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SuperMario/pythonProject1/data/components/bricks.py

197 lines
5.5 KiB

import pygame as pg
from .. import setup
from .. import constants as c
from . import powerups
from . import coin
class Brick(pg.sprite.Sprite):
"""Bricks that can be destroyed"""
def __init__(self, x, y, contents=None, powerup_group=None, name='brick'):
"""Initialize the object"""
pg.sprite.Sprite.__init__(self)
self.sprite_sheet = setup.GFX['tile_set']
self.frames = []
self.frame_index = 0
self.setup_frames()
self.image = self.frames[self.frame_index]
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.mask = pg.mask.from_surface(self.image)
self.bumped_up = False
self.rest_height = y
self.state = c.RESTING
self.y_vel = 0
self.gravity = 1.2
self.name = name
self.contents = contents
self.setup_contents()
self.group = powerup_group
self.powerup_in_box = True
def get_image(self, x, y, width, height):
"""Extracts the image from the sprite sheet"""
image = pg.Surface([width, height]).convert()
rect = image.get_rect()
image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))
image.set_colorkey(c.BLACK)
image = pg.transform.scale(image,
(int(rect.width*c.BRICK_SIZE_MULTIPLIER),
int(rect.height*c.BRICK_SIZE_MULTIPLIER)))
return image
def setup_frames(self):
"""Set the frames to a list"""
self.frames.append(self.get_image(16, 0, 16, 16))
self.frames.append(self.get_image(432, 0, 16, 16))
def setup_contents(self):
"""Put 6 coins in contents if needed"""
if self.contents == '6coins':
self.coin_total = 6
else:
self.coin_total = 0
def update(self):
"""Updates the brick"""
self.handle_states()
def handle_states(self):
"""Determines brick behavior based on state"""
if self.state == c.RESTING:
self.resting()
elif self.state == c.BUMPED:
self.bumped()
elif self.state == c.OPENED:
self.opened()
def resting(self):
"""State when not moving"""
if self.contents == '6coins':
if self.coin_total == 0:
self.state == c.OPENED
def bumped(self):
"""Action during a BUMPED state"""
self.rect.y += self.y_vel
self.y_vel += self.gravity
if self.rect.y >= (self.rest_height + 5):
self.rect.y = self.rest_height
if self.contents == 'star':
self.state = c.OPENED
elif self.contents == '6coins':
if self.coin_total == 0:
self.state = c.OPENED
else:
self.state = c.RESTING
else:
self.state = c.RESTING
def start_bump(self, score_group):
"""Transitions brick into BUMPED state"""
self.y_vel = -6
if self.contents == '6coins':
setup.SFX['coin'].play()
if self.coin_total > 0:
self.group.add(coin.Coin(self.rect.centerx, self.rect.y, score_group))
self.coin_total -= 1
if self.coin_total == 0:
self.frame_index = 1
self.image = self.frames[self.frame_index]
elif self.contents == 'star':
setup.SFX['powerup_appears'].play()
self.frame_index = 1
self.image = self.frames[self.frame_index]
self.state = c.BUMPED
def opened(self):
"""Action during OPENED state"""
self.frame_index = 1
self.image = self.frames[self.frame_index]
if self.contents == 'star' and self.powerup_in_box:
self.group.add(powerups.Star(self.rect.centerx, self.rest_height))
self.powerup_in_box = False
class BrickPiece(pg.sprite.Sprite):
def __init__(self, x, y, xvel, yvel):
super(BrickPiece, self).__init__()
self.sprite_sheet = setup.GFX['item_objects']
self.setup_frames()
self.frame_index = 0
self.image = self.frames[self.frame_index]
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.x_vel = xvel
self.y_vel = yvel
self.gravity = .8
def setup_frames(self):
"""create the frame list"""
self.frames = []
image = self.get_image(68, 20, 8, 8)
reversed_image = pg.transform.flip(image, True, False)
self.frames.append(image)
self.frames.append(reversed_image)
def get_image(self, x, y, width, height):
"""Extract image from sprite sheet"""
image = pg.Surface([width, height]).convert()
rect = image.get_rect()
image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))
image.set_colorkey(c.BLACK)
image = pg.transform.scale(image,
(int(rect.width*c.BRICK_SIZE_MULTIPLIER),
int(rect.height*c.BRICK_SIZE_MULTIPLIER)))
return image
def update(self):
"""Update brick piece"""
self.rect.x += self.x_vel
self.rect.y += self.y_vel
self.y_vel += self.gravity
self.check_if_off_screen()
def check_if_off_screen(self):
"""Remove from sprite groups if off screen"""
if self.rect.y > c.SCREEN_HEIGHT:
self.kill()