parent
e257c5cc56
commit
a169bbec0d
@ -0,0 +1,596 @@
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import math, pygame, sys,copy,random
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import pygame.gfxdraw
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from pygame.locals import *
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FPS = 120
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WINDOWWIDTH = 640
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WINDOWHEIGHT = 480
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TEXTHEIGHT = 20
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BUBBLERADIUS = 20
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BUBBLEWIDTH = BUBBLERADIUS * 2
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BUBBLELAYERS = 5
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BUBBLEYADJUST = 5
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STARTX = WINDOWWIDTH / 2
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STARTY = WINDOWHEIGHT - 27
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ARRAYWIDTH = 16
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ARRAYHEIGHT = 14
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RIGHT = 'right'
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LEFT = 'left'
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BLANK = '.'
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## COLORS ##
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# R G B
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GRAY = (100, 100, 100)
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NAVYBLUE = (60, 60, 100)
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WHITE = (255, 255, 255)
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RED = (255, 0, 0)
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GREEN = (0, 255, 0)
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BLUE = (0, 0, 255)
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YELLOW = (255, 255, 0)
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ORANGE = (255, 128, 0)
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PURPLE = (255, 0, 255)
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CYAN = (0, 255, 255)
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BLACK = (0, 0, 0)
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COMBLUE = (233, 232, 255)
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BGCOLOR = WHITE
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COLORLIST = [RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, CYAN]
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class Bubble(pygame.sprite.Sprite):
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def __init__(self, color, row=0, column=0):
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pygame.sprite.Sprite.__init__(self)
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self.rect = pygame.Rect(0, 0, 30, 30)
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self.rect.centerx = STARTX
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self.rect.centery = STARTY
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self.speed = 10
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self.color = color
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self.radius = BUBBLERADIUS
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self.angle = 0
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self.row = row
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self.column = column
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def update(self):
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if self.angle == 90:
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xmove = 0
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ymove = self.speed * -1
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elif self.angle < 90:
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xmove = self.xcalculate(self.angle)
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ymove = self.ycalculate(self.angle)
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elif self.angle > 90:
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xmove = self.xcalculate(180 - self.angle) * -1
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ymove = self.ycalculate(180 - self.angle)
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self.rect.x += xmove
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self.rect.y += ymove
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def draw(self):
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pygame.gfxdraw.filled_circle(DISPLAYSURF, self.rect.centerx, self.rect.centery, self.radius, self.color)
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pygame.gfxdraw.aacircle(DISPLAYSURF, self.rect.centerx, self.rect.centery, self.radius, GRAY)
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def xcalculate(self, angle):
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radians = math.radians(angle)
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xmove = math.cos(radians) * (self.speed)
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return xmove
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def ycalculate(self, angle):
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radians = math.radians(angle)
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ymove = math.sin(radians) * (self.speed) * -1
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return ymove
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class Arrow(pygame.sprite.Sprite):
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def __init__(self):
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pygame.sprite.Sprite.__init__(self)
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self.angle = 90
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arrowImage = pygame.image.load('Arrow.png')
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arrowImage.convert_alpha()
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arrowRect = arrowImage.get_rect()
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self.image = arrowImage
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self.transformImage = self.image
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self.rect = arrowRect
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self.rect.centerx = STARTX
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self.rect.centery = STARTY
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def update(self, direction):
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if direction == LEFT and self.angle < 180:
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self.angle += 2
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elif direction == RIGHT and self.angle > 0:
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self.angle -= 2
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self.transformImage = pygame.transform.rotate(self.image, self.angle)
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self.rect = self.transformImage.get_rect()
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self.rect.centerx = STARTX
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self.rect.centery = STARTY
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def draw(self):
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DISPLAYSURF.blit(self.transformImage, self.rect)
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class Score(object):
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def __init__(self):
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self.total = 0
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self.font = pygame.font.SysFont('Helvetica', 15)
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self.render = self.font.render('Score: ' + str(self.total), True, BLACK, WHITE)
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self.rect = self.render.get_rect()
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self.rect.left = 5
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self.rect.bottom = WINDOWHEIGHT - 5
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def update(self, deleteList):
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self.total += ((len(deleteList)) * 10)
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self.render = self.font.render('Score: ' + str(self.total), True, BLACK, WHITE)
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def draw(self):
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DISPLAYSURF.blit(self.render, self.rect)
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def main():
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global FPSCLOCK, DISPLAYSURF, DISPLAYRECT, MAINFONT
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pygame.init()
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FPSCLOCK = pygame.time.Clock()
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pygame.display.set_caption('泡泡天堂小游戏')
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MAINFONT = pygame.font.SysFont('Helvetica', TEXTHEIGHT)
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DISPLAYSURF, DISPLAYRECT = makeDisplay()
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while True:
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score, winorlose = runGame()
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endScreen(score, winorlose)
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def runGame():
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musicList = ['知更鸟 _ HOYO-MiX _ Chevy - 使一颗心免于哀伤.ogg', '知更鸟 _ HOYO-MiX _ Chevy - 希望有羽毛和翅膀.ogg', '知更鸟 _ HOYO-MiX _ Chevy - 在银河中孤独摇摆.ogg']
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pygame.mixer.music.load(musicList[0])
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pygame.mixer.music.play()
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track = 0
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gameColorList = copy.deepcopy(COLORLIST)
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direction = None
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launchBubble = False
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newBubble = None
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arrow = Arrow()
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bubbleArray = makeBlankBoard()
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setBubbles(bubbleArray, gameColorList)
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nextBubble = Bubble(gameColorList[0])
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nextBubble.rect.right = WINDOWWIDTH - 5
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nextBubble.rect.bottom = WINDOWHEIGHT - 5
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score = Score()
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while True:
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DISPLAYSURF.fill(BGCOLOR)
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for event in pygame.event.get():
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if event.type == QUIT:
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terminate()
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elif event.type == KEYDOWN:
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if (event.key == K_LEFT):
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direction = LEFT
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elif (event.key == K_RIGHT):
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direction = RIGHT
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elif event.type == KEYUP:
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direction = None
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if event.key == K_SPACE:
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launchBubble = True
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elif event.key == K_ESCAPE:
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terminate()
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if launchBubble == True:
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if newBubble == None:
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newBubble = Bubble(nextBubble.color)
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newBubble.angle = arrow.angle
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newBubble.update()
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newBubble.draw()
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if newBubble.rect.right >= WINDOWWIDTH - 5:
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newBubble.angle = 180 - newBubble.angle
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elif newBubble.rect.left <= 5:
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newBubble.angle = 180 - newBubble.angle
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launchBubble, newBubble, score = stopBubble(bubbleArray, newBubble, launchBubble, score)
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finalBubbleList = []
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for row in range(len(bubbleArray)):
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for column in range(len(bubbleArray[0])):
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if bubbleArray[row][column] != BLANK:
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finalBubbleList.append(bubbleArray[row][column])
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if bubbleArray[row][column].rect.bottom > (WINDOWHEIGHT - arrow.rect.height - 10):
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return score.total, 'lose'
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if len(finalBubbleList) < 1:
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return score.total, 'win'
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gameColorList = updateColorList(bubbleArray)
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random.shuffle(gameColorList)
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if launchBubble == False:
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nextBubble = Bubble(gameColorList[0])
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nextBubble.rect.right = WINDOWWIDTH - 5
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nextBubble.rect.bottom = WINDOWHEIGHT - 5
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nextBubble.draw()
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if launchBubble == True:
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coverNextBubble()
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arrow.update(direction)
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arrow.draw()
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setArrayPos(bubbleArray)
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drawBubbleArray(bubbleArray)
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score.draw()
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if pygame.mixer.music.get_busy() == False:
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if track == len(musicList) - 1:
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track = 0
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else:
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track += 1
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pygame.mixer.music.load(musicList[track])
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pygame.mixer.music.play()
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pygame.display.update()
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FPSCLOCK.tick(FPS)
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def makeBlankBoard():
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array = []
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for row in range(ARRAYHEIGHT):
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column = []
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for i in range(ARRAYWIDTH):
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column.append(BLANK)
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array.append(column)
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return array
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def setBubbles(array, gameColorList):
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for row in range(BUBBLELAYERS):
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for column in range(len(array[row])):
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random.shuffle(gameColorList)
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newBubble = Bubble(gameColorList[0], row, column)
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array[row][column] = newBubble
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setArrayPos(array)
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def setArrayPos(array):
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for row in range(ARRAYHEIGHT):
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for column in range(len(array[row])):
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if array[row][column] != BLANK:
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array[row][column].rect.x = (BUBBLEWIDTH * column) + 5
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array[row][column].rect.y = (BUBBLEWIDTH * row) + 5
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for row in range(1, ARRAYHEIGHT, 2):
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for column in range(len(array[row])):
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if array[row][column] != BLANK:
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array[row][column].rect.x += BUBBLERADIUS
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for row in range(1, ARRAYHEIGHT):
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for column in range(len(array[row])):
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if array[row][column] != BLANK:
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array[row][column].rect.y -= (BUBBLEYADJUST * row)
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deleteExtraBubbles(array)
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def deleteExtraBubbles(array):
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for row in range(ARRAYHEIGHT):
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for column in range(len(array[row])):
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if array[row][column] != BLANK:
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if array[row][column].rect.right > WINDOWWIDTH:
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array[row][column] = BLANK
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def updateColorList(bubbleArray):
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newColorList = []
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for row in range(len(bubbleArray)):
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for column in range(len(bubbleArray[0])):
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if bubbleArray[row][column] != BLANK:
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newColorList.append(bubbleArray[row][column].color)
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colorSet = set(newColorList)
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if len(colorSet) < 1:
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colorList = []
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colorList.append(WHITE)
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return colorList
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else:
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return list(colorSet)
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def checkForFloaters(bubbleArray):
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bubbleList = [column for column in range(len(bubbleArray[0]))
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if bubbleArray[0][column] != BLANK]
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newBubbleList = []
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for i in range(len(bubbleList)):
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if i == 0:
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newBubbleList.append(bubbleList[i])
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elif bubbleList[i] > bubbleList[i - 1] + 1:
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newBubbleList.append(bubbleList[i])
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copyOfBoard = copy.deepcopy(bubbleArray)
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for row in range(len(bubbleArray)):
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for column in range(len(bubbleArray[0])):
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bubbleArray[row][column] = BLANK
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for column in newBubbleList:
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popFloaters(bubbleArray, copyOfBoard, column)
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def popFloaters(bubbleArray, copyOfBoard, column, row=0):
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if (row < 0 or row > (len(bubbleArray) - 1)
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or column < 0 or column > (len(bubbleArray[0]) - 1)):
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return
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elif copyOfBoard[row][column] == BLANK:
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return
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elif bubbleArray[row][column] == copyOfBoard[row][column]:
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return
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bubbleArray[row][column] = copyOfBoard[row][column]
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if row == 0:
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popFloaters(bubbleArray, copyOfBoard, column + 1, row)
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popFloaters(bubbleArray, copyOfBoard, column - 1, row)
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popFloaters(bubbleArray, copyOfBoard, column, row + 1)
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popFloaters(bubbleArray, copyOfBoard, column - 1, row + 1)
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elif row % 2 == 0:
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popFloaters(bubbleArray, copyOfBoard, column + 1, row)
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popFloaters(bubbleArray, copyOfBoard, column - 1, row)
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popFloaters(bubbleArray, copyOfBoard, column, row + 1)
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popFloaters(bubbleArray, copyOfBoard, column - 1, row + 1)
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popFloaters(bubbleArray, copyOfBoard, column, row - 1)
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popFloaters(bubbleArray, copyOfBoard, column - 1, row - 1)
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else:
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popFloaters(bubbleArray, copyOfBoard, column + 1, row)
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popFloaters(bubbleArray, copyOfBoard, column - 1, row)
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popFloaters(bubbleArray, copyOfBoard, column, row + 1)
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popFloaters(bubbleArray, copyOfBoard, column + 1, row + 1)
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popFloaters(bubbleArray, copyOfBoard, column, row - 1)
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popFloaters(bubbleArray, copyOfBoard, column + 1, row - 1)
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def stopBubble(bubbleArray, newBubble, launchBubble, score):
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deleteList = []
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popSound = pygame.mixer.Sound('popcork.ogg')
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for row in range(len(bubbleArray)):
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for column in range(len(bubbleArray[row])):
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if (bubbleArray[row][column] != BLANK and newBubble != None):
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if (pygame.sprite.collide_rect(newBubble, bubbleArray[row][column])) or newBubble.rect.top < 0:
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if newBubble.rect.top < 0:
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newRow, newColumn = addBubbleToTop(bubbleArray, newBubble)
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elif newBubble.rect.centery >= bubbleArray[row][column].rect.centery:
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if newBubble.rect.centerx >= bubbleArray[row][column].rect.centerx:
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if row == 0 or (row) % 2 == 0:
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newRow = row + 1
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newColumn = column
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if bubbleArray[newRow][newColumn] != BLANK:
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newRow = newRow - 1
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bubbleArray[newRow][newColumn] = copy.copy(newBubble)
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bubbleArray[newRow][newColumn].row = newRow
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bubbleArray[newRow][newColumn].column = newColumn
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else:
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newRow = row + 1
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newColumn = column + 1
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if bubbleArray[newRow][newColumn] != BLANK:
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newRow = newRow - 1
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bubbleArray[newRow][newColumn] = copy.copy(newBubble)
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bubbleArray[newRow][newColumn].row = newRow
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bubbleArray[newRow][newColumn].column = newColumn
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elif newBubble.rect.centerx < bubbleArray[row][column].rect.centerx:
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if row == 0 or row % 2 == 0:
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newRow = row + 1
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newColumn = column - 1
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if newColumn < 0:
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newColumn = 0
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if bubbleArray[newRow][newColumn] != BLANK:
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newRow = newRow - 1
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bubbleArray[newRow][newColumn] = copy.copy(newBubble)
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bubbleArray[newRow][newColumn].row = newRow
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bubbleArray[newRow][newColumn].column = newColumn
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else:
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newRow = row + 1
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newColumn = column
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if bubbleArray[newRow][newColumn] != BLANK:
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newRow = newRow - 1
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bubbleArray[newRow][newColumn] = copy.copy(newBubble)
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bubbleArray[newRow][newColumn].row = newRow
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bubbleArray[newRow][newColumn].column = newColumn
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elif newBubble.rect.centery < bubbleArray[row][column].rect.centery:
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if newBubble.rect.centerx >= bubbleArray[row][column].rect.centerx:
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if row == 0 or row % 2 == 0:
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newRow = row - 1
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newColumn = column
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if bubbleArray[newRow][newColumn] != BLANK:
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newRow = newRow + 1
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bubbleArray[newRow][newColumn] = copy.copy(newBubble)
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bubbleArray[newRow][newColumn].row = newRow
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bubbleArray[newRow][newColumn].column = newColumn
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else:
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newRow = row - 1
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newColumn = column + 1
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if bubbleArray[newRow][newColumn] != BLANK:
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newRow = newRow + 1
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bubbleArray[newRow][newColumn] = copy.copy(newBubble)
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bubbleArray[newRow][newColumn].row = newRow
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bubbleArray[newRow][newColumn].column = newColumn
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elif newBubble.rect.centerx <= bubbleArray[row][column].rect.centerx:
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if row == 0 or row % 2 == 0:
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newRow = row - 1
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newColumn = column - 1
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if bubbleArray[newRow][newColumn] != BLANK:
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newRow = newRow + 1
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bubbleArray[newRow][newColumn] = copy.copy(newBubble)
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bubbleArray[newRow][newColumn].row = newRow
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bubbleArray[newRow][newColumn].column = newColumn
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else:
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newRow = row - 1
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newColumn = column
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if bubbleArray[newRow][newColumn] != BLANK:
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newRow = newRow + 1
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bubbleArray[newRow][newColumn] = copy.copy(newBubble)
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bubbleArray[newRow][newColumn].row = newRow
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bubbleArray[newRow][newColumn].column = newColumn
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popBubbles(bubbleArray, newRow, newColumn, newBubble.color, deleteList)
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if len(deleteList) >= 3:
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for pos in deleteList:
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popSound.play()
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row = pos[0]
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column = pos[1]
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bubbleArray[row][column] = BLANK
|
||||
checkForFloaters(bubbleArray)
|
||||
|
||||
score.update(deleteList)
|
||||
|
||||
launchBubble = False
|
||||
newBubble = None
|
||||
|
||||
return launchBubble, newBubble, score
|
||||
|
||||
|
||||
def addBubbleToTop(bubbleArray, bubble):
|
||||
posx = bubble.rect.centerx
|
||||
leftSidex = posx - BUBBLERADIUS
|
||||
|
||||
columnDivision = math.modf(float(leftSidex) / float(BUBBLEWIDTH))
|
||||
column = int(columnDivision[1])
|
||||
|
||||
if columnDivision[0] < 0.5:
|
||||
bubbleArray[0][column] = copy.copy(bubble)
|
||||
else:
|
||||
column += 1
|
||||
bubbleArray[0][column] = copy.copy(bubble)
|
||||
|
||||
row = 0
|
||||
|
||||
return row, column
|
||||
|
||||
|
||||
def popBubbles(bubbleArray, row, column, color, deleteList):
|
||||
if row < 0 or column < 0 or row > (len(bubbleArray) - 1) or column > (len(bubbleArray[0]) - 1):
|
||||
return
|
||||
|
||||
elif bubbleArray[row][column] == BLANK:
|
||||
return
|
||||
|
||||
elif bubbleArray[row][column].color != color:
|
||||
return
|
||||
|
||||
for bubble in deleteList:
|
||||
if bubbleArray[bubble[0]][bubble[1]] == bubbleArray[row][column]:
|
||||
return
|
||||
|
||||
deleteList.append((row, column))
|
||||
|
||||
if row == 0:
|
||||
popBubbles(bubbleArray, row, column - 1, color, deleteList)
|
||||
popBubbles(bubbleArray, row, column + 1, color, deleteList)
|
||||
popBubbles(bubbleArray, row + 1, column, color, deleteList)
|
||||
popBubbles(bubbleArray, row + 1, column - 1, color, deleteList)
|
||||
|
||||
elif row % 2 == 0:
|
||||
|
||||
popBubbles(bubbleArray, row + 1, column, color, deleteList)
|
||||
popBubbles(bubbleArray, row + 1, column - 1, color, deleteList)
|
||||
popBubbles(bubbleArray, row - 1, column, color, deleteList)
|
||||
popBubbles(bubbleArray, row - 1, column - 1, color, deleteList)
|
||||
popBubbles(bubbleArray, row, column + 1, color, deleteList)
|
||||
popBubbles(bubbleArray, row, column - 1, color, deleteList)
|
||||
|
||||
else:
|
||||
popBubbles(bubbleArray, row - 1, column, color, deleteList)
|
||||
popBubbles(bubbleArray, row - 1, column + 1, color, deleteList)
|
||||
popBubbles(bubbleArray, row + 1, column, color, deleteList)
|
||||
popBubbles(bubbleArray, row + 1, column + 1, color, deleteList)
|
||||
popBubbles(bubbleArray, row, column + 1, color, deleteList)
|
||||
popBubbles(bubbleArray, row, column - 1, color, deleteList)
|
||||
|
||||
|
||||
def drawBubbleArray(array):
|
||||
for row in range(ARRAYHEIGHT):
|
||||
for column in range(len(array[row])):
|
||||
if array[row][column] != BLANK:
|
||||
array[row][column].draw()
|
||||
|
||||
|
||||
def makeDisplay():
|
||||
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
|
||||
DISPLAYRECT = DISPLAYSURF.get_rect()
|
||||
DISPLAYSURF.fill(BGCOLOR)
|
||||
DISPLAYSURF.convert()
|
||||
pygame.display.update()
|
||||
|
||||
return DISPLAYSURF, DISPLAYRECT
|
||||
|
||||
|
||||
def terminate():
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
|
||||
|
||||
def coverNextBubble():
|
||||
whiteRect = pygame.Rect(0, 0, BUBBLEWIDTH, BUBBLEWIDTH)
|
||||
whiteRect.bottom = WINDOWHEIGHT
|
||||
whiteRect.right = WINDOWWIDTH
|
||||
pygame.draw.rect(DISPLAYSURF, BGCOLOR, whiteRect)
|
||||
|
||||
|
||||
def endScreen(score, winorlose):
|
||||
endFont = pygame.font.SysFont('Helvetica', 20)
|
||||
endMessage1 = endFont.render('You ' + winorlose + '! Your Score is ' + str(score) + '. Press Enter to Play Again.',
|
||||
True, BLACK, BGCOLOR)
|
||||
endMessage1Rect = endMessage1.get_rect()
|
||||
endMessage1Rect.center = DISPLAYRECT.center
|
||||
|
||||
DISPLAYSURF.fill(BGCOLOR)
|
||||
DISPLAYSURF.blit(endMessage1, endMessage1Rect)
|
||||
pygame.display.update()
|
||||
|
||||
while True:
|
||||
for event in pygame.event.get():
|
||||
if event.type == QUIT:
|
||||
terminate()
|
||||
elif event.type == KEYUP:
|
||||
if event.key == K_RETURN:
|
||||
return
|
||||
elif event.key == K_ESCAPE:
|
||||
terminate()
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
Loading…
Reference in new issue