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legacy.py
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legacy.py
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'''
Brick jumper (old version)
Philipp D.
May 2023
v0.1.7
'''
import tkinter as tk
from math import sqrt
from random import randint
from time import sleep
from tkinter.messagebox import askretrycancel, askyesno, showinfo
from tkinter.simpledialog import askstring
# Settings
WIDTH: int = 750
HEIGHT: int = 500
TOPLEFT_X: int = 50
TOPLEFT_Y: int = HEIGHT - 100
PLAYER_SIZE: int = 50
PLAYER_COLOR: str = "#2bff00"
ENEMY_COLOR: str = "#ff5100"
ENEMY_SIZE: int = 25
BOOST: int = -15
SPEED: float = -5
GRAVITY: int = 1
GAP: float = 200
ENEMY_CHANCE: int = 10
MAX_ENEMY_HEIGHT: int = PLAYER_SIZE * 2
PARTICLE_CHANCE: int = 2
PARTICLE_MIN: int = 3
PARTICLE_MAX: int = 5
MAX_ENEMIES: int = 5
MIN_FPS: float = 60
MAX_FPS: float = 150
FPS_INCREASE: float = 0.1
JUMP_KEY: list = ["<space>", "<Up>", "<Button-1>"]
PAUSE_KEY: list = ["<Escape>", "<p>", "<Button-3>"]
SCOREBOARD = "jumper.scores"
MID_Y: float = HEIGHT / 2
MID_X: float = WIDTH / 2
GROUND: int = round(TOPLEFT_Y + (PLAYER_SIZE / 2))
# Template for sprite items
class Sprite:
def __init__(self, stage: tk.Canvas, x: int, y: int, size: int, color: str, start_health: float = 1):
self.stage = stage
self.color = color
self.health = start_health
self.id = stage.create_rectangle(
x, y, x + size, y + size, fill=color, outline="")
def pos(self, f: int):
pos = self.stage.coords(self.id)
return (pos[f] + pos[f + 2]) / 2
# Property is to avoid the () every time the position is called and to make the code look cleaner
# The "setter" functions don't really set the position, they change it by the given s value
# Source: RealPython.com
@property
def x(self): return self.pos(0)
@x.setter
def x(self, s): self.stage.move(self.id, s, 0)
@property
def y(self): return self.pos(1)
@y.setter
def y(self, s): self.stage.move(self.id, 0, s)
# Thanks to Pythagoras
def distance(self, other): return sqrt(
((self.x - other.x) ** 2)
+
((self.y - other.y) ** 2)
)
def say(self, text, delay: float = 0):
if text == None:
self.stage.delete(self.speech)
else:
self.speech = self.stage.create_text(
self.x+PLAYER_SIZE/2, self.y-PLAYER_SIZE/2-10, font="Roboto 10", fill=self.color)
display = ""
for i in text:
display += i
self.stage.itemconfig(self.speech, text=display)
self.stage.update()
sleep(delay)
# Figure controlled by the player
class Player (Sprite):
def __init__(self, stage: tk.Canvas):
super().__init__(stage, TOPLEFT_X, TOPLEFT_Y, PLAYER_SIZE, PLAYER_COLOR)
for i in JUMP_KEY:
stage.bind_all(i, self.jump)
self.fall = 1
# Simulate gravity
def sim(self):
self.y = self.fall
self.fall = 1 if self.y > GROUND else self.fall + GRAVITY
while self.y > GROUND:
self.y = -1
def jump(self, event=None):
if self.y == GROUND: # Check if sprite is on the ground, to avoid air jumps
self.fall = BOOST
# Toplevel class with game window
class Game (tk.Frame):
def __init__(self, master: tk.Tk):
super().__init__(master)
self.pack(fill="both", expand=True)
self.username = askstring(title="Welcome!",
prompt="What's your name?")
# Main loop
def loop(self):
while not closed:
self.c = tk.Canvas(self.master, width=WIDTH,
height=HEIGHT, background="black")
self.c.pack(fill="both", expand=True)
self.c.create_line(
0, GROUND + (PLAYER_SIZE / 2), WIDTH, GROUND + (PLAYER_SIZE / 2), fill="white")
self.score_display = self.c.create_text(
MID_X, 20, font="Helvetica", fill="white")
self.Cube = Player(self.c)
self.enemies = []
self.particles = []
self.fps = MIN_FPS
self.score = 0
self.c.focus() # Jump to the window
for i in PAUSE_KEY:
self.c.bind_all(i, self.pause)
# The game starts here
while (self.Cube.health > 0) and (not closed):
self.c.update() # Refresh the screen
self.Cube.sim()
self.make_enemy()
self.tick_enemies()
self.make_particle()
self.tick_particles()
if self.fps < MAX_FPS:
self.fps += FPS_INCREASE
sleep(1/self.fps)
# Game over
self.Cube.say("@!#?@!", 1/MIN_FPS)
Score.top(SCOREBOARD, self.username, self.score)
rank = None
for k in Score.get(SCOREBOARD):
if str(self.username) in k:
rank = Score.get(SCOREBOARD).index(k) + 1
break
top_score = Score.get(SCOREBOARD)[0]
prompt = askretrycancel(
title="Game over",
message=f"Your score: {self.score}\nYour rank: #{rank}\nHigh score: {top_score}")
if not prompt:
handle_close()
self.c.destroy()
def make_enemy(self):
if (randint(0, ENEMY_CHANCE) == 0) and (len(self.enemies) < MAX_ENEMIES):
if len(self.enemies) > 0:
if not (self.enemies[-1].x <= WIDTH - GAP):
return
else:
return
self.enemies.append(
Sprite(self.c, WIDTH, GROUND-randint(0, MAX_ENEMY_HEIGHT), ENEMY_SIZE, ENEMY_COLOR))
def make_particle(self):
if randint(0, PARTICLE_CHANCE) == 0:
self.particles.append(Sprite(self.c, WIDTH, randint(
0, GROUND), randint(PARTICLE_MIN, PARTICLE_MAX), "white"))
def tick_particles(self):
for j in self.particles:
j.x = SPEED
if j.x <= 0:
self.c.delete(j.id)
del self.particles[0]
def tick_enemies(self):
for i in self.enemies:
i.x = SPEED
if self.Cube.distance(i) <= abs(PLAYER_SIZE + ENEMY_SIZE) / 2:
self.Cube.health -= 1
if i.x <= 0:
i.x = -10
self.c.delete(i.id)
del self.enemies[0]
self.score += 1
self.c.itemconfig(self.score_display,
text=f"Score: {self.score}")
def pause(self, event=None):
prompt = askyesno(title="Game paused",
message="Click on 'Yes' to resume game, 'No' to exit the game.")
if not prompt:
handle_close()
# Functions for score management
class Score:
@staticmethod # Doesn't require "self" parameter
def sort(lst):
if len(lst) < 1:
return lst
# Clean list from invalid lines
for l in range(len(lst)):
try:
if not (':' in lst[l]):
del lst[l]
if lst[l] == '\n':
del lst[l]
except:
pass
for j in range(len(lst)):
for k in range(len(lst)-1):
item1 = lst[k]
item1t = float((item1.split(':')[1]))
if k != len(lst)-1:
item2 = lst[k+1]
item2t = float((item2.split(':')[1]))
if item1t < item2t:
# Swap items
lst[k] = str(item2)
lst[k+1] = str(item1)
# Remove duplicates
names = []
h = 0
while h < len(lst):
s = lst[h].split(":")
if s[0] in names:
del lst[h]
else:
names.append(s[0])
h += 1
return lst
@staticmethod
def top(f, n, s):
try:
file = open(f, 'r')
except:
file = open(f, 'x')
scores = []
else:
scores = file.readlines()
finally:
if n != "" and n != None:
scores.append(f"{n}:{s}")
scores = Score.sort(scores)
file = open(f, 'w')
for i in scores:
file.write(str(i).strip('\n') + '\n')
file.flush()
file.close()
@staticmethod
def get(f):
try:
fobj = open(f, 'r')
except:
return [""]
else:
lst = fobj.readlines()
fobj.close()
return lst
def handle_close():
global closed
closed = True
# Main window
closed = False
root = tk.Tk()
root.title("Jumper")
root.resizable(False, False)
Jumper = Game(root)
# Stop when the window is closed; Source: GeeksForGeeks.org
root.protocol("WM_DELETE_WINDOW", Jumper.pause)
if (Jumper.username == None):
handle_close()
quit()
showinfo(title="Jumper",
message=f"""Hello {Jumper.username}!
Press {JUMP_KEY} to jump.
Press {PAUSE_KEY} to pause the game.
Avoid orange cubes.
Get to the top of the leaderboard!""")
Jumper.loop()
quit()