and self.model.mario.x_vel < 0:
self.model.mario.stop()
if event.key == pygame.K_RIGHT and self.model.mario.x_vel > 0:
self.model.mario.stop()
if event.key == pygame.K_SPACE and self.model.mario.y_vel > 0:
self.model.mario.stop()
# Audio event processing
if self.model.audio_sample.is_above_trigger():
self.model.mario.jump()
# Motion event processing
x_mov = self.model.motion_track.get_movement()
if x_mov:
if x_mov < 60:
self.model.mario.go_right()
if x_mov >= 60:
self.model.mario.go_left()
return done
if __name__ == '__main__':
# Create game instance, then run it!
marioscii = Marioscii()
marioscii.run()