|
| 1 | +init python: |
| 2 | + from renpy.display.image import Image |
| 3 | + from renpy.display.motion import Transform |
| 4 | + import time |
| 5 | + import random |
| 6 | + |
| 7 | + # Global game variables |
| 8 | + target_time = 3.8 # Base target time for block interaction |
| 9 | + block_creation_count = 0 |
| 10 | + max_block_creation = 10 # Adjusted per difficulty |
| 11 | + gameScore = 0 # Track player score |
| 12 | + |
| 13 | + # RhythmBlock class definition |
| 14 | + class RhythmBlock: |
| 15 | + def __init__(self, image_path, x, y, speed, transform_name, zoom): |
| 16 | + self.sprite = Image(image_path) |
| 17 | + self.x = x |
| 18 | + self.y = y |
| 19 | + self.speed = speed |
| 20 | + self.transform_name = transform_name |
| 21 | + self.zoom = zoom |
| 22 | + self.hit = False |
| 23 | + self.start_time = time.time() |
| 24 | + |
| 25 | + @staticmethod |
| 26 | + def difficultyRating(level): |
| 27 | + global target_time, max_block_creation, block_speed, blockrepition |
| 28 | + |
| 29 | + # Base values for the Easy difficulty |
| 30 | + base_target_time = 3.8 |
| 31 | + base_max_blocks = 10 |
| 32 | + base_speed = 5 |
| 33 | + base_rep_time = 2 |
| 34 | + |
| 35 | + if level == "Easy": |
| 36 | + target_time = base_target_time |
| 37 | + max_block_creation = base_max_blocks |
| 38 | + block_speed = base_speed |
| 39 | + blockrepition = base_rep_time |
| 40 | + |
| 41 | + elif level == "Medium": |
| 42 | + target_time = base_target_time * 0.8 # 20% faster |
| 43 | + max_block_creation = int(base_max_blocks * 1.2) |
| 44 | + block_speed = base_speed * 1.2 |
| 45 | + blockrepition = base_rep_time * 0.6 |
| 46 | + |
| 47 | + elif level == "Hard": |
| 48 | + target_time = base_target_time * 0.6 # 40% faster |
| 49 | + max_block_creation = int(base_max_blocks * 1.5) |
| 50 | + block_speed = base_speed * 1.5 |
| 51 | + blockrepition = base_rep_time * 0.3 |
| 52 | + |
| 53 | + else: |
| 54 | + raise ValueError("Invalid difficulty level. Choose 'Easy', 'Medium', or 'Hard'.") |
| 55 | + |
| 56 | + def get_elapsed_time(self): |
| 57 | + """Calculate the elapsed time since block creation.""" |
| 58 | + return time.time() - self.start_time |
| 59 | + |
| 60 | + def check_hit_timing(self, target_time): |
| 61 | + """Check if the block is hit within an acceptable time window.""" |
| 62 | + time_difference = abs(self.get_elapsed_time() - target_time) |
| 63 | + |
| 64 | + if self.hit: |
| 65 | + return "already_hit" |
| 66 | + if time_difference <= 0.3: |
| 67 | + self.hit = True |
| 68 | + return "perfect" |
| 69 | + elif time_difference <= 0.6: |
| 70 | + self.hit = True |
| 71 | + return "good" |
| 72 | + elif time_difference <= 0.9: |
| 73 | + self.hit = True |
| 74 | + return "bad" |
| 75 | + else: |
| 76 | + return "missed" |
| 77 | + |
| 78 | + # Subclasses for different block types |
| 79 | + class BurgerBlock(RhythmBlock): |
| 80 | + def __init__(self, x, y, speed): |
| 81 | + super().__init__("DDR_images/burger.png", x, y, speed, move_arrow_1, 0.15) |
| 82 | + |
| 83 | + class FriesBlock(RhythmBlock): |
| 84 | + def __init__(self, x, y, speed): |
| 85 | + super().__init__("DDR_images/Fries.png", x, y, speed, move_arrow_2, 0.15) |
| 86 | + |
| 87 | + class SodaBlock(RhythmBlock): |
| 88 | + def __init__(self, x, y, speed): |
| 89 | + super().__init__("DDR_images/Soda.png", x, y, speed, move_arrow_3, 0.15) |
| 90 | + |
| 91 | + class TendiesBlock(RhythmBlock): |
| 92 | + def __init__(self, x, y, speed): |
| 93 | + super().__init__("DDR_images/tendies.png", x, y, speed, move_arrow_4, 0.12) |
| 94 | + |
| 95 | + # List to hold active blocks |
| 96 | + active_blocks = [] |
| 97 | + block_classes = [BurgerBlock, FriesBlock, SodaBlock, TendiesBlock] |
| 98 | + |
| 99 | + def random_block_order(): |
| 100 | + """Generate and append a random block if creation limit has not been reached.""" |
| 101 | + global block_creation_count, max_block_creation, block_speed |
| 102 | + |
| 103 | + if block_creation_count < max_block_creation: |
| 104 | + chosen_block = random.choice(block_classes)(1100, -50, block_speed) |
| 105 | + active_blocks.append(chosen_block) |
| 106 | + block_creation_count += 1 |
| 107 | + |
| 108 | + def log_key_press(block_name, elapsed_time): |
| 109 | + """Log key press times for debugging purposes.""" |
| 110 | + print(f"[DEBUG] Key pressed for {block_name} at {elapsed_time:.2f} seconds after block creation.") |
| 111 | + |
| 112 | + def handle_block_hit(block_type, target_time): # will need to be modifyed so that it removes the renpy.notify and creates image popups of perfect, good, bad, etc. |
| 113 | + """Register block hits and update the score.""" |
| 114 | + global gameScore |
| 115 | + matching_blocks = [block for block in active_blocks if isinstance(block, block_type) and not block.hit] |
| 116 | + if matching_blocks: |
| 117 | + block = matching_blocks[-1] |
| 118 | + elapsed_time = block.get_elapsed_time() |
| 119 | + log_key_press(block.__class__.__name__, elapsed_time) |
| 120 | + result = block.check_hit_timing(target_time) |
| 121 | + |
| 122 | + if result == "perfect": |
| 123 | + renpy.notify("Perfect!") |
| 124 | + gameScore += 10 |
| 125 | + elif result == "good": |
| 126 | + renpy.notify("Good!") |
| 127 | + gameScore += 5 |
| 128 | + elif result == "bad": |
| 129 | + renpy.notify("Bad!") |
| 130 | + gameScore += 1 |
| 131 | + elif result == "missed": |
| 132 | + renpy.notify("Missed!") |
| 133 | + else: |
| 134 | + renpy.notify("Already hit!") |
| 135 | + |
| 136 | + else: |
| 137 | + renpy.notify(f"No {block_type.__name__} blocks to hit!") |
| 138 | + |
| 139 | + |
| 140 | + |
| 141 | + def sprite_manager(image, xpos, ypos, zoom=1.0): |
| 142 | + """Return a Transform with given image and attributes.""" |
| 143 | + return Transform(image, xpos=xpos, ypos=ypos, zoom=zoom) |
| 144 | + |
| 145 | +# Transform definitions |
| 146 | +transform move_arrow_1: |
| 147 | + xalign 0.425 |
| 148 | + linear config.screen_height / 800.0 * target_time yalign 1.5 |
| 149 | + repeat |
| 150 | + |
| 151 | +transform move_arrow_2: |
| 152 | + xalign 0.515 |
| 153 | + linear config.screen_height / 800.0 * target_time yalign 1.5 |
| 154 | + repeat |
| 155 | + |
| 156 | +transform move_arrow_3: |
| 157 | + xalign 0.6 |
| 158 | + linear config.screen_height / 800.0 * target_time yalign 1.5 |
| 159 | + repeat |
| 160 | + |
| 161 | +transform move_arrow_4: |
| 162 | + xalign 0.68 |
| 163 | + linear config.screen_height / 800.0 * target_time yalign 1.5 |
| 164 | + repeat |
| 165 | + |
| 166 | + |
| 167 | + |
| 168 | +# Screens for the game |
| 169 | +screen instructions_DDR: |
| 170 | + frame: |
| 171 | + xsize 800 |
| 172 | + ysize 700 |
| 173 | + align (0.5, 0.5) |
| 174 | + background "#333333" |
| 175 | + padding (20, 20) |
| 176 | + vbox: |
| 177 | + null height 10 |
| 178 | + spacing 20 |
| 179 | + text "Welcome to the DDR-style Rhythm Game!" color "#FFFFFF" size 40 |
| 180 | + text "Instructions:" color "#FFFFFF" size 30 |
| 181 | + for instruction in [ |
| 182 | + "1. Watch as blocks fall from the top of the screen.", |
| 183 | + "2. Press the corresponding arrow keys when the blocks reach the target zone.", |
| 184 | + "3. Hit the keys with perfect timing to score the most points!", |
| 185 | + "4. Try to score as many points as you can." |
| 186 | + ]: |
| 187 | + text instruction color "#FFFFFF" size 25 |
| 188 | + null height 20 |
| 189 | + text "Choose your difficulty:" color "#FFFFFF" size 30 align (0.5, 0.5) |
| 190 | + |
| 191 | + null height 20 |
| 192 | + hbox: |
| 193 | + spacing 100 |
| 194 | + align((0.5, 0.5)) |
| 195 | + textbutton "Easy" action [Function(RhythmBlock.difficultyRating, "Easy"), Hide("instructions_DDR"), Show("DDRgame")] |
| 196 | + textbutton "Medium" action [Function(RhythmBlock.difficultyRating, "Medium"), Hide("instructions_DDR"), Show("DDRgame")] |
| 197 | + textbutton "Hard" action [Function(RhythmBlock.difficultyRating, "Hard"), Hide("instructions_DDR"), Show("DDRgame")] |
| 198 | + |
| 199 | +screen DDRgame: |
| 200 | + frame: |
| 201 | + xsize 1920 |
| 202 | + ysize 1000 |
| 203 | + background "map_images/Food_bytes#2.jpg" |
| 204 | + add sprite_manager("DDR_images/scaleBackground.png", 90, -5) |
| 205 | + for xpos in [1100, 950, 800, 650, 500]: |
| 206 | + add sprite_manager("DDR_images/straight-line.png", xpos, -50) |
| 207 | + |
| 208 | + for block in active_blocks: |
| 209 | + add block.sprite at block.transform_name zoom block.zoom |
| 210 | + |
| 211 | + text "Score: [gameScore]" xpos 20 ypos 20 color "#FFFFFF" size 40 |
| 212 | + |
| 213 | + for xpos in [760, 915, 1065, 1215]: |
| 214 | + add sprite_manager("DDR_images/zone.png", xpos, 900, zoom=0.10) |
| 215 | + |
| 216 | + key "K_LEFT" action Function(handle_block_hit, BurgerBlock, target_time) |
| 217 | + key "K_UP" action Function(handle_block_hit, FriesBlock, target_time) |
| 218 | + key "K_DOWN" action Function(handle_block_hit, SodaBlock, target_time) |
| 219 | + key "K_RIGHT" action Function(handle_block_hit, TendiesBlock, target_time) |
| 220 | + |
| 221 | + if block_creation_count >= max_block_creation: |
| 222 | + timer 6.0 action Show("score_results", transition=dissolve, layer="overlay") |
| 223 | + |
| 224 | + timer blockrepition action Function(random_block_order) repeat True |
| 225 | + |
| 226 | +screen score_results: |
| 227 | + frame: |
| 228 | + xsize 1000 |
| 229 | + ysize 1000 |
| 230 | + align (0.5, 0.5) |
| 231 | + background "#333333" |
| 232 | + padding (20, 20) |
| 233 | + vbox: |
| 234 | + spacing 20 |
| 235 | + align (0.5, 0.5) |
| 236 | + text "Final Score: [gameScore]" color "#FFFFFF" size 40 align (0.5, 0.5) |
| 237 | + text "Thank you for playing!" color "#FFFFFF" size 30 align (0.5, 0.5) |
| 238 | + textbutton "Leave" action [Hide('score_results'), Show('overviewMap')] align (0.5, 0.5) |
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