add combos, use Roboto instead of Proton Strike, update for better constants, add break sound effect

This commit is contained in:
csd4ni3l
2025-06-17 16:49:16 +02:00
parent 71df0eae55
commit 03b4fbd7ac
11 changed files with 186 additions and 49 deletions

View File

@@ -1,9 +1,8 @@
import os
import arcade, arcade.gui, random, math, json
import os, arcade, arcade.gui, random, math, json, time
from game.sprites import Shape
from utils.constants import SHAPES, CELL_SIZE, ROWS, COLS, menu_background_color, OUTLINE_WIDTH, COLORS, button_style
from utils.preload import button_texture, button_hovered_texture, click_sound
from utils.constants import SHAPES, CELL_SIZE, ROWS, COLS, OUTLINE_WIDTH, COLORS, COMBO_TIME, button_style
from utils.preload import button_texture, button_hovered_texture, click_sound, break_sound
class Game(arcade.gui.UIView):
def __init__(self, pypresence_client):
@@ -17,10 +16,10 @@ class Game(arcade.gui.UIView):
self.shapes = []
self.shape_to_place = random.choice(list(SHAPES.keys()))
self.shape_color = random.choice(list(COLORS.values()))
self.shape_color = random.choice(COLORS)
self.next_shape_to_place = random.choice(list(SHAPES.keys()))
self.next_shape_color = random.choice(list(COLORS.values()))
self.next_shape_color = random.choice(COLORS)
self.start_x = self.window.width / 2 - (COLS * (CELL_SIZE + OUTLINE_WIDTH)) / 2 + (CELL_SIZE / 2)
self.start_y = self.window.height - (ROWS * (CELL_SIZE + OUTLINE_WIDTH)) - (CELL_SIZE / 2)
@@ -32,6 +31,8 @@ class Game(arcade.gui.UIView):
self.high_score = 0
self.score = 0
self.combo = 0
self.last_combo = time.perf_counter()
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout())
@@ -57,17 +58,20 @@ class Game(arcade.gui.UIView):
self.setup_grid()
self.mouse_shape = Shape(0, 0, self.shape_to_place, self.shape_color, self.mouse_shape_list)
self.next_shape_ui = Shape(self.window.width - (CELL_SIZE * 4), self.window.height - (CELL_SIZE * 4), self.next_shape_to_place, self.next_shape_color, self.shape_list)
self.next_shape_ui = Shape(self.window.width - (CELL_SIZE * 3), self.window.height - (CELL_SIZE * 3), self.next_shape_to_place, self.next_shape_color, self.shape_list)
self.score_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=10, vertical=False), anchor_x="center", anchor_y="top")
self.score_label = self.score_box.add(arcade.gui.UILabel(text="Score: 0", font_name="Protest Strike", font_size=24))
self.high_score_label = self.score_box.add(arcade.gui.UILabel(text=f"High Score: {self.high_score}", font_name="Protest Strike", font_size=24))
self.score_label = self.score_box.add(arcade.gui.UILabel(text="Score: 0", font_name="Roboto", font_size=24))
self.high_score_label = self.score_box.add(arcade.gui.UILabel(text=f"High Score: {self.high_score}", font_name="Roboto", font_size=24))
self.back_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=50)
self.back_button.on_click = lambda e: self.main_exit()
self.anchor.add(self.back_button, anchor_x="left", anchor_y="top", align_x=5, align_y=-5)
self.combo_label = self.anchor.add(arcade.gui.UILabel(text=f"Combo X{self.combo}", font_name="Roboto", font_size=32), anchor_x="center", anchor_y="center")
self.combo_label.visible = False
self.pypresence_client.update(state='In Game', details='Shattering Stacks', start=self.pypresence_client.start_time)
self.window.set_mouse_visible(False)
@@ -75,6 +79,7 @@ class Game(arcade.gui.UIView):
def setup_grid(self):
for row in range(ROWS):
self.occupied[row] = {}
for col in range(COLS):
self.occupied[row][col] = 0
center_x = self.start_x + col * (CELL_SIZE + OUTLINE_WIDTH)
@@ -117,7 +122,12 @@ class Game(arcade.gui.UIView):
for col in range(COLS):
self.occupied[row_idx][col] = 0
self.score += 25
self.score += 25 + (10 * self.combo)
break_sound.play()
self.combo += 1
self.last_combo = time.perf_counter()
for col in range(COLS):
column = [row[col] for row in self.occupied.values()]
@@ -127,14 +137,30 @@ class Game(arcade.gui.UIView):
for row_idx in range(ROWS):
self.occupied[row_idx][col] = 0
self.score += 25
self.score += 25 + (10 * self.combo)
break_sound.play()
self.combo += 1
self.last_combo = time.perf_counter()
def update_game(self):
self.check_collisions()
self.score_label.text = f"Score: {self.score}"
if self.score > self.high_score:
self.high_score = self.score
self.high_score_label.text = f"High Score: {self.high_score}"
if time.perf_counter() - self.last_combo >= COMBO_TIME:
self.combo = 0
if self.combo > 1:
self.combo_label.text = f"Combo X{self.combo}"
self.combo_label.visible = True
else:
self.combo_label.visible = False
self.check_game_over()
def check_game_over(self):
@@ -144,10 +170,11 @@ class Game(arcade.gui.UIView):
if can_place:
return
self.game_over_label = self.anchor.add(arcade.gui.UILabel(text="GAME OVER", font_name="Protest Strike", font_size=64), anchor_x="center", anchor_y="center")
self.game_over_label = self.anchor.add(arcade.gui.UILabel(text="GAME OVER", font_name="Roboto", font_size=64), anchor_x="center", anchor_y="center")
self.shape_list.clear()
self.mouse_shape_list.clear()
self.anchor.remove(self.combo_label)
self.window.set_mouse_visible(True)
@@ -159,15 +186,15 @@ class Game(arcade.gui.UIView):
def on_mouse_press(self, x: int, y: int, button: int, modifiers: int) -> bool | None:
super().on_mouse_press(x, y, button, modifiers)
if self.settings_dict.get("sfx", True):
click_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100)
grid_col = math.ceil((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
grid_row = math.ceil((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
can_place, center_x, center_y = self.check_occupation(grid_col, grid_row)
if can_place:
if self.settings_dict.get("sfx", True):
click_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100)
shape = Shape(center_x, center_y, self.shape_to_place, self.shape_color, self.shape_list)
self.shapes.append(shape)
@@ -188,10 +215,11 @@ class Game(arcade.gui.UIView):
self.update_game()
self.next_shape_to_place = random.choice(list(SHAPES.keys()))
self.next_shape_color = random.choice(list(COLORS.values()))
self.next_shape_color = random.choice(COLORS)
self.next_shape_ui.update(self.next_shape_to_place, self.next_shape_color)
def on_draw(self):
super().on_draw()
self.window.clear()
self.shape_list.draw()
self.mouse_shape_list.draw()
self.ui.draw()

View File

@@ -1,5 +1,5 @@
import arcade, random
from utils.constants import SHAPES, COLORS, CELL_SIZE, OUTLINE_WIDTH
import arcade
from utils.constants import SHAPES, CELL_SIZE, OUTLINE_WIDTH
class Shape():
def __init__(self, x, y, shape_type, shape_color, sprite_list: arcade.SpriteList):