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galahack.py
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galahack.py
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#!/usr/bin/env python
# coding:utf-8
__author__ = "El-aro, Emmanuel Parada Licea (@eaplmx)"
__license__ = "The MIT License (MIT)"
__copyright__ = "Copyright (C) 2014"
__version__ = "0.0.3"
# TO DO:
# - Change all strings to a translatable dictionary
# - Allow checkGameOver to work with 4 players. Currently only works for 2.
# - Bug when conquering a space (Appears negative units !)
import pygame
import math
import copy
import random
import os
class Colors:
"Define the colors we will use in RGB format"
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
GRAY = (200, 200, 200)
LIGHT_GRAY = (128, 128, 128)
BLUE = ( 0, 30, 255)
DARK_BLUE = ( 0, 19, 160)
GREEN = ( 0, 255, 33)
DARK_GREEN = ( 0, 127, 14)
RED = (255, 0, 0)
DARK_RED = (127, 0, 0)
YELLOW = (255, 216, 0)
DARK_YELLOW = (127, 106, 0)
class SpaceColors:
"Light and Dark colors for each player"
GREEN = [Colors.DARK_GREEN, Colors.GREEN]
BLUE = [Colors.DARK_BLUE, Colors.BLUE]
RED = [Colors.DARK_RED, Colors.RED]
YELLOW = [Colors.DARK_YELLOW, Colors.YELLOW]
GRAY = [Colors.GRAY, Colors.GRAY]
class SpaceSizes:
"Size in pixels of each Space type"
SMALL = (50, 50)
MEDIUM = (60, 60)
LARGE = (80, 80)
XLARGE = (90, 90)
class SpaceRecruiting:
"Ammount of units increase each tick"
SMALL = 0.01
MEDIUM = 0.02
LARGE = 0.03
XLARGE = 0.04
class Space:
"Space object (Represented in the screen as a square)"
_id = 0
color = SpaceColors.GRAY
pos = [0, 0]
center = [0, 0]
size = SpaceSizes.XLARGE
units = 10
# Get the center position considering the top-left pos and size
def getCenter(self):
center = []
center.append(int(self.pos[0] + (self.size[0] / 2)))
center.append(int(self.pos[1] + (self.size[1] / 2)))
return center
class Movement:
"Represents the units moving in the screen from a space to another"
space_origin_id = 0 # Id of the space where the movement is started
space_dest_id = 0 # Id of the spece that will receive the units
# Current progress and total
progress = [0, 0] # Index 0 = current progress, Index 1 = Max step
# Vector to express speed in units/s
movement_vect = [0.0, 0.0] # Index 0 = X, Index 1 = Y
current_pos = [0, 0] # Index 0 = X, Index 1 = Y
player_color = None # Instance of SpaceColors
units = 0
class Player:
"Object to represent every player color and current spaces conquered"
color = None
spaces_num = 0
class Scenes:
WELCOME = 1
MAIN_LOOP = 2
GAME_OVER = 3
# Set it to True to show in the console some debugging messages
_debug = True
"""
Initialization of the game engine
"""
# Init Pygame game engine
pygame.init()
screen_size = (800, 600)
screen = pygame.display.set_mode(screen_size)
icon = pygame.Surface((1,1))
icon.set_alpha(0)
pygame.display.set_icon(icon)
pygame.display.set_caption("GalaHack v0.0.3") # To do: Change to global strings translation
# TO DO: Center the screen
# Game constants
FPS = 30 # Frames per second
UNITS_SPEED = 10 # Px per tick
MOVEMENT_SIZE = (30, 30) # Movement graphic size
MAX_TURN_TIME = 10 * FPS # Ticks (5 secs * 30 = 150)
ART_DIR = "art" + os.sep
TURN_TIMER_SIZE = 30
# Game variables
main_font_path = ART_DIR + "exo.ttf"
welcome_font = pygame.font.Font(main_font_path, 50) # Font path, and size
units_font = pygame.font.Font(main_font_path, 20)
movement_font = pygame.font.Font(main_font_path, 14)
mouse_pos = [0, 0] # Current mouse position in screen (pixels)
current_selection = [] # Current unit selected
current_turn = None # Which player has the current turn
out = [] # ???
current_turn_timer = 0
current_tick = 0
spaces = []
movements = []
players = []
background = pygame.image.load(ART_DIR + 'background.jpg')
background_rect = background.get_rect()
background_welcome = pygame.image.load(ART_DIR + 'back_welcome.jpg')
background_welcome_rect = background_welcome.get_rect()
def randomPos(x, y, margin):
"Create fuzzy random positions from a point and a range"
new_pos = []
new_pos.append(x + random.randint(-margin, margin))
new_pos.append(y + random.randint(-margin, margin))
return new_pos
def createSampleSpaces():
current_space = Space()
current_space._id = 0
current_space.color = SpaceColors.BLUE
current_space.pos = randomPos(50, 50, 15)
current_space.size = SpaceSizes.XLARGE
current_space.units = 150
spaces.append(current_space)
current_space = Space()
current_space._id = 1
current_space.color = SpaceColors.GREEN
current_space.pos = randomPos(650, 450, 15)
current_space.size = SpaceSizes.XLARGE
current_space.units = 150
spaces.append(current_space)
current_space = Space()
current_space._id = 2
current_space.color = SpaceColors.GRAY
current_space.pos = randomPos(460, 420, 15)
current_space.size = SpaceSizes.SMALL
current_space.units = random.randint(30, 40)
spaces.append(current_space)
current_space = Space()
current_space._id = 3
current_space.color = SpaceColors.GRAY
current_space.pos = randomPos(240, 120, 15)
current_space.size = SpaceSizes.SMALL
current_space.units = random.randint(30, 40)
spaces.append(current_space)
current_space = Space()
current_space._id = 4
current_space.color = SpaceColors.GRAY
current_space.pos = randomPos(350, 250, 15)
current_space.size = SpaceSizes.MEDIUM
current_space.units = random.randint(40, 55)
spaces.append(current_space)
current_space = Space()
current_space._id = 5
current_space.color = SpaceColors.RED
current_space.pos = randomPos(550, 150, 15)
current_space.size = SpaceSizes.XLARGE
current_space.units = 150
spaces.append(current_space)
current_space = Space()
current_space._id = 6
current_space.color = SpaceColors.YELLOW
current_space.pos = randomPos(150, 450, 15)
current_space.size = SpaceSizes.XLARGE
current_space.units = 150
spaces.append(current_space)
current_space = Space()
current_space._id = 7
current_space.color = SpaceColors.GRAY
current_space.pos = randomPos(120, 280, 15)
current_space.size = SpaceSizes.SMALL
current_space.units = random.randint(30, 40)
spaces.append(current_space)
current_space = Space()
current_space._id = 8
current_space.color = SpaceColors.GRAY
current_space.pos = randomPos(320, 380, 15)
current_space.size = SpaceSizes.SMALL
current_space.units = random.randint(30, 40)
current_space = Space()
current_space._id = 9
current_space.color = SpaceColors.GRAY
current_space.pos = randomPos(310, 470, 15)
current_space.size = SpaceSizes.SMALL
current_space.units = random.randint(30, 40)
spaces.append(current_space)
current_space = Space()
current_space._id = 10
current_space.color = SpaceColors.GRAY
current_space.pos = randomPos(560, 290, 15)
current_space.size = SpaceSizes.SMALL
current_space.units = random.randint(30, 40)
spaces.append(current_space)
current_space = Space()
current_space._id = 11
current_space.color = SpaceColors.GRAY
current_space.pos = randomPos(390, 90, 15)
current_space.size = SpaceSizes.SMALL
current_space.units = random.randint(30, 40)
spaces.append(current_space)
def checkWelcomeClick(mouse_position):
global current_scene
current_scene = Scenes.MAIN_LOOP
def checkMainLoopClick(mouse_position):
"Manages selection of spaces and commands each player's turn"
global current_selection, current_turn
was_space_found = False
something_selected = len(current_selection) != 0
# Check if we've clicked a space
for space in spaces:
is_in_x = space.pos[0] <= mouse_position[0] <= (space.pos[0] + space.size[0])
is_in_y = space.pos[1] <= mouse_position[1] <= (space.pos[1] + space.size[1])
if something_selected:
# When something was selected any space is selectable
selectable = True
else:
# Only allow player's spaces on first selection
selectable = players[current_turn].color == space.color
different = space._id not in current_selection
if is_in_x and is_in_y and selectable and different:
was_space_found = True
found_space_id = space._id
# Check if we've something selected
if something_selected and was_space_found:
# Send a command
percent_to_move = 0.5
createMovement(current_selection[0], found_space_id, percent_to_move)
was_space_found = False # Deselect both spaces
if was_space_found:
current_selection = [found_space_id]
else:
current_selection = []
""" REGION: Screen rendering and drawing """
def drawSpace(space):
global current_selection
# If selected, get the altenative color
if space._id in current_selection:
color_to_render = space.color[1]
else:
color_to_render = space.color[0]
pygame.draw.rect(screen, Colors.BLACK, (space.pos, space.size), 0)
pygame.draw.rect(screen, color_to_render, (space.pos, space.size), 2)
# Draw the text
units = str(int(math.floor(space.units)))
units_text = units_font.render(units, True, Colors.WHITE)
text_pos = units_text.get_rect()
# Center to the space
text_pos.center = pygame.Rect(space.pos, space.size).center
screen.blit(units_text, text_pos)
def drawMovement(movement):
pygame.draw.rect(screen, Colors.BLACK, (movement.current_pos, MOVEMENT_SIZE), 0)
pygame.draw.rect(screen, movement.player_color[0], (movement.current_pos, MOVEMENT_SIZE), 2)
# Draw the text
units = str(int(math.floor(movement.units)))
units_text = units_font.render(units, True, Colors.WHITE)
text_pos = units_text.get_rect()
# Center to the space
text_pos.center = pygame.Rect(movement.current_pos, MOVEMENT_SIZE).center
screen.blit(units_text, text_pos)
def drawTurnTimer():
# The -1 and +1 are small visual hacks, because the square was jumping !
# Remember to cast the turn timer to float for compatibility with Python 2.7
fill_amount = (float(current_turn_timer) / MAX_TURN_TIME) * (TURN_TIMER_SIZE - 1) + 1
# Filling square
pygame.draw.rect(screen, players[current_turn].color[1], ((740, 32), (TURN_TIMER_SIZE, fill_amount)), 0)
# Border
pygame.draw.rect(screen, players[current_turn].color[1], ((740, 30), (TURN_TIMER_SIZE, TURN_TIMER_SIZE)), 2)
def renderWelcome():
global screen
# Clear the screen and set the screen background
screen.blit(background_welcome, background_welcome_rect)
# Welcome text
welcome_text = welcome_font.render("GalaHack", True, Colors.WHITE)
welcome_pos = welcome_text.get_rect()
welcome_pos.center = background_rect.center
screen.blit(welcome_text, welcome_pos)
def renderMainLoop():
global screen
screen.blit(background, background_rect) # Overwrite all with the background
# Draw all spaces
for space in spaces:
drawSpace(space)
for movement in movements:
drawMovement(movement)
drawTurnTimer()
def renderGameOver():
renderMainLoop()
# Welcome text
welcome_text = welcome_font.render("Game Over", True, Colors.WHITE)
welcome_pos = welcome_text.get_rect()
welcome_pos.center = background_rect.center
screen.blit(welcome_text, welcome_pos)
""" REGION: Math and geometry functions """
def getDistanceBetweenSpaces(space_1_id, space_2_id):
space_1_pos = [0, 0]
space_2_pos = [0, 0]
for space in spaces:
if space._id == space_1_id:
space_1_pos = space.getCenter()
if space._id == space_2_id:
space_2_pos = space.getCenter()
distance = ((space_1_pos[0] - space_2_pos[0]) ** 2) + \
((space_1_pos[1] - space_2_pos[1]) ** 2)
distance = math.sqrt(distance)
log("Distance between spaces:", distance, "S1:", space_1_pos, "S2:", space_2_pos)
return distance
def getUnitVector(pos_1, pos_2):
x = pos_1[0] - pos_2[0]
y = pos_1[1] - pos_2[1]
distance = math.hypot(x, y)
if distance != 0:
i = x / distance;
j = y / distance;
return [-i, -j]
else:
return [0, 0]
""" REGION: Initialization and flow of the game """
def initGame():
"Load first scene, define current players and init turns"
global current_scene, current_turn
current_scene = Scenes.WELCOME
createSampleSpaces()
# The index of current_turn is related with players index
current_turn = 0
current_player = Player()
current_player.color = SpaceColors.BLUE
players.append(current_player)
current_player = Player()
current_player.color = SpaceColors.GREEN
players.append(current_player)
current_player = Player()
current_player.color = SpaceColors.RED
players.append(current_player)
current_player = Player()
current_player.color = SpaceColors.YELLOW
players.append(current_player)
def nextTurn():
global current_turn, current_turn_timer, current_selection
# Loop over the players in the order were defined in "players"
current_turn += 1
if current_turn > (len(players) - 1):
current_turn = 0
log(current_turn)
log(out)
# Restart the turn timer and remove selections of last player
current_turn_timer = 0
current_selection = []
def increaseTick():
"Create new units, manage movement position, apply action when reached the destination"
global spaces, current_turn_timer, current_tick,current_turn
for space in spaces:
if space.size == SpaceSizes.SMALL:
space.units += SpaceRecruiting.SMALL
elif space.size == SpaceSizes.MEDIUM:
space.units += SpaceRecruiting.MEDIUM
elif space.size == SpaceSizes.LARGE:
space.units += SpaceRecruiting.LARGE
elif space.size == SpaceSizes.XLARGE:
space.units += SpaceRecruiting.XLARGE
movements_to_remove = []
for current_movement_id in range(len(movements)):
movements[current_movement_id].progress[0] += UNITS_SPEED
movements[current_movement_id].current_pos[0] += \
movements[current_movement_id].movement_vect[0] * UNITS_SPEED
movements[current_movement_id].current_pos[1] += \
movements[current_movement_id].movement_vect[1] * UNITS_SPEED
if movements[current_movement_id].progress[0] > \
movements[current_movement_id].progress[1]:
# Action: Add the units to the destination
applyMovement(movements[current_movement_id])
movements_to_remove.append(current_movement_id)
for current_movement_id in reversed(movements_to_remove):
del(movements[current_movement_id])
current_turn_timer += 1 # Increase turn tick timer
# Check if we have reached the max time, or this player is out by not having units
if current_turn_timer > MAX_TURN_TIME or current_turn in out:
nextTurn()
current_tick += 1
def checkGameOver():
"Check if the players have at least one space to keep playing"
"Returns the number of players with units"
global out
number_of_players = 0
aux = 0
# Clear the spaces number for each player
for player in players:
player.spaces_num = 0
# Get the spaces each player has in control
for space in spaces:
for player in players:
if space.color == player.color:
player.spaces_num += 1
for player in players:
if player.spaces_num >= 1:
number_of_players += 1
else:
if aux not in out:
out.append(aux)
aux += 1
return number_of_players
def createMovement(space_origin_id, space_destination_id, percent):
global movements
space_origin_key = -1
space_destination_key = -1
# Get the keys in the spaces array for the supplied spaces
for current_space in range(len(spaces)):
if spaces[current_space]._id == space_origin_id:
space_origin_key = current_space
if spaces[current_space]._id == space_destination_id:
space_destination_key = current_space
units_to_move = math.floor(percent * spaces[space_origin_key].units)
log("Units to move:", units_to_move)
# Add the sustracted units to the movement
spaces[space_origin_key].units -= units_to_move
travel_distance = \
math.floor(getDistanceBetweenSpaces(space_origin_id, space_destination_id))
position_origin = \
pygame.Rect(spaces[space_origin_key].pos, spaces[space_origin_key].size).center
position_destination = \
pygame.Rect(spaces[space_destination_key].pos, spaces[space_destination_key].size).center
movement_vect = getUnitVector(position_origin, position_destination)
current_movement = Movement()
current_movement.space_origin_id = space_origin_id
current_movement.space_dest_id = space_destination_id
current_movement.progress = [0, travel_distance]
current_movement.movement_vect = movement_vect
current_movement.units = units_to_move
current_movement.player_color = spaces[space_origin_key].color
current_movement.current_pos = [position_origin[0], position_origin[1]]
movements.append(current_movement)
log("Travel distance:", travel_distance, "Speed:", movement_vect)
log("Current tick:", current_tick)
nextTurn()
def applyMovement(movement):
"When the movement arrived, add units or conquer the space"
dest_key = 0 # Key of the destination space
for current_space in range(len(spaces)):
if spaces[current_space]._id == movement.space_dest_id:
dest_key = current_space
same_player = movement.player_color[0] == spaces[dest_key].color[0]
if same_player:
spaces[dest_key].units += movement.units
else: # Units arrived from a different player color
if (spaces[dest_key].units - movement.units) < 1:
# Change the owner color
spaces[dest_key].color = movement.player_color
# Fill the space with the opponent player
new_units = (spaces[dest_key].units - movement.units) * -1
spaces[dest_key].units = new_units
else:
spaces[dest_key].units -= movement.units
""" REGION: Debugging tools """
def log(*strings):
if _debug:
print(strings)
def main():
global current_scene, current_turn
exit_pygame = False
clock = pygame.time.Clock()
initGame()
while not exit_pygame:
clock.tick(FPS)
clicked = False
# Get the user's events
for event in pygame.event.get():
if event.type == pygame.QUIT: # Clicked close button?
exit_pygame = True
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
clicked = True
if current_scene == Scenes.WELCOME:
if clicked:
checkWelcomeClick(pygame.mouse.get_pos())
renderWelcome()
elif current_scene == Scenes.MAIN_LOOP:
if clicked:
checkMainLoopClick(pygame.mouse.get_pos())
renderMainLoop()
increaseTick()
if checkGameOver() <= 1:
log(len(players))
current_scene = Scenes.GAME_OVER
elif current_scene == Scenes.GAME_OVER:
renderGameOver()
pygame.display.flip() # Update (draw) the screen
pygame.quit() # IDLE friendly
main()