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https://github.com/csd4ni3l/shatterstack.git
synced 2025-11-05 05:58:18 +01:00
Add power ups, make the grid bigger.
This commit is contained in:
126
game/play.py
126
game/play.py
@@ -1,7 +1,7 @@
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import os, arcade, arcade.gui, random, json, time, copy
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from game.sprites import Shape
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from utils.constants import SHAPES, CELL_SIZE, ROWS, COLS, OUTLINE_WIDTH, COLORS, COMBO_MOVES, button_style
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from utils.constants import SHAPES, CELL_SIZE, ROWS, COLS, OUTLINE_WIDTH, COLORS, COMBO_MOVES, button_style, POWER_UPS
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from utils.preload import button_texture, button_hovered_texture, click_sound, break_sound
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class Game(arcade.gui.UIView):
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def __init__(self, pypresence_client):
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@@ -13,6 +13,8 @@ class Game(arcade.gui.UIView):
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self.tile_grid = {}
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self.sprite_grid = {}
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self.state_before = []
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self.shape_to_place = random.choice(list(SHAPES.keys()))
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self.shape_color = random.choice(COLORS)
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@@ -22,11 +24,21 @@ class Game(arcade.gui.UIView):
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self.start_x = self.window.width / 2 - (COLS * (CELL_SIZE + OUTLINE_WIDTH)) / 2
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self.start_y = self.window.height - (ROWS * (CELL_SIZE + OUTLINE_WIDTH)) - (CELL_SIZE / 2)
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self.shape_center_x = 0
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self.shape_center_y = 0
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self.can_place_shape = True
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self.is_game_over = False
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self.combo = 0
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self.combo_moves_left = COMBO_MOVES
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self.combo_booster_active = False
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self.combo_booster_moves_left = 0
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self.score = 0
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self.score_booster_active = False
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self.score_booster_moves_left = 0
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if os.path.exists("data.json"):
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with open("data.json", "r") as file:
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@@ -36,15 +48,59 @@ class Game(arcade.gui.UIView):
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self.tiles_to_destroy: list[tuple[int, int]] = []
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self.score = 0
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self.combo = 0
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self.last_combo = time.perf_counter()
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self.anchor = self.add_widget(arcade.gui.UIAnchorLayout())
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with open("settings.json", "r") as file:
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self.settings_dict = json.load(file)
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def undo_move(self):
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if self.score >= POWER_UPS["undo_move"]:
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self.score -= POWER_UPS["undo_move"]
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else:
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return
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if self.state_before:
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self.tile_grid, self.shape_to_place, self.next_shape_to_place, self.shape_color, self.next_shape_color, self.score, self.combo, self.combo_moves_left = self.state_before.pop(-1)
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self.shape_data = SHAPES[self.shape_to_place]
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for row in range(ROWS):
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for col in range(COLS):
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color = self.tile_grid[row][col]
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self.sprite_grid[row][col].color = color if color else arcade.color.GRAY
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self.sprite_grid[row][col].original_color = color if color else arcade.color.GRAY
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def clear_screen(self):
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if self.score >= POWER_UPS["clear_screen"]:
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self.score -= POWER_UPS["clear_screen"]
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else:
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return
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self.state_before = []
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for row in range(ROWS):
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for col in range(COLS):
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if self.tile_grid[row][col]:
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self.tiles_to_destroy.append((row, col))
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break_sound.play()
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def combo_booster(self):
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if self.score >= POWER_UPS["combo_booster"]:
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self.score -= POWER_UPS["combo_booster"]
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else:
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return
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self.combo_booster_active = True
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self.combo_booster_moves_left = 6
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def score_booster(self):
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if self.score >= POWER_UPS["score_booster"]:
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self.score -= POWER_UPS["score_booster"]
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else:
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return
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self.score_booster_active = True
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self.score_booster_moves_left = 6
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def main_exit(self):
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self.window.set_mouse_visible(True)
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@@ -67,6 +123,12 @@ class Game(arcade.gui.UIView):
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self.score_label = self.score_box.add(arcade.gui.UILabel(text="Score: 0", font_name="Roboto", font_size=24))
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self.high_score_label = self.score_box.add(arcade.gui.UILabel(text=f"High Score: {self.high_score}", font_name="Roboto", font_size=24))
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self.power_up_label = self.anchor.add(arcade.gui.UILabel(text=f'''{POWER_UPS["undo_move"]} Score - Undo Move (1 to activate)
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{POWER_UPS["combo_booster"]} Score - Combo Booster (2 to activate)
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{POWER_UPS["score_booster"]} Score - Score Booster (3 to activate)
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{POWER_UPS["clear_screen"]} Score - Clear Screen (4 to activate)
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''', font_size=14, multiline=True), anchor_x="right", anchor_y="bottom")
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self.back_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=50)
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self.back_button.on_click = lambda e: self.main_exit()
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self.anchor.add(self.back_button, anchor_x="left", anchor_y="top", align_x=5, align_y=-5)
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@@ -87,6 +149,9 @@ class Game(arcade.gui.UIView):
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self.main_exit()
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def on_mouse_motion(self, x, y, dx, dy):
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if self.is_game_over:
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return
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grid_col = int((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
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grid_row = int((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
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@@ -184,9 +249,22 @@ class Game(arcade.gui.UIView):
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tile.color = arcade.color.GRAY
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tile.original_color = arcade.color.GRAY
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tile.scale = (1, 1)
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self.tile_grid[row][col] = 0
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self.tiles_to_destroy.remove((row, col))
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if self.combo_booster_active:
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combo_score = (25 * self.combo)
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else:
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combo_score = (10 * self.combo)
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if self.score_booster_active:
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base_score = 50
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else:
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base_score = 25
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self.score += (base_score + combo_score)
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def check_game_over(self):
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for grid_row in range(ROWS):
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for grid_col in range(COLS):
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@@ -224,8 +302,19 @@ class Game(arcade.gui.UIView):
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def on_key_press(self, symbol: int, modifiers: int) -> bool | None:
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if symbol == arcade.key.ESCAPE:
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self.main_exit()
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elif symbol == arcade.key.KEY_1:
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self.undo_move()
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elif symbol == arcade.key.KEY_2:
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self.combo_booster()
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elif symbol == arcade.key.KEY_3:
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self.score_booster()
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elif symbol == arcade.key.KEY_4:
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self.clear_screen()
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def on_mouse_press(self, x: int, y: int, button: int, modifiers: int) -> bool | None:
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if self.is_game_over:
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return
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grid_col = int((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
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grid_row = int((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
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@@ -233,27 +322,42 @@ class Game(arcade.gui.UIView):
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if self.settings_dict.get("sfx", True):
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click_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100)
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self.state_before.append([copy.deepcopy(self.tile_grid), self.shape_to_place, self.next_shape_to_place, self.shape_color, self.next_shape_color, self.score, self.combo, self.combo_moves_left])
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if len(self.state_before) > 3:
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self.state_before.pop(0)
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for offset_col, offset_row in self.shape_data:
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tile_col = grid_col + offset_col
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tile_row = grid_row + offset_row
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self.tile_grid[tile_row][tile_col] = 1
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self.tile_grid[tile_row][tile_col] = self.shape_color
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self.sprite_grid[tile_row][tile_col].color = self.shape_color
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self.sprite_grid[tile_row][tile_col].original_color = self.shape_color
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self.score += 5
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if self.score_booster_active:
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self.score += 10
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else:
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self.score += 5
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for row, col in self.collided_tile_positions:
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self.tiles_to_destroy.append((row, col))
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self.score += 25 + (10 * self.combo)
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if self.collided_tile_positions:
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break_sound.play()
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if self.score_booster_active:
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self.score_booster_moves_left -= 1
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if self.score_booster_moves_left <= 0:
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self.score_booster_active = False
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if self.combo_booster_active:
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self.combo_booster_moves_left -= 1
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if self.combo_booster_moves_left <= 0:
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self.combo_booster_active = False
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if self.collided_tile_positions:
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self.combo += 1
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self.combo_moves_left = COMBO_MOVES
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self.last_combo = time.perf_counter()
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else:
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self.combo_moves_left -= 1
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@@ -8,11 +8,18 @@ log_dir = 'logs'
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discord_presence_id = 1360953272843632680
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COMBO_MOVES = 3
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CELL_SIZE = 80
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ROWS = 8
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COLS = 8
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CELL_SIZE = 64
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ROWS = 10
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COLS = 10
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OUTLINE_WIDTH = 2
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POWER_UPS = {
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"undo_move": 500,
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"combo_booster": 1000,
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"score_booster": 2500,
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"clear_screen": 5000
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}
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SHAPES = {
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"I": [(0, 0), (1, 0), (2, 0), (3, 0)],
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"I_R1": [(0, 0), (0, 1), (0, 2), (0, 3)],
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