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import pygame
import sys
from levels import *
class Game:
def __init__(self, screen):
self.screen = screen
self.clock = pygame.time.Clock()
# Load fonts - try to use more playful fonts if available
try:
self.font = pygame.font.SysFont('Comic Sans MS', 32)
self.small_font = pygame.font.SysFont('Comic Sans MS', 24)
self.title_font = pygame.font.SysFont('Comic Sans MS', 48)
except:
self.font = pygame.font.SysFont('Arial', 32)
self.small_font = pygame.font.SysFont('Arial', 24)
self.title_font = pygame.font.SysFont('Arial', 48)
# Enhanced color palette
self.WHITE = (255, 255, 255)
self.BLACK = (0, 0, 0)
self.GREEN = (76, 175, 80)
self.RED = (244, 67, 54)
self.BLUE = (33, 150, 243)
self.PURPLE = (156, 39, 176)
self.BACKGROUND_TOP = (179, 229, 252) # Light blue
self.BACKGROUND_BOTTOM = (255, 255, 255)
self.GOLD = (255, 193, 7)
# Game state
self.current_grade = 1
self.score = 0
self.lives = 3
self.answer_input = ""
self.feedback = ""
self.feedback_color = self.BLACK
self.feedback_scale = 1.0 # For animation
# Load heart image for lives or create a heart shape
self.heart_points = [
(0, -4), (2, -2), (4, -4), (4, -2), (2, 4), (0, 2),
(-2, 4), (-4, -2), (-4, -4), (-2, -2)
]
self.heart_points = [(x * 3 + 20, y * 3 + 80) for x, y in self.heart_points]
# Initialize first problem
self.new_problem()
def new_problem(self):
"""Generate a new math problem based on current grade"""
self.problem = generate_problem(self.current_grade)
self.answer_input = ""
self.feedback = ""
def handle_events(self):
"""Handle user input events"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN and self.answer_input:
self.check_answer()
elif event.key == pygame.K_BACKSPACE:
self.answer_input = self.answer_input[:-1]
elif event.unicode.isnumeric() or event.unicode == '-':
self.answer_input += event.unicode
def check_answer(self):
"""Check if the provided answer is correct"""
try:
user_answer = int(self.answer_input)
if user_answer == self.problem.answer:
self.score += 10 * self.current_grade
self.feedback = "Correct!"
self.feedback_color = self.GREEN
self.feedback_scale = 1.5 # Start larger for "pop" effect
# Increase grade if score threshold reached
if self.score >= self.current_grade * 100 and self.current_grade < 5:
self.current_grade += 1
self.feedback = f"Level Up! Now at Grade {self.current_grade}"
self.feedback_color = self.GOLD
self.feedback_scale = 2.0 # Even bigger for level up
else:
self.lives -= 1
self.feedback = "Wrong answer!"
self.feedback_color = self.RED
self.feedback_scale = 1.3 # Slightly larger for wrong answer
if self.lives <= 0:
self.game_over()
# Draw one frame with the current feedback
self.draw()
pygame.display.flip()
pygame.time.wait(500) # Show feedback for half a second
self.new_problem()
except ValueError:
self.feedback = "Please enter a valid number"
self.feedback_color = self.RED
self.feedback_scale = 1.2
def game_over(self):
"""Handle game over state"""
waiting = True
alpha = 0
fade_surface = pygame.Surface((self.screen.get_width(), self.screen.get_height()))
fade_surface.fill(self.BLACK)
while alpha < 128: # Fade to semi-transparent black
self.draw() # Draw the game screen underneath
fade_surface.set_alpha(alpha)
self.screen.blit(fade_surface, (0, 0))
pygame.display.flip()
alpha += 2
pygame.time.wait(5)
# Create game over panel
panel_width = 400
panel_height = 300
panel_x = (self.screen.get_width() - panel_width) // 2
panel_y = (self.screen.get_height() - panel_height) // 2
while waiting:
# Draw the base game screen and fade overlay
self.draw()
fade_surface.set_alpha(128)
self.screen.blit(fade_surface, (0, 0))
# Draw game over panel
pygame.draw.rect(self.screen, self.WHITE,
(panel_x, panel_y, panel_width, panel_height))
pygame.draw.rect(self.screen, self.BLUE,
(panel_x, panel_y, panel_width, panel_height), 4)
# Draw game over text
game_over_text = self.title_font.render("Game Over!", True, self.RED)
score_text = self.font.render(f"Final Score: {self.score}", True, self.BLACK)
grade_text = self.font.render(f"Reached Grade: {self.current_grade}", True, self.BLUE)
restart_text = self.small_font.render("Press R to restart or Q to quit", True, self.PURPLE)
# Center all text in the panel
self.screen.blit(game_over_text,
game_over_text.get_rect(centerx=panel_x + panel_width // 2,
top=panel_y + 40))
self.screen.blit(score_text,
score_text.get_rect(centerx=panel_x + panel_width // 2,
top=panel_y + 120))
self.screen.blit(grade_text,
grade_text.get_rect(centerx=panel_x + panel_width // 2,
top=panel_y + 170))
self.screen.blit(restart_text,
restart_text.get_rect(centerx=panel_x + panel_width // 2,
top=panel_y + 220))
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_r:
self.__init__(self.screen)
waiting = False
elif event.key == pygame.K_q:
pygame.quit()
sys.exit()
def update(self):
"""Update game state"""
self.clock.tick(60)
def draw_gradient_background(self):
"""Draw a gradient background"""
height = self.screen.get_height()
for i in range(height):
progress = i / height
color = [int(self.BACKGROUND_TOP[j] * (1 - progress) + self.BACKGROUND_BOTTOM[j] * progress)
for j in range(3)]
pygame.draw.line(self.screen, color, (0, i), (self.screen.get_width(), i))
def draw_heart(self, x, y, filled=True):
"""Draw a heart shape at the specified position"""
points = [(px + x - 20, py - 80 + y) for px, py in self.heart_points]
if filled:
pygame.draw.polygon(self.screen, self.RED, points)
pygame.draw.polygon(self.screen, (200, 0, 0), points, 2)
def draw(self):
"""Draw the game screen"""
# Draw gradient background
self.draw_gradient_background()
# Draw decorative header
pygame.draw.rect(self.screen, self.BLUE, (0, 0, self.screen.get_width(), 120))
pygame.draw.rect(self.screen, self.PURPLE, (0, 115, self.screen.get_width(), 10))
# Draw grade and score with enhanced styling
grade_text = self.small_font.render(f"Grade: {self.current_grade}", True, self.WHITE)
score_text = self.small_font.render(f"Score: {self.score}", True, self.WHITE)
self.screen.blit(grade_text, (20, 20))
self.screen.blit(score_text, (20, 50))
# Draw lives as hearts
for i in range(3):
self.draw_heart(60 + i * 30, 80, i < self.lives)
# Draw problem with a background panel
panel_rect = pygame.Rect(250, 150, 300, 250)
pygame.draw.rect(self.screen, self.WHITE, panel_rect)
pygame.draw.rect(self.screen, self.BLUE, panel_rect, 3)
# Draw problem text
problem_text = self.font.render(str(self.problem), True, self.BLACK)
problem_rect = problem_text.get_rect(centerx=panel_rect.centerx, top=panel_rect.top + 30)
self.screen.blit(problem_text, problem_rect)
# Draw answer input with a box
input_rect = pygame.Rect(panel_rect.left + 20, problem_rect.bottom + 20,
panel_rect.width - 40, 40)
pygame.draw.rect(self.screen, self.WHITE, input_rect)
pygame.draw.rect(self.screen, self.BLACK, input_rect, 2)
answer_text = self.font.render(f"Answer: {self.answer_input}", True, self.BLACK)
answer_rect = answer_text.get_rect(centerx=input_rect.centerx, centery=input_rect.centery)
self.screen.blit(answer_text, answer_rect)
# Draw feedback with animation
if self.feedback:
feedback_text = self.font.render(self.feedback, True, self.feedback_color)
feedback_rect = feedback_text.get_rect(centerx=panel_rect.centerx,
top=input_rect.bottom + 20)
# Apply scale animation
scaled_surface = pygame.transform.scale(
feedback_text,
(int(feedback_text.get_width() * self.feedback_scale),
int(feedback_text.get_height() * self.feedback_scale))
)
scaled_rect = scaled_surface.get_rect(center=feedback_rect.center)
self.screen.blit(scaled_surface, scaled_rect)
# Update scale for animation
target_scale = 1.0
self.feedback_scale += (target_scale - self.feedback_scale) * 0.1
if abs(self.feedback_scale - target_scale) < 0.01:
self.feedback_scale = target_scale |